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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Spell & AoE Templates

Need to Contact Me?:

If you need to contact me offsite, you can reach me at my email:

freakymagnet@gmail.com


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Dark Archive

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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

Noting earlier that the stairwell and ceiling are blocked by some strange barrier, Lazarus asks Pavan in Auran, to fly up to the remaining floors and yell down to him whatever she can see through the windows in the clocktower.

Summon Monster Duration:
7 Rounds total. Level 3 Conjurer. Conjuration specialization provides Summoner's Charm (Su) which extends the duration of summons by a number of rounds 1/2 the wizard's level. Varisian Tattoo (conjuration) feat and Magical Knack (conjurer) trait enable Lazarus to cast his conjuration spells at +3 CL.

"Can one of you bind the purple gremlin? It might be able to answer questions we have, now or later when time permits. I'll heal Yorad."

CLW: 5d8 + 5 ⇒ (1, 2, 4, 2, 1) + 5 = 15 (43 charges remaining)

"Jan, can you heal yourself, or do you need help?"

Then the wizard-priest turns his attention to the barrier, casting detect magic.
Knowledge (arcana): 1d20 + 9 ⇒ (9) + 9 = 18
Spellcraft: 1d20 + 8 ⇒ (6) + 8 = 14

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 tucks his dagger into his belt and rushes over to try to help Yorad but Laz beats him to the punch "Is... is... he dead?" Frankie kneels down and sticks a finger in a arrow hole while smelling the man.

Heal to Stabilize after the fact: 1d20 - 1 ⇒ (3) - 1 = 2

"This hole is really deep!" He calls out, half grossed out, half excited. "Peeew, he really needs a bath. He smells like sweaty sour milk!" Frankie hops up as the man wakes up "You saved him Laz!"

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 |
Lazarus Logos wrote:
"Can one of you bind the purple gremlin? It might be able to answer questions we have, now or later when time permits. I'll heal Yorad."

"Gladly." Meredith grabs some rope. "Denair, take a look and see what's with the ceiling."


| 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

While Meredith ties up the goblin, Denair flies up to the strange barrier.

Perception: 1d20 + 14 ⇒ (1) + 14 = 15

"What- why are they doing this?" Denair grumbles as she flies to the barrier and looks up.

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

Yorad groggily opens his eyes, only to see Frankie trying to do some further exploratory surgery on him.

"Hey, get THAT away from me!" He exclaims as he unsteadily rises to his feet.

"Did we win yet?"

Current HP: 10/25

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

Winded, but satisfied with the carnage he was able to cause Jan takes a few deep breaths, between which he smiles,,,

"That was a good one! Thanks for the offer of healing Laz, but I can manage on my own... Great job all around. I am glad to see that we didn't lose anyone... but it was close."

*Jan will use his Wand of CLW on himself as necessary to get his hit points up to maximum. Either by rolling or taking an average of 2 charges healing 9 points.

After healing, Jan will check his gear and weapons and well as checking over the bodies of the fallen gremlins...taking a trophy or two for his collection!


Season of Ghosts

With the bulk of the gremlins defeated and the single remaining one offering surrender the hectic and confusing battle comes to an end. As Lazarus sees to Yorad's wounds (with some questionable help from Frankie) he sends Pavan out the nearby window and up to see what she can see since the way to progress further is blocked...

Pavan:

Huh...when you peer into the windows of the 4th floor you don't see anyone but you also don't see the barrier between the 3rd and 4th floors that you thought you saw earlier. You do see a barrier blocking the way up to the top of the tower, however.

As you fly further up to try to get a glimpse into the top your efforts come to an end. The top of the Clock Tower is swathed in bright light and barriers of glowing violet block any view of the interior.

...except that it isn't? Huh. Meredith and Denair could've sworn they saw a barrier blocking passage to the 4th floor but when they look again there's nothing there. Maybe they imagined it or maybe it's all the wibbly wobbly timey wimey shenanigans going on in the tower right now. Yes, that's certainly it...
______________

*face-palm* GM fail, the 4th floor isn't actually blocked off. Another post to follow, please stand by~


Season of Ghosts

While Meredith & Denair secure the gremlin Jan sees to his own wounds before scavenging through the corpses of his fallen foes...

