[PFS] Deepmarket Deception Table "B" (Inactive)

Game Master Awenydd83

MAPS

Initiative:
Zalkuthar [dice=Initiative]1d20+8[/dice]
Phantomblade [dice=Initiative]1d20+7[/dice]
Kaleb [dice=Initiative]1d20+4[/dice]
Valjoen [dice=Initiative]1d20+7[/dice]

GM stuff:
Zalkuthar [dice=disguise]1d20-2+2[/dice]
Phantomblade [dice=disguise]1d20+1+2[/dice]
Kaleb [dice=disguise]1d20+15+2[/dice]
Valjoen [dice=disguise]1d20+3+2[/dice]


151 to 200 of 256 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Liberty's Edge

M 67/67HP, AC:20 (22), T: 16 (18), FF: 14, CMD: 24, F: +8 , R: +12 (14), W: +5, Init +8, Perception +14, CN Male Tengu Lvl 4 Unchained Scout Rogue Lvl 4 Urban Arcane Bloodrager, PwAttack +13/+8 (1d10+16/ 15-20x2), Bloodrage +15/+9 (1d10+20/ 15-20x2)

Phantom will charge the wyang.

atk: 1d20 + 10 ⇒ (2) + 10 = 12

dmg: 1d10 + 10 + 2d6 ⇒ (6) + 10 + (6, 5) = 27

-Posted with Wayfinder


|Ruins |WBGoblins|RotRL| Emerald Spire|

Zalkuthar calls out tips based on his knowledge of their enemies, while Valjoen lands a mighty chop of his greatsword on the wayang. But the lithe little man turns just so, and narrowly misses having his head removed! Did not confirm, but damn good hit! His guttural roar shakes the very walls of the chamber, and Yekai quails in fear!

Kaleb charges the Kirrix closest to him, and lands a devastating blow with his scythe..

Phantomblade charges the wayang, but doesn't have as much luck as the rest of the group.

The large rat with the reddish fur turns and snaps at the pain in its backside.. Kaleb. Blinsense
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Concealment: 1d100 ⇒ 95
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Please make a DC 12 Fort save, or pop the spoiler.

Kaleb:
Filth Fever: Disease—injury; save Fort DC 12; onset: 1d3 ⇒ 2 days; frequency 1/day; effect Dex Dmg: 1d3 ⇒ 1 and Con Dmg: 1d3 ⇒ 3; cure 2 consecutive saves.

The oversized rat with the bluish fur scents the air, looking for its attackers, and then lets loose a cone of plague spores! Move action: Scent direction, attack
Phantomblade and Valjoen, please make a DC 17 fort save vs. poison, or pop the spoiler.

Bubonic Plague:
inhaled; save Fort DC 17; onset 1 day; frequency 1/day; effect Con Dmg: 1d4 ⇒ 2 and 1 Cha damage and target is fatigued; cure 2 consecutive saves

"Bold May Post"
Zalkuthar
Yekai- Haste/24 dmg/Shaken x3 rnds
Valjoen
Kaleb- 9 dmg
Phantomblade
Kirrix
~Red blind x6/22 dmg
~Blue blind x6

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"Hrm. Seems a good time for this."

Standard Action
Zalkuthar casts Haste on the party. Haste is up!

Move Action
He moves behind cover for now.

REMEMBER: HASTE (+1 on attack rolls, reflex saves, dodge bonus to AC, extra attack on full attack, +30 ft. movement speed (up to double movement))

Dark Archive

'A higher power protecting me! Your infection is not going to hurt me, you filthy rat spawn!'

Fort: 1d20 + 12 ⇒ (11) + 12 = 23 lol

His scythe erupted into flames...

'In the name of Heavens!'

