[PFS] #7-01 GM Iff's Between the Lines (Inactive)

Game Master Iff

Maps


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Scarab Sages

Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)

Noting the language barrier, Bottles quietly begins fiddling with his alchemical items, quietly muttering to himself.

"If you can keep them pacified for a few moments, I should be able to whip something up to breach this linguistic barrier..."

Preparing "Comprehend Languages", which will take one minute. He'll stop if somebody can actually communicate with them. Please let me know when 1 min has elapsed.


Maps: Absalom Initiation

One of the gnolls, female, barks a laugh, then speaks in accented Common. "Hah! Your long words no impress us. We care about deal. Goods. Look rubbish! Show us... "

-Posted with Wayfinder

Scarab Sages

HP 27/27; AC 14, T 10, FF 14; F+4, R+1, W+4; Perc +0, darkvision 60', Init +0; CMD 12

Jann nods. He turns to the pretty talkers among them and touches them, casting guidance on them. "Yes, show them."

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

Zandu, followed closely by the imposing Psychopomp behind him smiles prettily, his perfect white teeth glinting as do his eyes. Gnolls, fierce beasts! The hero of the tale must talk them down before the fair sorcerer is sacrificed to dark gods! It writes itself! Filing the thought away for now he turns to the matter at hand.

"Ahh, fine traders, how can you say they look useless before even looking at them? I fear dealings with Murqual have tainted your viewpoint on us. I can assure you, these goods are of the finest quality, now, your payment?"

His attitude makes it perfectly clear they will not be shown the goods until proof of payment is shown, though his face is nothing but a warm smile.

diplomacy, guidance: 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 30


Maps: Absalom Initiation

Both gnolls look alarmed as Jann starts casting a spell. "Yuav ua li cas yog nws ua??" asks the second Gnoll. Apparently, only the female speaks Common. She wards off the other with a hand gesture, keeping a close eye on you and keeping her guarded stance.

Despite Zandu's soothing words, the Gnoll is not yet mollified. "I can see. I hear. Fine quality? Pah! Donkey skinny, cart does creak-creak. And we not show goods first. You think we would cheat? Who think that, except would cheat themself? You, we do not know. We inspect rest of goods."

I'll hold off on applying the Diplomacy roll, for now. Maybe the others want to add to the conversation.

Gnoll:
What is he doing?

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr leans against the nearest building with her shoulders back, chewing on a toothpick, looking nonchalant and unconcerned.

"Aye, then: ya inspect, and we inspect. Fair's fair alike, neh? We show ya ours, ya show us yours, we trade and sail our ways peaceable, like. There's no call for all this talk of cheatin'. And I think that donkey looks nice and fat, meself."

Diplomacy, Aid? DC 10: 1d20 ⇒ 11

Scarab Sages

Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)

still preparing "comprehend languages"...


Maps: Absalom Initiation

Yes, the 1 minute to prepare should be up. Apologies for not mentioning it in my previous post. If you want, you can use it before the following part of the conversation.

The gnoll thinks for a moment, regarding the group. "Hah, donkey fat? You maybe think yourself fat too? Hahaha! Send donkey cart over here, we give you crate. Don't let escape; your risk!"

She turns to her companion. "Siv lub crate rau lawv. Kuv mam li saib, kuv xav tias peb yuav cia siab rau lawv." The second gnoll lifts the crate, about 2 foot on a side, and takes it over to your side of the square. He then leads the donkey back to their side.

Gnoll:
Take the crate to them. I'll watch, but I think we can trust them.

The crate is made from sturdy wood and has a couple of holes drilled in the top. The lid is closed with a barrel bolt, but not locked. Something can be heard moving inside the crate.

If anyone opens the crate:
The crate contains two adorable Katapeshi white lion cubs.

When the donkey cart reaches the other side, the two gnolls inspect the trade goods. They grumble and gripe, but seem satisfied overall.

That about wraps up this encounter. Please decide which task you would do next. I think the majority favored the mask, but Bottles made a plea for the mirror in the end.

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Saleem agess wholeheartly about not going after the mirror after knowing about the Div. He couldn't burn something that could have once being called kin after all right?

The swift encounter with the gnolls however catches him by surprise.
"That's it?" he looks at his companions.
"I'm guessing we're going the next place then?"