Spoils of War:

Warhammer x3 (tiny)
Leather Armor x2 (tiny)
MWK Longbow x2 (tiny)
MWK Warhammer x2 (tiny)

...and while most of it consists tiny weapons and armor that would be useless to any of you, there is a potion as well as two jars of a light pink creamy substance! One of the gremlins, the one that tumbled over the railing when Meredith skewered him, also dropped a satchel that contains a jar holding a thick, grayish substance.

Spellcraft - Potion (DC 16):

It's Cure Light Wounds~

Spellcraft - Pink Stuff (DC 18):

They're jars of Universal Solvent.

Spellcraft - Gray Substance (DC 35):

Oh boy, it's some Sovereign Glue!

About the time that Pavan returns from her short scouting flight outside and that Meredith & Denair finish securing your prisoner you hear a familiar, feminine voice call from somewhere below.

"Hey! Who's up there??? If you're here to cause trouble, you'd better get out! And if you're here to help...well, HELP! The supplies are attacking!"

It sounds like Seripan somehow found her way inside the tower as well...

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 |

Once the binds are secured, Meredith examines the magical equipment.

Taking 10 on the poiton
"Cure Light Wounds." Meredith hands the potion to Yorad. "Just in case another one gets lucky."

Spellcraft vs Pink: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
"Universal Solvent will come in handy if something is stuck together."

"I have... no idea what this gray stuff is."

Seripan shouts from above and Meredith casts Long Arm to better prepare herself. "Mayor Seripan? We're coming, hand tight!"

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

Yorad accepts the potion gratefully while motioning to Laz to further work on his own wounds, handing his wand over...

Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3

3 charges used, 43 charges left.

"Hang on there, we ran into some...resistance..."

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 stumbles back out of Yorad's way when he gets up, looking around to see exactly what he was so afraid of nearby Huh, he must have gotten bumped on the head. Its just me and Laz!

As the group ponders the findings Frankie looks on, eager to get his tiny mitts on some of the cool looking prizes "Wow, check out those bows, they are so small!" He snatches one up along with some arrows before heading upstairs to help the mayor.

Dark Archive

1 person marked this as a favorite.
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 studies the gray substance in the jar, but ultimately shakes his head in failure. "I can't identify this. Perhaps the Society would ask Elminster or Merlin to take a look at it."

Hearing Seripan's call for help, Lazarus follows the team back down the tower.


Season of Ghosts

Though initially confused on where Seripan's voice came from, Lazarus determines that she called up from a lower level and so motions for everyone to head back down the stairs. Thankfully the passage back down to the 2nd floor remains unblocked as does passage from the 2nd floor down to the 1st - where you can now hear the sounds of something rattling and banging around.

As you all hurriedly file down the steps to the ground floor you can see that arcs of purple energy ripple from between the Clock Tower’s gears and the white stones that make up the fey circle. The pungent scent of ozone and fresh rain fills the room, though there are no storms in sight. But more alarmingly you can see Seripan leaping desperately about the room, pursued by a rather large...bag? What?

"Help! The bag's got a mind of its own!" Seripan cries as she leaps atop a small stack of barrels in the corner. "The tools are rising up against their masters! It's total anarchy!"

Kn. Arcana (DC 17):

The bag is actually a form of construct known as an animated object.

For every 5 that you beat the above DC, you may learn a piece of information from this list.

Who Goes First?:

Meredith Init: 1d20 + 2 ⇒ (12) + 2 = 14
Lil Frankie Init: 1d20 + 4 ⇒ (10) + 4 = 14
Jan Init: 1d20 + 4 ⇒ (1) + 4 = 5
Lazarus Init: 1d20 + 4 ⇒ (17) + 4 = 21
Yorad Init: 1d20 + 6 ⇒ (9) + 6 = 15

Bag: 1d20 - 1 ⇒ (8) - 1 = 7


______________

Round 1

Lazarus (Mage Armor)
Yorad (-1)
Frankie
Meredith + Denair (Mage Armor)

==============
Bag
==============
Jan

Active Conditions: None

Lazarus, Yorad, Frankie and Meredith + Denair are UP!

