[PFS] GM Harker Presents: #6-01 Trial by Machine (Inactive)

Game Master Justin L. Warren


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Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander takes a solid swing
attack: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 1d8 + 3 ⇒ (4) + 3 = 7


Gamemaster | CC Map | S4 Map

Aaziroth and Oleander easily dispatch the fleeing elemental.

Combat Over

Once calm returns to the now air-filled chamber, the group notices that the black and white flicking panels occasionally show glimpses of strange machines and constructs of various types.

An illusion of the Red Redoubt continues to hover just above the skeleton's gloved hand.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

"Try and use the glove to fix the door?" suggests Oleander.

Silver Crusade

Male Human Inquisitor 5 | HP 43/43 | AC 20/14/17 | Fort: +7 | Ref: +4 | Will: +7 | Init: +4 | Perc: +10 | SM: +12 | CMB: +6 | CMD: 19 | +1 Adamantine Longspear +8; 1d8+5 | Mwk Composite Longbow +6; 1d8+3

"Sounds reasonable, I suppose. Would you be willing to try? "

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander puts on the glove and tries to interact with the picture of the complex.

Silver Crusade

Male Tengu Monk 3 -- HP: 21/21 | AC: 18 | T: 17 | FF: 14 | CMD: 17* | Fort: +3 | Ref: +6 | Will: +6* | Init: +3 | Perc: +10L

Kuaizi winces in pain as he moves to get a closer look at the illusory fortress.


Gamemaster | CC Map | S4 Map

As Oleander picks up the silvery, wire-mesh glove, the illusion of the Red Redoubt suddenly disappears. Nothing else unusual happens when the ranger dons the glove, but the panel is still unresponsive and the illusion is not recovered.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

"Bah." mutters Oleander, looking around the room for anything she has missed.

Takes ten for 18 on perception


Gamemaster | CC Map | S4 Map

Undoubtedly, there are probably some interesting technological discoveries in this room if one could understand its advanced nature, but even Meleren is stumped on what these panels and buttons do.

Oleander otherwise finds nothing useful or valuable in the room. Perhaps the glove may have some effect on the illusion in the lower level room.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander heads back into the pillar room, and waits for the others to join her before hitting the down button.

Silver Crusade

Aasimar Paladin 2 HP 15/22 | AC 19 T 11 FF 18 | F +8 R +4 W +6 | CMB +5 CMD 16 | Speed 20ft Init +3 Perc +2

Aaziroth follows the ranger into the chamber. "Before we go too far, I think our brave companion, Kuaizi, needs some healing."

The Exchange

Female
SKILLS:
Acrobatics +9, Appraise +7, Bluff +11, Diplomacy +10, Disable Device +10, Disguise +10, Escape Artist +7, Knowledge (local) +7, Perception +3, Sense Motive +2, SoH +8(+12),Stealth +7, Use Magic Device +7
Kitsune Trickster
VITALS:
(AC15, t 13, f-f 12 (+2 armor, +3 Dex) hp 8 (1d8) Fort +0, Ref +5, Will -1; Init +3)

"I agree. He took a lot of hits!"

Tien:

"Hope you are okay? Sorry i could not be as of much use in the fights..."

She looks down

-Posted with Wayfinder

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

"If someone has a healing wand, I've been able to use them in the past.." offers Oleander


Gamemaster | CC Map | S4 Map

There are also two potions of Cure Light Wounds you found earlier.

Silver Crusade

Male Human Inquisitor 5 | HP 43/43 | AC 20/14/17 | Fort: +7 | Ref: +4 | Will: +7 | Init: +4 | Perc: +10 | SM: +12 | CMB: +6 | CMD: 19 | +1 Adamantine Longspear +8; 1d8+5 | Mwk Composite Longbow +6; 1d8+3

I think I am the only one with a wand. I have already burned lots of charges, so I would appreciate using the potions first.

Silver Crusade

Male Tengu Monk 3 -- HP: 21/21 | AC: 18 | T: 17 | FF: 14 | CMD: 17* | Fort: +3 | Ref: +6 | Will: +6* | Init: +3 | Perc: +10L

At first, Kuaizi assures his companions healing is not necessary. "Oh, not to worry honorable companions. I will be fiiiiine." But his pitch sharply raises an octave on that last word as he winces, and he concedes, "Well. I fear I will be unable to protect you very well if I refuse." He retrieves a flask from one of his pockets, unstops it, and sips it down.

