PFS PBP - The Prince of Augustana (#0-13) lvl 1-5 (Inactive)

Game Master Revvy Bitterleaf

Setting Pools

Sewer Junction

Alsmans Sanctuary

Relios Emporium


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Scarab Sages

Feel free to introduce yourselves and get to know each other during the journey. I'll just post the rest of the introduction so you can also get started with asking questions if you want.

After a hurried summons to the Grand Lodge in Absalom, a quick conversation with Venture-Captain Alissa Moldreserva, and a wet, stormy trip across the Inner Sea to Andoran, the small, warm Pathfinder Lodge in Augustana is a welcome break from travel.

“I can’t believe we are wasting our time on this matter,” says Caudron Wallace, the venture-captain of Augustana as he paces the main hall.

“Frankly, I want as little to do with it as possible, so I’m passing it on to you.”
Wallace nods toward a door at the back of the room. “The vagrant through there was found collapsed on our front steps gripping a wayfinder of all things. We still don’t know who he is. Talk to him, for the tale he tells is amazing if true, and then come back here.”

Scarab Sages

As you enter the room at the back of the main hall, you find a small sitting room with six comfortable chairs and a few bookshelves filled with the latest Pathfinder Chronicles. An old, withered man sits in one of the chairs, half-dozing when you enter. His skin is shockingly pale and his features are sharp with high cheekbones and a jutting chin. Despite his incredibly filthy visage, matted white hair, and infirmity, when he awakes and regards you he does so with a look of absolute, confident superiority.

“My loyal subjects, welcome! I know that some of you might" not recognize me in my current state, but it is truly me, Gandros, the long-lost Prince of Augustana. I have been in hiding since the untimely death of my father, the Emperor, preparing for my return to glory. Unfortunately, I bear ill news. The army I have been gathering in the otherworld has been infiltrated by agents of our enemies. When last I called my forces together for inspection, dark assassins attacked me and I barely escaped with my life.”

He takes this opportunity to roll up his sleeve and reveals a series of recently inflicted claw and tooth marks on his right forearm. He then launches into a breathless retelling of how he came to be in the Lodge, without pause or acknowledgement of interruptions.

“I fled back through the magic portal to this realm. Grievously wounded, and with the assassins in close pursuit, I leapt into the dark river. I floated past the Almsman’s Sanctuary, but couldn’t climb out of the water. I did manage to grab one of the bridges, but a plank fell in with me. I held on for dear life and continued to drift downstream. I went over a waterfall and then emerged in the lake of ships and crawled to shore. Augustana has changed since I last walked my city’s bright streets, but I managed to find this house, bearing the symbol of my father’s empire.”
He holds up the wayfinder hanging from a chain around his neck. “I knew I would find help here! If you remove the threat from my kingdom below and help restore me to my rightful place as Emperor of Andoran, I will grant you any boon within my power!”

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

A burly tiefling with a magnitude of vials in two bandoliers plops down on one of the comfy chairs. He is a feral looking individual but his eyes show a high intelligence behind all the claws, horns and fangs.

"So you claim to be Gandros... what proof do you have of this. Also you have been gathering some sort of army in the otherworld? Tell us more of this army. Then you can inform us of these assassins, for they must not be humanoid if they bite and claw you."

Scarab Sages

Gandros ignores Tarquin, while somehow conveying that he is ignoring him on purpose.

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

I'll give the others a chance to respond before I tear this man's head off for ignoring me :P.

Edit: Then again, what would Tarquin do

"You know..." Tarquin starts brandishing his claws and sticking a particular large nail between his big fangs, demonstrating both clearly.
"The last person that ignored me ended up with more claw and bite marks then those small ones on your body. His face especially got quite ruined. Why no one could even recognize him anymore even though he is a rather famous fellow. Or rather was..."

intimidate: 1d20 + 12 ⇒ (9) + 12 = 21

Silver Crusade

Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0

Seinto could pass for a handsome human if not for his golden eyes and hair. Symbols of Iomedae are engraved in his breastplate.

Before entering the room, he whispers a brief prayer, and his hand glows with a golden light for a brief moment, while he touches his chest.

