GM Ladile's League of Kick-Ass Dudes: A Pathfinder Society Campaign (Inactive)

Game Master Lady Ladile

Current Scenario: #4-14 My Enemy's Enemy

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| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Perception: 1d20 + 13 ⇒ (6) + 13 = 19 Yuuuup.

Denair wipes sand from her eyes. "Wow, you really need to find shelter around here... oh, did you find something, Frankie?"

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Perception: 1d20 ⇒ 5
Meredith continues to cough up sand. "Denair, lead the way!"

Sovereign Court

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Male NG Samsaran Warpriest of Shizuru 3 | HP 24/24 | AC 21 T 12 FF 19 | CMB +5, CMD 17 | F: +4, R: +3, W: +5 | Init: +2 | Perc: +2, SM: +6 | Speed 30ft/20ft | Blessings: 4/4 | Spells: 1st 4/4 | Active conditions: Blue

Brayden relaxes his sword arm as the storm rages. He narrows his eyes, examining the area beyond the bluff for a proper hideout.

Perception: 1d20 + 2 ⇒ (9) + 2 = 11
"Ah, I cannot see a thing," he calmly says, tears forming in his eyes. Irritation caused by the sand, of course.

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Dalen starts looking for shelter as soon as she's sure that everyone's up near the ruins, however, a particularly violent gust of wind staggers her and she loses her footing. The tumble isn't long, only a few feet, but it is disorienting and she can't see well enough through the sands to regain her bearings enough to know where to go. A seed of cold fear settles in her belly as she realizes how exposed and lost she is. She grabs her cloak and pulls it tight over herself as she turns her back to the wind and tries to figure out how to get out of this alive.


Beep Boop

Engaging Lazarus Bot Protocol

Shielding his eyes against the whirling sand, Lazarus attempts to pinpoint the way to safety...

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Praise Desna, we're saved!

...and spots just what he was looking for. "Here! I see it! Follow me!" he calls, shouting to be heard over the howling of the wind. He makes his way towards a small, squatty-looking building, casting glances over his shoulder to make sure his companions are behind him. Off to one side he spots a figure huddled up against the wind and sand and reaches out a hand to pull them along, whoever they may be.
________

Dalen, that'd be you!


Season of Ghosts

Foot by foot, inch by inch, you make your way towards the only shelter any of you have been able to spot - a small, squatty building that sits in what you'd guess would be the center of the ruins, surrounded by a crudely constructed palisade. As the sky grows progressively darker and the wind howls, everyone finally manages to reach the building and stumble inside. It's pitch black but you quickly bring light to bear as you attempt to get the measure of your surroundings and shake the sand from all the places you knew you had and the places you didn't.

Sand gusts into the building through the open door to the east and the northeast corner of the canvas roof, where the broad tarpaulin has broken free at one end. The canvas strains violently in the wind as the rest of the bindings begin to pull loose. Only half of the building’s original floor still exists to the north. A ladder descends ten feet to a ledge below, and another ladder descends further into a jagged crack in the ground. A campsite sprawls across both ledges, and several bloodied corpses are scattered throughout.

Unfortunately, there's little time to have a further look as your first priority is to secure the flapping tarpaulin before it completely breaks free and exposes you all to the storm's fury once more!

Current Map!
__________

Securing the tarpaulin will first require scaling the fragmented walls (DC 15 Climb) and then succeeding at a DC 12 Strength check as a full-round action to reattach it to the structure. Did I say 'full-round action'? Yes indeed...you've got some time but your time is limited. Luckily for you guys the group succeeded at all the previous checks and so you didn't lose any time (or get sand in your eyes).

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Climb: 1d20 + 7 ⇒ (18) + 7 = 25
Strength: 1d20 + 3 ⇒ (1) + 3 = 4

Well, this should be entertaining. :)
I'm not sure if a 1 triggers anything, so I'm just gonna leave this open for the GM.

Dalen isn't sure who grabbed her and dragged her to safety, and before she can find out, she sees that they need to fix the tarp. She scrambles up the wall easily enough, but when she tries tying down the tarp...

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Lazarus regards his thin arms with some doubt, but then he pitches in to save their souls from the approaching storm. Oh, dear. "I apologize for clumsiness, friends."
Climb DC15: 1d20 ⇒ 1
Strength check DC12: 1d20 ⇒ 8

Liberty's Edge

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Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie rides Sal straight into the little building, ducking his head quick to avoid the top of the doorway, he opens his little mouth to say something but all that comes out in a pile of sand. He hacks and coughs a bit before taking a drink to rinse things clean. Swallowing the scratchy cocoa hard. Ow.

He looks around at the situation and eagerly tries to help!

Climb, DC15: 1d20 - 1 ⇒ (18) - 1 = 17
Str Check, DC12: 1d20 - 1 ⇒ (15) - 1 = 14

With a mighty leap from the hump of Sal, he scurries up the wall and wrangles that whipping tarp rope like the legless Captain Dan in Forrest Gump. "Hold it just one minute, I got this... I got this!" He sounds unsure at first, but yet again his luck holds true as his bird's nest of a knot holds fast.

Frankie hops back on top of Sal with a bit of flair and a bow. Acrobatics: 1d20 + 9 ⇒ (10) + 9 = 19


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| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Meredith calls "Denair, go help everyone, I'll keep an eye on these camels!"

Denair prepares to climb up. When is she going to practice climbing again?

Denair has a +11 Climb check and can take 10 thanks to her Climb Speed. If she can't take 10 here...

Climb: 1d20 + 11 ⇒ (6) + 11 = 17
Str Check: 1d20 + 3 ⇒ (19) + 3 = 22 Unlucky streak broken?

"Good job, Frankie!" Denair cheers the boy on, and then holds one of the corners down for him.


Season of Ghosts

While Dalen is able to easily clamber up the wall, actually getting hold of the tarp properly and without falling is another matter entirely. Just when she thinks she almost has hold of it, a particularly strong gust of wind rips it from her grasp and the thick, heavy material slaps hard against her cheek - adding insult to injury. Lazarus fares no better, his noodly frame not especially built for such strenuous tasks. He tries to pull himself up the wall but is quickly forced to drop back down to the ground again. But ta-dah! Little Frankie and Meredith each shimmy up on opposite corners and manage to wrangle the tarp down and into submission, securing it tightly against the wind.

The pair climb back down to the floor again and now, finally, you're certain you'll have a moment to catch your breath and look around. But with the tarp now sheltering your heads and the swirling sand outside blotting out the sun, the area takes on almost eerie, night-like quality. And as the faint rattle of bones can be heard from very close by you're all swiftly disabused of the notion of rest!

From among the bloodied corpses and bones littering the floor, three skeletal figures slowly stand to face you. Tattered uniforms and broken armor hang from their bones and each one carries a longsword, rusted and chipped with the passage of time...