Scythe 1 attack: 1d20 + 12 ⇒ (2) + 12 = 142d4 + 8 + 2d6 + 1d6 ⇒ (1, 3) + 8 + (3, 2) + (1) = 18
Scythe 2 attack: 1d20 + 12 ⇒ (9) + 12 = 212d4 + 8 + 2d6 + 1d6 ⇒ (2, 4) + 8 + (6, 2) + (6) = 28

[Swift - Sacred Weapon (Flame damage), Full Attack, 5 ft Step]

Grand Lodge

Human Barbarian/2, Fighter/2, Sorcerer/1, DragonDisciple/3 | Init +7 | Per +12 | HP 74/74| AC 22, 20flat, 12touch | Fort +11 | Reflex +4 | Will +4 Status: normal

Fort: 1d20 + 9 ⇒ (10) + 9 = 19

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Reminder: DC 19 Will save for the rats to not still be blind at the end of their turns.

Liberty's Edge

M 67/67HP, AC:20 (22), T: 16 (18), FF: 14, CMD: 24, F: +8 , R: +12 (14), W: +5, Init +8, Perception +14, CN Male Tengu Lvl 4 Unchained Scout Rogue Lvl 4 Urban Arcane Bloodrager, PwAttack +13/+8 (1d10+16/ 15-20x2), Bloodrage +15/+9 (1d10+20/ 15-20x2)

fort: 1d20 + 5 ⇒ (18) + 5 = 23

-Posted with Wayfinder

Liberty's Edge

M 67/67HP, AC:20 (22), T: 16 (18), FF: 14, CMD: 24, F: +8 , R: +12 (14), W: +5, Init +8, Perception +14, CN Male Tengu Lvl 4 Unchained Scout Rogue Lvl 4 Urban Arcane Bloodrager, PwAttack +13/+8 (1d10+16/ 15-20x2), Bloodrage +15/+9 (1d10+20/ 15-20x2)

Phantom will 5ft step and full atk red

atk1: 1d20 + 11 ⇒ (6) + 11 = 17

dmg: 1d10 + 10 + 2d6 ⇒ (6) + 10 + (3, 2) = 21

atk2: 1d20 + 11 ⇒ (8) + 11 = 19

dmg: 1d10 + 10 + 2d6 ⇒ (2) + 10 + (4, 3) = 19

-Posted with Wayfinder


|Ruins |WBGoblins|RotRL| Emerald Spire|

Thank you Zalkuthar.
Red Will: 1d20 + 2 ⇒ (4) + 2 = 6
Blue Will: 1d20 + 2 ⇒ (11) + 2 = 13
Both Kirrix remain blind.

Zalkuthar comes forward and casts Haste upon the party, then retreats into the previous room.

The wayang takes a step back from Valjoen, and starts lobbing bombs at his attacker. The first and last hit, but the second lands short splashing both the alchemist and the warrior.
Bomb 1: 1d20 + 15 + 1 - 2 ⇒ (2) + 15 + 1 - 2 = 16
Bomb 2: 1d20 + 10 + 1 - 2 ⇒ (1) + 10 + 1 - 2 = 10
Haste: 1d20 + 15 + 1 - 2 ⇒ (17) + 15 + 1 - 2 = 31
Where'd it go, George?: 1d8 ⇒ 1

Damage B1: 4d6 + 4 ⇒ (4, 5, 1, 4) + 4 = 18
Damage B3: 4d6 + 4 ⇒ (5, 1, 1, 5) + 4 = 16

Splash=8 dmg. DC 18 Reflex save for half
Yekai Reflex: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14

Valjoen and phantomblade both easily beat off the exhaled disease..

kaleb beats off the infection in the bite he sustained, then goes back at the oversized rat with his scythe, killing it. He takes a step back.. and the floor falls out from under his feet. A 30 foot pit yawns beneath him, spikes glistening with poison awaiting his tender skin..
DC 20 reflex save or pop the spoiler

Pit trap:
Fall damage: 3d6 ⇒ (1, 3, 4) = 8
number of spikes: 1d4 ⇒ 1
Spike: 1d20 + 10 ⇒ (17) + 10 = 27
Spike dmg: 1d4 + 2 ⇒ (1) + 2 = 3
Total=11 dmg
Also please make DC 14 Fort save or take 1 con dmg and be unconscious for hours: 1d3 ⇒ 2

Phantomblade steps aside and takes out the other Kirrix with quick and efficient strikes.