Silver Crusade

Female human sorceress (draconic bloodline) 1 | HP: 7/7 | AC: 12 (12 Tch, 10 FF) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +1 | Init: +8 | Perc: +3, SM: -1 | Speed 30ft | Spells (1st) 4/5 | Active Conditions 2 Strenght damage

Dimira lets Zandu lead the negotiation. Surprised by the fact that the gnolls didn't seem able to speak Common, she hesitated a bit even when she realized that the female gnoll did indeed speak Common, fearing that her senteces could have been misunderstood.

When the negotiation is over, Dimira smiles satisfacted and approaches Zephyr and Zandu. "Well done, and sorry if I didn't chime in. I was...upset."

As soon as the gnolls hand them over the crate, Dimira is the first one to open it in order to check out its contents. "Aww, they're so adorable!" she can't help but say. She tries to caress them as her mind is filled with thoughts. I suppose that in a country where slavery is legal, animal slavery can't be perceived as something wrong...I just hope that this cubs make it to the end of their childhood...

After a few minutes, Dimira smiles again and turns to her companions. "We go after the mask and its Div guardian now?" she asks, urging the party to press forward. I want these tasks to be completed within the day! Even though it's night already...

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr is pleased enough with the easy conclusion. She pushes off from the wall and throws a lanky arm over Zandu's shoulder.

"Nice silver tongue yah've got there, shuai. Yah'd be good to have on a ship. When I get mine," she winks, "I'll see if you're wantin' to tell sea chanties, neh?"

The blue-skinned woman draws back, whistling to herself and checking the quiver of arrows at her right hip. "Aye, 'm ready for this div. Got me arrows sharp and ready. Now we'll need us a place to deal with this that won't draw eyes or get anyone else hurt, neh?"

Perception as they walk through the city for a good location?: 1d20 + 7 ⇒ (10) + 7 = 17

Silver Crusade

Female human sorceress (draconic bloodline) 1 | HP: 7/7 | AC: 12 (12 Tch, 10 FF) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +1 | Init: +8 | Perc: +3, SM: -1 | Speed 30ft | Spells (1st) 4/5 | Active Conditions 2 Strenght damage

Dimira looks to her companions at they walk the city street to reach their next destination. "Anyone knows anything about Divs? I don't trust the merchant. I felt like he was trying to get us spend our money on his wares. Do we really need cold iron to harm them? Fire works against them?"

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

Zandu smiles broadly as the slyph throws her arm around his shoulder returns the gesture in camaraderie. He nods to Dimira with a smile.

"Don't worry about it! I had no idea my approach would work, though we now have two bags of coin! I will gladly take you up on the offer of a sea voyage, just try not to sink! I have no ideas on Divs i'm afraid."

He turns to Ogmios and the Psychopomp shakes his head to the unasked question. With a shrug Zandu presses on.

Dark Archive

??? Psychopomp Eidolon / 1 | HP: 16/16 | AC:21 (11 Tch,20 Fl) | CMB: +6, CMD:17 | F: +5, R:+1 , W: +4 Immune Death Effects, Disease, Poison | Init: +1 | Perc: +5, SM: +4 | Speed 30ft | Active conditions: Mage Armour.

As they make their way through the press of the market streets Ogmios keeps quiet and looks around for anyone following the group and to find the best location to summon an evil planar creature.

"We are sure we want to press on with this? And evil planar being will be more than ready to reap havoc on this unsuspecting place."

perception: 1d20 + 12 ⇒ (20) + 12 = 32

Scarab Sages

HP 27/27; AC 14, T 10, FF 14; F+4, R+1, W+4; Perc +0, darkvision 60', Init +0; CMD 12

"You would rather sell years of your lives than defeat an evil? Perhaps you would not be so unhappy when the Sleeper awakens after all." Jann stares with his odd staring eyes around the party. "I have no wish to squander years I did not enjoy. I will pay for a weapon to smite divs if that is needed. Perhaps such a weapon will be of use when the world ends. Though I doubt it."


Maps: Absalom Initiation

Walking trough Katapesh shows quite some activity on the streets, despite the late hour. There are several quiet alleys that might provide a decent spot. Alternatively, the Katapeshi style or architecture boasts plenty of buildings with flat rooftops, at varying heights. This is also the suggestion that Margual made earlier, when he first spoke of the mask.