Kn. Religion (DC 11):

These are particularly desiccated-looking skeletons. For every 5 that you exceed the check DC, you may ask for one piece of information from the following list.

Kn. History (DC 18):

Judging by the style of uniforms and the make of the armor, you'd estimate that these skeletons date back to the period of the Everwar.

Who Goes First?:

Meredith Init: 1d20 + 2 ⇒ (15) + 2 = 17
Lil Frankie Init: 1d20 + 4 ⇒ (8) + 4 = 12
Dalen Init: 1d20 + 3 ⇒ (5) + 3 = 8
Jan Init: 1d20 + 4 ⇒ (7) + 4 = 11
Brayden Init: 1d20 + 2 ⇒ (7) + 2 = 9
Lazarus Init: 1d20 + 4 ⇒ (16) + 4 = 20
Denair Init: 1d20 + 1 ⇒ (6) + 1 = 7

Skeletons: 1d20 + 6 ⇒ (6) + 6 = 12


__________

Round 1

Lazarus
Meredith
Frankie

==========
Skeletons
==========
Jan
Brayden
Dalen
Denair

Active Conditions: None

Lazarus, Meredith and Frankie are UP!

Current Map!

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Knowledge(Religion): 1d20 + 2 ⇒ (5) + 2 = 7

Dalen sighs as she climbs back down, which soon turns into a groan of frustration as the skeletons rise. A welt is starting to rise on her cheek, though it is her pride that stings the most. The undead are hardly a welcome sight and to add even more salt to the wound, she can't remember anything special about this batch beyond the obvious.

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

"Beware of the Restless Dead."

Knowledge(Religion): 1d20 + 6 ⇒ (15) + 6 = 21

OOC- Weaknesses and Armor Class please.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

GM, the map on top of the page is still on the old map. Update the campaign info.

"Good job, Frankie." She taps his shoulder. "Your quick thinking saved us from an awful night."

Denair pouts. I helped too, you know!

Meredith frowns as she sees what is dead come back to life. "Um, hmm. I should bash these things, right?" She draws her silvered heavy mace, adds a bit of arcane energy into it and takes a swing.

Silver Heavy Mace: 1d20 + 7 ⇒ (12) + 7 = 19
Arcane Strike, Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Liberty's Edge

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Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie smiles at Meredith, then gives Denair a low five "Told ya I was an expert adventurer!" He says, turning around and staring into the rattling ribcage of a walking skeleton "Holy moly, these guys looked starved! And hungry... for me!"

He looks around and sees he's in a corner. He grits his teeth and flicks his right wrist and a small blade appears "Don't worry about me, I'll be fine!" He waves his blade at the thing trying to keep it back.

Melee Mithril Dagger, Flanking, Defensively (+4AC): 1d20 + 7 + 2 - 4 ⇒ (9) + 7 + 2 - 4 = 141d3 - 1 + 1d6 ⇒ (2) - 1 + (1) = 2

23AC for the round. Remove the flanking and sneak attack bit if Lazarus doesn't threaten. Frankie used a spring loaded wrist sheath for his hidden dagger draw.


Season of Ghosts

Wow, map failure on my part. Okay, the main link at the top should now direct to the correct slideshow.

Meredith remembers training and past experience, drawing her silvery mace and imbuing it with a little extra 'oomph' as she takes a swing at Red Skeleton. The weapon connects with a satisfying *CRACK* and sends bone splinters flying in all directions! But the skeleton remains standing, if barely.

Not deterred by being caught in the corner, Frankie whips out a hidden dagger and adopts a defensive position as he attempts to strike one of the skeletons. Though his form is good, the aim could use just a little work and the target a little more skin.

Jan recalls that skeletons such as these have no particular weaknesses but that they aren't terribly hard to hit - especially with effects and attacks that can simply bypass their armor. (AC 16, T 12, FF 14.)
__________

Round 1

Lazarus
Meredith
Frankie (Fight Defensively)
==========
Red (-7), Blue, Green
==========
Jan
Brayden
Dalen
Denair

Active Conditions: None

Lazarus is UP!

Current Map!

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

OCC- assuming Lazarus doesn't do anything too weird.

(Drawing his axe and shield, Jan moves towards the Skeleton that Meredith has already attacked).

"Suffer not the Undead to be among the Living!"

Attack (Shield Bash): 1d20 + 6 ⇒ (2) + 6 = 8, Damage (Blunt): 1d3 + 3 ⇒ (2) + 3 = 5


Beep Boop

Engaging Lazarus Bot Protocol

Kn. Religion: 1d20 + 7 ⇒ (4) + 7 = 11

Unable to add anything to Jan's expert analysis of the situation, Lazarus quickly takes a step back from the skeleton in front of him. He then produces his blessing wand from a spring-loaded wrist sheath and uses it on the party.
__________

I believe that's (44) charges remaining on the wand.


Season of Ghosts

BtS:

Green: 1d2 ⇒ 1
Blue: 1d3 ⇒ 1

Raising their swords in some sort of military salute, the three skeletons proceed to attack the group. Green zeroes in on Denair, while Blue tries to strike at Frankie and Red slices at Meredith. Luckily for Denair and Frankie the skeletons' aim proves to be poor and they easily avoid the attacks. Meredith, however, is not quite as lucky and suffers a shallow cut on her arm.

Green vs. Denair: 1d20 + 1 ⇒ (12) + 1 = 13

Blue vs. Frankie: 1d20 + 1 ⇒ (9) + 1 = 10

Red vs. Meredith: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d8 ⇒ 2

Meredith - please make a DC 11 Fort save.

Jan steps up and attempts to come to Meredith's aid, but the skeleton somehow manages to wobble out of the way of the incoming shield.
__________

Round 1/Round 2

Lazarus
Meredith (-2)
Frankie
==========
Red (-7), Blue, Green
==========
Jan
Brayden
Dalen
Denair

Active Conditions: Bless

Brayden, Dalen, Denair, Lazarus, Meredith and Frankie are UP!

Current Map!

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Fort Save: 1d20 + 5 ⇒ (3) + 5 = 8
She's felt worse as the sword cuts her, but she feels like she's going to regret the cut later.

Silver Heavy Mace: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Arcane Strike, Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Meredith just misses the skeleton, so she takes a side step. "Jan- can you give me a hand, here?"


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"Boss!" Denair cries out. Denair would love to rush in, but there's a skeleton in her way.

Power Attack Slam: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14
Power Attack Damage: 1d8 + 4 + 3 ⇒ (7) + 4 + 3 = 14

And it's still in her way!