"Bold May Post"
Zalkuthar
Yekai- Haste/32 dmg/Shaken x2 rnds
Valjoen- 34 dmg, DC 18 reflex for 4/8 splash
Kaleb- 9 dmg/ DC 20 Reflex save
Phantomblade
Kirrix
~Red blind x6/22 dmg
~Blue blind x6

Dark Archive

Reflex: 1d20 + 7 ⇒ (12) + 7 = 19 Damn! So close!
Fort: 1d20 + 12 ⇒ (13) + 12 = 25 Damn! Why not vice versa? ))
GM, what are my options to get out?


|Ruins |WBGoblins|RotRL| Emerald Spire|

Well.. you are at the bottom of a 30 ft pit. Short of someone throwing you a rope, throwing a grappling hook and rope would work, at DC 5 Your other option would be to Climb out at DC 20.

"Bold May Post"
Zalkuthar
Yekai- Haste/32 dmg/Shaken x2 rnds
Valjoen- 34 dmg, DC 18 reflex for 4/8 splash
Kaleb- 20 dmg
Phantomblade
Kirrix
~Red blind x6/22 dmg
~Blue blind x6

Grand Lodge

Human Barbarian/2, Fighter/2, Sorcerer/1, DragonDisciple/3 | Init +7 | Per +12 | HP 74/74| AC 22, 20flat, 12touch | Fort +11 | Reflex +4 | Will +4 Status: normal

Reflex: 1d20 + 4 ⇒ (17) + 4 = 21

Still in a rage, Valjoen steps forward and raises his greatsword for a powerful attack. "Taste my steel, Yekai!"

1d20 + 13 ⇒ (12) + 13 = 25 for slashing damage of : 2d6 + 16 ⇒ (2, 5) + 16 = 23

Intimidation(Demoralize): 1d20 + 22 ⇒ (18) + 22 = 40

Health: 39/73; AC 20 current

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Don't forget haste. :p

Grand Lodge

Human Barbarian/2, Fighter/2, Sorcerer/1, DragonDisciple/3 | Init +7 | Per +12 | HP 74/74| AC 22, 20flat, 12touch | Fort +11 | Reflex +4 | Will +4 Status: normal

Oops !

Haste attack: 1d20 + 13 ⇒ (17) + 13 = 30 for slashing damage of : 2d6 + 16 ⇒ (3, 1) + 16 = 20


|Ruins |WBGoblins|RotRL| Emerald Spire|

Valjoen slashes out with another mighty roar, cutting across both body and soul of the little wayang.

"Bold May Post"
Zalkuthar
Yekai- Haste/75 dmg/Shaken x7 rnds
Valjoen- 34 dmg, DC 18 reflex for 4/8 splash
Kaleb- 20 dmg
Phantomblade

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

On my phone but I want to go up to Val and covert a Grace spell into a Cure Moderate to heal him, if someone would move me please.

Cure Moderate: 2d8 + 6 ⇒ (8, 2) + 6 = 16

Grand Lodge

Human Barbarian/2, Fighter/2, Sorcerer/1, DragonDisciple/3 | Init +7 | Per +12 | HP 74/74| AC 22, 20flat, 12touch | Fort +11 | Reflex +4 | Will +4 Status: normal

Moved you.... and thank you!

Health: 55/73; AC 20 current; rage 3/6


|Ruins |WBGoblins|RotRL| Emerald Spire|

Thank you Val!
Zalkuthar moves into the fray, healing Valjoen.

Yekai takes another step back as the companions close in on him, still hurling his bombs. This time, he is trying to get all three of his attackers at once, and aiming for the floor between them..
B1: 1d20 + 15 - 2 ⇒ (6) + 15 - 2 = 19
B2: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20
Haste: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15

3 DC 18 Reflex saves each from Zalkuthar, Valjoen, and Phantomblade, please.

"Bold May Post"
Zalkuthar- 3 DC 18 reflex 4/8 dmg
Yekai- Haste/75 dmg/Shaken x6 rnds
Valjoen- 50 dmg 3 DC 18 reflex 4/8 dmg
Kaleb- 20 dmg
Phantomblade- 3 DC 18 reflex 4/8 dmg