Edit: I posted the results for Saleem's Knowledge Planes roll earlier. Without anything else, that's all you know. Perhaps seeing a div in the flesh might jog a bit of the Ifrit's memory? (In other words, that might warrant another knowledge roll).

-Posted with Wayfinder

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

The Ifrit sighs as he answers the questions to his best ability.

"Divs. Corrupted Kin to Genies exiled to the depths of Abbaddon. They're immune to fire and poison, resist acid and electricity to some degree."

Scarab Sages

Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)
Saleem Magmum wrote:


"That's it?" he looks at his companions.
"I'm guessing we're going the next place then?"

"I also am suprised at the uncomplicated resolution to this exchange... But we agreed with Murqual that we would get to verify his possession of the archive after completing the first task."

The gnome is bouncing on his toes in eagerness to see this artifact.

"If all else are determined to combat the Div, I am willing to attempt it. I have two flasks of holy water that should be effecatious. Though perhaps I should get more."


Maps: Absalom Initiation

Back at his establishment, Palhuna Murqual has eagerly awaited your return and immediately takes the crate from your hands. He opens it and holds one of the cubs in his hands. "Tell me, how did it go? The gnolls did not give you too much trouble, I hope?" Cuddling the young animal in his hands, he continues. "Aren't they adorable? They will make a fine gift for my niece's birthday, bless the little princess."

--

With the lion cub back in the crate, Murqual points at a table in the room. "I have prepared the items for your second task, assuming you mean to stick with your earlier decision. The scroll contains the command words needed to release the guardian from the mask. Please don't practice your pronunciation in here. I'm sure you'll get it right." A thin smile and a twinkle in his eye accompany the last comment. "Also, next to the table is the Monadistic Archive that you are seeking to buy."

The table holds a mask lacquered in crimson and white, along with a sheet of parchment. The paper holds a single word: "Chalifan". Next to the table sits a large, gilded pauelielwood chest. The chest does not appear to be locked "Did you find a suitable place to 'dispose' of the guardian?" Murqual asks while you make your way to the table.

--

Feel free to roleplay some more with Murqual or among yourselves, if you want. In preparation for the next encounter, please also decide how to prepare for handling the mask. Where will you take it, as a group? (I have prepared two maps, one for the rooftops that Marqual suggested, another for an alley that you spotted. Furthermore, who will hold the mask and activate it? Where would you like to be positioned? Any other purchases or preparations prior to activating it? Once everyone has had a chance to chime in, I'll move on and make a next post, hopefully to start the activation. If you have any questions before then, I'll try to answer in the meantime.

Scarab Sages

Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)

Grabbing whatever piece of furnature is nearest, Bottles immediately climbs up to the table, and then most carefully opens the chest that seems to hold the archive, examining carefully and reverently.

Know:Arcana: 1d20 + 8 ⇒ (1) + 8 = 9 assuming this is the right skill


Maps: Absalom Initiation

Murqual keeps a close watch when you open the Archive. "Please be careful. I don't have to remind you that you are not the owners yet." The chest contains scores of scrolls in various compartments. They look ancient, on most of them you can see some writing on the outside.

Jistka or Linguistics DC 20:
The scrolls each contain the name of a person, of Jistkan origin.

-Posted with Wayfinder

Scarab Sages

HP 27/27; AC 14, T 10, FF 14; F+4, R+1, W+4; Perc +0, darkvision 60', Init +0; CMD 12

Linguistics: 1d20 + 7 ⇒ (2) + 7 = 9 Jann peers at the Archive, but doesn't seem interested.

Scarab Sages

Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)

After looking closely at the supposed Archive for several moments, Bottles makes a suprizingly gutteral noise of disgust.

"Bah! It is in Jiska! I've got no time to translate from that thorny tounge..." He then starts to listen to Murqual again...

Murqual wrote:
"Please don't practice your pronunciation in here. I'm sure you'll get it right."

"Don't practice the pronounciation of what?" he murmurs. "Ah, of course, you mean the command word, err, 'Chali...'"

Eyes suddenly wide. Bottles clamps his mouth shut.