The monk's eyes, which appeared bulging and bloodshot after the airless experience, now appear normal. And testing his once-bruised ribs with a hand press, the monk seems untroubled by pain once more.

Kuaizi shakes his head, "Yuki Tsune-chan, dōu bùshì, xiànzài." He continues to speak to her in the same foreign language, with the best attempt at a smile a being with a beak can make (his cheeks crease, I guess), "Wǒ hěn hǎo! Bùyòng dānxīn bǎohù zìjǐ, yīnwèi wǒ huì bǎohù nǐ de."

Consume 1 potion of cure light wounds:
HP Healed: 1d8 + 1 ⇒ (8) + 1 = 9

Speak Tien:
"Yuki Tsune-chan, none of that, now. I am fine! Not to worry about protecting yourself, for I will protect you."

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander presses the down button and sends the lift back down towards the first command room.


Gamemaster | CC Map | S4 Map

The room is the same as you left it, complete with the three-dimensional illusion of the surrounding rooms floating above the center table's flat glass top.

Lantern Lodge

Silent tide map

Oleander approaches the table with the new glove on, and tries to use it to touch the illusion.


Gamemaster | CC Map | S4 Map

The surrounding circle of rooms in the illusion move when manipulated with the silvery glove, allowing Oleander to slide one over to create a way out.

The loud, grinding sound of gears echoes through the chamber again, and the group discovers there is indeed a passage out via the way they came in.

Entering the room, you find numerous alcoves are set along the walls of this round chamber, but only a few are occupied by seemingly inactive guardians. A wide archway to the south stands open.

Near that archway, stands a tall robed construct made of metal rods and smooth plates. Its face is a transparent glass oval encasing a bizarre combination of whirring mechanical parts. As the group enters, the faceplate lights up with a swirl of disturbing images and light patterns.

Aaziroth Init: 1d20 + 2 ⇒ (18) + 2 = 20
Kuaizi Init: 1d20 + 3 ⇒ (11) + 3 = 14
Oleander Init: 1d20 + 3 ⇒ (13) + 3 = 16
Talwin Init: 1d20 + 4 ⇒ (10) + 4 = 14
Yuki Init: 1d20 + 3 ⇒ (17) + 3 = 20

GM Screen:

Robot Init: 1d20 + 4 ⇒ (9) + 4 = 13

Intiative
Yuki <= Up
Aaziroth <= Up
Oleander <= Up
Talwin <= Up
Kuaizi <= Up
Construct
Bandits

The creature has a gaze attack so that everyone will need to make a DC 14 Will save every turn or become fascinated. There's are two methods to reduce the number of Will saves you have to make, which I will include in a spoiler at the bottom of this post, along with the effects of fascinate.

Party is up! The map is updated. In case it is confusing, the top of the new map connects to the stairway of the center map.

Gaze Attacks and Fascinate:

Every round the creature is in your field of vision, you need to make a Will save. Although this is rough, there are some things you can do to stack the odds in your favor:

Averting your eyes: You only have a 50% chance of having to make the Will save if you avert your eyes. However, the creature gains concealment from you that round.

Closing your eyes, wearing a blindfold, turning your back: You do not have to make a save if you do any of these things. However, the creature gets total concealment against you.

Even with those options, the creature can make a standard action to actively gaze at you, forcing a Will Save even if your eyes are closed or you made a save against it already on your turn.

Fascinate: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. This particular fascinate effect does not automatically break if the creature approaches you.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

Silver Crusade

Male Human Inquisitor 5 | HP 43/43 | AC 20/14/17 | Fort: +7 | Ref: +4 | Will: +7 | Init: +4 | Perc: +10 | SM: +12 | CMB: +6 | CMD: 19 | +1 Adamantine Longspear +8; 1d8+5 | Mwk Composite Longbow +6; 1d8+3

Will: 1d20 + 6 ⇒ (14) + 6 = 20

Talwin calls on the power of Abadar to grant him added destructive power against his foe. He strides forward and jabs his spear at the hostile figure.

Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage, plus judgement: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8

-Posted with Wayfinder

Silver Crusade

Male Human Inquisitor 5 | HP 43/43 | AC 20/14/17 | Fort: +7 | Ref: +4 | Will: +7 | Init: +4 | Perc: +10 | SM: +12 | CMB: +6 | CMD: 19 | +1 Adamantine Longspear +8; 1d8+5 | Mwk Composite Longbow +6; 1d8+3

Can someone move my token? I'd like to be in the southwest corner, 10' from the robot, due west of it. Also, I realized I never picked my 3rd level teamwork feat. Probably have to wait till this is done. Anyway, let's win this one and go home'!

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

I've moved your token to the correct spot, Talwin.

Unaffected by the strange lights and disturbing images, Talwin makes his way into the room and spears the construct between two of its plates. The attack appears to do as much damage as it would to a living creature.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander grips the adamantine dagger in her hand as she skirts around the outside of the room, closing in on the big robot with the aim of finishing it off quickly.

will: 1d20 + 2 ⇒ (8) + 2 = 10
averting eyes: 1d100 ⇒ 100
attack: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d4 + 3 ⇒ (1) + 3 = 4
concealment: 1d100 ⇒ 53
crit confirm: 1d20 + 6 ⇒ (13) + 6 = 19
bonus crit damage: 1d4 + 3 ⇒ (2) + 3 = 5

Not sure what the will save required is. Also not sure how much miss chance the concealment gives, 20%? Or a bonus on AC?


Gamemaster | CC Map | S4 Map

With eyes averted, Oleander, you rolled high enough to avoid having to make a save this round. The DC is 14. Concealment is a 20% miss chance, which you also rolled above.

Looking away from the creature, Oleander moves forward and stabs it with the adamantine dagger found earlier, causing the construct to emit some light sparks. It remains a threat, however.

Silver Crusade

Male Tengu Monk 3 -- HP: 21/21 | AC: 18 | T: 17 | FF: 14 | CMD: 17* | Fort: +3 | Ref: +6 | Will: +6* | Init: +3 | Perc: +10L

Round 1

"Caw! What strange creatures inhabit this strange place."

Trying not to look at the dizzying splash of images, Kuaizi flies into melee. He leaps up into a somersault past the creature's head so swiftly, he lands before most would realize what has happened. Taking a defensive stance without skipping a beat, the monk twirls his staff to block any incoming attacks, and gets a strike in too.

Strategically positioned, another of his teammates can now more easily flank the creature and quickly attack.

Uncertain whether this creature is sentient or not, Kuaizi remains cautious and gives it the chance to surrender, "Honorable image-flashing being, cease your mesmerizing attack now and we will not harm you!"

Kuaizi is averting his eyes.

Evade AoO from creature:
Acrobatics vs CMD: 1d20 + 8 ⇒ (14) + 8 = 22

Attack creature:
Concealment, beat 20%: 1d100 ⇒ 36
Attack(bo staff): 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Mod: -4 fight defensive

Save vs creature's gaze attack:
Need to save, beat 50%: 1d100 ⇒ 48
Will save: 1d20 + 6 ⇒ (14) + 6 = 20

Silver Crusade

Aasimar Paladin 2 HP 15/22 | AC 19 T 11 FF 18 | F +8 R +4 W +6 | CMB +5 CMD 16 | Speed 20ft Init +3 Perc +2

"Another one?" Aaziroth says as he cautiously moves up to strike the creature with his lucerne hammer while trying not to look directly at it.

averting eyes: 1d100 ⇒ 64
will save: 1d20 + 2 ⇒ (3) + 2 = 5

concealment: 1d100 ⇒ 11
attack: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d12 + 4 ⇒ (12) + 4 = 16

lol, could I have possibly rolled worse?