Liberty's Edge

M 67/67HP, AC:20 (22), T: 16 (18), FF: 14, CMD: 24, F: +8 , R: +12 (14), W: +5, Init +8, Perception +14, CN Male Tengu Lvl 4 Unchained Scout Rogue Lvl 4 Urban Arcane Bloodrager, PwAttack +13/+8 (1d10+16/ 15-20x2), Bloodrage +15/+9 (1d10+20/ 15-20x2)

Phantom will step forward and try to finish the coward.

atk: 1d20 + 9 ⇒ (9) + 9 = 18

dmg: 1d10 + 10 ⇒ (5) + 10 = 15

haste: 1d20 + 9 ⇒ (19) + 9 = 28

dmg: 1d10 + 10 ⇒ (7) + 10 = 17

ref: 1d20 + 8 ⇒ (20) + 8 = 28

confirm threat: 1d20 + 9 ⇒ (2) + 9 = 11

dmg: 1d10 + 10 ⇒ (6) + 10 = 16

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Reflex Save: 1d20 + 4 ⇒ (11) + 4 = 15
Reflex Save: 1d20 + 4 ⇒ (17) + 4 = 21
Reflex Save: 1d20 + 4 ⇒ (5) + 4 = 9

Took out his False Life and now he has 8 damage.

Liberty's Edge

M 67/67HP, AC:20 (22), T: 16 (18), FF: 14, CMD: 24, F: +8 , R: +12 (14), W: +5, Init +8, Perception +14, CN Male Tengu Lvl 4 Unchained Scout Rogue Lvl 4 Urban Arcane Bloodrager, PwAttack +13/+8 (1d10+16/ 15-20x2), Bloodrage +15/+9 (1d10+20/ 15-20x2)

forgot other 2 reflex saves

ref: 1d20 + 8 ⇒ (14) + 8 = 22

ref: 1d20 + 8 ⇒ (16) + 8 = 24

-Posted with Wayfinder

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Remember: Haste adds +1 to Reflex.

Wanna see if others finish him before Zalkuthar chimes in.

REMEMBER: HASTE (+1 on attack rolls, reflex saves, dodge bonus to AC, extra attack on full attack, +30 ft. movement speed (up to double movement))

Grand Lodge

Human Barbarian/2, Fighter/2, Sorcerer/1, DragonDisciple/3 | Init +7 | Per +12 | HP 74/74| AC 22, 20flat, 12touch | Fort +11 | Reflex +4 | Will +4 Status: normal
Gm DevilDoc wrote:
Valjoen- 50 dmg 3 DC 18 reflex 4/8 dmg

I think you added 16 damage rather than subtract 16 healing. So, I should have gone from 34 damage to 18 damage with Zalkuthar's heal.

Valjoen steps forward and in a rage, hacks at the lizardman.

Raging PA w/ Adamantine Greatsword: 1d20 + 14 ⇒ (15) + 14 = 29 for slashing damage of : 2d6 + 16 ⇒ (1, 2) + 16 = 19
Hastened Raging PA w/ Adamantine Greatsword: 1d20 + 14 ⇒ (20) + 14 = 34 for slashing damage of : 2d6 + 16 ⇒ (2, 4) + 16 = 22
Confirm Crit: 1d20 + 14 ⇒ (9) + 14 = 23 for slashing damage of : 2d6 + 16 ⇒ (5, 2) + 16 = 23

Reflex1: 1d20 + 5 ⇒ (2) + 5 = 7 8 damage
Reflex2: 1d20 + 5 ⇒ (12) + 5 = 17 4 damage
Reflex3: 1d20 + 5 ⇒ (1) + 5 = 6 8 damage

Health: (38 damage) 35/73; AC 20 current; rage 4/6

Dark Archive

CLW: 1d8 + 5 ⇒ (5) + 5 = 10 Standart
Climb: 1d20 + 2 - 1 ⇒ (8) + 2 - 1 = 9 Move

'Guys. Need help.'


|Ruins |WBGoblins|RotRL| Emerald Spire|

I know I updated this table last night.. I am sorry. I don't know what happened to my post.