Bottles doesn't care where they fight the Jinn, he wasn't paying attention to the other location. He does want to assertain weather Murqual is actually offereing a discount on cold-iron weapons.

He might buy a dagger.
He certainly wants to purchase two more flasks of holy water.

Bottles also gingerly examines the mask seeking insights into it's nature or properties.

Spellcraft: 1d20 + 9 ⇒ (14) + 9 = 23


Maps: Absalom Initiation

Murqual looks at Bottles with surprise and seems about to berate him, before bursting into laughter. "You're a sly one, aren't you?"

Examining the mask, Bottles finds some etched markings that suggest the purpose of the mask: To bind souls of the recently deceased, perhaps with the intent to question them.

The special price that Marqual promised you, turns out to be slightly exaggerated. He has most cold iron weapon for sale, but at regular price. Buying two flasks of holy water on the way between the gnolls and Murqual's shop would have been no problem. There's plenty of Abadaran temples/banks in the city that are still open at this time.

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

Zandu lounges on one of the fine couches and looks interestingly at the mask, his heritage getting the better of him. Looking down at his clothes, ruined by sweat in the oppresive heat, he gives his sleeves a sharp tug, changing them from gold and black silk to flowing dark blue trousers and a sleevless turquoise tunic, showing off an intricate tattoo on his right arm of falling stars.

"This all serms to be in order, I suggest we get this rather grisly task underway shall we? The Venture Captain will be chomping at the bit i'm sure."

Silver Crusade

Female human sorceress (draconic bloodline) 1 | HP: 7/7 | AC: 12 (12 Tch, 10 FF) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +1 | Init: +8 | Perc: +3, SM: -1 | Speed 30ft | Spells (1st) 4/5 | Active Conditions 2 Strenght damage

Upon hearing that her next foe is likely to be immune to fire, Dimira's eyes widens and her mind starts to frantically examine her possibilities. Well, fire is my main source of damage. Can't really shine in a fight against a fire immune opponent. But I can't give up on contibuting to the fight, so I must find a way to prove myself useful to my group. She could hear the voice of Master Farabellus in her ears. Cooperate. You should cooperate with your teammates, no matter what, no matter when. She shook her head. I wasn't very helpful in the negotiation with gnolls, but that was mainly due to Zandu's silvertongue. Even though I'm pretty good at negotiating myself, there was no need for me to step in. He's amazing, and better than me under that regard. Well, maybe under all regards. But this doesn't matter. I still have to find a way to help them. So, Saleem told me that Divs are immune to fire and poison, and resistant to acid. That Leaves me without my most important spells. I can cast color spray on the Div, but I fear that the effects won't be so huge...So what? Think Dimira, think...Maybe I can buy something on the way? Something useful to fight a Div. A scroll, maybe. But a scroll of which spell?

Completely absorbed by her thoughts, she absentmindedly follows her companions through the streets of Katapesh. I need a spell from an element to which the Div isn't immune. Fire and acid are out. Maybe ice? Darathys wrote me not so long ago about a useful spell he saw being used by an Ulfen wizard...What was its name...Oh yes, snowball. I'm going to buy a few scrolls of this spell. Oh Darathys, I hope you were right...Years and years of study, and I'm relying on my brother's advise...

Slightly disturbed by this thought, Dimira makes a stop to a local scrolls seller and tries to buy two scrolls of the spell her brother Darathys told her about.
_______________________________
Dimira is trying to buy three scrolls of snowball: one of them as a standard scroll (CL 1st, 25 gp) and the other two a bit more powerful (CL 3rd, 75 gp each). GM, let me know if that is possibile.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

As they pass through town, Zephyr stops to snag two scrolls as well. Two scrolls of Protection from Evil, -50 GP

Dimira: In PFS, scrolls are always bought at their minimum caster level as I understand it, unless you have a higher version on a sheet. But the GM can provide the final ruling on that.

"Can someone use these?" Zephyr asks. "This div's s'posed to be evil, neh? Might help-- I'd be right pleased if someone went to readin' one over me before we say the magic word. An' they could keep the other in case we needed it, in the middle of the fray."

Considering their options, Zephyr advocates for the alley. "Seems enclosed an' tight. On a rooftop, 's too open, people might see."