The Exchange

Female
SKILLS:
Acrobatics +9, Appraise +7, Bluff +11, Diplomacy +10, Disable Device +10, Disguise +10, Escape Artist +7, Knowledge (local) +7, Perception +3, Sense Motive +2, SoH +8(+12),Stealth +7, Use Magic Device +7
Kitsune Trickster
VITALS:
(AC15, t 13, f-f 12 (+2 armor, +3 Dex) hp 8 (1d8) Fort +0, Ref +5, Will -1; Init +3)

WS: 1d20 - 1 ⇒ (6) - 1 = 5
Averting her eyes from the creature
chance: 1d100 ⇒ 7

Yuki just stands there enjoying the pretty light show

=^^=

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

A brief correction, the Will save DC for the gaze attack is 16. I was consulting the wrong source when I gave that information. I don't believe this affects anyone in the previous round, however.

Kuaizi tumbles into the fray, and swings his bo staff at the creature, but, with the defensive posture, cannot get a good blow in.

Aaziroth also tries to smash the mesmerizing thing to bits, but cannot get a good hit on it thanks to his averted vision.

Staring blankly at the construct's faceplate, Yuki is fascinated by what she sees.

Meleren and Shechera slowly back away, unable to process having to deal with another strange construct and evidently far enough away not to have to worry about getting caught up in its gaze.

The construct turns to bear down on Oleander with its gaze attack, but the ranger is able to fight off the mind numbing effects!

Oleander Will Save: 1d20 + 2 ⇒ (14) + 2 = 16

Intiative (Round 2)
Yuki [Fascinated]
Aaziroth <= Up
Oleander <= Up
Talwin <= Up
Kuaizi <= Up
Construct
Bandits

Aaziroth, Oleander, Talwin, and Kuaizi are up.

Silver Crusade

Male Human Inquisitor 5 | HP 43/43 | AC 20/14/17 | Fort: +7 | Ref: +4 | Will: +7 | Init: +4 | Perc: +10 | SM: +12 | CMB: +6 | CMD: 19 | +1 Adamantine Longspear +8; 1d8+5 | Mwk Composite Longbow +6; 1d8+3

Noticing Yuki get fascinated, Talwin shuts his eyes, then strikes.

Attack, flank: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Miss?: 1d100 ⇒ 98
Damage w/ Judgement: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9

-Posted with Wayfinder

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander continues to avert her eyes from the faceplate,, although the horrible thing seems to be trying to follow her...

She takes a five foot step back to get flanking and then strikes - trying to avoid seeing the horrible face.

avert eyes, 1-50= no save required: 1d100 ⇒ 79
save if required: 1d10 + 2 ⇒ (9) + 2 = 11
attack: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d4 + 3 ⇒ (3) + 3 = 6
miss from concealment on 1-20: 1d100 ⇒ 69

"Somebody slap Yuki"

Silver Crusade

Aasimar Paladin 2 HP 15/22 | AC 19 T 11 FF 18 | F +8 R +4 W +6 | CMB +5 CMD 16 | Speed 20ft Init +3 Perc +2

Frustrated that he can't hit something he's not looking at, Aaziroth takes another swing.

avert eyes: 1d100 ⇒ 93
will save: 1d20 + 2 ⇒ (7) + 2 = 9

concealment: 1d100 ⇒ 22
attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d12 + 4 ⇒ (3) + 4 = 7

Silver Crusade

Male Human Inquisitor 5 | HP 43/43 | AC 20/14/17 | Fort: +7 | Ref: +4 | Will: +7 | Init: +4 | Perc: +10 | SM: +12 | CMB: +6 | CMD: 19 | +1 Adamantine Longspear +8; 1d8+5 | Mwk Composite Longbow +6; 1d8+3

You know, we can all be flanking. Oleander was flanking with me before, now with Kurazi. If Aaziroth used his move first, he could be opposite me. It can be confusing since we're not adjacent to the enemy, but reach weapons still grant flanking, to my knowledge.

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Yes, I believe the reach weapons do provide the flanking bonus.

The reach weapons of Talwin and Aaziroth both hit the construct and damage it further, while Oleander finds herself now hypnotized by the faceplate.

Kuaizi

Silver Crusade

Male Tengu Monk 3 -- HP: 21/21 | AC: 18 | T: 17 | FF: 14 | CMD: 17* | Fort: +3 | Ref: +6 | Will: +6* | Init: +3 | Perc: +10L

Round 3

The monk becomes concerned on seeing two of his companions now mesmerized,"Yuki Tsune-chan?! Oleander-chan?!"

