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 s*!@s 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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Season of Ghosts

Howdy folks! If you haven't already seen it, GM submissions for Outpost IV are now open. So if you were wanting to run a game or two, sign up, check the list of available scenarios and make your selections!

I'm running #2-25 You Only Die Twice (Tier 5-9) so maybe I'll see some of you at my table :)


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Season of Ghosts

By the way, if anyone is having/still having trouble getting logged in to Paizo you need to delete your cookies for the site and try logging in again!

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:
GM Ladile wrote:

Howdy folks! If you haven't already seen it, GM submissions for Outpost IV are now open. So if you were wanting to run a game or two, sign up, check the list of available scenarios and make your selections!

I'm running #2-25 You Only Die Twice (Tier 5-9) so maybe I'll see some of you at my table :)

OOoooo Something maybe we can try to crash if we're quick... I don't think Frankie's had to deal with the dead before.


Season of Ghosts

Hah!

It's difficult because while I've wanted to cut back some on my games I still want to do some PF2 GMing as well as get in a module run at some point during the year. Maybe we could do a reunion run later on this year for a module - if not with all of the same characters then maybe at least with all of you as players :)

Not making any specific promises though, as a lot can happen in a few months...

Grand Lodge

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Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Was sitting on a Delta flight thru Seattle today and had a printed character sheet out on the tray table as I made some notes on it prior to a Roll20 session coming up. The Flight Attendant saw it and said "That's the most important work I've ever seen anyone doing on a plane." Turns out he's currently playing in a Kingmaker campaign that's been running for 4 years! And being Seattle based for Delta, he attends PaizoCon every year. We've probably passed each other at the con, or maybe even played at the same table! Talk about a small world.

We'll get the band back together someday for the Lady's League of Kick Ass Dudes, the Where Are They Now episode!


Season of Ghosts

Nice!

It's always fun to encounter a fellow gamer/nerd/aficionado-of-X out in the wild :)


Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

I feel like Boots of the Cat are severely underrated. They probably aren't going to break any games, but for 1k in the feet slot, they're preeeeetty nice to have!

Grand Lodge

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Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

All of my characters wear them, the exceptions being the ones who can fly, and they wore them until they got some form of useful flight. It's one of the first things I buy cause a big fall can kill a low level character, and falls aren't adjusted for CR.

One of my character's opponents purposefully dropped down off 100 feet of scaffolding to escape. My guy (level 8 swashbuckler) simply jumped and did a Matrix 3-point landing. Took 10 points of damage and wasn't prone, so the baddie couldn't get away.

I even keep them on the high level characters, though I often struggle with wanting Boots of Speed. But at high levels, someone else will usually cast haste on the party. Whereas no one's gonna cast feather fall on me when I fall (or jump) into a gorge.


Season of Ghosts

Huh...I don't think to think about falling damage much since I usually tend to play characters that end up with some means of flight/levitation (or carry rope) but maybe I'll reevaluate that!


Season of Ghosts

Wow, Frankie...stealing another man's cookies...that's pretty cold! Do they taste better if they're stolen?

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:

One cannot begin to express the 'amaze-ballz' awesomeness of sneakily consuming another being's cookies.

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

LOL'd at Frankie's last gameplay post! Hey, those "tasteless things" are quite nutritious!

Where did my last two rice balls with seaweed go?


Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

Not the first time the little guy's done it either! He just didn't EAT THE EVIDENCE IN FRONT OF HIS VICTIM that time ;)

GM, where's that alignment shift?!

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 could only imagine a serial snack poacher like Frankie ending up with quite a few 'less than great' conquests sitting stashed somewhere with one tiny bite taken out. In regards to rice and seaweed, I personally am quite a fan. We had a quesadilla style 'wrap' of that with cooked salmon, cucumber and avocado a few days ago and the soy sauce to dip. I'm not a fan of the flavor of wasabi.

Frankie's detriment of an 8 wisdom does indeed need to come back to haunt him sometimes doesn't it? I'm pretty sure he's now stolen so many of your snacks that in his mind you either gave it to him or he didn't think you could ever notice. Mostly I think he was just hungry and didn't care much.


Season of Ghosts

Sounds like you guys have a rough plan in mind - some of you going in invisibly while Vosk drops a Glitterdust and QC fires through the window you found. Hammer out who's going to be invisible and where you want to be and we'll get this party started!

*edit* By the way, it's quite likely that we'll be able to finish this scenario before Outpost starts - in case anyone was concerned about bandwidth or wanted to play their characters in one of the scenarios being offered.


Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

I've placed Vosk where I'd ideally like him to be at the start of the fight. If that's not feasible, as close to it as possible! I'll live if his first turn is casting Glitterdust instead of the surprise round ;)

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 |

Okay, I'll made Denair Invisible and cast Shield on Meredith.

