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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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

d20+10
Lazarus listens to the woman and her henchmen with a healthy skepticism borne of his countless past lives.

A plausible explanation and a practical proposal, but what value would a wise man place upon the integrity of these larcenous cheats?

(For some reason, the digital dice roller for the Sense Motive check isn't working for me. Strange.)

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

"I don't know. Seems like if they know this stuff they might be able to point us in the direction we NEED to go?"


Season of Ghosts

Behind the Scenes:

Lazarus SM: 1d20 + 10 ⇒ (5) + 10 = 15

The trio of would-be cheaters visibly relax as Meredith pops her head out from around the wall-o-casks and the woman drops her hands. "Well, I'm glad that at least some of you seem willing to be reasonable. As far as seeing anything else down here - no? Is there-" she begins to ask but then quickly catches herself, shaking her head.

"No, whatever you all are up, it's not our business so I won't ask. But I can say that you're all the first people we've seen down here besides ourselves."

As he considers the situation and the woman's words, Lazarus doesn't get the sense that she's lying or attempting to be misleading.

Kevrit, apparently tired of standing, flops down onto the barrel he'd been standing on and accepts Frankie's offer of a cookie.

"Thanks, kid! Drea here," he jerks his thumb at the woman, "is the boss and all, so what she says goes, but I don't see why we couldn't play lookout for you if you're willing to not rat us out to the gendarmes!"
______________

Remember that Grandmaster Torch told you that the entrance to the Spider's lair should be somewhere on the western wall of the wine cellar, so you already have a good idea of where you should be looking~

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:

"Awesome! Be right back!" Frankie moves behind some more barrels to the western wall and starts looking for hidden and secret spy stuff!

Perception: 1d20 + 13 ⇒ (7) + 13 = 20

Dang it should be here somewhere's right?

Perception: 1d20 + 13 ⇒ (8) + 13 = 21

Denny is totally going to beat me to it, arrgghh!

Perception: 1d20 + 13 ⇒ (14) + 13 = 27

Maybe this is it?

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge had watched the cookie exchange and how easily the other Pathfinders let these would-be thieves off. He stands there, listening closely, sizing up the drillers.

Sense Motive: 1d20 + 4 ⇒ (14) + 4 = 18

Finally, he clears his throat, looking down at Kevrit with dismay. "About the only thing that is stopping me from calling the guards on you right now is that we have more pressing concerns. For now, our deal is mutually beneficial. But rest assured, when we are through with our mission, I had better not catch you with your hands in the cookie jar again, as they say." The paladin grumbles, turning towards Frankie as he checks out the wall. "See 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

Lazarus trusts his colleagues to deal with these robbers, if they choose to turn on the team. He mutters a quick prayer to Desna and joins the search for the concealed door in the western wall of the cellar.

Perception: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23

"Find anything, Francis?"

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

"Don't mund me, Ah'm jus' passin' through..." Yorad finally decides there is no need to conceal himself and moves to assist with the search.

Before doing so he pulls Serge aside and whispers to him, "Keep an eye on those cutthroats willya? Seems a little...convenient they show up the same time as us no?"

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

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 do your thing, we'll do our thing." Meredith smiles. "Be seeing you." She looks at Denair.


| 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, meanwhile heads to the western wall and begins searching for... something.

Perception: 1d20 + 14 ⇒ (16) + 14 = 30

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 is less interested in the activities of these cheaters than his is in completing his mission.

Addressing the three cheaters, "Look, I really don't care what you do down here. My friends and I have things we need to do. Just don't think about doing anything that you will regret. Betray us... and by Gozreh I will hunt you down and skin you... you have my oath on it!"

Jan begins checking the area-

Perception: 1d20 + 9 ⇒ (17) + 9 = 26


Season of Ghosts

"Look man, I'm pretty sure I can speak for all of us when I say that we give about two shits and a dog fart about your business. Hell, if you want a piece of the action then I'm sure Drea can figure out a way to loop you guys in," Cobrin scowls at Jan. "But otherwise, you can't tell us-"

Drea holds up a warning finger.

"Cobrin. That's enough."

For a moment, Cobrin's mouth works as though he's sorely tempted to keep arguing the point anyway...but then he closes it with a snap and gives his Boss Lady a surly nod.

"Right, sure. Whatever you say, Drea."

Drea turns to the group - Serge in particular - and smiles sweetly. "Of course not. We won't tarry long at all and we don't need to. But don't worry, there'll be plenty of cookies left for you if you fancy taking your chances at one of the tables."