Current Map

Liberty's Edge

1 person marked this as a favorite.
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 the Flash to the rescue!" In an instant Frankie hops into the nearby RED portal, drawing out his cold iron dagger as he goes.

Will Save DC25: 1d20 + 1 ⇒ (6) + 1 = 7
Random Blue Portal: 1d4 ⇒ 3

And pops out a ways behind the oversized tool bag with fresh legs. He races up behind the bag and starts waving his dagger around "Come at me bro... bag!"

Made a 30' move thanks to the 50% speed buff. Total defense: AC29. Touch 23. CMD 23

Liberty's Edge

1 person marked this as a favorite.
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 |

"That's a... bag..." Meredith isn't sure what to think of it. "Denair, lets surround that thing before it eats Seripan." She runs up to the red portal, goes to blue portal 1, then dashes ahead. Once Denair is flanking, Meredith lunges ahead with her spear.

Stepping into a red portal gives a 15 foot movement boost, right? If not, ignore this attack.

Cold Iron Longspear: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Arcane Strike, Damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Precise Strike: 1d6 ⇒ 3


| 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

"Frankie! Wait!" Denair hops into the red portal and travels to blue portal 2, exposing her to danger.

This provokes an AoO from the bag if it has Combat Reflexes, since it hasn't acted yet.

Power Attack Slam: 1d20 + 8 - 2 + 2 ⇒ (2) + 8 - 2 + 2 = 10
Power Attack Damage: 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18
Precise Strike: 1d6 ⇒ 2

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

"A hopping...bag. Now just how am I supposed to kill THAT thing?" Yorad grumbles. Still he does follow Frankie into the Red portal...

Will Save DC 25: 1d20 + 0 ⇒ (15) + 0 = 15
Random Blue Portal: 1d4 ⇒ 4

...unfortunately he finds himself much farther away from the battle than he liked.

Stupid magic...

He elects to move up closer to the battle, drawing his last vial of alchemist fire as he goes.

Move 45', draw alchemist fire as move action.

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

Knowledge (arcana) DC17: 1d20 + 9 ⇒ (12) + 9 = 21
"The bag's an animated object, a construct." Lazarus informs the team, pointing his wand at the bag. He fires a magic missile at it.
Force Damage: 1d4 + 1 ⇒ (4) + 1 = 5 (30 charges remaining)

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

Waiting


Season of Ghosts

Behind the Scenes:

1=A, 2=S
1d2 ⇒ 2

Ready to leap to Seripan's defense Frankie whips out his dagger and dives into the nearby Red portal, shooting out of a Blue one on the far side of the room. He moves up as much as he can and adopts a defensive position, taunting the bag to come at him!

Denair and Meredith also move to engage the bag, a little nonplussed by this strange development. The pair make use of the portals and their inherent affinity to them to maneuver into flanking position, lashing out with spear and mighty arm. But even though they have the advantage neither strike manages to connect with the clanking bag.

Though rather distrustful of the portals Yorad follows after Frankie but ends up spooting out from a Blue portal way up in the northwest corner of the room. Grumbling he draws out a vial of alchemist's fire and advances.

Lazarus knows the basics of what this thing is - an animated object, a rather unique type of construct - and some of its basic traits but nothing more specific. He decides to go back to the old standby and fires a magic missile from his wand, which slams into the bag and even burns a small hole in its fabric!

Being unsure of what to expect it comes as a rather unwelcome surprise to everyone as two pouches within the bag open and erupt with a barrage of weapons and alchemical items!

Behind the Scenes:

Clockwise from Meredith...