Valjoen, Yea, I went the wrong way or something with that. Thank you for setting me straight.

Zalkuthar and Phantomblade escape most of the damage, with Valjoen coming out a little singed. Phantomblade and Valjoen then explain in no uncertain terms what their opinion of the alchemist is, as they leave a gory and unrecognizable hunk of meat lying in the middle of the floor where once stood a wayang.

Out of Combat!

Kaleb still reside at the bottom of his pit, awaiting some assistance.

On the body:
3 potions, a wand, alchemists’ fire (4), antiplagueAPG (5), antitoxin (2), rhinarium pasteMC, smelling saltsAPG; Other Gear +1 leather armor, spear, cloak of resistance +1, flask of reconcoction (see page 35), alchemist’s kitAPG, formula book (contains all prepared extracts), mwk thieves’ tools, bronze Aspis Consortium badge, 35 gp

Spellcraft DC 18 Potion 1:
Potion of Cure Serious Wounds

Spellcraft DC 17 Potion 2:
Potion of Lesser Restoration

Spellcraft DC 18 Potion 3:
Potion of Remove Disease

Spellcraft DC 18 Wand:
Wand of Heroism, 5 charges

Spellcraft DC 20 Cloak:
Cloak of Resistance +1

Spellcraft DC 19 Flask:
Flask of Reconcoction: This flask can hold a single ounce of liquid. If a potion of a 1stlevel spell is poured into the flask, the flask’s interior analyzes the potion. If the wielder drinks a potion directly from the flask, the flask bubbles, as strange reagents mix within it. After 1 week, the flask produces a new potion of the same 1st-level spell at minimum caster level. If anyone empties the flask before the week is over, they gain no benefit and the flask stops recreating the potion. The flask can reconcoct a potion of a 2nd level spell in a week if the owner is at least 8th level or in a day if the owner is at least 10th level. The flask can reconcoct a 3rd level potion in a week if its owner is at least 12th level, or in a day if its owner is at least 14th level.

DC 22 K. Local:
The bronze Aspis Badge discovered on the body is a forgery

The work surface of the desk, and the area under the table are covered in reams of stained and smudged papers that exhaustively detail experimental processes and alchemical experiments. Many are either bloodstained or carry the marks of spilled reagents and alchemical liquids. In addition, the eastern row or drawers is packed with notes written in another hand. These appear to be trade documents and lists of magical reagents. Some items on the lists are circled.

DC 15 K. Arcana:
Most of the circled reagents are used in conjuration spells

Letters hidden among the trade documents detail arrangements between Tseka and a local thieves’ guild called the Dragon Fangs. They reveal that she regularly hired them to beat up her enemies and to replace local merchant’s trade documents with forgeries. Tseka’s documents also disclose that she was gathering magical reagents by a variety of means, including stealing them in transit and purchasing them legally. She also compiled extensive lists of ingredients and lists of prices.

DC 15 Profession (merchant):
This document compares the prices for goods across dozens of different merchants. You also recognize shorthand on the document that suggests that Tseka was planning on starting her own business and undercutting the competition.

A small wooden coffer in the back of the bottom drawer contains narrow bars of a dull, dark gray metal.

DC 18 Appraise:
The metal is glaucite, an alloy of adamantine and iron that can only be found in Numerian ruins.

The drawers also contain evidence that links Tseka to the Korholm Agenda, a faction within the Aspis Consortium that has defied standard practice of avoiding direct conflict with the Society. These notes include schematics depicting various rooms in the Grand Lodge, and speak of plans to have someone named Marnarius lead an army out of the Hao Jin Tapestry.

PC with Scent:
Tseka encoded further information about the Korholm Agenda on the back of one of the trade documents in scented ink.

If Scent, DC 25 Linguistics, +15 if you speak Dark Folk or are under the influence of Comprehend Languages:
One of the trade documents carries a very careful array of dozens of subtle smells. Each precisely placed odor encodes a different letter in the Dark Folk language. I have a handout for you..

