New Agent Confirmation (Inactive)

Game Master Dennis Muldoon


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Grand Lodge

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Rusthenge || Spell Templates | Starship Roles | ◆◇↺

In-character gameplay goes here.

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Please use the following PbP posting conventions in this thread. Remove the spaces I left in the tags to make them functional:

  • Description using regular text.
  • "In character speech, using the [b ] [/b ] tags."
  • Unspoken character thoughts using the [i ] [/i ] tags.
  • Out of character commentary using the [ooc ] [/ooc ] tags.

    Example:

    "Sure, I'm ready to go" Jan says, nervously looking around. I hope no one notices my socks are mismatched today. I always imagine Jan's voice to sound like Tina from Bob's Burgers.

    Typed, that looks like the following (again, removing the spaces):
    [b ]"Sure, I'm ready to go"[/b ] Jan says, nervously looking around. [i ]I hope no one notices my socks are mismatched today.[/i ] [ooc ]I always imagine Jan's voice to sound like Tina from [i ]Bob's Burgers[/i ].[/ooc ]

    -----

    Dice-rolling is done using the dice tags. For example, if I want to roll an attack with a longbow, and I have an attack bonus of 4, I would type the following, replacing the { brackets with [ brackets:

    {dice=longbow}1d20+4{/dice}
    {dice=damage}1d8{/dice}

    which will display as:

    longbow: 1d20 + 4 ⇒ (13) + 4 = 17
    damage: 1d8 ⇒ 4

    To add the effects of the Point-Blank Shot feat and a bless spell, I would type:

    {dice=longbow, pbs, {i}bless{/i}}1d20+4+1+1{/dice}
    {dice=damage, pbs}1d8+1{/dice}

    longbow, pbs, bless: 1d20 + 4 + 1 + 1 ⇒ (14) + 4 + 1 + 1 = 20
    damage, pbs: 1d8 + 1 ⇒ (5) + 1 = 6

    By including pbs and bless in the description and typing 1d20+4+1+1 in the dice roller rather than 1d20+6, you are showing me at a glance how your math breaks down, which allows me to easily understand where you bonuses are coming from. This allows the game to flow more smoothly, and is always appreciated by PbP GMs.

  • Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Please ninja-dot here in the gameplay tab (post a dot, then delete your post). This will add your name to the character's tab and add this game to your "My Campaigns" page.

    Also, please post your character information as requested in the discussion tab. I plan to begin play by Friday night or Saturday.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    The invitation delivered last night was remarkably simple, especially given the importance of the occasion: “Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.” The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table.

    Grand Lodge

    “Welcome! Welcome, my students! Please, have a seat!” With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder. “Can you believe it? It all started here years ago—well, over four hundred of them at least. Despite what others might tell you about the Wounded Wisp, it was under this very roof the Pathfinder Society was born!”

    ”But today! Today you will begin your Confirmation! Master Farabellus, Master Zey, and I all agree you each have shown your worth and dedication to the Society, so there’s no better time to see if you can handle becoming full field operatives. Allow me to introduce you to Janira Gavix,” he says as he motions for an excitable halfling woman to approach. She wears a large backpack and carries all manner of tools, pouches, and scroll cases around her waist. Shaine continues, saying, “Janira here will be going with you on your Confirmation. She was one of my brightest pupils and will no doubt be an invaluable resource on your journey, for she discovered the caves you are about to explore during her own Confirmation.”

    Grand Lodge

    Janira speaks up in an enthusiastic and cheerful voice, “Greetings, aspiring Pathfinders! Six months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the gillmen.”

    Grand Lodge

    Master Shaine hops to his feet. “Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well.” With these parting words, the Master of Scrolls jumps off the table and strolls out of the building while humming to himself.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    You have a moment to ask Janira questions before she begins briefing you on the specifics of the mission.

    -----

    You may know things about the Isle of Kortos and the Kortos Mounts:

    Knowledge (Geography) 10+:
    At the center of the Isle of Kortos stand the Kortos Mounts, the highest points on the island.

