[PFS PbP GameDay4] The Fox's Fires of Karamoss (Inactive)

Game Master The Fox

Successes:

Portal 1 ■■■■ □
Portal 2 ■■■■
Portal 3 □■■■
Portal 4 ■■■■
Portal 5 ■■■■

Venture-Captain Shevala Iorae
Fires of Karamoss overview map
Fires of Karamoss tactical map


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Korvosa map | Green Market map

A large multi-legged construct hangs from the ceiling. "Good afternoon," it greets you with a strange, almost metallic voice (SFX). Two of its three eyes glow blue for a moment before making an unusual sound (SFX).

"Please indicate your designation and current command protocol."

Knowledge (engineering) Blarth and Dimble get +5

DC 25:
This is a director droid, a model of robot. It is a construct with the robot subtype. They have hardness 10, are vulnerable to critical hits and electricity, and can see in all directions simultaneously.

DC 30:
Director droids are able to take command of other robots, and issue orders directly. They are also able to repair robots using their own supply of nanites.

DC 35:
Director droids have electomagnetic and electrostatic pads in their feet which allow them to climb any surface—even upside down—without needing to make a climb check.

DC 40:
Director droids are equipped with laser rifles integrated into their bodies. These rifles deal 2d6 points of fire damage and have a range increment of 150 ft.

"Are you designated as maintenance units? Maintenance request—please assist. Begin command protocol. Open Forge power core access doors. End command." (SFX)

Edit: there is now a picture of the creature on the Overview Map.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 12 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Knowledge Engineering 1d20 + 10 ⇒ (14) + 10 = 24

Tess looking around, exchanged glances with the other party members. Not knowing how to deal with the new tangled technology, she decided to wait for one of the more 'modern' characters to advise if they could talk their way through this strange mechanical creature.

Grand Lodge

Male Gnome Alchemist 9| HP 58 | AC 23; Touch 16; FF 21 | F +7; R +8; W +5 | CMB+6; CMD 21 | Speed 20 ft | Init +2 | Perc +15 | Stealth: +6 Alchemist 8

Know engineering: 1d20 + 22 ⇒ (16) + 22 = 38

"Good afternoon to you too. I'm Dimble these are my friends. This place is very interesting. Are there anymore like you? I've meet a few like you before."

Dimble turns to the party.

"He's a director droid."

The Exchange

2 people marked this as a favorite.
HP: 50/52|AC:20 T:15 FF:15,| CMD: 17 | Fort: +7, Refl: +16, Will: +9 | Perc: +7, Init: +8, Speed 35ft| 5 of 5/day Panache,15/19 Performance NG Aasimar Bard/Swashbuckler/Ranger, +1 Keen Mithril Scimitar +11, 1d6 + 6, 15-20, x2.
Spells per day:
1: 5/5, 2: 2/3

Harmonious will use his Timely Inspiration to add +2 to Dimble's Roll making it a 40!

"Dimble, I don't think that's all ya know!

The Exchange

1 person marked this as a favorite.
[retired]

Barth looks at his mechanics outfit, "Yup! Maintenance! That's us!"

Knowledge (engineering): 1d20 + 17 ⇒ (17) + 17 = 34

Barth looks around at the exits to see which might be this "Forge power core access door".

"Come along... Maintenance Unit Shorty and Maintenance Unit Blondy... And Maintenance Unit Tin Man... You, too, Tessa."

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 12 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tessa smirks again. She was used to being the smartest one in the room...on this one, however, all the roles were reversed. "Lead on, my scholars. I'm swimming in your wake for the time being."

The Exchange

2 people marked this as a favorite.
[retired]

Barth whimpers.

"Sorry. I ate pork and beans for breakfast."

The Exchange

HP: 50/52|AC:20 T:15 FF:15,| CMD: 17 | Fort: +7, Refl: +16, Will: +9 | Perc: +7, Init: +8, Speed 35ft| 5 of 5/day Panache,15/19 Performance NG Aasimar Bard/Swashbuckler/Ranger, +1 Keen Mithril Scimitar +11, 1d6 + 6, 15-20, x2.
Spells per day:
1: 5/5, 2: 2/3

"So what's your purpose here Mista Directa? We are looking for the Robot Makin' place."

Harmonious will walk up and around him getting a good look at the robot, of course still having his scimitar drawn.


Korvosa map | Green Market map

"My designation is Tig-Zero. My primary protocol is oversight of Forge power control systems in service of Lord Karamoss." Tig-0 explains, walking down the wall to stand before Harmonius.