Dropping his more defensive stance, the monk now takes a more offensive stance as he carefully shifts to the right to flank with Aaziroth. He strikes at the metal creature twice with his staff. "I do not know if you can understand me, but, you were given fair warning, metal creature of images!"

5 ft. Step, then Flurry:
Attack (bo staff) #1: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage (bo staff) #1: 1d6 + 2 ⇒ (2) + 2 = 4
Attack (bo staff) #1: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Damage (bo staff) #1: 1d6 + 2 ⇒ (5) + 2 = 7
Mod: +2 flanking


Gamemaster | CC Map | S4 Map

I'm assuming Kuaizi is not taking steps to avoid being mesmerized, so I'll make his Will Save.

Kuaizi's Will Save: 1d20 + 6 ⇒ (14) + 6 = 20

The monk strikes the construct twice with his staff, causing a slight crack to form on the faceplate and the wiring inside to spark.

It's still functional, however, and turns its face to Talwin in an attempt to fascinate the inquisitor. Luckily, he easily resists being drawn into the images.

Talwin's Will Save: 1d20 + 6 ⇒ (14) + 6 = 20

The bandits are nowhere to be seen.

Intiative (Round 3)
Yuki [Fascinated]
Aaziroth <= Up
Oleander [Fascinated]
Talwin <= Up
Kuaizi <= Up
Construct
Bandits

Aaziroth, Talwin, and Kuaizi are up.

Silver Crusade

Male Human Inquisitor 5 | HP 43/43 | AC 20/14/17 | Fort: +7 | Ref: +4 | Will: +7 | Init: +4 | Perc: +10 | SM: +12 | CMB: +6 | CMD: 19 | +1 Adamantine Longspear +8; 1d8+5 | Mwk Composite Longbow +6; 1d8+3

Talwin drives his longspear forward once more, eyes shut.

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Miss?: 1d100 ⇒ 55

Damage w/ Judgement: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12


Gamemaster | CC Map | S4 Map

Talwin blindly jams his longspear into the center of the construct, causing the creature to spastically jerk a few times before collapsing in an inert pile on the ground. Yuki and Oleander instantly come out of their stupor when the faceplate shuts off.

Combat Over

Looking past the southern archway, it would appear you can easily retrace your steps to escape this mechanical madhouse.

Ok, we're at the conclusion of the scenario. I'm going to pause to give the Silver Crusade members one last chance to convince Meleren and Shechera to abandoned the path of banditry. You'll need to make Diplomacy checks for both of them (1 for Meleren, 1 for Shechera) if you want to make a difference.

Silver Crusade

Male Human Inquisitor 5 | HP 43/43 | AC 20/14/17 | Fort: +7 | Ref: +4 | Will: +7 | Init: +4 | Perc: +10 | SM: +12 | CMB: +6 | CMD: 19 | +1 Adamantine Longspear +8; 1d8+5 | Mwk Composite Longbow +6; 1d8+3

Talwin breathes in a sigh of relief at his team's success. As they gather themselves and make their way out, he speaks with the bandits.

"Thanks for your help back in there. We probably couldn't have figured out all those odd devices and things without your help. The Society could certainly use a couple of resourceful individuals like you."

Diplomacy (Meleren): 1d20 + 4 ⇒ (18) + 4 = 22

Diplomacy (Shechera): 1d20 + 4 ⇒ (10) + 4 = 14

Silver Crusade

Aasimar Paladin 2 HP 15/22 | AC 19 T 11 FF 18 | F +8 R +4 W +6 | CMB +5 CMD 16 | Speed 20ft Init +3 Perc +2

"Agreed, besides, helping others is much more rewarding than harming them," Aaziroth adds.

diplomacy(Shechera): 1d20 + 7 ⇒ (12) + 7 = 19
aid diplomacy(Meleren): 1d20 + 7 ⇒ (13) + 7 = 20

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander nods. She takes two of the gauntlets that were retrieved from the initial goblin skeleton and hands them over.