    Knowledge (Geography) 15+:
    Entire tribes of centaurs, harpies, and minotaurs constantly vie for territory up and around the Mounts, with harpies being the most common at higher altitudes and centaurs controlling the lower slopes and foothills.

    -----

    You may have read about the origins of the gillmen in the libraries of the Grand Lodge:

    Knowledge (History) 15+:
    Also known as the Low Azlanti, the gillmen are an amphibious humanoid race believed to be the last descendants of the ancient Azlanti people.

    Knowledge (History) 20+:
    During Earthfall, the Starstone struck Golarion and destroyed the human empires of Thassilon and Azlant. It is said that gillmen’s ancestors survived the cataclysmic event because they received the blessing of an aquatic entity that allowed them to breathe underwater.

    Knowledge (History) 25+:
    Most scholars believe the terrifying aboleths were responsible for the gillmen’s transformation. Any alliance between them appears to have fallen apart over the millennia, however, and the gillmen are now an independent people.

    Scarab Sages

    NG Female Samsaran Cleric of Sarenrae (Divine Paragon) 1 | HP 9/9 | AC 18 T 12 FF 16 | CMB 0, CMD 12 | F: +2, R: +2, W: +5, +2 vs Death Effects & Negative Energy/Levels | Init: +2 | Perc: +8, SM: +3 | Speed 20ft | Ranged: Fire Bolt +2 vs Touch (1d6), Melee: Masterwork Scimitar +1 (1d6) | Spells: 0 3, 1st 3/3 | Active conditions: None.

    Imani leans forward in her seat, eager to learn what she can about the area. "I can't confess to knowing much about this isle, or about the gillmen. Is there anything you can tell us about what we might encounter on our way there, and how we should prepare?"

    Grand Lodge

    M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

    kn Geo untrained: 1d20 ⇒ 9

    Umberto sits patiently in his armored coat with mace and tankard hooked to his belt while the Master of Scrolls and Janira say their piece. Umberto produces his trusty tankard and fills it with ale through the blessings of Cayden Cailien. He takes a few big pulls during the discussion until a reasonable pause occurs.

    As Umberto stands,the group sees a dirty blonde gentleman in his late 20s. The type that could have been an athlete a few pounds ago.
    The tankard probably has something to do with it. He lifts his mug to the gathered audience. Greetings, all. Looking forward to uncovering the mysteries of the gillman cave, whatever a gillman, gillperson is.

    Silver Crusade

    NG Human Spiritualist 1 HP 10/10| AC 14, T 11, FF 13| Fort +3| Ref +1| Will +7; +4 bonus vs. mind-affecting| Init +1|Perception +8

    Yeah... don't have that sort of knowledge. However, she's a sailor with knowledge local. She should have had enough dealings to have run across gillmen to know something about them.

    Knowledge(local): 1d20 + 4 ⇒ (6) + 4 = 10
    Profession(sailor): 1d20 + 7 ⇒ (4) + 7 = 11

    Ugh. Let's see if I hit the DC.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    You've seen some gillmen in your sailing career, enough to know they are aquatic humanoids (they look like humans with webbed feet and gills), but your knowledge is practical; you haven't learned much of their origins.

    Grand Lodge

    Imani wrote:
    Imani leans forward in her seat, eager to learn what she can about the area. "I can't confess to knowing much about this isle, or about the gillmen. Is there anything you can tell us about what we might encounter on our way there, and how we should prepare?"

    “Centaurs control the lowlands and surrounding wilderness of the Kortos Mounts. The areas farther up the Mounts are controlled by minotaurs, and the icy peaks are home to tribes of harpies. They’re always vying for territory, but with any luck, we should be able to avoid them and reach the caves without conflict.”

    “Aside from that, there’s always the chance we may run into bandits along the way, and there are dozens of kinds of predators in that forest. That’s why we should always be as prepared as possible. We'll go over your gear in a few moments, to make sure you're all prepared.”