Sovereign Court

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Male NG Samsaran Warpriest of Shizuru 3 | HP 24/24 | AC 21 T 12 FF 19 | CMB +5, CMD 17 | F: +4, R: +3, W: +5 | Init: +2 | Perc: +2, SM: +6 | Speed 30ft/20ft | Blessings: 4/4 | Spells: 1st 4/4 | Active conditions: Blue

Brayden looks at his blade. "I suppose a weapon like this will not do as much as a proud hammer or mace... If it was any ordinary weapon." He smiles. "This blade is empowered by Shizuru herself!" He shouts, cutting across the skeleton's femurs.

Katana, Weapon of the Chosen: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 3 ⇒ (5) + 3 = 8

GM:

Weapon of the chosen for your reference. It basically counts as magical for the purposes of overcoming DR. Is it too meta that Brayden knows they might have DR? I'll leave that up to you.

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Attack Quarterstaff vs. Blue (Flank, Favored Enemy): 1d20 + 4 + 2 + 2 ⇒ (18) + 4 + 2 + 2 = 26
damage (2-handed): 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Dalen steps to the side and forward to flank the skeleton with Frankie. She pulls her staff free of her pack as she does so then brings it down on the thing's head.


Season of Ghosts

Though the pain in Meredith's arm is irritating, what's much more alarming is the sudden feeling of dehydration that hits her out of nowhere!

Merdith is afflicted with a Dessication Aura for the next...

Rounds: 1d3 + 1 ⇒ (3) + 1 = 4

...4 rounds and also suffers some non-lethal damage.

Non-Lethal: 1d3 ⇒ 3

She tries to finish off her attacker but the silver mace just barely misses Red's head. Denair tries to blast through Green and come to her boss's aid but isn't able to connect with the ugly skeleton.

Brayden has better luck as he calls upon Shizuru to empower his katana against the foul Blue Skeleton. He whips his weapon across Blue's lemurs and very nearly shatters them! At that moment Dalen sidesteps around and brings her quarterstaff down on Blue's grinning skull as hard as she possibly can; with a splintering sound the skeleton's skull caves in and the bones collapse in a jumbled heap!
__________

Round 2

Lazarus
Meredith (-2, -3 nonlethal)
Frankie
==========
Red (-7), Green
==========
Jan
Brayden
Dalen
Denair

Active Conditions: Bless

Lazarus and Frankie are UP!

Brayden:

Nice feat choice! I have a warpriest in a Campaign Mode Carrion Crown that uses it :)

Liberty's Edge

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Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie looks up as he's showered with bone fragments, courteous of Dalen and Brayden "Wow! Its like hail from one of those big boomer storms back home!" He skips along to help out his friend Meredith "I'm comin! Never fear Frankie is here!!"

Melee Mithril Dagger, Flanking, Bless, Defensively (+4AC): 1d20 + 7 + 2 + 1 - 4 ⇒ (8) + 7 + 2 + 1 - 4 = 141d3 - 1 + 1d6 ⇒ (2) - 1 + (3) = 4

23AC

Grand Lodge

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Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

(Recovering from his earlier failure, Jan renews his attack to support Meredith's defense).

Two-Weapon Fighting: BattleAxe: 1d20 + 6 ⇒ (2) + 6 = 8, Shield: 1d20 + 5 ⇒ (2) + 5 = 7

Have I unknowingly angered the gods of dice and luck?


Season of Ghosts

The unflappable Frankie, now with one less skeleton to worry about, also comes to Meredith's aid. As he steps up to flank Red, he tries once more to put his shanking dagger to good use but it's awfully hard to do when you're trying to play it safe and there aren't any of the usual vital bits to shank. But at least now Red has more options than just Meredith!

With several people already rushing to Meredith's aid, LazarusBot produces another wand from his other sleeve and points it at Green before speaking the command word.

Wand of Magic Missile vs. Green: 1d4 + 1 ⇒ (2) + 1 = 3

I think that's down to 45 charges remaining, now.

1d3 ⇒ 3

In spite of having more options, Red remains focused on Meredith as it tries once more to slice at her with its' rusty weapon. Thankfully, this time the strike catches nothing but empty air. Green fares no better against Denair, swinging so hard at the eidolon that it very nearly overbalances itself entirely!

Red vs. Meredith: 1d20 + 1 ⇒ (14) + 1 = 15

Green vs. Denair: 1d20 + 1 ⇒ (1) + 1 = 2

Jan continues trying to help Meredith finish off Red but for some strange reason is unable to land a blow with axe or shield. Apparently Fate is quite the fickle mistress at times.
__________

Round 2/Round 3

Lazarus
Meredith (-2, -3 Non-Lethal)
Frankie
==========
Red (-7), Green (-3)
==========
Jan
Brayden
Dalen
Denair

Active Conditions: Bless

Brayden, Dalen, Denair, Lazarus, Meredith and Frankie are UP!

Current Map!

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie starts to look a bit squirrely as he misses the bag of bones again "These guys are tough! But I'm tougher!" He giggles as he keeps waving that dagger at the skelly.

Melee Mithril Dagger, Flanking, Bless, Defensively (+4AC): 1d20 + 7 + 2 + 1 - 4 ⇒ (2) + 7 + 2 + 1 - 4 = 81d3 - 1 + 1d6 ⇒ (3) - 1 + (4) = 6

AC23

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Now flanking with Frankie, Meredith swings her mace again.
Silver Heavy Mace: 1d20 + 7 + 1 + 2 ⇒ (6) + 7 + 1 + 2 = 16
Arcane Strike, Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

Meredith aims straight for the skull. Reminds her of how she brained one particularly nasty slaver long ago. Or was it an arsonist? Doesn't matter.

"Denair, I'm coming!"
If that destroyed the monster Meredith will move into flanking with the green skeleton- even if if provokes an AoO.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"No, stay back Boss, I'll fight these things!"

Power Attack Slam: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
Power Attack Damage: 1d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13

If Meredith is flanking, please add an extra 1d6 ⇒ 6 damage from the Precise Strike feat.

If it was destroyed, Denair will move until she's behind Frankie, flanking with Meredith.


Season of Ghosts

Frankie continues to do his defensive dance around the Red Skeleton, unable to strike the pile of bones but still managing to remain undaunted and determined to help. Taking matters into her own hands, Meredith raises her mace and brings it down hard atop the skull just as Dalen had done with Blue - and the skeleton finally clatters to the floor!

With Red destroyed Meredith then turns and races to Denair's aid, risking a retaliatory swipe from Green as she moves into flanking position.

Green AoO vs. Meredith: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d8 ⇒ 7

And Green does deliver a vicious stab to Meredith's calf but it's not enough to slow the summoner down - yet. The alarming feeling of accelerated dehydration continues, sapping more of her energy!

Non-Lethal: 1d3 ⇒ 3

Luckily, Meredith's presence is just what Denair needs to deliver a massive slam to Green's sternum and the skeleton almost seems to explode in a shower of bones and bone fragments!

Combat Over!