Anyone else wants to be invisible?

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 |

Sounds like:
- Vosk will Glitterdust the guards.
- Chi will fire from the doorway and provide support.
- Denair, invisible will get close and strike.
- Meredith will draw their fire.

I don't know what Zirt or Frankie want to do. I say we get this shindig ready in about 10 hours so we don't take forever planning. Sounds good?

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None
Meredith Ulmari wrote:
- Chi will fire from the doorway and provide support.

Chi will stay in the tiny room he's in now, but he'll be in the space Frankie's token is currently in (as I write this) next to the window. He'll fire from there. Not that he needs the cover, but it keeps him out of the way of the jam-up at the door.

Meredith Ulmari wrote:
I don't know what Zirt or Frankie want to do. I say we get this shindig ready in about 10 hours so we don't take forever planning. Sounds good?

Sounds good to me. I'm ready. Since Chi is waiting to fire until Denair starts, I'll post shortly after seeing combat start.


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Season of Ghosts

Okay, sounds like there's a plan! Since this is my weekend to work and Zirt usually doesn't check the forums over the weekend I'll hold off on moving things forward until tomorrow afternoon/evening - or at worst case Tuesday if I don't end up with enough time tomorrow.


Season of Ghosts

We now return to our regularly scheduled programming.

QC, if I forgot something for your attack just let me know or feel free to roll it yourself if you prefer.


Season of Ghosts

I think I have everything correct in that post but let me know if there are any questions or if I forgot something; got interrupted a bunch while trying to write it!


Season of Ghosts

No surprise round this time...but they also didn't hear you earlier during the previous battle or they would've been more prepared than they currently are ;)

Liberty's Edge

Female Gnome Bard 7 [ HP 49/49 (14 NL) | AC 21 Tch 13 FF 20 | Fort +4* Ref +7* Will +6* | CMD 15 | Init +3 Perc +12 | Effects: none | Benedict 49/69* (0 NL) ]

Apologies, all. Work beat on me over the weekend and isn't looking like it's going to let up until (hopefully) Friday.


Season of Ghosts

No worries and thanks for letting me know, Zirt. I'll probably keep you and Benedict on delay so we can keep things moving and be done before Outpost starts next Tuesday.

*edit* Not necessarily a pedal-to-the-metal situation but I'll try and keep us moving at a reasonable pace, so just post when/if you can and don't worry about it if you can't :)

Hope work lets up on you sooner rather than later!


Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

GM, does the splash and fireball impacting Vosk take his 20ft of altitude into account? Rolling the saves anyways, but I figure that much damage is worth the ask! :)


Season of Ghosts

No, I guess they wouldn't - definitely not the splash. Looking like my round is turning out to be pretty ineffective!

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

As this looks like it'll be wrapping up soon, I'll take this chance to offer seats at a PBP standard run of #7-07, Trouble in Tamran, tier 1-5. I have 4 players already. Likely starting soon-ish.

I've also committed to running a Core version after I've finished the standard one, so if you're interested in that one, let me know.

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:
Vosk Lazav wrote:
Frankie, I think the bomb reflex for you is to avoid catching fire, not to avoid the damage since you were directly hit.

My touch AC ended up being higher than what was listed in my header due to fighting defensively and haste, making the bomb attack miss Frankie entirely (shifty little bugger!). The reflex save was for the likely splash damage that he'd still be subject to by the errant bomb, especially explosive bombs with that large radius. Unlike regular splash weapons you do get a reflex for half damage vs bomb splash, as well as a save for any secondary effects they have like being on fire, or staggered, or deafened.

I'm happy to get a chance to put Frankie's one good save to use, especially since he's out of Luck to boost up his other two junky saves. The saying 'Its better to be lucky than good' is one of Frankie's mottoes, but this time its the other way around!

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:
Quang Chi wrote:

As this looks like it'll be wrapping up soon, I'll take this chance to offer seats at a PBP standard run of #7-07, Trouble in Tamran, tier 1-5. I have 4 players already. Likely starting soon-ish.

I've also committed to running a Core version after I've finished the standard one, so if you're interested in that one, let me know.

Thanks for the offer, but I think all the characters I'm into playing right now have leveled out of that tier. My core character is also about to hit level 6 I'm afraid or I'd gladly jump in with him.

I think I'm going to avoid starting any low levels guys in 1E for now, putting more time into 2E to see if I can't finally latch onto it better.


Season of Ghosts

Hope this isn't too anticlimactic of a finish - normally I'd make you guys fight it out a bit longer - but between Blue getting one-rounded and Red failing that save vs. Vosk's Suggestion...