"Wait a moment, my friends, I'll extend the peace of Iomeadae onto us, for She will help us to understand and be understood"

Using Touch of glory with myself, and casting Enhanced Diplomacy for a total of +5 to my first Diplomacy or Intimidate check.

I cast the Spell on everyone. If anyone has a social character I can spend a use of Touch of Glory in him, too.

Scarab Sages

Gadros is clearly a bit intimidated by Tarquin ..but that only presents itself in that he shies away a bit from the bury Tiefling, if anything it makes him want to speak to him even less.

Going to wait till at least 2 more people check-in before moving further

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

"Ugh this spineless creature is wasting my time, good luck with him."
Tarquin says in disgust as he stands up and moves out of the room. As he passes Seinto with his back to the crazy man, he mouthes "I tried...". He will wait outside to see if his friends have better luck, his presence would only have made it worse.

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Boon of power, eh? The elf says quietly, mostly to himself.

RyckyRych here, this is the high-tier game, right? Hopefully 3rd level is good enough for what you plan, assuming there is still room for me.

Scarab Sages

Yes, still room..you are only the third player to check in. Going to wait till tomorrow at the latest to see if any of the other high lvls check in..other wise I'm tossing in an pregen and we'll be on our way

Liberty's Edge

Female Gnome Alchemist 8 HP 15/59; AC 23; TCH 16; FF 19; F +9; R +11; W +6; CMB+6; CMD 21; Speed 15FT; Init +2; Bombs 13/13; Alch. F. 10/10; Perception +12

Here is another lvl 3 player, if I'm invited :)

A small gnome with scrubby green hair waves at Gandros and the other people in this room and says "Hello, nice to meet you. My name is Lymwin and I'm here to help."
Lymwin takes Gandros' hand and shakes it.

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Is there any knowledge checks (I have History, Local and Planes that I could use) that might shed light on this?

Sense Motive: 1d20 + 3 ⇒ (18) + 3 = 21

Scarab Sages

K, seems we have enough players and Ilo might still join..but going to continue with the story for now

Gandros looks appalled by the gnome touching him and basically sticks his nose in the air while looking somewhere else ignoring her.

Nivik picking up some subtle clues in Gandros behavior is able to determine that he most likely won't respond to anyone not calling him by a royal title.

You can try the knowledge checks, for now I'll just assume you'd take 10 on them and confirm that what Gandros told is consistent with what you know about the recent local history (of roughly 30-50 years ago) and that the scratches on his arm could have been made by some sort of outsider..which is about as much as you can learn right now

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Checking in! Sorry for the delay, since I didn't do the original post with the my main alias and the game wasn't in my campaign tab it sorta got buried.

If the Pathfinder Society takes this seriously enough to involve us, it's our duty to take it seriously as well.

Please, Prince Gandros, is there anything more specific that you can tell us of what befell you? What of the portal that brought you here?

Diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24 +3 if the Touch of Glory is used on Hawk

Liberty's Edge

Female Gnome Alchemist 8 HP 15/59; AC 23; TCH 16; FF 19; F +9; R +11; W +6; CMB+6; CMD 21; Speed 15FT; Init +2; Bombs 13/13; Alch. F. 10/10; Perception +12

Lymwin doesn't care. She's used to being ignored. She steps back and lets the others ask questions, she's more into engineering than history

Not trained in Kn. History, so no roll and just taking 10

Scarab Sages

"Ah..a civilized man, you my good man I can talk to.

"The portal you say...it was..beautiful..a swirling yellow, cutting a hole in the air with it's square purple edges and turning round and round ..the color of the skies, while it stood still. Sparks shooting out of it while it absorbed all surrounding light"

Yes, that made no sense ;)

Once you are finished talking to Gandros (which at some point you will be since all his answers will be as useful at the one giving above), you can return to the main hall to converse with Venture-Captain Wallace.