4d4 ⇒ (3, 2, 2, 4) = 11

Longsword vs. Frankie: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 6 ⇒ (5) + 6 = 11

Crit!?: 1d20 + 3 ⇒ (8) + 3 = 11

Club vs. Denair: 1d20 + 3 ⇒ (13) + 3 = 16

Alchemist's Fire vs. Denair (RT): 1d20 + 3 ⇒ (13) + 3 = 16
Damage (Fire): 1d6 + 6 ⇒ (5) + 6 = 11

Acid Flask vs. Yorad (RT): 1d20 + 3 ⇒ (12) + 3 = 15
Damage (Acid): 1d6 + 6 ⇒ (1) + 6 = 7

In spite of his best efforts to be careful Frankie catches a longsword slice to the arm as it goes whizzing by him while Denair manages to duck a club that would've otherwise caught her in the shoulder. Unfortunately neither Denair nor Yorad are able to avoid the vials launched like high-speed projectiles; one shatters against the eidolon's chest and splashes her with liquid fire while a second connects with Yorad's knee and douses his legs with burning acid! The only silver lining is that neither the fire nor the acid seem to really cling or linger like they normally would, sparing the pair further injury.

Neither the alchemist's fire nor the acid will deal ongoing damage like they normally would.

"Whoa, hey, ouch, stop!" Seripan yelps as other vials and bits of weaponry shatter and clatter all around her, forcing her to duck down behind the box she's perched upon.
______________

Round 1/Round 2

Lazarus (Mage Armor)
Yorad (-8)
Frankie (-11)
Meredith + Denair (-11; Mage Armor)

==============
Bag (-5)
==============
Jan

Active Conditions: None

Everyone is UP!

Current Map

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 activates his wand again, sending another magical missile into the animated sack.
Force Damage: 1d4 + 1 ⇒ (4) + 1 = 5 (29 charges remaining)


Season of Ghosts

Understandably sticking to what works, Lazarus continues to pepper the errant bag with magic missiles! It seems quite effective.
______________

Round 1/Round 2

Lazarus (Mage Armor)
Yorad (-8)
Frankie (-11)
Meredith + Denair (-11; Mage Armor)

==============
Bag (-10)
==============
Jan

Active Conditions: None

Jan, Yorad, Frankie and Meredith + Denair are UP!

Current Map

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

"OUCH! Hey NO FAIR!" Yorad exclaims as he steps forward and proceeds to give the bag a taste of its own medicine!

Alchemist Fire RT vs. Bag: 1d20 + 4 ⇒ (8) + 4 = 12
Fire damage: 1d6 ⇒ 6

PS. This is NOT one of the special alchemical items, this is your garden variety vial :)


Season of Ghosts

Yorad has no trouble giving the bag a taste of its own medicine as he flings his alchemist fire and watches it shatter against the thick burlap, beginning to burn quite nicely!
______________

Round 1/Round 2

Lazarus (Mage Armor)
Yorad (-8)
Frankie (-11)
Meredith + Denair (-11; Mage Armor)

==============
Bag (-16)
==============
Jan

Active Conditions: None

Jan, Frankie and Meredith + Denair are UP!

Current Map

Liberty's Edge

1 person marked this as a favorite.
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 grunts as her two kids companions are hit. She readies her spear again.

Cold Iron Longspear: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Arcane Strike, Damage: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Precise Strike: 1d6 ⇒ 5


| 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

The chemicals burn Denair, but she just presses on. "Frankie, stay behind me if it gets too tough, okay?"

Power Attack Slam: 1d20 + 8 - 2 + 2 ⇒ (6) + 8 - 2 + 2 = 14
Power Attack Damage: 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13
Precise Strike: 1d6 ⇒ 4


Season of Ghosts

Undaunted by the projectile-spitting bag Meredith and Denair simply redouble their efforts to bring it down. This time, Meredith's spear easily pierces the bag and leaves a noticeable hole in the thick burlap. Denair also manages to connect with a mighty fist, though barely. As her fist *POOMFS* against the bag's fabric she notices that it doesn't seem to leave quite as much of a mark as she would've expected...
______________

Round 1/Round 2

Lazarus (Mage Armor)
Yorad (-8)
Frankie (-11)
Meredith + Denair (-11; Mage Armor)
==============
Bag (-43)
==============
Jan

Active Conditions: None

Jan and Frankie are UP!