Although the skeletal threat is gone, at least for now, Meredith continues to suffer debilitating dehydration as the desiccation aura does its nasty work.

Non-Lethal: 1d3 ⇒ 2
Non-Lethal: 1d3 ⇒ 2

Meredith is alive, but feeling much weaker for the experience and quite thirsty!
__________

That should put Meredith at -9 regular and -10 nonlethal damage. You guys can now take a bit of a breather and heal up and reflect on the events of the past few minutes :3

Sovereign Court

Male NG Samsaran Warpriest of Shizuru 3 | HP 24/24 | AC 21 T 12 FF 19 | CMB +5, CMD 17 | F: +4, R: +3, W: +5 | Init: +2 | Perc: +2, SM: +6 | Speed 30ft/20ft | Blessings: 4/4 | Spells: 1st 4/4 | Active conditions: Blue

Brayden looks over at Meredith, eager to help, but with little tools to do so. "Does anyone have a potion, or perhaps one of those healing wands? All I can provide is this, unfortunately," he says, offering her his waterskin.

There was a time when you could lay your hands upon an injured companion and channel Iomedae's light into them. Yet another power evades you now.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie cheers once more as he's showered in bone fragments "You rock!" He pauses for dramatic effect before finishing his statement "It scissors!" He jumps up off the floor holding his stomach and coughing up a bit of sand and bone as he does, laughing all the way.

After a few moments he realizes how hurt Meredith is and heads over to see if he can't help "Are you ok? Your leg.. its bleeding! And your covered in sand and dust... you kinda look like an over grown dust bunny.." He offers up his cocoa skin to help.

Once everyone is alive and well, Frankie starts poking around the immediate area for cool stuff. Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"You alright, Denair? I got worried when it pinned you and-"

Meredith is thrown off guard as Denair hugs her. "Huh? Oh don't mind the..."

She steps away and suddenly feels dehydrated. "Is everyone..." Meredith sits down and takes a moment to collect herself. She sees a waterskin and begins drinking from it, not really paying attention to her surroundings.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair smashes the skeleton to chunks and turns to find Meredith, only to see the summoner running towards her. "Boss? Are you okay? I saw it hit you and- oh man, your leg is bleeding! I'm so sorry!" She hugs Meredith, wrapping her arm/branches around the summoner.

Yay, she cares about her charges! But she could have died and- man she's woozy.

Denair releases her and watches Meredith sit down. Denair thinks to herself and reaches for a wand on Meredith's belt. "Can someone use this to heal her? It closes wounds up quickly."

CLW: 2d8 + 2 ⇒ (7, 5) + 2 = 14

With two charges spent, Meredith is fully healed.

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

"Well done, friends! Thank you for building the shelter and defeating this undead menace," Lazarus congratulates his colleagues.

The wizard-priest looks over the bloodied corpses and bones littering the floor, including the remains of the three undead skeletons. He examines the tattered uniforms, their broken armor and their longswords, rusted and chipped with the passage of time.

"I'm afraid I can't tell much about these creatures' history, when they were still among the living." The samsaran is frustrated. I vow, Desna, to devote more time to the study of history.

(43 charges remaining on the wand of bless)

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Dalen tosses Meredith her waterskin, which is full of water and not cocoa, before turning her attention to the skeletons. With the butt of her staff, she turns the skulls into very tiny pieces.


Season of Ghosts

Behind the Scenes:

Meredith Perc.: 1d20 ⇒ 20
Lil Frankie Perc.: 1d20 + 6 ⇒ (11) + 6 = 17
Dalen Perc.: 1d20 + 5 ⇒ (4) + 5 = 9
Jan Perc.: 1d20 + 7 ⇒ (4) + 7 = 11
Brayden Perc.: 1d20 + 2 ⇒ (1) + 2 = 3
Lazarus Perc.: 1d20 + 6 ⇒ (20) + 6 = 26
Denair Perc.: 1d20 + 13 ⇒ (17) + 13 = 30

With the skeletons defeated the group is able to take a breather and actually consider their surroundings while Meredith guzzles water like a horse. Now that you have a better chance to look around, you're again reminded that only half of the building’s original floor still exists to the south. A ladder descends ten feet to a ledge below, and another ladder descends further into a jagged crack in the ground. A campsite sprawls across both ledges and several bloodied corpses are scattered throughout.

Denair & Lazarus:

During your examination of the room, you both spot what appears to be a small shard of Taldan pottery hidden in the hay underneath a nearby shipping crate.

Current Map!
__________

Flipped the map around to actually match how it's presented in the scenario. Meredith, after drinking half a gallon of water your non-lethal damage vanishes!


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"Hey! There's some pottery under that crate." Denair climbs down amid the gore and eyes the ceramic pieces. She reaches over to lift the crate....

Liberty's Edge

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Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith finishes drinking a lot of water. "Oh man, I'm going to regret that later." She stands up and hands waterskins back to the party.

Watching Denair climb downstairs, she calls to her "Wait, let me conjure an Unseen Servant to help you... who were these people?"

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan clears his throat,"While it appears that these bodies might have fallen in battle against the undead, let's make sure it wasn't some form of dark magical wards or lethal traps..."

Jan deftly stores his axe and shield- drawing his short composite bow and knocking an arrow.

OOC- Jan will position himself in such a way as to provide cover for Denair as she makes her decent down the ladder.

Addressing the Fey, "Denair, if something happens, create some distance if possible and I will fill whatever it is with arrows."

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

When Lazarus sees Denair pick up the shard of pottery in the hay beneath the shipping crate, he examines it. "This fragment appears to be Taldan."

Sovereign Court

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Male NG Samsaran Warpriest of Shizuru 3 | HP 24/24 | AC 21 T 12 FF 19 | CMB +5, CMD 17 | F: +4, R: +3, W: +5 | Init: +2 | Perc: +2, SM: +6 | Speed 30ft/20ft | Blessings: 4/4 | Spells: 1st 4/4 | Active conditions: Blue

Brayden inverts his waterskin. A single drop falls out.

I suppose I wasn't thirsty anyway.

"Let's see what your invisible servant finds, Meredith. I'll stand watch." Brayden looks ahead, expecting more undead baddies, with his blade of the chosen ready.

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Dalen, worried about what else might be ahead decides that scouting ahead would be wise.

"Does anyone have a torch and some rope? I want to make sure there aren't any nasty surprises ahead."

If she can get both, and some flint and steel, then she'll tie off up here and go down to the third level to poke around.


Season of Ghosts

Though none of you are able to place the tattered uniforms that the skeletons had been wearing, it's easy enough to note that the bloodied corpses lying around are much more recent and do seem to have suffered injures consistent with having fought the skeletons. You're not entirely sure but it seems likely that they belong to the initial Chelish expedition that uncovered the ruins.