With that, the trio rather pointedly return to the business of drilling holes in the floor and they also pointedly ignore you as several of you set about investigating the western wall of the cellar. Even with Grandmaster Torch's directions it takes a few minutes of careful searching before Frankie is finally able to spot the small, irregular spot on the wall that serves as a button. Upon pressing it, a portion of the wall swings open and reveals a steep set of stone stairs leading down...
______________

Another post to follow, please stand by~


Season of Ghosts

Behind the Scenes:

Meredith Perc.: 1d20 ⇒ 17
Lil Frankie Perc.: 1d20 + 13 ⇒ (18) + 13 = 31
Jan Perc.: 1d20 + 9 ⇒ (17) + 9 = 26
Serge Perc.: 1d20 + 6 ⇒ (3) + 6 = 9
Lazarus Perc.: 1d20 + 7 ⇒ (19) + 7 = 26
Denair Perc.: 1d20 + 14 ⇒ (4) + 14 = 18
Yorad Perc.: 1d20 + 5 ⇒ (16) + 5 = 21

Deciding that the lowlife trio aren't worth your time or attention at the moment you begin to carefully make your way down the stairs, Frankie and Denair creeping along in the lead. Jan and Yorad follow next, while Meredith, Lazarus, and Serge bring up the rear. Those at the back note that the trio seems to be keeping to their end of the bargain, pretending that they don't notice you or what you're up to.

The group of you slowly descend the stairways and enter a wide stone room. It is deep underground, but decorated as though in a country manor. Standing lamps illuminate the decor, which includes pastoral paintings of landscapes typical of southern Avistan. Hallways extend to the north and south.

Frankie, Jan, Lazarus:

As you peer around to get your bearings, you hear the faint sounds of heavy footsteps from somewhere to the east...and a steady *tick* *tick* *tick*.

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 whispers, "Faint sounds of heavy footsteps from somewhere to the east...and a steady *tick* *tick* *tick*, like a clock. Like a clockwork creature, maybe?"

Just in case, he draws a wand and activates it, casting bless on the team. (36 charges remaining)

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 the Flash nods at Laz as he mentions the footsteps and the ticking. Once the wand's effects wash over him a look of heroism and exuberance comes across the kid's face. I feel like I can take on the world, wooo!

He ducks around the corner and peeks down the hall, looking for something to challenge!

Stealth: 1d20 + 12 ⇒ (1) + 12 = 13
Perception, +2 vs Traps: 1d20 + 13 ⇒ (4) + 13 = 17


| 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 sneaks after Frankie. Meredith grabs her Silver Heavy Mace.

Perception: 1d20 + 13 ⇒ (9) + 13 = 22
Stealth: 1d20 + 14 ⇒ (5) + 14 = 19

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, who already had his axe and shield out motions for Frankie to get be him... then sighs as his is ignored...

Jan will wait to see if Frankie comes back on his own... and if he hears loud thuds and/or screaming will rush to the rescue.

That kid is going to get himself killed one of these days. It's like he is half-crazy and the other half really likes it!

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

"Thank you, Lazarus. A little preemptive blessings may help hone my aim." Serge already has his greatsword drawn, but tries to move his way ahead towards what's likely incoming danger.

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 trails behind the others know combat is inevitable. Hope these clockwork thingies have some kind of weakness...


Season of Ghosts

Behind the Scenes:

C1: 1d20 ⇒ 12
C2: 1d20 ⇒ 10
C3: 1d20 ⇒ 11

Expecting trouble, Lazarus is quick to make use of his wand to bless himself and his companions while Serge, Jan, and Yorad ready their weapons and wait.

Frankie and Denair however, feel more bold. The pair attempt to meld into the shadows as they peer around the corner to see what can be seen. When they do, they see that the hallway that lies ahead runs about 45 feet before turning another corner. Roughly 25 ft. down the hall from their current position they also see some sort of an alcove in the wall that might be a doorway of some sort.

*clang* *clank* *clang* *clank*

*tick* *tick* *tick* *tick*

It sounds like whatever's out there and making noise is getting a little closer...

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 |

Meredith nods as Denair returns to her and talks about the noise. Meredith bids her to stay.

Meredith plans to cast Lesser Evolution Surge to give Denair the Energy Attacks - Electricity as soon as the battle starts.

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 creeps down the hall and peeks around the corner. Its pretty evident to Denair that he's not being very sneaky, at least not as sneaky as usual. wonder what one of those clock thingies looks like? Does it have arms like a clock? Is it round? Or is it tall with a birdie that comes out of its mouth?