“My diviners say that there is some truth to his story. There has never been a Prince of Augustana, nor an Emperor in Andoran, but the old fellow has a surprising amount of knowledge of the pre-revolution noble families of the city. He may be the lost scion of some noble line. If so, he’s fallen far. From the filth and stink on him when we found him, we’re fairly certain he’s been living in or near a sewer. The wayfinder is also a mystery, but for now, it makes him one of ours. However, I’m more interested in his supposed gate to the otherworld. If it exists, I want to know about it. Implausible as it may seem, I’m certain that his injuries were caused by otherworldly beings.
We must take the possibility of a portal seriously. I don’t want to dirty my hands with this, but you don’t have that choice.
Retrace the old man’s path through the sewers. The Almsman, whom he repeatedly mentions, is rumored to be an eccentric priest who runs some sort of hidden beggar’s sanctuary in the sewers. He may know where our prince’s portal is, if you can find him. But be warned; a local gang calling themselves the Steel Wyverns claims the sewers near the Almsman’s Sanctuary as their own territory.”

Knowledge Local (or Diplomacy Gather information) DC 15 - Steel Wyverns :

The Steel Wyverns
were once the most powerful criminal organization in the city, but they have been in decline for decades. Now they are a rag-tag gang of thugs and petty crooks. The wyverns prefer to fight with spiked chains, which they call “Wyvern stings.”

Knowledge Local (or Diplomacy Gather information) DC 20 - The Almsman [/spoiler:

The Almsman has recently started providing sanctuary and assistance to the city’s beggars. He is a mysterious figure who wears
a mask, but most folk believe he is a priest. Most of the city’s poor do not know where his sanctuary is—those who do know won’t tell.

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Know Local - Wyverns: 1d20 + 8 ⇒ (15) + 8 = 23
Know Local - Almsman: 1d20 + 8 ⇒ (16) + 8 = 24

Everyone can read the spoilers as Nivik will relay the information.

The sewers? An unseemly place for our search but if we must go, we shall. Everyone prepared?

Scarab Sages

As soon as everyone is ready to move on

Finding the right sewer access point that's big enough for you all to fit through takes some time.

DC 20 perception or DC 15 knowledge local/diplomacy gather information as you either look around for one yourself or ask some of the locals:

As you walk along the docks looking for a sewer outlet you finaly manage to locate one, but the pipe extends under a breaker and is hard to see from land. If you enter the sewers by the outflow pipe the first 100 feet are a major passage without a walkway, so you'd need to wade or swim through the filth...or find another way in to bypass this.

DC 15 Knowledge local (or diplomacy gather information) general stuff about Absolom sewers:

The sewer tunnels under the city are divided into two types, major passages and minor passages. Both types have a single walkway running along one wall (the west wall of a north-south tunnel, or the north wall of an east-west tunnel). The ceilings are generally about 6 feet above the walkways. Minor tunnels have a channel 5 feet wide and 3 feet deep through which effluvium flows.
The channels in major tunnels are 10 feet wide and 5 feet deep. Where passages meet, there are usually planks laid across the channels to allow pedestrians to cross from one walkway to the other.
The water in the channel is revoltingly filthy.

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Diplomacy (Gather Information): 1d20 + 11 ⇒ (12) + 11 = 23

Well I found one way into the sewers that might lead to what we are looking for. It's going to be messy though.

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

So it would seem. I don't believe we have any other choice, do we?
Before going into the sewers Nivik will use his wand of Mage Armor on himself and anyone else that requests it that could benefit from the protective magic.

Silver Crusade

Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0

Sorry goys, I intended to take part in the conversation with the crazy guy, but I couldn't connect for a day. Fortunately it didn't matter

Seinto nods to Hawk.

"Maybe we should prepare for the journey. I was once in the sewers of Magnimar and it wasn't a good experience."

Probably the sewers will make our characters sickened, anyone knows about equipment to prevent that?

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Soothe Syrup would help against sickened effects assuming a save is allowed.

Scarab Sages

Feel free to buy what ever you want before you go inside, this is a big city and it's during the day. It might take some time to find what you are looking for, but you should be able to find it. Going to continue on the assumption that you all enter the pipe and wade through the "water"

The smell of waste and rot is strong in this large chamber where filthy water flows in a series of cascades between tiered stone tanks. A raised platform along the east wall is connected to the passage’s walkways by several thick wooden planks creating a makeshift bridge. On that platform is what looks to be a makeshift alchemy lab on a rough-hewn table—beakers, glass vials, dirty bottles, and moldy buckets cover the entire surface of the table.