We have the distinct advantage of being able to buff before we say the command word, so we should probably utilize that well! On that note, when we do get into position, Zephyr will cast gravity bow from a wand on her bow, before we say the word. I'd prefer not to be the one holding the mask since... bow.

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

Zandu pipes up from his place on the sofa, "I can use the scroll, but I would rather prepare to make Ogmios larger as that will allow him to harm the creatures. Also, I will bolster your courage with a grand tale, let us see." He fiddles around in his bag and pulls out a storybook, once well painted and gilted but now battered and well-used.

I will start casting Enlarge person before we say the command word so that it goes off on my first round. Will also have flagbearer up and will start inspire courage on first round.


Maps: Absalom Initiation

Zephyr joins Bottles at the temple of Abadar, where she manages to purchase her desired scrolls. The pair get some odd looks from the specific type of items they're buying, bit the acolytes on duty decide not to pry.

Dimira finds a small shop of arcana curiosa, where the owner is still awake and stargazing. He confirms that he has some scroll with the Snowball spell, even though it's an uncommon spell around these parts. The man tumbles over in apologies when he finds out that Dimira wants scrolls with extra power invested in them, explaining that he only has regular scrolls on stock and that items such as those would have to be custom ordered.

Indeed, as Zephyr said, scrolls and potions (and wands) can only be bought at minimum caster level under PFS rules, unless you have earned a chronicle sheet that says otherwise.

-Posted with Wayfinder

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Saleem grabs the Scroll and the mirror as they leave. He studies the scroll intently, commiting the words to memory. Once at their destination, he'll se set it down and speak the command words once the party is ready.

He also prepares Mage Armor on himself of which teh results are pretty impressive as upon completing the spell, a sheet of pure white flames envelop him before settling on his skin and be swiftly absorbed. A thin aura of flickering flames covers him like a second skin before fading away, though leaving no doubt to onlookers what just transpired.

Scarab Sages

Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)

Bottle's preprations will include drinking his dex mutagen then his extract of holy water, then finally loading his bandoliers with two flask of holy water, and holding the other two in each hand.
He will also take a minute before hand and prepare his final extract: expeditious retreat.

"" Mr. Magmun, perhaps it would be best, once we reach our chosen location if you set down the Mask, and attempt to trigger it from a distance-- Unless you prefer to fight up close?"

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Anybody care to use this on me first, neh?" Zephyr chuckles, then shrugs, since it seems the others have their own preparations to worry about. She hands Dimira one of the scrolls and Saleem the other, anyway.

"Then let's save 'em for in the fight-- might have a second purpose, if somethin' goes wrong."

Bow in one hand, wand in the other, she taps the bow as soon as the "last call for prep" signal is given.


Maps: Absalom Initiation

You make your way to the alley with the mask, making sure that it is clear for the moment. Bottles suggestion to activate the mask at range seems moot; the alley is very cramped, especially with the space that Zandu mentioned he'll need. Once Saleem puts the mask down and Zephyr begins a countdown, the alley explodes into a rainbow of magical auras as the Pathfinders prepare for whatever might happen.

Saleem speaks the command word, and it doesn't take long for thick tendrils of red and white smoke to appear, pouring from the masks' eye holes and mouth. Before long, the entire alley is filled with thick fog. It's hard to see through all the smoke, but 'something' is then ejected from the mask: a floating monster's head, with six horns and matters hair.

A deep, rasping voice reverberates inside your head. "FREE AT LAST!"

Knowledge Planes DC 12:
This creature is a doru, the least of the div. Like most div, it is immune to fire and poison, resistant to acid and electricity. It has various spell-like abilities and is quite resistant to normal weaponry, unless made from cold iron or good-aligned. (You may aask one additional question on its abilities for each 5 points by which you beat the DC).

Environmental conditions: Dim light (20% miss chance for concealment), as well as clouds (20% miss chance at 5 feet, total concealment and no visibility further away.) I've placed the div on the map, but please note that only people within 5 ft would have seen the creature, or where it went. The div is floating, at about 6 feet above the ground.