Perception, +2 vs Traps: 1d20 + 13 ⇒ (13) + 13 = 26


Season of Ghosts

Behind the Scenes:

R: 1d20 ⇒ 1
B: 1d20 ⇒ 16
Y: 1d20 ⇒ 18

While Denair falls back to report to the others Frankie rather boldly presses on, being a lot less sneaky than he normally is. As he peeks around the corner, he can see that the hallway opens up into a large reception hall. This grand reception hall holds a table and eight ornate chairs. A small sideboard holds an empty decanter and a silver serving set. A wide fireplace in the east wall holds a thick bed of ashes, and a neat stack of firewood lies nearby. Two narrow doors stand to the northeast and southeast. Wide passageways lead out of this room to the northwest and southwest.

This is all well and good but the more immediate concern are the trio of clockworks, each wielding a wicked-looking polearm, that are methodically patrolling through the room on a pattern that seems to be taking them right in Frankie's direction. Though he quickly attempts to duck back around the corner, two of the metal guardians are quick to spot him and sound the alarm!

"INTRUDER ALERT! INTRUDER ALERT!"

Kn. Arcana (DC 16):

These are certainly the clockwork soldiers that you heard rumors of; guardians made of metal that possess both construct and clockwork traits.

For everyone 5 that you beat the above DC you recall one piece of information from this list.

Who Goes First?:

Meredith Init: 1d20 + 2 ⇒ (18) + 2 = 20
Lil Frankie Init: 1d20 + 4 ⇒ (17) + 4 = 21
Jan Init: 1d20 + 4 ⇒ (16) + 4 = 20
Serge Init: 1d20 + 1 ⇒ (13) + 1 = 14
Lazarus Init: 1d20 + 4 ⇒ (10) + 4 = 14
Yorad Init: 1d20 + 6 ⇒ (16) + 6 = 22

Red: 1d20 + 6 ⇒ (16) + 6 = 22
Blue: 1d20 + 6 ⇒ (18) + 6 = 24
Yellow: 1d20 + 6 ⇒ (17) + 6 = 23

Two of the clockworks move with surprising speed, clanging towards Frankie. One of them, Blue, manages to get close enough to take a mighty swing with his halberd...

Attack vs. Frankie: 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 1d10 + 13 ⇒ (5) + 13 = 18

...and slices deeply into the poor defenseless 'child'!

"EXTERMINATE! DESTROY ALL INTRUDERS!"
______________

Round 1

Blue
Yellow
==============
Yorad
==============
Red
==============
Frankie (-18)
Meredith (Mage Armor)
Jan
Serge
Lazarus (Mage Armor)

Active Conditions: Bless

Environmental Conditions: None

Yorad is 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

Hearing the clockwork's warning cry is more than enough to send a shiver up his spine. "Look's like Frankie found 'em. C'mon," he waves at the others as he advances closer to the battle. Once they have noticed him he waves his knife menancingly at them. "That's right. We are intruders...Whacha goona do 'bout it?"

Double move.


Season of Ghosts

Though perhaps unimpressed by Frankie's recklessness Yorad isn't one to let a comrade face down danger alone and rushes to close the distance, knife in hand and ready.

Red, who only Frankie can currently see, starts to move forward but then stops.

"ERROR. POWER LEVELS EXHAUSTED. INITIATING SHUTDOWN."

The yellow lights that serve as the clockwork's eyes dim as it slowly lowers its halberd and powers down, effectively removing itself from the battle.

*cough*totallydidntalmostforget4personadjustment*cough*

Back around at the steps, Meredith is quick to supercharge Denair's attacks by ways of an evolutionary surge!
______________

Round 1

Blue
Yellow
==============
Yorad
Frankie (-18)
Meredith (Mage Armor) + Denair (Evolution Surge, Lesser)
Jan
Serge
Lazarus (Mage Armor)

Active Conditions: Bless

Environmental Conditions: None

Frankie, Denair, Jan, Serge and Lazarus are UP!

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 utters a quick prayer to Gozreh and invokes the wrath of storms before rushing forward to engage whatever danger lurks around the corner.

"Lord of Storms bless me!"

Warpriest Blessing-Storm Strike (1d4 electricity) on cold-iron battle axe.

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 |

"Go ahead Denair- I'll try to get around them." Meredith stows her mace. "Lazarus, I should use electricity, right?"