There are 3 humans in here, 2 are wearing leather armor and are wielding spiked chains, the other one is wearing some though leather apron and is tinkering with some vials.

As soon as they see you come close one of them speaks to you
"Hey there, this be our turf..now if you drop everything of value that you are carrying...you _might_ make it out of here unharmed"

Hawk: 1d20 + 3 ⇒ (11) + 3 = 14
Seinto: 1d20 + 0 ⇒ (2) + 0 = 2
Nivik: 1d20 + 10 ⇒ (13) + 10 = 23
Lymwin: 1d20 + 1 ⇒ (10) + 1 = 11
Tarquin: 1d20 + 3 ⇒ (14) + 3 = 17
Wyvern: 1d20 + 2 ⇒ (3) + 2 = 5
Human: 1d20 + 2 ⇒ (16) + 2 = 18

init
Nivik, Tarquin
Enemy
Hawk,Lymwin
Another enemy
Seinto (+Nivik and Tarquin again)

Map is linked at the top of the page

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

If I may - before we enter the sewers:

Before entering, let me link with you all. This will not harm you, but will let me take in any injuries you may receive. Do not however abuse this gift or you will find yourself without it.

Life Link (Su):
As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Scarab Sages

Sure, go ahead and prepare what ever you want before entering

Liberty's Edge

Female Gnome Alchemist 8 HP 15/59; AC 23; TCH 16; FF 19; F +9; R +11; W +6; CMB+6; CMD 21; Speed 15FT; Init +2; Bombs 13/13; Alch. F. 10/10; Perception +12

Lymwin buys a scarf, maybe it helps to avoid breathing the sewer gases and get sickened.

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

To Hawks offer Tarquin responds "That will be useful Hawk I could gladly use that. I think that of those present I will be the one in melee most."

Ruffians:
Tarquin eyes have an evil glisten when he notices the one in the back with the alchemical items. This will give a nice explosion

"Oh but of course, let me just..."
He says as he feigns putting down his bandolier, but instead throws one of his bombs at the alchemist in the back, hoping to explode some of those alchemists potions at the same time.

touch attack: 1d20 + 7 ⇒ (18) + 7 = 25 +1 if within 30 feet
dmg: 2d6 + 5 ⇒ (6, 6) + 5 = 17 +1 if within 30 feet and 7 splash. Cool max dmg.

"Woops! Butterfingers!"

Scarab Sages

The stone things in the water are blocking pillars holding up the ceiling ..I think you can just barely throw past it from where you are standing with a lot of cover..but it still hits

Tarquin's attack drops the man standing next to the work bench right away..there's some small fire on the workbench..but those die out pretty quickly..no huge explosions
Gotto love season 0 enemies ;)

init
Nivik, Hawk, Lymwin
Enemies
You guys

Liberty's Edge

Female Gnome Alchemist 8 HP 15/59; AC 23; TCH 16; FF 19; F +9; R +11; W +6; CMB+6; CMD 21; Speed 15FT; Init +2; Bombs 13/13; Alch. F. 10/10; Perception +12

Lymwin also throws a bomb at the man at the front corner. The one above +5'
Ranged Touch: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 2d6 + 3 ⇒ (1, 4) + 3 = 8 DC 14
Miss: 1d8 ⇒ 7

Silver Crusade

Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0

Before entering the sewers, I'll buy a scarf, a dose of Soothe Syrup, and a dose of Wismuth/Peptus Salix. I'll use the scarf and the Soothe Syrup as soon as the smell starts being bad enough.

Seinto is more used to fight with a sword than with a crossbow, but being so far from the enemies and without the possibility to move to the front ranks, he frowns and loads a bolt. He aims to the closest human and pulls the trigger.

Attack: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1
Damage: 1d10 ⇒ 3

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Hawk summons some magic from within him.

You there, you want to APPROACH!

Cast Command - DC 15 Will

[spoiler=Approach]On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.[/dice]

Hawk then moves up, drawing his adamantine longspear, anticipating the enemy's approach.