    Scarab Sages

    NG Female Samsaran Cleric of Sarenrae (Divine Paragon) 1 | HP 9/9 | AC 18 T 12 FF 16 | CMB 0, CMD 12 | F: +2, R: +2, W: +5, +2 vs Death Effects & Negative Energy/Levels | Init: +2 | Perc: +8, SM: +3 | Speed 20ft | Ranged: Fire Bolt +2 vs Touch (1d6), Melee: Masterwork Scimitar +1 (1d6) | Spells: 0 3, 1st 3/3 | Active conditions: None.

    Imani blanches a bit as the list of potential threats grows. She nods and mentally prepares herself for what sounds like her hardest challenge to date.

    Silver Crusade

    NG Human Spiritualist 1 HP 10/10| AC 14, T 11, FF 13| Fort +3| Ref +1| Will +7; +4 bonus vs. mind-affecting| Init +1|Perception +8

    Brierly speaks up, "I've had some dealing with gillmen in the past. They're people just like anyone else, just aquatic ones. Which means that like anyone else these could either be the type that happily trade with you or the type that raid your ship at sea."

    She considers for a moment as if listening to a voice inside her head, "However, it's odd to see those fish out of water. Especially, if we're talking inland enough to go to caves in mountains."

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Janira pulls out a large leather-bound journal and opens it on the table. “Before we set out, we should all get to know each other and review our plan. After all, the most important factors that determine whether an expedition will be a success are cooperation and preparation! I’ll go first!

    ”I grew up with six siblings, in the Eastgate area of Absalom. When I came of age, I knew I wanted to see more of the world, so I joined the Pathfinder Society! That was about four years ago, now, and while I joined up to travel (and try all of the exotic foods I could find), I’ve really grown to love learning and the processes of preserving knowledge. I hope to one day have my work published in the Pathfinder Chronicles!

    ”Now it’s your turn. Please, tell me a little about yourselves!” This is your chance to introduce your character to Janira and the rest of the party.

    Scarab Sages

    NG Female Samsaran Cleric of Sarenrae (Divine Paragon) 1 | HP 9/9 | AC 18 T 12 FF 16 | CMB 0, CMD 12 | F: +2, R: +2, W: +5, +2 vs Death Effects & Negative Energy/Levels | Init: +2 | Perc: +8, SM: +3 | Speed 20ft | Ranged: Fire Bolt +2 vs Touch (1d6), Melee: Masterwork Scimitar +1 (1d6) | Spells: 0 3, 1st 3/3 | Active conditions: None.

    Wisdom: 1d20 + 3 ⇒ (11) + 3 = 14

    "Are gillmen only in salt-water? Maybe there's other water in the area." with that musing (mostly to herself), she addresses Janira and the group.

    "My name is Imani - in this life, I hail from the Expanse, but have traveled far in search of ways to serve my Goddess", she says as she points at her blue-hued face, which has the symbol of the Dawnflower emblazoned on it in a brilliant white - not quite a tattoo, nor a birthmark."May the light and fire of Sarenrae bless and protect us on our journey."

    Grand Lodge

    Male Human Bard | Init +8; Perc +5 | AC 15; touch 12; FF 13 | HP 9/9; F +1; R +4; W +3 | Bardic Performance 5/13 | Rapier +0 (1d6 P, 18-20/x2); Shortbow +2 (1d6 P, 20/x3) | Spells L1 1/2
    Skills:
    Acro +5; Bluff +7; Diplo +7; Know (History) +7; Know (Local) +7; Perf (Comedy) +7; Sleight +5; Spellcraft +6; Use Magic Device +7

    A young Varisian with colorful apparel speaks up and introduces himself. You see an elaborate pendant with the image of a songbird worn around his neck, the symbol of Shelyn. "Greetings heroes! What a wonderful opportunity to witness acts of valor from our fellow Pathfinders. I, Merrill Alfasier, will make sure that your heroic acts will forever be remembered. I have traveled so I may make sure that heroic acts will be cemented in the hearts of those who listens to my tales. I am positive that our Confirmation will be an addition to my tales of heroism. Ho-ho!" He takes a courteous bow and takes his seat.