How high are the ceilings of this floor?

Meredith enhances Denair and then takes a step forward.


| 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

"Thanks boss. I'm coming, Frankie!" Denair double moves ahead.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge stomps through the hall to close the distance between himself and the bots.


Season of Ghosts

Jan calls on Gozreh's power to aid in smiting these overgrown hunks of metal, charging his axe with electricity before advancing forward. Serge also rushes towards the sounds of battle, as does Denair.

The ceilings are a nice, uniform 15 ft. high.
______________

Round 1

Blue
Yellow
==============
Yorad
Frankie (-18)
Meredith (Mage Armor) + Denair (Evolution Surge, Lesser)
Jan (Storm Strike)
Serge
Lazarus (Mage Armor)

Active Conditions: Bless

Environmental Conditions: None

Frankie and Lazarus are UP!

Current Map

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

Knowledge (arcana) DC16: 1d20 + 9 ⇒ (11) + 9 = 20
Lazarus hustles up to discover the source of all the commotion. He spots the trio, er, pair of pole arm-wielding clockwork creatures.

"Those are the clockwork soldiers that we've heard rumors of, guardians made of metal that possess both construct and clockwork traits."

"Yes, Meredith, clockwork creatures are quite vulnerable to electricity."

Reaching into his robes and plucking a tuft of rabbit fur from Sid, the wizard-priest casts moment of greatness on the party.

(Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making the roll. Once an affected creature uses this spell’s effect, the spell is discharged for that subject.)

*What the f*+$, man! Are you crazy?! Why'd you go and pull by f*$#ing hair?!*

Lazarus cries out, when his familiar sinks his long incisors into his chest.


Season of Ghosts

After moving forward and offering what advisement he can about the threat the group faces Lazarus uses his magic (and Sid's help) to bestow upon the party a moment of greatness.

This earns him Sid's ire, of course, but what else is new?
______________

Round 1

Blue
Yellow
==============
Yorad
Frankie (-18)
Meredith (Mage Armor) + Denair (Evolution Surge, Lesser)
Jan (Storm Strike)
Serge
Lazarus (Mage Armor)

Active Conditions: Bless, Moment of Greatness

Environmental Conditions: None

Frankie is 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 grabs his wound and his eyes double in size as he sees his mortality for the first time. Lucky for him Frankie the Flash takes evasive maneuvers and takes a step back as he draws his mithril dagger. "Help!" Is the only thing he can get out.

Full defense, 5' step back, draw dagger. AC29


Season of Ghosts

As Frankie stumbles backward and adopts a defensive position, dagger in hand, Blue pursues him. The clockwork steps forward, towering over the small children.

"DESTROY ALL INTRUDERS."

It swings its halberd...

Blue vs. Frankie: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 1d10 + 13 ⇒ (8) + 13 = 21

...and Frankie has just enough time to register another blinding flash of pain before the world goes dark. The rest of the group see a spurt of blood as the clockwork slices deeply into Frankie and he collapses to the ground in a very big pool of blood.

Ouch. I believe that takes Frankie from 9 HPs down to Negative 12...which is also Negative Con. Now'd be a good time to pull out any boons or BoLs...

With the most immediate target down Yellow steps forward towards Yorad and Denair and swings at...

1=Denair, 2=Yorad
1d2 ⇒ 1

Yellow vs. Denair: 1d20 + 18 ⇒ (12) + 18 = 30
Damage: 1d10 + 13 ⇒ (1) + 13 = 14

...Denair, leaving a large gash in her flank!
______________

Round 2

Blue
Yellow
==============
Yorad
Frankie (Negative 12; Dead?)
Meredith (Mage Armor) + Denair (Evolution Surge, Lesser)
Jan (Storm Strike)
Serge
Lazarus (Mage Armor)

Active Conditions: Bless, Moment of Greatness

Environmental Conditions: None

Everyone is 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 falls with a lifeless thud to the ground. He had a good run, but all good runs come to an end.

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, on seeing how effortlessly the clockwork sliced Frankie in twain, knew he was seriously overmatched here. "OKayyyyy, I'll get ya next time..." He mutters as he quickly withdraws here!

Withdraw.


| 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

"Fr-Frankie!" Denair yelps as she counterattacks on Blue.

Power Attack Slam: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Power Attack Damage: 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13
Electric Damage: 1d6 ⇒ 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 |

"Frankie..." Meredith mutters as she moves ahead and sees his body.

"Can someone help him? I'm too far away. I might be able to climb over those things to help."