Initiative rolls:

Saleem: 1d20 + 9 ⇒ (17) + 9 = 26
Dimira: 1d20 + 8 ⇒ (9) + 8 = 17
Zephyr: 1d20 + 3 ⇒ (5) + 3 = 8
[dice = "Bottles"]1d20 + 2[/dice]
Zandu: 1d20 + 2 ⇒ (19) + 2 = 21
Jann: 1d20 ⇒ 17
Div: 1d20 + 3 ⇒ (4) + 3 = 7

=======
Round 1
=======

Initiative:
1st: Saleem; Bottles; Zandu
2nd: Div
3rd: Dimira; Zephyr; Jann

Status:
Saleem - Mage armor
Dimira
Zephyr - Gravity bow, Protection from Evil
"Bottles" - Dex mutagen
Zandu - Enlarge person
Ogmios
Jann
Div

Pending:
Bottles - decision on having bought the cold iron dagger

GM rolls:

div: 1d6 ⇒ 6

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Since nobody actually cast it on me, I'll assume my prot-evil is not up, GM. We almost ninja'd each other, hehe.


Maps: Absalom Initiation

Fair enough. Jann could have cast it on you, so I would've been fine with that if you wanted it cast on you. Your call.

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Knowledge (Planes) 1d20 + 4 ⇒ (15) + 4 = 19
"A Doru, the least of Divs."

Saleem steps away.
"I'm not particularly useful here. I'd like a little distance from me and my enemies."

Scarab Sages

Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)
Saleem Magmum wrote:

Saleem steps away.

"I'm not particularly useful here. I'd like a little distance from me and my enemies."

I was confused at first, but now as I'm reading it, you just stepped away from the mask. The Div is on the right next to the giant Zandu.

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

A little confusion, the enlarge person was for Ogmios not Zandu. So I have swapped them over.

As the mask is placed on the floor and Saleem gives his warning, Zandu begins to cast his spell, the arcane mumblings coming forth from his mouth in a steady chant as he calls upon his trainings as a Summoner.

As the smoke clears and the Div shouts from the air, Zandu's spell finishes and Ogmios grows in height and muscle mass, causing the Psychopomp to tower over the rest of the group.

Smiling with a flourish, Zandu plants his banner pole, allowing the glyph of the open road to fly free, heartening all his allies. He then begins a tale of a young Varisian maiden visiting a Sczarni fayre.

Inspire Courage and Flagbearer granting a total +2 to Attack rolls and +2 to weapon damage rolls

Dark Archive

??? Psychopomp Eidolon / 1 | HP: 16/16 | AC:21 (11 Tch,20 Fl) | CMB: +6, CMD:17 | F: +5, R:+1 , W: +4 Immune Death Effects, Disease, Poison | Init: +1 | Perc: +5, SM: +4 | Speed 30ft | Active conditions: Mage Armour.

Ogmios has Darkvision so no penalty for Low Light

Feeling Zandu's spell course through his body and causing him to grow in size, Ogmios scans the air for the demon, his natural sight easily piercing the gloom of this alleyway. Spying the Div flying in the air at around his chest height he strikes out with a quick flurry.

Slam: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 for damage: 2d6 + 4 + 2 ⇒ (3, 1) + 4 + 2 = 10

Claw: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 for damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Claw: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 for damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7

+2 to hit as I am flanking?

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Nah, I'm okay without it. GM clarification requested: does the cloud/fog effect kill visibility for all of us as regards each other, as well? Both Flagbearer and my own freebooter ability specifically need allies to be able to see either the flag or the freebooter, so it may well be the case that we can only benefit from those abilities if we're directly adjacent to the people causing them, if there's no visibility past 5 feet.


Maps: Absalom Initiation

Zandu plants his flag, although the smoke obscures it for many of his allies. Still, his tale reaches their ears and lifts their spirits.

Ogmios, truly a 'big man' now, lays into the div. His slam misses it, but both claws connect firmly with the floating monstrous head. Surprisingly, the claws to not cause any visible wounds. The div seems undisturbed by the torrent of attacks.

Zandu, please remember the 20% miss chance from the clouds. It didn't matter in this instance, because the damage was negated by DR.