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"If you'll give me some time to identify these items."

Using Guidance on each identification.

Spellcraft (Guidance) - Potion 1: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Spellcraft (Guidance) - Potion 2: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Spellcraft (Guidance) - Potion 3: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
Spellcraft (Guidance) - Wand: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Spellcraft (Guidance) - Cloak: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
Spellcraft (Guidance) - Flask: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33

Zalkuthar points out the magical items he found out:

  • Potion of Cure Serious
  • Potion of Lesser Restoration
  • Wand of Heroism (5 charges)
  • Cloak of Resistance +1
  • Flask of Reconcoction

"I'm not sure what this 3rd potion is." He holds it up.

Knowledge (Local) (Guidance): 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14

Knowledge (Arcana) (Guidance): 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24

"Seems they were preforming conjuration rituals or spells here."

Can't do Profession (Merchant).

Appraise (Guidance): 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18

"Oh, some Glaucite! It's a combination of Adamantine and Iron found in Numeria!"

No scent.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"Alchemical experiments, damning evidence of plot against the Pathfinder Society, forgeries... seems to be the usual 'bad guy' stuff alright."

Zalkuthar examines the goods while the party brings the fallen party member up, where he is no use.

Once everyone is up, he notes, "May as well use this little bit of healing I have." He'll gather everyone up for a not-so-impressive channel.

Channel Positive Energy ON EVERYONE: 1d6 ⇒ 3

He then uses his wand to heal himself up.

Wand of Cure Light Wounds (x2) ON HIMSELF: 2d8 + 2 ⇒ (2, 1) + 2 = 5

"I will use any of your wands if you wish."

"If you don't mind, I'd like to hold on to this Wand of Heroism. Actually, we could all use a charge before we continue beyond this room." He offers a charge of Heroism to each person who wants it, just before leaving this room. - Heroism now factored into Zalkuthar's stat line.

Sorry for the busy post. Lots of stuff for Zalkuthar to do after battles usually. :p

Edit: Oh, and Zalkuthar uses his Magical Epiphany Feat to fill his empty 3rd level arcane spell slot with a Haste.

Dark Archive

'Verily I say unto you!... Mmmm... I could really use your help, friends! Rope or something like that. Please.'

A bit comical situation! ;)

Climb: 1d20 + 2 - 1 ⇒ (14) + 2 - 1 = 15 After someone will throw me a rope.

Grand Lodge

Human Barbarian/2, Fighter/2, Sorcerer/1, DragonDisciple/3 | Init +7 | Per +12 | HP 74/74| AC 22, 20flat, 12touch | Fort +11 | Reflex +4 | Will +4 Status: normal

Valjoen ties knots in his rope, then lowers and end to Kaleb before securing the other end. He then hands his CLW wand to Zalkuthar, "Mind giving me a few taps of this wand, Zal?"

CLW: 1d8 + 1 ⇒ (8) + 1 = 9 47/75
CLW: 1d8 + 1 ⇒ (6) + 1 = 7 54/75
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 57/75
CLW: 1d8 + 1 ⇒ (7) + 1 = 8 64/75
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 66/75
CLW: 1d8 + 1 ⇒ (5) + 1 = 6 72/75
CLW: 1d8 + 1 ⇒ (6) + 1 = 7 FULL

Spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17

Looking at the potion that Zalkuthar could not identify, Valjoen nods his head, "Sure! That is a... well, I think it is a... it could be a... nope, no clue. Oh, and I'd love a tap of that heroism!"

Dark Archive

'Thank you, I appreciate it!' - Kaleb says, getting out of the pit. He also takes out the magic wand and use it on self.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

'I'm not against the portion of heroism, like every one of you. And, by the way, let me read a little prayer... so...' - Kaleb's voice becomes infinitely solemn - 'Verily I say unto you! The gates of Heavens will open, and the countless army of celestial warriors will come to our sinister world...'

1. I use the Book of War Prayers - everyone receives a +2 morale bonus on the next saving throw against fear for 24h
2. Just before we'll move to the next room I'll bless everyone with the Darkness Blessing - you all get 20% concealment for 1 minute
3. I'll cast the Ironskin on self

'So it will be better. Well, let's go ahead?'