    Silver Crusade

    NG Human Spiritualist 1 HP 10/10| AC 14, T 11, FF 13| Fort +3| Ref +1| Will +7; +4 bonus vs. mind-affecting| Init +1|Perception +8

    The sailor steps up and says, "I am Brierly Lightbinder. I worked as first mate on a Pathfinder's ship for the past couple of years. She passed away on a mission a little over a year ago." She fidgets with her wedding ring. "Well, adventuring and the sea are my trade at this point. I figured I would join the Society myself and keep on with it."

    Grand Lodge

    M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

    Umberto raises his tankard again, "Here, here and well met. I am a warpriest of Cayden Cailean. I learn at the Grand Lodge in order to serve my god in this life and the next. Cheers! and he takes a swig.

    Dark Archive

    F Human Magus (Kensai) 1 HP: 5/9 AC: 15 FF: 12 Touch:13 Fort: 3 Ref: 2 Will: 3 Attack: 3 Init: 2 Perception: 1 Sense Motive: 2

    A woman dressed in modest, simple clothes speaks up. "Kari Blackvine. I'm a historian." She says simply, before sitting down again.

    knowledge history: 1d20 + 5 ⇒ (7) + 5 = 12

    She looks over to Kreighton Shraine. "If the goal of this quest is to render more understanding of the gillmen, will you provide us a way to swim? It would be a shame to come all the way just to discover a large underground lake or river."

    Grand Lodge

    "A good Pathfinder is resourceful. I'm sure you'll think of something if necessary."

    Scarab Sages

    NG Female Samsaran Cleric of Sarenrae (Divine Paragon) 1 | HP 9/9 | AC 18 T 12 FF 16 | CMB 0, CMD 12 | F: +2, R: +2, W: +5, +2 vs Death Effects & Negative Energy/Levels | Init: +2 | Perc: +8, SM: +3 | Speed 20ft | Ranged: Fire Bolt +2 vs Touch (1d6), Melee: Masterwork Scimitar +1 (1d6) | Spells: 0 3, 1st 3/3 | Active conditions: None.

    "Worry not, friend. The fire of the Dawnflower will protect us." Imani says, her eyes and facial brand glowing in emphasis.

    Grand Lodge

    Penthesilea, feel free to go back and introduce yourself.

    “On to the details of the mission at hand,” Janira says with an eager grin. “After reviewing my mission reports personally, Master Shaine believes it is no coincidence that each time they entered the caves it was during a full moon, so it is also no coincidence that you have been called here now, just a day before the moon is full again. We both believe that tomorrow night is our best chance to find out why these caves are important and what exactly the gillmen are doing in there.

    “The caves we’ll be travelling to lie under the base of the Kortos Mounts. We’ll need to spend every minute of daylight possible to reach the caves by foot, crossing over the Cairnlands, taking the paths to Diobel, and finally making our way through the wilderness. With any luck we won’t run into any of the local inhabitants. Once in the caves, we’ll need to work together to explore and determine whether any gillman are present or have been recently. Keep an eye out for any other clues that might hint at the caves’ significance, too. Any questions?”

    Scarab Sages

    NG Female Samsaran Cleric of Sarenrae (Divine Paragon) 1 | HP 9/9 | AC 18 T 12 FF 16 | CMB 0, CMD 12 | F: +2, R: +2, W: +5, +2 vs Death Effects & Negative Energy/Levels | Init: +2 | Perc: +8, SM: +3 | Speed 20ft | Ranged: Fire Bolt +2 vs Touch (1d6), Melee: Masterwork Scimitar +1 (1d6) | Spells: 0 3, 1st 3/3 | Active conditions: None.

    Imani raises her hand. "Will we be on foot, or can we rent mounts?"

    Silver Crusade

    NG Human Spiritualist 1 HP 10/10| AC 14, T 11, FF 13| Fort +3| Ref +1| Will +7; +4 bonus vs. mind-affecting| Init +1|Perception +8

    Brierly perks up with an idea, "A good airship? I'd sell the Mermaid's Tail for a good airship."