Current Map

Liberty's Edge

1 person marked this as a favorite.
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 assuming those were ranged attacks vs melee?

Frankie looks down in disbelief as his arm starts to bleed as the perfect shot landed, cutting Frankie the Flash. "Why you rotten good for nothin' sack of dog crap!" He starts mouthing out a flurry of foul mouthed retorts that he obviously picked up from his friend Schwarz, not Mom...

As he does so he points at the creature and a loud bang centers on it and reverberates outward. Using Shatter, CL4th on the bag of stuff.

Shatter, Fort Save DC14 for half: 4d6 ⇒ (2, 6, 5, 3) = 16


Season of Ghosts

Yes, those were all ranged attacks. It basically spat things at random at folks within a certain proximity.

Losing his patience - this trip to Uringen hasn't been as fun as he thought it'd be - Frankie directs a stream of profanities at the pesky bag and then gives it the finger points his finger at it...

Behind the Scenes:

Fort: 1d20 + 1 ⇒ (3) + 1 = 4

...and a loud *BANG* can be heard, followed by the *KERSSHHH* of breaking glass! The bag seems to lose some of its mass and dark stains can be seen spreading across and through the burlap from within.
______________

Round 1/Round 2

Lazarus (Mage Armor)
Yorad (-8)
Frankie (-11)
Meredith + Denair (-11; Mage Armor)
==============
Bag (-59)
==============
Jan

Active Conditions: None

Jan is UP!

Current Map


Beep Boop

*beep boop* Engaging Jan Bot Protocol *boop beep*

Rather unwilling to risk taking potshots at the bag with so many of his companions up in the fray Jan simply hefts Feykiller and hustles forward and around the gears, grumbling all the while...
______________

Double-move for Jan~


Season of Ghosts

As the group closes in and continues to pummel the unruly bag it suddenly attempts to pummel back, lashing out at...

Clockwise...
1d5 ⇒ 3

...Denair with a thick, heavy drawstring!

Slam vs. Denair: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 9 ⇒ (5) + 9 = 14

Grab?: 1d20 + 21 ⇒ (5) + 21 = 26
Constrict: 1d8 + 9 ⇒ (8) + 9 = 17
Percentile; Low Is Bad For Me: 1d100 ⇒ 40

The bag's string slams into Denair and then winds tightly around her, squeezing the very breath from her body! Denair feels faint, her homeland calls to her...

With all of the above Denair is at 42 damage which will certainly send her back home unless Meredith wants to intercede.
______________

Round 2/Round 3

Lazarus (Mage Armor)
Yorad (-8)
Frankie (-11)
Meredith + Denair (-42; Mage Armor; Schrodinger’s Grapple)

==============
Bag (-59; Schrodinger’s Grapple)
==============
Jan

Active Conditions: None

Everyone is UP!

Current Map

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

Wondering just how much damage this construct can take, Lazarus activates his wand again, hoping one more magical missile might be enough.
Force Damage: 1d4 + 1 ⇒ (1) + 1 = 2 (28 charges remaining)


Season of Ghosts

A bit alarmed at the toughness of this bag of supplies Lazarus continues to get his pew-pew on, hoping that they'll be able to finish it off before anyone else gets seriously hurt!

Remember, we're still playing up (albeit with the 4-player adjustment)...
______________

Round 2/Round 3

Lazarus (Mage Armor)
Yorad (-8)
Frankie (-11)
Meredith + Denair (-42; Mage Armor; Schrodinger’s Grapple)

==============
Bag (-61; Schrodinger’s Grapple)
==============
Jan

Active Conditions: None

Jan, Yorad, Frankie and Meredith + Denair are UP!

Current Map

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

"Hang in there!" Yorad exclaims as he steps into the fray, his blade flashing!