While the shard of Taldan pottery is noted, Jan sets up watch while Denair and Meredith's Unseen Servant - torch in unseen hand - begin the descent further into the ruins. At the bottom of the series of ladders lies a cold, dark stone chamber, its walls covered in ancient markings that the ages have worn to the point of illegibility. The higher portion holds a dried-up well, a ladder leading up, and descending stairs to the north. The lower portion to the south has two ancient buildings and a collapsed passageway. The floor has fallen near the east wall, exposing another chamber below. A somewhat-fresh robed corpse lies at the bottom of the ladder.

After a cursory examination of the chamber reveals no apparent enemies, traps, or other pitfalls, Denair climbs part of the way back up the ladders to wave the rest of you to come on down. By this time Dalen is part way down the ladder to help with the scouting and so there's a minor traffic jam as Denair quickly has to hurry back down again.

No reason to assume that everyone else won't head down as well, so nudging things along a bit.

The rest of you follow suit and descend the ladder one by one until all of you stand in the chamber below, ready to continue your exploration of the site.

Current Map!
__________

One additional post to follow, please stand by!


Season of Ghosts

Now that you seem to be getting into the real heart of the site, there proves to be a number of different things in this chamber to have a look at. Perhaps the most immediate is the robed body lying at the bottom of the ladder. A satchel lies next to the broken body; inside you find a scroll.

Read Magic or Spellcraft (DC 22):

It's a scroll of Resist Energy.

If You Inspect the Room at Large:

There are a number of clay pots in these chambers, similar to the shard that Denair and Lazarus found up top. This is consistent with the list of archaeological finds that were included with your 'travel package' for this assignment.

Please make a DC 14 Kn. History check. If successful, open the spoiler below. If you exceed the DC by more than 5, also open the second spoiler further down.

Spoiler:

The pots appear to be authentically ancient and from the same time period as the site at large.

Please make a DC 14 Craft: Pottery or a DC 18 Appraise *or* Kn. Geography check. If successful, open the spoiler below.

Spoiler:

As you study the pots, you realize that the clay that was used to make them is inconsistent for the Kharijite region. This could denote some sort of long-distance trade but they're relatively plain in design and seem unlikely to have been valuable enough to serve as mercantile goods.

If You Inspect the Buildings:

As you look around, you're surprised to see what appears to be small, but whole separate buildings in this chamber. You do remember that cities and settlements are often built atop each other over the millenia and so their presence here does seem to make sense. One of the buildings matches the description of a well-preserved ancient Taldan home, noted on the findings list you were given.

Please make a DC 15 Kn. History check. If successful, open the spoiler below. If you exceed by 5 or more, also open the second spoiler further down.

Spoiler:

Upon closer inspection of the building, the architecture seems to match what you would expect for the time period.

Please make a DC 14 Appraise *or* Kn. Engineering or a DC 20 Perception check. If successful, open the spoiler below.

Spoiler:

As you admire the weathered-looking stucco on the outside of the building, realize that the stucco isn't ancient at all nor truly weathered! It looks like the stucco was painted to appear weathered and then added to the building recently.

If You Inspect the Well:

You peer into the well, long since dry. It appears to descend maybe 30 feet or so to the bottom.

Please make a DC 16 Perception check. If successful, open the spoiler below.

Spoiler:

As the light from your torches and other sources dances along the walls, it glints off of something at the bottom.

If You Inspect the Collapsed Passageway:

Drawing closer to the collapsed southern passageway, you can quickly tell that there'll be no excavating this based on the sheer amount of stone and rubble that blocks the way. At least no excavating it in a timely manner; you'd estimate it'd easily take a week to clear a way through.

Please make a DC 15 Craft: Stonemasonry *or* Kn. Dungeoneering *or* Kn. Engineering check. If successful, open the spoiler below.

Spoiler:

Hey, wait...this collapse looks to have happened recently. Very recently, in fact. What's more is that judging by the way the walls and ceiling came down, the collapse wasn't an accident, either.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Spellcraft, Guidance: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Meredith glares at the scroll before realizing it's upside down. "I can help guide someone else on this..."


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair looks down the well. "Wow, deep! Too bad it's dry..."

Perception: 1d20 + 13 ⇒ (9) + 13 = 22

"Hey, hey, Unseen Servant. Come closer! Oooh! I see something shiny at the bottom! I can climb down and go get it!" And with that, Denair begins to clamber down the well Assuming it can fit a medium sized creature.

Sovereign Court

Male NG Samsaran Warpriest of Shizuru 3 | HP 24/24 | AC 21 T 12 FF 19 | CMB +5, CMD 17 | F: +4, R: +3, W: +5 | Init: +2 | Perc: +2, SM: +6 | Speed 30ft/20ft | Blessings: 4/4 | Spells: 1st 4/4 | Active conditions: Blue

Brayden carefully steps around the corpse, shaking his head and whispering a prayer. He chooses to examine the collapsed passageway, and leans over to rub his hand along the edge of the rocky barrier. "It looks like we will not be able to go this way. Too much stone. I think it would take a whole week to clear our way through."

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie snaps out of his unusual moment of quiet reflection as Denair waves them all down the ladder. He smiles and looks down, stopping short to pull something from his fanny pack. He draws out a dull gray stone and shakes it a bit before it glows to life and starts circling around his head. "Neat trick huh! I won it in a game of cards a while back, so cool!" Ioun Torch

He climbs down the ladder with youthful enthusiasm and drops the last couple rungs to the ground with a thud. "Wow, this place looks really old! Like... older than MOM old!" He snickers then instinctively looks over his shoulder like he expects her to be there to cuff him.

As the group fans out he heads over to check out the crumbled and caved in hallway, knowing his small self can check out such places far better! "I wonder where this went... ugh. There's so much rock here, maybe one of you guys can do better." He heads over and starts looking around the room in general instead. He lifts up a few old pots and looks inside, clearly disappointed. "More old, boring junk." He takes a seat on a large rock from the collapse and pulls out a snack.

Heh, best browsed by you smart knowledgeable types, NOT Frankie.

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Season of Ghosts

Welcome! Please direct all Out-of-Character (OOC) discussion to this thread and please dot into Gameplay using the dot-and-delete method so that this campaign will show up on your Campaigns page.

The aim of this campaign is to run through the three scenario 'Faithless & Forgotten' story for Pathfinder Society. All three scenarios are meant to be played in order and while players are able and free to come and go between scenarios if they wish, I hope that everyone will stay for all three scenarios.

I'll eventually post some additional information about myself and how I prefer to run my games but for now, please settle in, get comfortable, and decide which characters everyone will be playing :)

Sovereign Court

1 person marked this as a favorite.
Ironfang Invasion | Loot/Provisions | Combat Map

Yeah! Another Ladile game! Three, actually!
*cheers wildly*

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Hello all. Going to be playing Dalen because she's the only PFS character I have that I actually have all the chronicles and character sheet for.