    Grand Lodge

    "The area we’re heading to is controlled by a large centaur tribe. If we cross paths with any of them, they’ll see the horses as an affront and might become dangerously unfriendly. Our mission is to explore the caves and investigate the gillmen activity, not fight the local populace.”

    Grand Lodge

    Male Human Bard | Init +8; Perc +5 | AC 15; touch 12; FF 13 | HP 9/9; F +1; R +4; W +3 | Bardic Performance 5/13 | Rapier +0 (1d6 P, 18-20/x2); Shortbow +2 (1d6 P, 20/x3) | Spells L1 1/2
    Skills:
    Acro +5; Bluff +7; Diplo +7; Know (History) +7; Know (Local) +7; Perf (Comedy) +7; Sleight +5; Spellcraft +6; Use Magic Device +7

    Merrill listens attentively to the conversation and finally holds up his hands. "No more questions, Janira. It seems that we should carry on our mission with haste. We would not want to waste this timely opportunity to explore the caves. A month would be too long to wait if ever we pass up the next full moon."

    Grand Lodge

    M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

    Umberto nods to Merrill. Let's go find these gillpeople. and finishes his tankard of ale.

    Grand Lodge

    “Now, before we head out, if there aren’t any more questions, we should take a moment to go through your gear and make sure nothing important gets left out. Do you have food? Does someone have a way to make fire? How about a light source? Does anyone have a means of magical healing? How about alchemical items? A flask of alchemist’s fire or acid can be a life-saver in some cases.”

    Review your inventories. Not everyone needs to have all of these things, but Janira will make sure that at least one of you has them (I've checked those of you that have your gear posted in your profile, and I think all of these things are covered by at least one of you), and will encourage those of you with a little gold to spare to purchase some alchemical items like alchemist’s fire, acid, and antitoxins, if you don’t already have them.

    Grand Lodge

    M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

    good to go

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Let me know if you bought anything on your way out of town.

    Your first day of travel is interesting, if uneventful. Janira points out broken siege towers as you pass through the Cairnlands, explaining what she learned from Master Shaine about the many times Absalom has been unsuccessfully assaulted. You make camp in a pleasant, sheltered hollow in some low hills, taking turn at watch without incident. You have time to prepare new spells, if you would like.

    Janira wakes you up early the next morning and you press on towards your destination. As you progress deeper into the forest, the trees towering overhead begin to shield most of what remains of the day’s sun and the vegetation beneath grows denser.

    Grand Lodge

    Janira pauses a moment and pulls out an intricate silver compass emblazoned with the Pathfinder Society logo: the Glyph of the Open Road. “I received this wayfinder when I successfully completed my Confirmation. Should we be successful on our journey, you will get your own as well.” She flips open the device and holds it in front of her; the initials J. G. are engraved into the inside of the device’s lid. After studying the compass inside for a moment, she remarks, “We’re on the right path. We need to keep heading northwest past those large rocks up ahead.”

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Ahead of you, slightly off your path, a large tree falls. The loud booming noise as it strikes the ground causes animals all around to scatter and run, including a nest of snakes that emerge from a hole in a log in front of you, scrambling in your direction!

    You might know something about snake swarms (on your turn):

    Knowledge (nature) DC 12:
    This is a snake swarm. It is a swarm of tiny sized creatures, which means weapons can damage it, but only do partial damage. They do not appear to be venomous snakes. For every 5 by which you exceeded the DC, you may ask another question about them.

    -----

    GM Screen:

    Initiative:
    Brierly: 1d20 + 1 ⇒ (10) + 1 = 11
    Imani: 1d20 + 2 ⇒ (18) + 2 = 20
    Kari: 1d20 + 2 ⇒ (11) + 2 = 13
    Merril: 1d20 + 8 ⇒ (12) + 8 = 20
    Umberto: 1d20 + 2 ⇒ (17) + 2 = 19
    Penthesilea: 1d20 + 5 ⇒ (4) + 5 = 9
    Janira: 1d20 + 6 ⇒ (5) + 6 = 11
    Sneks: 1d20 + 6 ⇒ (5) + 6 = 11