Scarab Sages

@Lymwin and Senwin the blocks of stone between you and your target are ceiling high pillars, there is no way you can hit your target from where you are standing..I've moved Lymwin to a place where you can actually do that. And it isn't Senwin's turn yet anyways

Lymwin moves forward and throws a bomb across the water..but it misses it's target..landing next to her target Reflex save: 1d20 + 2 ⇒ (14) + 2 = 16 and is able to avoid most of the blast

Hawk casts a spell and readies his long spearWill save: 1d20 + 1 ⇒ (16) + 1 = 17, but his target seems to be able to focus his mind enough to not follow Hawk's command to jump in the water and swim towards him.

init
Nivik
Wyvern Thugs
You guys
Wyvern thugs

Damage +:0
Damage other one: 2

Scarab Sages

I only just noticed that Hawk couldn't see his target either since it's going through one of the pillars, but since it's failed anyway I'm fine with leaving it as it is and not changing actions since I assume the spell would need line of sight to be able to cast at a target to work

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Nivik will move to the north and then cast Fire Jet at the enemy that he can see (the south one I think).

DC 15 Reflex to negate fire damage: 1d6 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

Female Gnome Alchemist 8 HP 15/59; AC 23; TCH 16; FF 19; F +9; R +11; W +6; CMB+6; CMD 21; Speed 15FT; Init +2; Bombs 13/13; Alch. F. 10/10; Perception +12

Sorry, and thank you!

Scarab Sages

Nivik summons a jet of fire Reflex save: 1d20 + 2 ⇒ (6) + 2 = 8 which hits one of the spiked chain wielding humans.

In return they (double) move towards you

init
You guys (+an AOO from Hawk's longspear against the front wyvern)
Wyverns

Damage +:3
Damage other one: 2

Liberty's Edge

Female Gnome Alchemist 8 HP 15/59; AC 23; TCH 16; FF 19; F +9; R +11; W +6; CMB+6; CMD 21; Speed 15FT; Init +2; Bombs 13/13; Alch. F. 10/10; Perception +12

Lymwin throws another bomb at the + guy.
Ranged Touch: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 2d6 + 3 ⇒ (2, 4) + 3 = 9 DC 14
Miss: 1d8 ⇒ 6

How deep is the water, can Lymwin walk in it? She's small.

Silver Crusade

Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0

Seinto moves forward and shoots to the closes thug.

Attack: 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11
Damage: 1d10 ⇒ 3

Not sure if I have cover penalties bc. of my team mates, I've applied it

Scarab Sages

@Lymwin; Either 5ft or 10 ft (in the middle) ..so yeah..if you don't mind walking under water

Lymwin throws out a bomb which misses her target as he nimbly steps aside, it lands next to his feet and it explodes Reflex save: 1d20 + 2 ⇒ (14) + 2 = 16

Seinto tries to shoot one of the thugs with his crossbow but he fails to hit He has cover and unless you have precise shot, you have another -4 penalty for firing into melee

init
Hawk, Tarquin, Nivik (+an AOO from Hawk's longspear against the front wyvern)
Wyverns
You guys again

Damage +:5
Damage other one: 2

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Seeing the enemy approach, Nivik uses Burning Hands, catching both in the flames!

DC 17 Reflex for half: 4d4 ⇒ (1, 2, 4, 3) = 10 Gifted Adept makes the spell CL 4

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Command was cast before the move, where line of sight was achieved, I probably could have made that more clear.

AOO - PA: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
Damage + PA: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11

Hawk free's up a hand, releasing the spear and drawing his cold iron morningstar, striking at the foolish thugs.

So you resist a compulsion, then come of your own free will, doing exactly what I wanted you to do anyway. Smart

Free Action, one hand leaving the spear (leaving it carried, but not wielded)

Move Action Draw morningstar

Standard Action: Attack - PA: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
Damage+PA: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

If the AOO drops the first thug (hopefully they aren't that weak), then instead of releasing the spear it would be a 5' step and attacking the second thug that remains. This would simply increase the attack roll by 1 and the damage by 3

Scarab Sages

Hawks' attack as the thugs approach has the thug in front reeling as he get's the tip of a spear in his chest..but they are still determined to continue

@Hawk..I could also have come up with that explanation myself..didn't think of it, luckily it didn't matter since he made his save anyway..and then walked towards you ;)

Nivik summons a sheet of flame that washes over the 2 thugs
Reflex save other one: 1d20 + 2 ⇒ (15) + 2 = 17
Reflex save +: 1d20 + 2 ⇒ (14) + 2 = 16
..one of them seems to be able to dodge out of the way slighlty while the other one takes most of the flames full against his body.