5' step and attack.
Dagger, Flank: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27; Pierce/Slash damage, sneak: 1d4 + 2 + 2d8 ⇒ (4) + 2 + (7, 7) = 20
Crit?: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21; Crit damage: 1d4 + 2 ⇒ (4) + 2 = 6
.
The timing on this could not be better!

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:

"DENNY!" Frankie the Flash rushes to his bestie's aid as best he can.

If he can take her square:

Frankie rushes in, doing his best nimble dance moves just in case that draw string slaps at him, then hacks at the stitches along the edge of the bag.

Acrobatics vs CMD: 1d20 + 11 ⇒ (15) + 11 = 26

Melee Mithril Dagger, Flanking, Defensively (+5AC): 1d20 + 9 + 2 - 4 ⇒ (4) + 9 + 2 - 4 = 111d3 + 4 + 2d6 ⇒ (1) + 4 + (6, 6) = 17

AC26 for the round.

If he can't take her square:

Frankie ducks in behind the tangled and stranged Denair and tries out his 'healing hands' Desna power on her.

Sleight of Hand: Wrist Sheath with CLW Wand.. shh its a secret: 1d20 + 13 ⇒ (9) + 13 = 22
UMD: CLW Wand: 1d20 + 11 ⇒ (18) + 11 = 291d8 + 1 ⇒ (5) + 1 = 6

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 |

"Denair!" Meredith feels Denair's bruises across her body. "Hang in there."

Meredith uses her Life Link ability and takes 18 damage Denair would have taken instead.

"That's enough, Denair. Fall back!" With a snap of her fingers, she recalls Denair back to her home. "I'll return you once we're done with this... bag!"

Stanard Action to dismiss Denair.


Season of Ghosts

As Meredith intercedes to shift some of Denair's wounds to herself Yorad steps up and drives his dagger deeply into the bag! He then pulls it upward with a loud *RRRRRRRRIP*, slicing the thing open and spilling the remainder of its contents out onto the ground. What's left of the bag collapses to the ground, the magics propelling it spent at last.

Combat Over!
______________

Another post to follow, please stand by~


Season of Ghosts

As the dust settles and the tower grows (somewhat) quiet again, you can see that a number of objects spilled out of the angry bag upon its defeat. At glance there appear to be four longswords and four clubs as well as four each of Uringen's special enhanced versions of alchemist’s fire, acid flasks, tanglefoot bags, holy water and antitoxins. In additional, a side pocket reveals some loose coin and six colorful vials.

Spellcraft (DC 20):

Two of the vials are Elixirs of Hiding.

Spellcraft (DC 20):

A third vial is an Elixir of Truth.

Spellcraft (DC 20):

The fourth and fifth vials are Elixirs of Tumbling.

Spellcraft (DC 22):

The sixth and final vial is an Elixir of Dragon Breath (Green).

Meanwhile Seripan pokes her head out from behind the boxes she'd dived behind, looking around nervously. "Is the coast clear? Holy moly! Gremlins are one thing but they even recruited the ding-dang supplies!?"

She flutter-hops closer to the group and her expression shifts when she realizes how injured some of you are, especially Meredith and Denair. "Oh wow...that thing did a number on you, didn't it? I'm sorry, it's all my fault! Cerotious was trying to help the Mayor so I thought I'd try and do him a solid and scope out the tower in the meantime," the little grig explains. "But those gremlins were wrecking things up above and then that stinking bag of junk came to life! And I couldn't get back out again..."