    Roll off:
    Janira: 1d20 + 6 ⇒ (20) + 6 = 26
    Sneks: 1d20 + 6 ⇒ (5) + 6 = 11

    Initiative, round 1:

  • Merril
  • Imani
  • Umberto
  • Kari
  • Janira
  • Sneks
  • Brierly
  • Penthesilea

    Merril, Imani, Umberto, and Kari may act. For those of you new to PbP, We generally act in block initiative, so that we don't have to wait for people to post 1 by 1. Everyone who got initiative above the snakes may act in any order, so go ahead and post when your 'block' is up.

  • Grand Lodge

    M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

    Umberto produces an acid flask and waits for the snakes to close in.

    Move to draw the acid, Standard to ready an attack should a swarm come in range.

    acid attack:

    acid throw: 1d20 + 2 ⇒ (19) + 2 = 211d6 ⇒ 4 +50% damage for swarm

    Grand Lodge

    Male Human Bard | Init +8; Perc +5 | AC 15; touch 12; FF 13 | HP 9/9; F +1; R +4; W +3 | Bardic Performance 5/13 | Rapier +0 (1d6 P, 18-20/x2); Shortbow +2 (1d6 P, 20/x3) | Spells L1 1/2
    Skills:
    Acro +5; Bluff +7; Diplo +7; Know (History) +7; Know (Local) +7; Perf (Comedy) +7; Sleight +5; Spellcraft +6; Use Magic Device +7

    Merrill will be buying 2 bottles each of alchemist fire and antitoxin.

    Merrill makes an exaggerated movement as the tree falls and notices the swarm of snakes moving toward them. "Well now heroes, it's time to act. I guess this won't take long with someone capable as yourselves. I mean, I've seen snakes more fearsome than those."

    Merrill takes out his shortbow then takes a deep breath and raises his voice for everyone to hear. "Alright now. Beware of their bite, might be poisonous for all we know. Like this gnome that I once knew - heroic for his size, but was seriously sickened by the venom - had to rest for days before he can get out of bed."

    Draw weapon for move action and inspire courage +1 for standard action

    Bardic performance 12/13

    Dark Archive

    F Human Magus (Kensai) 1 HP: 5/9 AC: 15 FF: 12 Touch:13 Fort: 3 Ref: 2 Will: 3 Attack: 3 Init: 2 Perception: 1 Sense Motive: 2

    AH! Didnt have enough ranks to put into Knowledge Nature, yet. So much for the historian, failing her first and second chances to be knowledgeable.

    Kari quickly moves away from the snakes, casting conjuring up four spheres of light away from her and the party (albeit in a direction from which the snakes can see the lights). "Look out!" she'll yell in warning.

    Kari moves 30 ft in a direction away from the snakes and casts Dancing Lights

    Scarab Sages

    NG Female Samsaran Cleric of Sarenrae (Divine Paragon) 1 | HP 9/9 | AC 18 T 12 FF 16 | CMB 0, CMD 12 | F: +2, R: +2, W: +5, +2 vs Death Effects & Negative Energy/Levels | Init: +2 | Perc: +8, SM: +3 | Speed 20ft | Ranged: Fire Bolt +2 vs Touch (1d6), Melee: Masterwork Scimitar +1 (1d6) | Spells: 0 3, 1st 3/3 | Active conditions: None.

    Having fire well in hand (hehe), Imani will buy 2 flasks of acid and 2 flasks of holy water.

    Seeing Umberto's action, Imani will follow suit, retrieving a flask of acid and readying it for an attack should the swarm approach.

    Scarab Sages

    Female Arrowsong Minstrel 4 | HP 31/31 | AC 18, T 14, FF 14 CMD 19 | Fort +3, Ref +9, Will +3(7) | Init +5 | Perc +5(7) | SM -1 | Spells Remaining: level 1 4/4, level 2 2/2 | Bardic Performance Rounds 11/12

    Ugh! Discussion got flagged with new posts, but Gameplay didn't! Sorry!