Hawk then follows up his longspear attack with a smack from his morning star...dropping the closest thug

init
Tarquin
Remaining Thug
You guys again

Damage other one: 18

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

"You might want to give up little man. We might let you go if you give us some useful information."
intimidate: 1d20 + 12 ⇒ (3) + 12 = 15

Scarab Sages

The remaining thug does seem to be a bit intimidated by Tarquin (it takes a minute to intimidate someone into doing what you want..the only thing you can do as standard is make him shaken)

The thug takes a step forward and swings his spiked chain at Hawk to hit Hawk AC: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 but he only manages to have Hawk sidestep easily before the chain hits the wall and bounces off

You guys
The thug if for some reason he makes it another round

Damage Thug: 18

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Hawk tries to clobber the remaining thug, striking again with his morning star.

5' step

Attack - PA: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19
Damage + PA: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Nivik uses Fire Jet, DC 15 Reflex for half damage (not negate, I goofed earlier): 1d6 + 1 ⇒ (6) + 1 = 7 once again! Use 2 of 7 today.

I also forgot about the ongoing damage but I think that guy is dead anyway.

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

Yeah sometimes adventures give some leeway in that you can make a diplo or intimidate checks to avoid combat, so no harm in trying. Shaken is also good. I think he will go down anyway with Hawk clobbering him.

Scarab Sages

@Tarquin, if he would run from combat ..I'd allow it..but these guys hold grudges and fight till the dead according to their morale

Hawk swings his morning star through a wide arc and caves the side of the thugs skull in..dropping him to the floor.

Out of combat, save your fire jet use Nivik

As you look around the area and loot the bodies you find:
2 spiked chains, 2 leather armors, 1 though leather apron (counts as leather armor) 2 acid flasks, 4 alchemist’s fire, 2 smokesticks, 2 tanglefoot bags, 2 thunderstones, and 4 vials of filth fever tonic. . Sitting open on the workbench is a large tome titled Toxins and Countermeasures, written by Giacomo d’Enzinas (just flavor, it's an old faction mission). The alchemical materials on the workbench constitute an alchemist’s lab, plus 240 gp worth of raw materials for Craft (alchemy).

There is only one way to travel upstream from here: an eastward-running major passage that exits the area in the northeast corner. This tunnel runs for a considerable distance before reaching the next sewer junction.

Feel free to distribute the things you found as you see fit (and heal if needed), going to post the next description already since there's no other way for you to go ..unless you decide to go back the way you came.

Scarab Sages

Ahead is a junction where a smaller sewer line once joined the main passage. The ceiling of the smaller passage partially collapsed, filling most of that tunnel with rubble. The surface of the rubble pile seems to shift strangely and closer examination reveals thousands of tiny vermin fleeing into cracks and shadows.

The area of rubble is difficult terrain to traverse.
Although the stones block the tunnel, some sewage does manage to trickle through.

(There is no light source here, so you'd need to bring your own if you want to see anything.)

DC 20 Knowledge (engineering):

The ceiling here is stable, having already collapsed as much as it is likely to.

DC 20 Knowledge (dungeoneering):

You think that a hollow point in the ceiling above the rubble could present a bigger danger as it traps sewer gas.

As you approach a LOT of small beetles start to crawl out from under the rubble and start to crawl and/or skitter towards you

Going to wait with rolling inattentive so you can catch up and divide what you got, but it comes down to your are going to fight a swarm in a small tunnel. I've put a link to the map up top..feel free to change the marching order if you feel it's needed.

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

I'd split the alchemist items between the two alchemists since they can use them the best. Also I wanted to chug my mutagen after the combat, we will probably find more thugs down here. With his mutagen up Tarquin often takes the lead as he can't wait to tear something up.

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