"You two helped us, so it is only fair you share in some of the gains. Would you each like one of these?"

diplomacy: 1d20 - 1 ⇒ (7) - 1 = 6
diplomacy-Meleren: 1d20 - 1 ⇒ (4) - 1 = 3

Silver Crusade

Male Tengu Monk 3 -- HP: 21/21 | AC: 18 | T: 17 | FF: 14 | CMD: 17* | Fort: +3 | Ref: +6 | Will: +6* | Init: +3 | Perc: +10L

Speaking to both the bandits, "Yes, Talwin-san is right. Pathfinder Society can always use new talent such as yourselves."

The monk adds, "Do you still feel drawn to here, Shechera-chan? Perhaps the Society can help you figure out why."

Aid Another, Talwin's Diplomacy on Meleren:
Diplomacy vs DC 10: 1d20 ⇒ 3

Aid Another, Talwin's Diplomacy on Shechera:
Diplomacy vs DC 10: 1d20 ⇒ 7

The Exchange

Female
SKILLS:
Acrobatics +9, Appraise +7, Bluff +11, Diplomacy +10, Disable Device +10, Disguise +10, Escape Artist +7, Knowledge (local) +7, Perception +3, Sense Motive +2, SoH +8(+12),Stealth +7, Use Magic Device +7
Kitsune Trickster
VITALS:
(AC15, t 13, f-f 12 (+2 armor, +3 Dex) hp 8 (1d8) Fort +0, Ref +5, Will -1; Init +3)

Yuki will auto aid people


Gamemaster | CC Map | S4 Map

The sum of the Pathfinders' words and actions finally seem to sink in to both the bandits and they become reflective.

"Living on the street is all I've ever known." Shechera confesses with a pained sigh, "But maybe there is a better way if I just look for it. Thank you for helping us, we know you didn't have to."

Meleren's response is less emotional, but still as genuine, "After escaping slavery I just fell into this. Perhaps I should look into my past and find out who I really am."

* * *

After getting through to the bandits, the group runs into no additional trouble as you move past the formerly trapped rooms and use a rope to return to the surface.

Returning to Absalom, Venture-Captain Ambrus Valsin is initially stunned to hear your report, heaping simultaneous praise and disapproval on you. He commends you for surviving a much tougher test than was intended, but also criticizes you for not immediately leaving and reporting back upon discovering the sublevel.

In the end, however, both deed and discovery stand out, and local Pathfinders begin to regard you all in high esteem. In the following months, the Red Redoubt begins to crawl with Pathfinders and other explorers eager to learn its secrets.

When the strange objects you found are turned into the Grand Lodge, experts in Numerian technology reveal that Meleren was correct about the objects he identified. They also tell you that the strange wand with a reservoir is something called a Medlance--a tool designed to inject potions, poisons, or medicine into others. The disc with the keys is a subsonic vermin manipulator that acts very similarly to the magical item pipes of the sewers.

The fates of Meleren and Shechera are up to the group, they seem to want to turn their lives around, but will willingly accept being turned over to authorities if that is consensus.

The End

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Orleander suggests they stay away from "Civilised" and bad influences - suggesting they take some time out to enjoy the countryside without beating folk up in it. Maybe even try honest farm work.

Silver Crusade

Male Tengu Monk 3 -- HP: 21/21 | AC: 18 | T: 17 | FF: 14 | CMD: 17* | Fort: +3 | Ref: +6 | Will: +6* | Init: +3 | Perc: +10L

Given that the former bandits seem genuinely repentant, Kuaizi is content with not turning them in. He advises them, "Do good, don't do evil, and be ever mindful! Find right livelihood, doing what is best for others and not just self. And then you will truly live a life worth living. Caw!"

The Exchange

Female
SKILLS:
Acrobatics +9, Appraise +7, Bluff +11, Diplomacy +10, Disable Device +10, Disguise +10, Escape Artist +7, Knowledge (local) +7, Perception +3, Sense Motive +2, SoH +8(+12),Stealth +7, Use Magic Device +7
Kitsune Trickster
VITALS:
(AC15, t 13, f-f 12 (+2 armor, +3 Dex) hp 8 (1d8) Fort +0, Ref +5, Will -1; Init +3)

"What he said!" she smiles

well played everyone. Hope to play again with you at a "table" =^^=

-Posted with Wayfinder

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