Well :)

But this also works in that it gives us a little more time to wind down RP-wise and a little more time for any characters moving directly from here to an Outpost game to get their affairs in order. I'll go ahead and get the game reported and begin working on chronicles. If you haven't rolled a Day Job already, please do so now. If you have any questions regarding Faction Journal goals, please ask those now as well.

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:

SoH Day Job: Underground Candy Mogul: 1d20 + 14 ⇒ (19) + 14 = 33

Mmm so much candy...

Faction Goal! Sure seemed like they had taken the other thieves guild as slaves!

(0/1)Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward.

FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.

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 |

0/1 Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least 1 day, or is explicitly cited as trafficking slaves.

I'd also like to sign this goal off.


Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

Rising Star Boon!, DC 18: 1d20 + 16 ⇒ (15) + 16 = 31 GM, would you mind marking that two boxes will be ticked off please? :D

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 was like.. Spider... didn't we already catch her?

Lots of fun loot on that list! Fireball AND gaseous form? So much fun in one pile!

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Hmmm. In light of that letter, do you think that this would qualify for:

"Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, ..."

from Grand Lodge Season 7?


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Season of Ghosts

@Quang Chi - Yes!

@Frankie & Meredith - Alas, these guys are bad actors and instigators of a bunch of stuff but they're not actually slavers.

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:

Fair enough!


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Season of Ghosts

Okay, the game has been reported and I've gotten a few of the chronicles done. Frankie and Vosk, you can find your chronicles --> here.

Looks like I still need Day Job (or not) info from Meredith, Quang Chi, and Zirt.

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 |

Day job! Day job!

Profession (Farmhand): 1d20 + 4 ⇒ (20) + 4 = 24

In loving memory of Leeroy Jenkins.
At least he had chicken.

Grand Lodge

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Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Quang Chi wanders off to the shoreline and picks thru the flotsam and jetsam along the high-tide mark for things of value.

Day Job (Survival): 1d20 + 11 ⇒ (6) + 11 = 17

Meh, might as well use the reroll I hadn't used this session.
Day Job (Survival), 3 stars: 1d20 + 11 + 3 ⇒ (9) + 11 + 3 = 23

Beachcomber trait = use Survival for Day Job

And speaking of Survival, and tracking, and a certain wager....

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:

Sheet looks good, thanks!


Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

A wand of Gaseous Form is nice! That Haste wand is a tease, but that Fireball wand is sorely needed by Vosk! :D What a haul!

If my rules knowledge is right, he could use the GF wand to escape grapples right? That'd be amazeballs!

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:

A fair chance Frankie at some point gets all those wands. Nice to see the fireball is higher caster level too.


Season of Ghosts

Figured you casters/UMD folk would like those wands!

Also, Quang Chi's chronicle is now complete and available at the link posted previously :)

Grand Lodge

4 people marked this as a favorite.
Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Chronicle looks good. I don't think he'll be buying a Slaying Arrow: Vermin, but those wands might be useful even to him.

I have a (waaaayyyyy too long) epilogue post for QC mostly done. I'll post it this weekend.

Thank you all so very much for letting me develop him here over this last year. Before this he was mostly just a mechanical machine-gun archer, but now he's a much more nuanced machine-gun, and I'm happier with him as he is in my head space now.

Liberty's Edge

2 people 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 |

It's been a blast, everyone. I also have a very long epilogue post to write. I've already figured out how Meredith's legacy will go to second ed.

Leshy Monk! Leshy Monk!


2 people marked this as a favorite.
Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

Thanks y'all, it has been great playing with this group! :)


3 people marked this as a favorite.
Season of Ghosts

I'm enjoying reading everyone's closing posts - and of course I love how all of them so far imply that this isn't the end of the story but perhaps just the end of a chapter.

Thank you to everyone that's made this group such a pleasure to GM for. Whether you've been here since the beginning 3 (!!) years ago, like Meredith/Denair & Frankie, or only for a scenario or two such as Vosk and Zirt, or somewhere in between, it's been my privilege to participate in the telling of your character's story. You're all some of my favorite players and you'll always be welcome at any of my tables :)

I'll leave the campaign up for a bit and will look to mark things inactive sometime next week.

Liberty's Edge

2 people marked this as a favorite.
Female Gnome Bard 7 [ HP 49/49 (14 NL) | AC 21 Tch 13 FF 20 | Fort +4* Ref +7* Will +6* | CMD 15 | Init +3 Perc +12 | Effects: none | Benedict 49/69* (0 NL) ]

Really sorry for disappearing on everyone right there at the end — that's not the kind of PbPer I wanna be!

Thanks all for a fun game and a great group... there wasn't even anyone I didn't like! :) And thanks for having me, DM. Hope to play with you all again sometime.

Perform (spoons): 1d20 + 17 ⇒ (18) + 17 = 35

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