=======
Round 1
=======

Initiative:
1st: Saleem; Bottles; Zandu
2nd: Div
3rd: Dimira; Zephyr; Jann

Status:
Saleem - Mage armor
Dimira
Zephyr - Gravity bow
"Bottles" - Dex mutagen, Reduce Person
Zandu - Inspire Courage, Flagbearer
Ogmios - Enlarge person
Jann
Div

Saleem: Apologies for the confusion. Indeed, you were standing next to the mask. The div is in the southeast corner of the map, as Bottles said.

Zephyr: Indeed, there is no visibility beyond 5 ft. That means the bonus from Flagbearer only applies to characters within 5 ft of Zandu. Your own freebooter ability seems to specify "allies who can see or hear", so that would be fine. (Of course, you would have to be able to see the enemy, to be able to apply freebooter's bane).

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

With you saying clouds I thought that wouldn't affect at 6'. But If you mean the Fog environment condition then yes there is concealment.

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Oh wrong guy? I still move away from the Div lol. I have learnt pretty painfully that monsters tend to have a higher chance to crit or deal really high damage on this character.

Saleem begins drawing energy from within his fiery self as he looks out for the creature.......

Scarab Sages

Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)

OK, here's how i'm interpreting the situation. The div left the mask adjacent from Bottles, and there are sounds of combat, so while the Div has total concealment, Bottles knows what's square it is in. Bottles will chuck a holy water at it, and even if he misses, (50% chance with total concealment) it will land in an adjacent square and do splash damage. If the above is correct then the following is my move:

"Oof!" Bottles huffs as he takes a step forward, and hurls a flask of holy water into the cloud.

Splash Weapon: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
damage: 2d4 + 1 + 4 + 2 ⇒ (1, 3) + 1 + 4 + 2 = 11 (splash = 8 [mimumum except point blank] )
Miss chance: 1=hit: 1d2 ⇒ 1


Maps: Absalom Initiation

=======
Round 1
=======

Bottles' aim is true, and the Div is hit squarely in its face with the holy water. The blessing in the water does its job and the water bites into the outsider's skin.

The creature hisses fiercely in pain, then is suddenly silent and disappears from view. The cloud cover around it starts swirling, giving an impression that it floated up and to the northwest, coming to a halt in the corner.

Meanwhile, the smoke trail coming from the mask has stopped, and the cloud cover is dissipated. It won't be much longer before visibility is back to normal.

* The div has turned invisible. Because of the cloud cover, its movement could be tracked and no Perception check is needed to pinpoint its location this turn. Because of invisibility, it could still get away without provoking an AoO. Also, it gets all other benefits of invisibility.
* Saleem, Bottles and Zandu can post their round 2 action along with the others' turn 1 actions. I'll try to resolve them in the proper initiative order.
* The fog effect is dissipating. Visibility is back to normal at the end of round 1. That means Dimira, Zephyr and Jann still have to take the fog into account for their turns. Saleem, Bottles and Zandu will have clear visibility (but still 20% miss chance due to dim light. I've checked, and characters with low-light vision still suffer this 20% miss chance.

Initiative:
1st: Saleem; Bottles; Zandu (Up for round 2 actions)
2nd: Div
3rd: Dimira; Zephyr; Jann (Up for round 1 actions)

Status:
Saleem - Mage armor
Dimira
Zephyr - Gravity bow
"Bottles" - Dex mutagen, Reduce Person
Zandu - Inspire Courage, Flagbearer
Ogmios - Enlarge person
Jann
Div @11 damage (?)

Bottles, I've tried to see where the damage bonuses from the holy water came from. Could you help me there? +1 from PBS, +2 from Zanzu's effects (I assume alchemical items count as "weapon damage"), but what is the extra +4? Is this from the Alchemist's 'Bomb' special rule? Does that damage bonus count with any thrown splash weapon, such as holy water?

Silver Crusade

Female human sorceress (draconic bloodline) 1 | HP: 7/7 | AC: 12 (12 Tch, 10 FF) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +1 | Init: +8 | Perc: +3, SM: -1 | Speed 30ft | Spells (1st) 4/5 | Active Conditions 2 Strenght damage

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 1
▔▔▔▔▔▔▔▔▔▔▔▔
Dimira scrunches up her nose as the group the stinking back-alley, but she's so focused on what she's about to face that she barely cares for her sensorial perceptions. I'm not a warrior, but I remember a few tips Master Farabellus gave us about fight in tight spaces. He was always saying the narrow spaces make combat subtle. I hope my peers know what they're doing.... She glances at Zandu, in an attempt to steal some of the Varisian storyteller's bold self-confidence for herself.