"Oh! But...maybe I can make it up to you?" Seripan produces a piece of parchment and passes it over. "Darnedest thing, it just appeared out of thin air before things got crazy with the bag and I managed to snatch it before it fell into the gears! You see the drawing in front yes but it's also got words written on the back, too, in Sylvan! 'Alternate' and 'Progress in an orderly fashion'? I don't know what it means but maybe you guys can make some sense of it?"
______________

Puzzle time, folks! At first glance you can tell that the drawing appears to represent the Clock Tower with each of its 5 floors. You also notice that some of the arrows and hash marks are represented with Blue and others with Red~

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

Spellcraft DC20: 1d20 + 8 ⇒ (17) + 8 = 25
Spellcraft DC20: 1d20 + 8 ⇒ (15) + 8 = 23
Spellcraft DC20: 1d20 + 8 ⇒ (14) + 8 = 22
Spellcraft DC22: 1d20 + 8 ⇒ (16) + 8 = 24
Perception to hear anything going on up in the tower: 1d20 + 7 ⇒ (4) + 7 = 11

"The coast is clear, Seripan. You can come out now."

Lazarus casts an orison and examines the six vials of magical elixirs. "Two of the vials are elixirs of hiding. A third vial is an elixir of truth. The fourth and fifth vials are elixirs of tumbling. The sixth and final vial is an elixir of green dragon breath."

Then he takes a look at the sketch. "Sylvan, eh? Something these fey were using, I presume, their plan of attack maybe. Hmm... It seems to be a sketch of the clocktower, with a series of hashmarks annotated on each floor, 2,3,4,6, and 8 from bottom to top, if we discount the horizontal slash. On the left, in blue, 2,3,4. On the right, in red, 3,4,6."

He pauses, considering the information. "If it's not a plan of attack, then perhaps it offers some clue about how to get to the upper floors of the towers. Who knows what mischief is underway up there, even as we speak. Do you hear anything?"

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 have a theory," Lazarus says. "Let's attempt to follow the numbers in sequence, using the stairs and the portals. Enter the floor marked 2 and climb the stairs to 3. On 3, enter one of the blue portals. If my theory is correct, then we should reappear on floor 2. Assuming we do, then we enter the red portal there and, hopefully, arrive back on floor 3. If all that works, we should take the stairs up to floor 4."

"Selecting the appropriate red and blue portals may take some trial-and-error, but thanks to our prior use of some of them, we should be able to narrow things down considerably."

He casts his white-eyed gaze upon his companions. "We won't know for sure, until we test it. If we succeed, we can repeat the sequence all the way up to the top of the tower."

"Seripan, can you check with the mayors and Cerotious and apprise them of our efforts here?"

"Shall we proceed?"

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

Yorad nods un-enthusiastically, clearly not thrilled about having to use the portals yet again. "Sounds good Laz."

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 |

While Lazarus talks on and on about whatever, Meredith runs up to Denair. "You alright? Stupid bag." She prods it with her longspear. Then she pulls out her wand.

UMD DC 20 to use CLW wand on Denair:

UMD: 1d20 + 9 ⇒ (11) + 9 = 20 CLW: 1d8 + 1 ⇒ (7) + 1 = 8 8
UMD: 1d20 + 9 ⇒ (10) + 9 = 19 CLW: 1d8 + 1 ⇒ (6) + 1 = 7
UMD: 1d20 + 9 ⇒ (11) + 9 = 20 CLW: 1d8 + 1 ⇒ (5) + 1 = 6 14
UMD: 1d20 + 9 ⇒ (6) + 9 = 15 CLW: 1d8 + 1 ⇒ (7) + 1 = 8
UMD: 1d20 + 9 ⇒ (18) + 9 = 27 CLW: 1d8 + 1 ⇒ (3) + 1 = 4 18 HP healed

UMD DC 20 to use CLW wand on Meredith:

UMD: 1d20 + 9 ⇒ (13) + 9 = 22 CLW: 1d8 + 1 ⇒ (6) + 1 = 7 7
UMD: 1d20 + 9 ⇒ (14) + 9 = 23 CLW: 1d8 + 1 ⇒ (1) + 1 = 2
UMD: 1d20 + 9 ⇒ (15) + 9 = 24 CLW: 1d8 + 1 ⇒ (8) + 1 = 9 16 HP healed
UMD: 1d20 + 9 ⇒ (2) + 9 = 11 CLW: 1d8 + 1 ⇒ (8) + 1 = 9
UMD: 1d20 + 9 ⇒ (8) + 9 = 17 CLW: 1d8 + 1 ⇒ (2) + 1 = 3

She turns to Frankie. "You okay, Frankie?" She remembers his reaction to the last time she tried to help him. "Do you want me to heal you?"


| 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

"Seripan, are you okay?" Denair grins- or as close as she can to a grin. "Boss, Mister Lazarus has a good idea. And we know where to exit."