I enjoyed the last PFS game that Lady L was so kind to invite me to, so here I am again. :D

The Concordance

HP 49/49 | (Invisible, Blur) AC 17 T 12 FF 16| Saves: 6/3/5 | CMD 18 | Perception +3 | Init +2 | Female Elf | Eldritch Scion (Magus) 6 | Spells -/5/1 | GM Reroll +2 | Eldritch Pool 5/7 |

GM Red probably recognizes this character, but she's only level 1 and is actually a PFS character.


Hey all, checking in! And thanks to the GM for the invitation.

I'm going to play a magus, still quite undecided whether based on Str or Dex, but slightly tending toward the former for a bit of change.


Howdy! So what do we have for classes so far... ranger, two magus's. What else? I was leaning towards Frankie, lvl 2 Unchained Rogue. But I have some other options if we need something different.

The Concordance

HP 49/49 | (Invisible, Blur) AC 17 T 12 FF 16| Saves: 6/3/5 | CMD 18 | Perception +3 | Init +2 | Female Elf | Eldritch Scion (Magus) 6 | Spells -/5/1 | GM Reroll +2 | Eldritch Pool 5/7 |

Frankie is signed up for OutPost. I don't think we'll be done by then.

If you're bringing Frankie here though, I can bring Meredith instead of Dawn.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

I'm either bringing Damien (fighter/monk) or my new samsaran, who will likely be a psychic.


Oh! I need to review who I signed up where for. Guess I'll bring someone else here. I have a fresh 3xp character that was a Monk that I could continue as such, unless another idea strikes me. I've never been able to get into monk's for some reason.


Ok I've reviewed my options... Mort the melee slayer, he'll be 6xp so level 3. If we need some melee muscle, but he'll be a bit high.

Dale the Sage: Alchemist(Mindchemist) Bomber/skill monkey. Level 3. Probably not super useful with so many magus's, etc.

Kembe: 3XP Monk. Melee build of some sort.

Something fresh and new.


Dawn: If you would rather play Meredith in this I can swap Frank in here and Kembe into the other game. Its up to you.

Or I can just make a fresh level 1 guy if we're all level 1s. Or I can keep Kembe to help provide some extra help with his level 2 ness.

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

We kinda need someone that can keep us on our feet. I've played in a game without a healer before and, to be frank, it sucks if you can't talk your way out of everything. I can roll up another level 1 if no one has a character that can cast a healing spell.


Season of Ghosts

I believe Lazarus is a wizard/cleric so that would give the group at least one person that can patch wounds and/or activate people's healing wands.

Also, I'm a big proponent of people playing what they want to play and not what they feel that they need or should play :)

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Me too. That's why I said I'd play a healer if we didn't have one.


Season of Ghosts

Hokay! We've still got plenty of time before we'll be starting since at least one character is involved in the currently ongoing Race for the Runecarved Key multi-table special, but to save some time later it's time for me to get some basic information from each of you:

***Basic Information Form***

Player:
Character:
Pathfinder Society Number:
Faction:
Slow Track or Normal:

This Chronicle #:
Starting XP:
Initial Prestige:
Initial Fame:
Prestige Spent on this Chronicle:
Starting Gold:
Day Job Roll:
Gold Spent on this Chronicle:
Anything else you want me to note on your Chronicle:

The above shamelessly stolen borrowed from the fantabulous GM Hmm!
_______

Please fill out the above once you've decided on which character you'll be playing for this first scenario and worked out any purchases you might wish to make :)

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Player:Chadius
Character: Meredith Ulmari
Pathfinder Society Number: 133608-6
Faction: Liberty's Edge
Slow Track or Normal:

This Chronicle #: 9
Starting XP: 8
Initial Prestige: 12
Initial Fame: 16
Prestige Spent on this Chronicle:
Starting Gold: 2064
Day Job Roll: See below.
Gold Spent on this Chronicle: 0
Anything else you want me to note on your Chronicle: Faction Goals!

Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 + your character level.

I'd like my Eidolon to do this. But if she can't, use my +1 Stealth bonus instead.
Denair's Stealth vs DC 18: 1d20 + 14 ⇒ (4) + 14 = 18

If Denair can't make the Stealth check, I will burn my GM Reroll to try again.

GM Reroll, if needed:

1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Ok we made a swap to keep the freedom team together. I just need to make sure I'm updated and $$ is spent! Please delete Massee and Kembe from this game!

Player: Massee
Character: Lil Frankie
Pathfinder Society Number: 202046-1
Faction: Liberty's Edge
Slow Track or Normal: Normal

This Chronicle #: 5
Starting XP: 4
Initial Prestige: 6
Initial Fame: 8
Prestige Spent on this Chronicle: 0
Starting Gold: 448.9
Day Job Roll: None
Gold Spent on this Chronicle: None Yet
Anything else you want me to note on your Chronicle: None Yet


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

And this is Meredith's Eidolon.

Can you delete Dawn Verde from this thread? Let her sleep until OutPost...


Season of Ghosts

Checking in again! It's time for a little additional information about me and how I like to run my games!
_______

Who is GM Ladile?

My name is Kristin and I've been playing tabletop RPGs for the last 20 years or so. The bulk of my playing experience has been with AD&D 2nd Edition with a smattering of other systems such as AD&D 3rd/3.5, Dark Conspiracy and of course, Pathfinder. My home group switched to Pathfinder a little over 4 years ago and we've been hooked ever since. I started participating in PbP here on the Paizo forums maybe 6 months after that and then PFS PbP maybe a year and a half after that.

Yeah, that's a great story. What about your GM experience?

I'm still newish to GMing, with a grand total of 8ish games (one being a multi-table Special) under my belt at this point in time. Luckily for you, if you're interested in reading to see how I roll, you can find several of them linked under a spoiler tag on my main (Lady Ladile) profile. I'll be working to add this to my GM alias profile as well in the future.

What does GM Ladile need or want from me?

For starters, I'll (eventually) need all of the information that I inquired about in my last post - but there are also some additional things!

Okay, like what?

Something I'm trying to get into the habit of doing when I'm gearing up to run a new game is to get an idea of what sorts of characters I'll have at my table. To this end, I ask you to tell me this: What does your character do that's cool? Do you specialize in combat maneuvers? Are you a beast that crushes Diplomacy checks with the greatest of ease? If your character has a 'thing' that they do or otherwise utilizes unusual things or specific circumstances then please let me know! This will make it easier for me to account for such things during combat and other sections where they might apply.

Got it! Anything else?