    Earlier
    I thought we were supposed to meet where the Pathfinders started! I just spent HOURS trying to talk to a waitress over at the Wisp to find this group!
    Oh gods. I just realized; I believed a story Dreng told me.
    I deserve to be late.

    Looking rather more harried than usual, Penthesilea dashes about the Paunch introducing herself while juggling a bow, her quiver, and a large assortment of assorted holy symbols and lucky charms, dropping a few of them by the wayside as she decides they aren't really important for today's work.Nethys for Knowledge... Hi, Penthesilea,Gozreh for nature... No, Pen-the-SIL-ea, Desna for luck, luck's always good... Nope, not Penthelisa. Gorum? Blegh. This isn't a killy job. No Gorum. Y'know what. Penthesomething will work.

    K. Geography: 1d20 + 5 ⇒ (1) + 5 = 6

    Besmara's great dangly earrings - I've forgotten my maps! Err.. where are we headed? Do I have time to duck into a shop on the way?

    Oh, anyone know what Gillmen like to eat? Assuming it's not people, might as well have some snacks around to help make nice, right?.

    Purchasing food, water and camping gear as well as a couple flasks of Alchemist's Fire on the way out of town.

    Ugh, I hate snakes. Best thing about being on the water is you don't have to deal with snakes.
    Except sea snakes.

    Grand Lodge

    “Let us remember the sacrifice of the fabled Yasmin bint Faroud, favored of the Ten, who gave her life distracting Zythrustianax, draconic scourge of the Society, so dozens of junior agents could survive. Her act of benevolence is the epitome of cooperation within the Society.”

    Janira's inspiring speech fills you with courage! +1 competence bonus on attack and weapon damage rolls, and +1 morale bonus on saves vs. charm and fear.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    The sneks continue heading right for you!

    Umberto hurls his flask, hitting squarely and doing slightly more damage, thanks to Janira's song! 7 total damage.

    Imani also hurls a flask of acid at the approaching snakes, but her attack misses, landing adjacent to the swarm and dealing a small amount of damage. In the future, go ahead and roll your readied attack inside a spoiler, like Umberto did.
    ranged touch, inspire courage: 1d20 + 1 + 1 ⇒ (11) + 1 + 1 = 13
    damage, inspire courage: 1d6 + 1 ⇒ (2) + 1 = 3
    miss direction: 1d8 ⇒ 4

    -----

    The snakes swarm over Janira, Umberto, and Brierly, biting them and potentially distracting them (DC 12 Fort save or be nauseated on your turn)!

    damage to Janira, Umberto, and Brierly: 1d6 ⇒ 5

    To be clear, this is a swarm of tiny-sized creatures, meaning they are subject to weapon attacks.

    -----

    Initiative, round 1/2:

    Beginning round 2:

  • Merril
  • Imani
  • Umberto
  • Kari
  • Janira
  • Sneks
    -----
    Finishing round 1:
  • Brierly
  • Penthesilea

    Whole party may act.

  • Scarab Sages

    NG Female Samsaran Cleric of Sarenrae (Divine Paragon) 1 | HP 9/9 | AC 18 T 12 FF 16 | CMB 0, CMD 12 | F: +2, R: +2, W: +5, +2 vs Death Effects & Negative Energy/Levels | Init: +2 | Perc: +8, SM: +3 | Speed 20ft | Ranged: Fire Bolt +2 vs Touch (1d6), Melee: Masterwork Scimitar +1 (1d6) | Spells: 0 3, 1st 3/3 | Active conditions: None.

    Imani will, when able, take a 5 foot step around the perimeter, getting a better shot at the snakes not enveloping her compatriots, and throw again.

    ranged touch, inspire courage: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
    damage, inspire courage: 1d6 + 1 ⇒ (2) + 1 = 3
    miss direction: 1d8 ⇒ 2

    Silver Crusade

    NG Human Spiritualist 1 HP 10/10| AC 14, T 11, FF 13| Fort +3| Ref +1| Will +7; +4 bonus vs. mind-affecting| Init +1|Perception +8

    "I miss the sea already..." She steps out of the way and attempts to beat at the snakes with her walking staff.