Move and draw a wand.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

"N-no.. Frankie..." Serge whispers, his eyes filled with scorn as he looks on at the creatures. "It.. It cannot be. We have to shut down these metal monstrosities and retrieve his body. There must be something we can do."

"Denair, it is much too dangerous. They are going to cut you down," Serge warns, wanting to take the eidolon's position. He turns to Jan. "Jan, you are more battle-hardened than I. Let's avenge Frankie."

Use Inspiring Word on Jan. It's also a morale bonus, so it won't stack, but is better than Bless. +2 for attack rolls, skill checks, and saving throws for 2 rounds.

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 advances with sword and shield ready before taking a swing with his electrically-charged battle axe!*

"Victory or Valhalla!

Attack: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage, Cold Iron, Electricity: 1d8 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6

*vs. Yellow

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:

Oh sorry, I told the GM what his plans were but I guess I should post them.

As he sees the impending doom coming his mind reaches out to Henbane Can I come for a visit? I don't like it here... And poof, he vanishes.


Season of Ghosts

The rest of you look on, horrified, as little Frankie is cut down before your eyes, before his time.

Time.

Time is funny. Before your trip to Uringen most of you might've agreed with the notion that time only flows one direction - forward. But after the events you experienced there and your meeting with Henbane Allseasons, you know that isn't always the case. For some creatures, like her, time isn't linear at all - it's a series of pathways, branching away from central points like branches from the trunk of a tree.

And sometimes these creatures can invite mortals to briefly step outside the flow of time. Frankie remembers this as the clockwork's halberd starts to arc downward and simply...vanishes. The clockwork's weapon strikes the stone floor with a loud *CLANG* and jolts the rest of you back to reality.

Did you just see someone else's life flash before your eyes? You're not sure. Where you'd expected to see Frankie lying in a pool of his own blood is...nothing. No blood, no body, no nothing. It's as if your companion simply vanished into thin air.

Frankie's square is now technically empty and may be occupied by someone else if they wish.

But the clockwork threat still looms large for the rest of you. Whether the vision of Frankie getting cut down was real or not, Yorad quickly realizes that he's no match for the clockworks and swiftly withdraws back behind his more experienced companions. Denair, still horrified by what she thought she saw, swings wildly at Blue but her nerves get the better of her and the attack misses - though not by very much.

Unsure of what to do now, Meredith draws a wand and advances forward. Serge and Jan, brave warriors that they are, immediately go on the offensive. The holy warrior of Ragathiel offers words of inspiration to Jan, who boldly steps forward and brings Fey Killer down against Yellow!

*BANG*
*SCREEEEEECH*

The sound of metal on metal is like claws on a chalkboard. Everyone immediately notices two things - the first is that by itself, it looks as though the strike from Fey Killer wasn't really enough to penetrate the clockwork's metal shell. The second is that the electric charge from the axe does seem especially effective as it arcs across the clockwork's frame, leaving a few more scorch marks than it might have on a different foe. While the electricity bit is good to know, you still have the sinking realization that you might need weapons forged of specific materials in order to easily cut through the clockworks. Otherwise, you'll have to try and strike hard and decisively to make a dent.

Fey Killer is just a cold iron axe and not a different sort of material, correct?
______________

Round 2

Blue
Yellow (-2)
==============
Yorad
Frankie (-18; On a Space Odyssey)
Meredith (Mage Armor) + Denair (Evolution Surge, Lesser)
Jan (Inspiring Word 1r, Storm Strike)
Serge
Lazarus (Mage Armor)

Active Conditions: Bless, Moment of Greatness

Environmental Conditions: None

Lazarus 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

When Frankie disappears, Lazarus sees an opportunity.

He pulls a miniature shovel out of his spell component pouch, focuses on the implement, and casts a spell, creating a pit in the floor near the end of the corridor.

A 10ft-by-10ft extra-dimensional hole, 20ft deep, with sloped edges and walls of course stone, appears beneath the feet of the clockwork soldiers.
(Clockwork Soldiers: Reflex DC17 negates or fall in for Falling Damage: 2d6 ⇒ (6, 6) = 12; Climb DC25 to get out. Duration 5 rounds.

"Have a care, friends, you don't get too close to the edge," the wizard-priest cautions, and moves closer to those who might need healing.

Any creature ending its turn on a square adjacent to the pit must make a DC17 Reflex save throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.