Yes, actually. Sometimes a player might find themselves temporarily unavailable to post in the game but, alas, the show must go on, especially if the GM and other players are still present and participating. To this end, I ask that you give me some basic instructions to follow should I need to 'bot' your character for you during combat or other moments. They don't have to be elaborate. For example, you could say something like this:

'Okay, immediately prior to combat I'm going to cast SuperBuff on our melee guy if I can. Then, if things are going well, I'll stand behind the melee guy and use my Longspear of Butt-Whoopin' to help him kill the bad guys. But if someone gets really hurt or goes down I'll use my Gloves of Awesome to heal them up again.'

Generally when I bot PCs I don't use consumable resources such as spells, abilities with <X> uses per day/round/whatever, potions, alchemical items, etc. unless explicitly given permission to do so via botting instructions *or* the situation is dire and I suspect the PC would use them to save himself or an ally.

GM Ladile, are you super strict?

I suppose it depends on what you consider to be a 'super strict'. I will run the scenario and the encounters within as written, to the best of my ability, as all Society GMs are expected to do. But I also try to utilize my own common sense when I run my games. I'm not going to have my monsters deliberately eat your familiar when (and if) there are more dangerous threats to target. I'm going to assume that the collective group is smart enough to utilize light sources when they need them, without me making you state so every single time you enter a dark place. If you have the time and aren't threatened by anything, I'm going to assume that you'll probably Take 10 to ID items via Spellcraft, that sort of thing. You're Pathfinder agents who are assumed to have had at least a little basic training before being sent out on missions and so I don't personally see the point in dithering around on minor things - it's boring and in this type of medium, it only slows things down even further.

May I bring my tricked-out guy, Archer O'Doom to just blow things away? Or my witch to Slumber Hex everything in sight?

Well, technically yes. But my real answer is a bit more nuanced. If your character has a 'Thing' that they do, whether that be something cool for combat or something cool for social situations, then that's wonderful! My own sense of fun isn't contingent on me 'beating' the PCs - I want you guys to succeed! And so if you mow down my monsters with the greatest of ease or crush those diplomacy checks no problem then I'm not going to get butthurt about it. That being said, it is important to also consider your fellow teammates. While I'm happy to try and make sure that you'll get a chance to do your 'Thing' during the course of the scenario, please consider whether or not it'll be fun for your fellow players to sit by while you destroy everything. Everyone deserves a chance to participate and an opportunity to shine, so maybe consider toning your 'Thing' down a little so others have a chance to do their own 'Things'.

What about the posting rate?

Glad you asked! Some of you have played with me before and know that my own posting habits and times shift depending on when I'm working and such. On the days that I work I'll likely only manage 1 post myself but on my off days I can usually manage more. In general, I try to post as much as I need to to keep the game moving along and people from getting bored. From you, the players, I would really like to see at least 1 post/day though more is certainly encouraged.
_______

I think that's everything that I wanted to cover for the moment, but if there's something I missed, something that's unclear, or something else that you want to ask about then please do so :)

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

I'm pretty sure you've played with Frankie before? He has the childlike feat and thinks like he is a child. Often that ends up being a Halfling that thinks he's a child that is trying to act like an adult, depending on the situation.

Social skills and dex skills are his game, as well as fighting defensively and flanking. He's not much of a combat character, certainly not until he gets to level 3 and his damage goes up. But he's silly, he's fun, and he likes to get into trouble. And he likes sweets, especially cocoa.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith wants to flank with her eidolon. They both abuse reach rules (Meredith has a Longspear and the Long Arm spell, her eidolon Denair has 10ft reach) to deal tons of melee damage.

Outside of combat, Denair has an insanely high Perception (+13) and Stealth (+14) bonus, so serves as the scout/early warning system. Meredith is a wannabe Face with some Bluff, Diplomacy and Handle Animal.

One question: Meredith is at 8 XP and will be level 4 after the 1st part of the trilogy. Will that put her out of tier?


Wonderful stuff there GM Ladile, thanks!

Guisseppe, your name sounds like my real name...or the way english-speaking people usually write it! :D

Anyway, I'm going with a Str magus. I don't know how I'm going to bring him up to a decent level though: I'm not so experienced with PFS neither, so I would like to ask you if you have any advice on this. Would that be a problem if I bring a level 1? I have some GM credit to apply, but I have only GMed Core games.


Season of Ghosts

@Frankie - Actually I've never had the pleasure to adventure with or run a game for Frankie! But I've heard a lot about him and so I look forward to seeing him in action at last :)

@Giuseppe - Bringing a 1st level character will not be a problem, especially as we already have AdamWarnock/Dalen playing a 1st level PC and possibly GM Red as well :) Your GM credits would have to be applied to a Core character, to the best of my understanding, and these will be Standard games.

@Meredith - I believe that would put her out of tier since I'm almost positive we'll wind up as Tier 1-2 based on what people are bringing. Would you be okay with that?

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:
Giuseppe Capriati wrote:

Wonderful stuff there GM Ladile, thanks!

Guisseppe, your name sounds like my real name...or the way english-speaking people usually write it! :D

Anyway, I'm going with a Str magus. I don't know how I'm going to bring him up to a decent level though: I'm not so experienced with PFS neither, so I would like to ask you if you have any advice on this. Would that be a problem if I bring a level 1? I have some GM credit to apply, but I have only GMed Core games.

My great great? grandfather was a Guisseppe, but I may be getting the spelling wrong.

GM: You will be pleasantly surprised at his... youthful enthusiasm and trouble making :)

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Player: Adam Warnock
Character: Dalen Stonestep
Pathfinder Society Number: 26828-9
Faction: Silver Crusade
Slow Track or Normal: Normal

This Chronicle #: 2
Starting XP: 1
Initial Prestige: 2
Initial Fame: 2
Prestige Spent on this Chronicle: 0
Starting Gold: 535 gp 4 sp
Day Job Roll: Profession Brewer: 1d20 + 5 ⇒ (13) + 5 = 18
Gold Spent on this Chronicle: 0 (so far)
Anything else you want me to note on your Chronicle: Not that I can think of.

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

As for what Dalen's thing is, she's adorkable. I know that's not a mechanical thing, but it's what she does, be a cheery ray of slightly awkward and shy sunshine. Beyond that, she's a good point and switch hitter.


Season of Ghosts

Adorkable is absolutely a thing :3

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

I have no problem being out of tier, as long as Meredith can play in all of the games.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Ya you were probably a bit low for the Night March and now will be on the high end. If you'd like to swap back then whichever works for you is fine on my end.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

I'm not doing this for the XP so don't worry about that, hehe. I just couldn't miss a chance for Meredith to bump into Frankie.

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

I applied a GM credit to Lazarus Logos, so he will be level 3 (Wizard Conjurer-1/Cleric Ecclesitheurge-2) as soon as we finish Race for the Runecarved Key.

With all the OutPost stuff on everyone's plate, there's no hurry (at least on my part) to start this right away. (Or is this--or some of it--rolled up within Outpost?)