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None
Kaleb Vesperra wrote:
1. I use the Book of War Prayers - everyone receives a +2 morale bonus on the next saving throw against fear for 24h

Just keep in mind that Heroism provides a +2 morale bonus to saves, so they won't stack while Heroism is in effect.

Dark Archive

Ok, thanks! It costs me nothing - if I first read a prayer and then we all used magic ;) We assume this is part of the roleplaying character )


|Ruins |WBGoblins|RotRL| Emerald Spire|

Two ways out of here.. Through the tunnel and over the pit trap. Which way are we going?

Dark Archive

Vote for tunnel

Liberty's Edge

M 67/67HP, AC:20 (22), T: 16 (18), FF: 14, CMD: 24, F: +8 , R: +12 (14), W: +5, Init +8, Perception +14, CN Male Tengu Lvl 4 Unchained Scout Rogue Lvl 4 Urban Arcane Bloodrager, PwAttack +13/+8 (1d10+16/ 15-20x2), Bloodrage +15/+9 (1d10+20/ 15-20x2)

tunnel

-Posted with Wayfinder


|Ruins |WBGoblins|RotRL| Emerald Spire|

Kaleb shares his blessings among the party, and Zalkuthar taps everyone with the wand. When ready, the group walks up the tunnel with all pretense of stealth lost in the aftermath of the last battle. As Phantomblade peers around the corner, he sees a large chamber, lit with torches every few feet. This gives ample light to see within the room, but many flickering shadows. One wall is covered with maps and plans, and at the far end of the room, a female ratfolk stands with a human wizard.
"I know you are out there, Pathfinders. Come in and approach openly.. There are deals to be made that may profit us both."

GM: 1d20 + 20 ⇒ (15) + 20 = 35

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Zalkuthar waits for others to speak up here, as he is smart enough to know how awkward he is in these situations. He follows whatever lead they orchestrate.

Dark Archive

'Well. It's good that you waited for us - so it was time to prepare and you have something to tell us. We are ready to deals. We are interested in the most valuable thing ever. Information.'

Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18

(moved myself on the map; I don't think I'm talking to him from the tunnel)


|Ruins |WBGoblins|RotRL| Emerald Spire|

"And what kind of information would that be?" the rat lady asks from the stage.

Dark Archive

'You know... It's a popular question that bothers all pathfinders...'

Kaleb makes a small movement forward. Despite the fact that in one hand he holds a creepy scythe (which is now curled on his shoulder), he makes a calming motion towards the agents of the Aspis with a free hand.

'Don't think anything wrong. I'm just looking for those responsible for the recent attack on the Grand Lodge. You know, I was there too at the time and almost died. I fought side by side with my comrades, and some of them are already dead...'

He makes another substep, scanning the floor for potential new traps and continues:

Perception: 1d20 + 10 ⇒ (5) + 10 = 15

'...They are dead, but their voices calling out to me. They call for revenge. They call to find and behead those who are guilty. They encourage me to find everyone who was involved, no matter how much time it may take. To find, to bring to justice and to execute on the spot.... So, my dear, I wanted to ask you. Do you have any idea who's standing behind this? And, if even not, then you're going to tell me and my colleagues something useful to clarify the situation...Yes?'

Kaleb smiles a creepy smile and his eyes glow ominously as ever. The black shadow behind him changes shape and appears like black wings.

Intimidate: 1d20 + 16 ⇒ (15) + 16 = 31

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

As chatter is going on, Zalkuthar stays in the hallway and taps himself with his Wand of Heightened Awareness, then puts it away.

Should a battle break out in the next 10 minutes, he has +4 initiative on top of his normal initiative (so +12 total).


|Ruins |WBGoblins|RotRL| Emerald Spire|

The rat woman on the stage quails under Kalebs threats and tone.
"I.. I'll.. You.. GET HIM!!! HELP!!!" she finally cries.