Season of Ghosts

With Frankie safely out of the way, somewhere, Lazarus calls out a warning to his friends as he conjures a pit underneath the feet of the two clockworks...

Blue Reflex (DC 17): 1d20 + 6 ⇒ (5) + 6 = 11
Yellow Reflex (DC 17): 1d20 + 6 ⇒ (18) + 6 = 24

...and while Yellow manages to spring backwards in time, Blue is not so lucky and tumbles down into the pit with a loud *BOOOOOONG*. Now stuck on the opposite side of the pit with no obvious way forward, Yellow seems simply content to idle in place.

"DESTROY ALL INTRUDERS. DESTROY ALL INTRUDERS."

It doesn't seem to have programming sophisticated enough to register that continuing to stand next to the edge of the pit is a bad idea, either.

Yellow Reflex (DC 17): 1d20 + 6 ⇒ (14) + 6 = 20

Yet it manages to avoid tumbling in, for now. Meanwhile Blue does seem to have enough programming sense to know that it needs to try and climb in order to get back to where it needs to be...

Blue Climb (DC 25): 1d20 + 9 ⇒ (15) + 9 = 24

...but caaaaan't quiiiiiite get there.

It's about this time that Frankie pops back into the current timestream and finds himself rather abruptly shunted next to the southern door since his previous location is a bit compromised.
______________

Round 3

Blue (-12)
Yellow (-2)
==============
Yorad
Frankie (-18)
Meredith (Mage Armor) + Denair (Evolution Surge, Lesser)
Jan (Inspiring Word 1r, Storm Strike)
Serge
Lazarus (Mage Armor)

Active Conditions: Bless, Moment of Greatness

Environmental Conditions: Create Pit (4 rds)

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 moves up behind Denair, reaches around the corner, and taps Frankie with his wand.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 (42 charges remaining)

"Don't stay too close to the edge of the pit," the samsaran warns his friends again.

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 shuffles closer to the wall his eyes peeled for any surprises coming from the other side of the chamber. No good if our escape route gets cut off...

Delay.

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 runs up to Denair and touches her. A shield of magical leaves form in front of her. Casting Shield on Denair.

"Fr-Frankie? Get over here. Denair, fly over there and clobber them as they climb out."

She looks on. "Good idea Lazarus. Let's throw as many vials as we can at these things. Weaken them before they climb out of that pit."

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 looks around confused for a second as he tries to figure out where he is and just what happened. As soon as he hears the clockwork bots holler though it all starts to come back. He gives Meredith and Laz a nervous nod and rushes over nearby.

Seeing just what's going on he drags out his magic wand and points it towards the clockwork on the edge of the pit. "Take this!"

UMD: Wand of Grease, DC20: 1d20 + 13 ⇒ (3) + 13 = 16

Nothing happens. "Oh man!"

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge scratches his head, confused. "For a moment, I thought something happened to Frankie. What a relief."

He turns to look at the pit, an angry scowl on his face as he struggles in figuring out a way to properly deal with the constructs. Reaching back, he takes out a javelin and whips it at the bot in the pit.

Javelin: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


Season of Ghosts

While the two clockworks floundering about Lazarus is quick to step up and mend some of Frankie's wounds with his wand, while Meredith conjures a protective shield for Denair.

Yorad edges back around the corner towards the stairs you descended from, worried about all the noise potentially attracting more trouble. Frankie, still a bit shaken and confused by his brief jaunt outside the timestream, pulls a wand of his own and attempts to grease the floor underneath Yellow - but has trouble getting the silly thing to activate.

And Serge edges up a little closer to the pit before attempting to fling a javelin down at Blue. Unfortunately it misses the mark, even with Serge having the advantage of higher ground.
______________

Round 3

Blue (-12)
Yellow (-2)
==============
Yorad (Delay)
Frankie (-9)
Meredith (Mage Armor) + Denair (Shield, Evolution Surge, Lesser)
Jan (Inspiring Word 1r, Storm Strike)

Serge
Lazarus (Mage Armor)

Active Conditions: Bless, Moment of Greatness

Environmental Conditions: Create Pit (4 rds)

Denair and Jan are UP!

Current Map


| 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 takes to the air and engages the Yellow construct. "Take that, you mindless meanie!"

Power Attack Slam, Moment of Greatness: 1d20 + 8 - 2 + 2 ⇒ (14) + 8 - 2 + 2 = 22
Power Attack Damage: 1d8 + 6 + 6 ⇒ (4) + 6 + 6 = 16
Electric Damage: 1d6 ⇒ 4

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