Season of Ghosts

Sounds good, Lazarus! Giuseppe (not Frankie!), same goes for you. I'll work on opening up Gameplay in about another week or so so everyone can begin character introductions and the like :)

As far as OutPost goes, no, I hadn't intended for any of these games to fall under that umbrella - partly because I think management wanted to offer earlier-season stuff and partly because I'm technically already at my max limit of two games to GM for OutPost. I suspect that limit was put in place after the last two PbP Gamedays where replacement GMs had to be found for a bunch of games.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

I'm back, and working on my character today. I'm sure I'll have at least 5 portfolios created in HL by the time I'm through...


Season of Ghosts

Welcome back! And no rush, we've still got plenty of time before I was thinking of starting :)

Grand Lodge

N male half-elf magus 1 | HP: 10/10 | AC: 15 [19 w/shield] (12 Tch, 13 [17] FF) | CMB: +4, CMD: 16 | F: +3, R: +2, W: +1 | Init: +4 | Perc: +6, SM: -1 | low-light vision | Speed 30 ft | Special abilities: arcane pool 3/3 | Active Conditions: none | Sǣran's Journal

I just noticed that I have posted in Gameplay instead of Discussion. Sorry, did so unintentionally -_-'


Season of Ghosts

It's all good :)

Grand Lodge

N male half-elf magus 1 | HP: 10/10 | AC: 15 [19 w/shield] (12 Tch, 13 [17] FF) | CMB: +4, CMD: 16 | F: +3, R: +2, W: +1 | Init: +4 | Perc: +6, SM: -1 | low-light vision | Speed 30 ft | Special abilities: arcane pool 3/3 | Active Conditions: none | Sǣran's Journal

Okay everyone, this is my character's sheet. I'm ready to go now, just need to post the information in this thread.

Sovereign Court

Male NG Samsaran Warpriest of Shizuru 3 | HP 24/24 | AC 21 T 12 FF 19 | CMB +5, CMD 17 | F: +4, R: +3, W: +5 | Init: +2 | Perc: +2, SM: +6 | Speed 30ft/20ft | Blessings: 4/4 | Spells: 1st 4/4 | Active conditions: Blue

My PC's crunch is ready, and now to learn who he is...

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Still here and ready to go. :)

Grand Lodge

N male half-elf magus 1 | HP: 10/10 | AC: 15 [19 w/shield] (12 Tch, 13 [17] FF) | CMB: +4, CMD: 16 | F: +3, R: +2, W: +1 | Init: +4 | Perc: +6, SM: -1 | low-light vision | Speed 30 ft | Special abilities: arcane pool 3/3 | Active Conditions: none | Sǣran's Journal

⁞⁞⁞⁞ INFORMATION ⁞⁞⁞⁞

Player: Giuseppe Capriati
Character: Sǣran Imledrith, the Balanced
---
PFS Number: # 161366-4
Faction: Grand Lodge

---
Chronicle #: 1
Starting XP: 0
Starting Prestige: 0
Prestige Spent: 0
Starting Fame: 0
Starting Gold: 16 gp, 2 sp, 4 cp
---
Day Job: Craft (alchemy): 1d20 + 6 ⇒ (6) + 6 = 12
Spend: None

Sovereign Court

Male NG Samsaran Warpriest of Shizuru 3 | HP 24/24 | AC 21 T 12 FF 19 | CMB +5, CMD 17 | F: +4, R: +3, W: +5 | Init: +2 | Perc: +2, SM: +6 | Speed 30ft/20ft | Blessings: 4/4 | Spells: 1st 4/4 | Active conditions: Blue

Player: GM Red
Character: Brayden Valdrin
Pathfinder Society Number: 205498-17
Faction: Sovereign Court
Slow Track or Normal: Normal

This Chronicle #: 2
Starting XP: 0
Initial Prestige: 0
Initial Fame: 0
Prestige Spent on this Chronicle: 0
Starting Gold: 150 gp
Day Job Roll: Craft (weapons): 1d20 + 4 ⇒ (19) + 4 = 23
Gold Spent on this Chronicle: 150 - 1 = 149

On my chronicle, please indicate that I burned a GM Star to replay the first two.

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Lazarus asks, "Friends, please let me know what resources you bring for treating your wounds. I would prefer to conserve my own limited powers to occasions in extremis."

Discovered on a recent adventure that only one PC in the party had a wand of cure light wounds.


Season of Ghosts

In relation to the above, for those new/relatively new to PFS: though it is by no means required, there is the general expectation among the PFS player base that the first (or one of the first) purchases a new character will make with their prestige points is a fully-charged Wand of Cure Light Wounds. This is largely based on the belief that it's irresponsible to rely on other characters to use their resources to heal you. It can also be handy because sometimes the dice don't favor the party and there may be more damage taken than a cleric/oracle/whatever can handle with just their own spells or channels. And of course not all clerics and the like are built or intended to be healers in the first place.

~The More You Know

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

How many points do you need for CLW wand?


Season of Ghosts

Just 2 Prestige :)

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Oh, in that case, yes please. I'd love one.

Player: Adam Warnock
Character: Dalen Stonestep
Pathfinder Society Number: 26828-9
Faction: Silver Crusade
Slow Track or Normal: Normal

This Chronicle #: 2
Starting XP: 1
Initial Prestige: 2
Initial Fame: 2
Prestige Spent on this Chronicle: 2
Starting Gold: 535 gp 4 sp
Day Job Roll: Profession Brewer => 18
Gold Spent on this Chronicle: 0 (so far)
Anything else you want me to note on your Chronicle: Not that I can think of.

Grand Lodge

N male half-elf magus 1 | HP: 10/10 | AC: 15 [19 w/shield] (12 Tch, 13 [17] FF) | CMB: +4, CMD: 16 | F: +3, R: +2, W: +1 | Init: +4 | Perc: +6, SM: -1 | low-light vision | Speed 30 ft | Special abilities: arcane pool 3/3 | Active Conditions: none | Sǣran's Journal

Brand new character here, so I won't be able to purchase the healing wand until my first completed scenario.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

I have wands of CLW and Mage Armor. My eidolon finds Mage Armor useful, and I have enough ranks in Use Magic Device to use the healing wand without much trouble.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie is a bit sneaky about it, but yes he's got a wand of cure light that he uses pretty reliably with UMD as well. He'll often hide that fact though via Sleight of Hand. He IS just a kid you know.

Sovereign Court

Male NG Samsaran Warpriest of Shizuru 3 | HP 24/24 | AC 21 T 12 FF 19 | CMB +5, CMD 17 | F: +4, R: +3, W: +5 | Init: +2 | Perc: +2, SM: +6 | Speed 30ft/20ft | Blessings: 4/4 | Spells: 1st 4/4 | Active conditions: Blue

I can convert spells to CLW a la divine spontaneous casting, but otherwise have no healing ability. I'll get the usual wand after the first chronicle.

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