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, relying upon Lazarus' knowledge of magical and arcane lore, offers his support.

"Lazarus, I think you are right. Whatever course of action you think is best... I will follow. Just tell us what you want to do."

Checking his equipment, Jan tucks Feykiller back into his belt, drawing his cold iron throwing axe, quickly checking the blade's balance.


Season of Ghosts

"Oh I'm fine but this is the last time I try doing Cerotious a favor when it comes to this stupid tower," Seripan replies to Denair, a bit huffily. "I'm just happy you and your friends are okay! You took care of the gremlins that were higher up, right? I saw one of them come tumbling down and splat on the floor over there so I figure you did. Good riddance, too!"

To Lazarus, the little grig nods and throws a salute. "Aye sir, right away! Hopefully they've got things outside settled down a bit."

And with that, she flutters off towards the second floor and (presumably) the window that you'd originally entered through. After finishing mending wounds and getting your bearings - as well as ensuring that you don't hear any other gremlins or fey lurking around nearby - you decide to give Lazarus' suggestion a try and hoof it back up to the third floor. The various portals here twinkle and sparkle with possibility...but there are three different Blue portals here, none of which you happened to test earlier during your battle with the gremlins, though you did inadvertently test one of the Red ones here as well as one each of Red and Blue on the second floor. Which one do you start with?

Current Map
______________

All of the floor maps are revealed except for the (currently) inaccessible top floor and all of the portals on each level are numbered. Please tell me for this first 'test' who is going through which portal. You may have multiple people test portals to speed the process up a bit, if you like. Portals that you have already 'tested' by entering them when you first arrived in the Tower or during the Gremlin fight are marked with Yellow Xs to help with the process of elimination.

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 |

"Alright. I'll try this one." Meredith moves up to the third floor and faces the blue portal. "Denair, try that blue on on the other side."

"If Lazarus is right we can get to the second floor from here."

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 climbs the stairs to the second floor and waits to see if either of the blue portals transport Meredith or Denair to the floor below. "Let's see if this works."

"If it does, I'll follow," he adds.

"If it doesn't, then we need to modify our plan." He scratches his cheek. "We observed earlier that entering a blue portal, one immediately exited a red portal on the same floor. It might be that we need to enter a second blue portal on the same floor, in order to make the transition."

"For now, let's avoid the portals within the clock's gears."

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

"Lazarus, if we can figure this magic out, I should go in first, or immediately after Meredith... just in case we run into trouble."

Jan looks at his companions and nods.

"I should go first...Laz tell me which portal to enter and I will do so."

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

"As I said, a blue portal, I think, to test the hypothesis," the samsaran replies, eyes on the summoner and her eidolon. "We'll know more, when we see where Meredith and Denair end up."

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:
Meredith Ulmari wrote:


She turns to Frankie. "You okay, Frankie?" She remembers his reaction to the last time she tried to help him. "Do you want me to heal you?"

Frankie stares at bit right through Meredith as she talks to him, he finally calms down and nods slowly as she offers to heal his cut. "Thanks!" He quickly returns to normal once he's healed: all is right in the world of Frankie the Flash once more.

"You ok Denny? I thought you were gonna die!" He gives her a big hug, checking to see if all her wounds are healed up, followed by Meredith's.

As soon as Lazarus hits his monologue math lesson Frankie's eyes glaze over, he sits on the busted up bag and stuffs a handful of vials in his pocket, then taking a sip or two of cold cocoa. "Yup! Sounds good!" He follows the others, not having listened to a word the man said.

Snagging an elixir of tumbling and one each of the alchemical splash weapons. Meredith: You make the UMD checks for healing Frankie but I'll take the charges off his wand.

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