As Saleem puts the mask down and Zephyr begins the countdown, Dimira's heart begins pounding faster. Here we are... she thinks to herself as her eyes widens while she witnesses the alley exploding in a rainbow of magical auras as tendrils of thick smoke appear. She blinks, rubs her eyes, but she can't see anything in the middle of the thick fog. I can't see through the smoke! What's happening? she screams, hoping that her allies would provide her with information. Apparently, however, no one can see better than her in the fog, hence no answer is uttered. Damn. Apsu, Father of Dragons, why didn't you just give me that useful smokesight many among your offspring possess?

Unable to see the Div, Dimira tries to confuse their enemy by using a rather trivial trick she learned so long ago. Actually, it was the first one I've ever "learned"...That was the first clue of my arcane powers... Her mind drifts away as Dimira concentrates on her spell, gesturing strangely and uttering arcane words of power and magic in the Draconic tongue. "Geist Klang!"

Hoping that the Div cannot see in the smoke as well, Dimira casts a ghost sound spell, simulating the noise caused by a warrior perched atop the rooftop of one of the buildings surrounding the alley, weapon drawn and ready to attack the Div. Hopefully it'll attack it, mistaking it for a true threat.
____________________________
GM, if that's not a problem I would like to specify a few actions Dimira would have done before combat: first off, seeing that the area is noly dimly lit, she would have cast dancing lights as a spell-like ability, placing the lights right above the place where her allies put the mask. Secondarily, she would have been staying near to Zandu, for the Varisian storyteller inspire a sense of confidence in her. I've moved her on the map accordingly, since this doesn't change anything in the terms of combat, but please feel free to move her back to her original position if you think this choice could somehow impact the combat.

Dimira casts ghost sound. Provided that Divs are not immune to mind-affecting effects, the creature must attempt a DC 15 Will save to disbelief.

Scarab Sages

Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)
GM Iff wrote:
Bottles, I've tried to see where the damage bonuses from the holy water came from. Could you help me there? +1 from PBS, +2 from Zanzu's effects (I assume alchemical items count as "weapon damage"), but what is the...

Happy to explain. The alchemist is sort of an odd-ball class, and I think the way it is written up makes it more confusing. Here's the relevant part of the class description:

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Bottles has an 18 INT.

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Saleem waits. Patience is the key to this battle.
"Wait for it my friends. It is bound to the mask. It'll not leave it and soon the smoke will dissipate."
In game term. I delay.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Cor!" Zephyr blurts as events unfold. She steps in through the mists 5-ft toward the sounds of the combat, letting her wand drop from her fingers to hit the ground as she shifts both hands to her bow.

Glancing up gives her nothing but mists still swirling overhead in the wake of the gruesome head's passage.

"Damn, where'd the blighter go?"

She holds her bow at the ready, a cold iron arrow taught for if the mists clear enough for her to see it.

Readied action should she catch sight of the creature and have a non-concealment shot on it (i.e. the mists clear):

Bow attack, probable PBS (darkvision): 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Damage, gravity bow, cold iron arrow, PBS: 2d6 + 2 + 1 ⇒ (5, 1) + 2 + 1 = 9

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

Zandu, his tale of the the Varisian wanderer, enamoured by the sights and smells of the Sczarni fayre continuining unabated, slaps his forehead well done that girl, why Didnt I think of bring lightnto the situation?.

Winking to Dimira encouragingly he begins a simple cantrip, weaving the magic into his storytelling and creating four small balls of light at opposite points from the Sorceress' aiming to bring the fight to a much better playing field for his companions

spellcraft: 1d20 + 7 ⇒ (8) + 7 = 15.

Hearing the sword drawn from the rooftops, Zandu looks around in surprise before recognising the illusion casting from Dimira. He gives her a smile in encouragment. Stoutly he keeps the Society's banner flying, bolstering his allies as he works his bardic story magic and he rummages in his pocket, taking out the ice blue wand he recently purchased.

Cast dancing lights draw wand of snowball

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