Initiative:
Zalkuthar Initiative: 1d20 + 8 + 4 ⇒ (15) + 8 + 4 = 27
Phantomblade Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Kaleb Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Valjoen Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Makino Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Red Tseka Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Blue Tseka Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Scoundrels Initiative: 1d20 + 7 ⇒ (3) + 7 = 10

At these words, two ratfolk tumble out of a hidden space under the stage and form a line between Kaleb and the stage.

Simultaneously, an arrow zips out of the shadows at Kaleb, but misses by a hairs breadth.
Attack: 1d20 + 11 ⇒ (8) + 11 = 19

Stealth: 1d20 + 20 ⇒ (20) + 20 = 40

Bold May Post
Zalkuthar
Blue Tseka
Kaleb
Valjoen
Phantomblade
Makino
Scoundrels
~Red
~Blue
Red Tseka

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"Let's get this party started right."

Move Action
Zalkuthar moves to where he can see all the party.

Standard Action
He casts Haste.

REMEMBER: HASTE and HEROISM (+3 on attack rolls, +2 on fort/will saves, +3 on reflex saves, +1 dodge bonus to AC, +2 on skill checks, extra attack on full attack, +30 ft. movement speed (up to double movement))

Grand Lodge

Human Barbarian/2, Fighter/2, Sorcerer/1, DragonDisciple/3 | Init +7 | Per +12 | HP 74/74| AC 22, 20flat, 12touch | Fort +11 | Reflex +4 | Will +4 Status: normal

While Kaleb was speaking, can I assume that we moved out of the hallway and into the room?

Dark Archive

I was sure that this was so ;)
GM, how many rounds was the conversation? Can we assume that the darkness blessing has not yet ended?

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Zalkuthar did not move out of the hallway (until his turn just now) but I would have assumed you all did. :p


|Ruins |WBGoblins|RotRL| Emerald Spire|

We will call the whole exchange two rounds.. each of them spoke twice, so it sounds fair enough without using too much of your blessing up. As for the movements.. It was the weekend, so I'll give it to you as an assumption that you didn't check in. I have moved yall up behind Kaleb, since he was the "face" for this conversation. Zalkuthar, as you stipulated you weren't coming out of hiding, I didnt move your token. Figured you were right where you wanted to be.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Yup. Perfectly fine with that setup. Will not be changing my actions as Haste is fun times for all. XD

REMEMBER: HASTE and HEROISM (+3 on attack rolls, +2 on fort/will saves, +3 on reflex saves, +1 dodge bonus to AC, +2 on skill checks, extra attack on full attack, +30 ft. movement speed (up to double movement))

Grand Lodge

Human Barbarian/2, Fighter/2, Sorcerer/1, DragonDisciple/3 | Init +7 | Per +12 | HP 74/74| AC 22, 20flat, 12touch | Fort +11 | Reflex +4 | Will +4 Status: normal

Thanks!


|Ruins |WBGoblins|RotRL| Emerald Spire|

I apologize, I really thought I was waiting on yall to take your turn, not the other way around.

The barest hint of a shadow rushes out and strikes at Zalkuthar.
Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Stealth: 1d20 + 20 ⇒ (3) + 20 = 23
Please make a DC 20 Fort save. You need two saves, or take 1 wisdom damage and confused/rnd x6 rnds
Anyone that beats DC 23 Perception can see a female ratfolk standing North of Zalkuthar and can attack.

The shadows at Zalkuthars feet bubble up and strike out at him as well.
Incorporeal touch: 1d20 + 8 ⇒ (8) + 8 = 16
Str Dmg: 1d6 ⇒ 5

DC 13 K. Religion:
The shadow is an actual being.. Barely seen out of the corner of the eye, this wisp of shadow is vaguely humanoid in outline and writhes with unholy life. It is incorporeal and Undead

Bold May Post
Zalkuthar- 3 dmg/ 5 Str dmg/ DC 20 Fort save
Blue Tseka
~Shadow Companion
Kaleb
Valjoen
Phantomblade
Makino
Scoundrels
~Red
~Blue
Red Tseka

251 to 256 of 256 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] Deepmarket Deception Table "B" All Messageboards

Want to post a reply? Sign in.