    5' step and attack.

    Attack(quarterstaff)+inspire courage+flanking?: 1d20 + 3 + 1 + 2 ⇒ (11) + 3 + 1 + 2 = 17
    Damage: 1d6 + 4 ⇒ (2) + 4 = 6

    Scarab Sages

    Female Arrowsong Minstrel 4 | HP 31/31 | AC 18, T 14, FF 14 CMD 19 | Fort +3, Ref +9, Will +3(7) | Init +5 | Perc +5(7) | SM -1 | Spells Remaining: level 1 4/4, level 2 2/2 | Bardic Performance Rounds 11/12

    Penthesilea snatches one of her blunt fowler's arrows from her quiver as she backs away and sends it hissing into the swarm.

    Longbow (IC, PBS): 1d20 + 5 + 1 + 1 ⇒ (8) + 5 + 1 + 1 = 15
    Bludgeoning (IC, PBS): 1d8 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8

    Lotta sailors here. I guess we are on an island...

    Grand Lodge

    M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

    fort: 1d20 + 3 ⇒ (5) + 3 = 8

    Umberto will wretch and move away from the snakes.

    Silver Crusade

    NG Human Spiritualist 1 HP 10/10| AC 14, T 11, FF 13| Fort +3| Ref +1| Will +7; +4 bonus vs. mind-affecting| Init +1|Perception +8

    oops, fort save.

    Fort: 1d20 + 3 ⇒ (17) + 3 = 20

    Dark Archive

    F Human Magus (Kensai) 1 HP: 5/9 AC: 15 FF: 12 Touch:13 Fort: 3 Ref: 2 Will: 3 Attack: 3 Init: 2 Perception: 1 Sense Motive: 2

    Kari Blackvine looks on, saddened as the snakes ignore the pretty lights she had tried to lure them away with.
    Detect Magic.... no, not helpful. Ignoring the Dancing Lights. If only I'd prepared Ghost Sound! Or Burning Hands. Yeah, a good Burning Hands spell would've done really well right now. Oh well, there's always,
    she finishes, as she steps forward back near her comrades, and comes down with her rapier onto the nearest snake.

    Melee Attack, inspire courage: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 151d6 + 1 ⇒ (6) + 1 = 7

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Brierly whacks at the snakes with her staff, clearing many away, while Kari skewers a few on her rapier (it does not seem to do full damage). Imani readies to throw another acid flask when she has a clear shot, but there is no need as Penthesilea's blunt arrow scatters the last of the snakes, which slither away to hide. Out of combat!

    Grand Lodge

    "Well done! I'm glad you were all so well prepared, Pathfinders, and great job working together!"

    She lays a hand on Umberto and Brierly each briefly, infusing them with magic and causing their wounds to heal (8hp back each), before also healing herself. This is an area of table variation, but in my region we almost always allow average CLW rolls out of combat (an average roll on 1d8 is 4.5, so 4.5 + caster level. With a wand, that translates to 4.5 + 1 = 5.5, rounds to 5hp on one charge or 11hp for every two). I'm fine with you all doing the same in this adventure.

    "Now we better hurry if we're going to get to those caves by midnight!"

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    You resume travel, but find your path often blocked by fallen trees, overgrown shortcuts, and other minor delays. Please make me Survival checks to try to keep your party on schedule.

    Scarab Sages

    Female Arrowsong Minstrel 4 | HP 31/31 | AC 18, T 14, FF 14 CMD 19 | Fort +3, Ref +9, Will +3(7) | Init +5 | Perc +5(7) | SM -1 | Spells Remaining: level 1 4/4, level 2 2/2 | Bardic Performance Rounds 11/12

    Penthesilea blanches at the notion of finding her way through the wild, but with a determined look on her face she moves the dripping leaf of Gozreh to a more prominent place on her gear and strides forward.

    Survival: 1d20 - 2 ⇒ (8) - 2 = 6

    Immediately she gets lost.

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