He then scans the aasimar's scimitar with his bright blue illuminated eyes. (SFX)

Tig-0 turns to Bartholomäus and points to the door across the room from the levitator (SFX), "Begin command protocol subroutine. Request priority ONE; override all previous designations. Begin new designation: return with director unit Tig-0 to Forge power control station. Complication: main access route malfunction—please assist. Immediate objective: clear access route. Confirm new designation? End subroutine." (SFX)

The Exchange

[retired]

Whispering to the rest of the group, "I think it wants us to clear the path ahead. Maybe just some fallen debris?"

Cocking his head to the side but standing rigidly, Barth lets out a mockingly static imitation of the robotic voice. "New designation confirmed. Beginning new objective."

Barth wanders over to the door, drawing his double-barreled pistol as he does so. He leans up against the wall, next to the access console.

"We ready for this?"

Dark Archive

AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day:
5-4/4 4-7/7 3-7/8 2-8/8 1-8/8
Spells Active:
MA, Heroism, FoM, Heightened Awareness
Human Psychic/10

Psychic Reading is not a mind-affecting spell, so it would still work even on a construct. From the sound of it, it's essentially a magically-enhanced cold read. I just need to get a 20 on my sense motive check.
Psychic Reading: 1d20 + 11 + 6 ⇒ (2) + 11 + 6 = 19
Ugh, nevermind.

Psycho Mantis strains to try to uncover some useful information from this strange creature. Because it is so foreign to him and acting strangely on top of that, he keeps coming up just short of discovering anything.

"A strange creature...does he think we are robots like him? Interesting...."

Psycho Mantis's eyes narrow, and a faint smile can be heard in the pitch of his voice.

"Maybe he wants us...to clear something...more sentient...."


Korvosa map | Green Market map

Psychic reading only affects humanoids anyway. But that Sense Motive check is still useful.
Barth and Psycho Mantis understand that Tig-0 is asking for help opening the door.

Dark Archive

AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day:
5-4/4 4-7/7 3-7/8 2-8/8 1-8/8
Spells Active:
MA, Heroism, FoM, Heightened Awareness
Human Psychic/10

Ah, damn. I forgot to check the target line >_<


Korvosa map | Green Market map

No worries. I only caught it because the description uses the word "person" instead of "creature" which would be more typical for a spell description. That triggered the thought that I should check the target line. :)

The Exchange

HP: 50/52|AC:20 T:15 FF:15,| CMD: 17 | Fort: +7, Refl: +16, Will: +9 | Perc: +7, Init: +8, Speed 35ft| 5 of 5/day Panache,15/19 Performance NG Aasimar Bard/Swashbuckler/Ranger, +1 Keen Mithril Scimitar +11, 1d6 + 6, 15-20, x2.
Spells per day:
1: 5/5, 2: 2/3

"Barty, I'm ready when you are, let's open this baby up!"

Harmonious stands with his scimitar ready for the door to be opened. He'll light his wayfinder even though he doesn't need it.


Korvosa map | Green Market map

The door seems to be unpowered, the palm pad does not respond. A Strength check (DC 25) will be required.

The Exchange

[retired]

Barth breaks out a set of mundane Masterwork Thieves Tools, which contain an un-mundane Brown Electronic Pick.

Any chance I can jury rig it or Disable Device?

Disable Device: 1d20 + 14 ⇒ (19) + 14 = 33 (9/10 charges left on E-Pick)

Otherwise I'll Aid Another on the Strength check, and expend a round of Rage while doing so.

Strength Check to Aid Another: 1d20 + 3 ⇒ (11) + 3 = 14


Korvosa map | Green Market map

You can jury-rig it with that Disable Device check if you either: (1) succeed on a DC 30 Knowledge (engineering) check to reroute power from the wall; or (2) sacrifice a fully-charged battery. You get a +5 bonus on the Knowledge (engineering) check for Technologist. Either method requires 1d4 minutes to complete, and if you fail the Knowledge (engineering) check, you can still use the battery if you'd like.

There! I'm happier with that ruling than with my original. :)

The Exchange

4 people marked this as a favorite.
[retired]

Barth starts panting, his tongue dripping with moisture akin to a human sweating under pressure.

Knowledge (engineering): 1d20 + 12 + 5 ⇒ (20) + 12 + 5 = 37
Time (minutes): 1d4 ⇒ 2

CRIT!!


Korvosa map | Green Market map

Nice!

With the aid of his trusty e-pick, Barth is able to reroute power to the access door. (SFX) The door opens part way, then stops with an alarm (SFX) and a shower of sparks (SFX).

Beyond the door, junk is piled up blocking further passage. Small creatures can pass through the opening, and Medium creatures can do so with a DC 10 Escape Artist check. Large creatures—such as Tig-0—would have difficulty continuing down this passage.

You believe it would take several minutes to clear away enough of the junk pile for Tig-0 to continue down this passage.

GM Screen:

Perception, Blarth: 1d20 + 12 ⇒ (5) + 12 = 17

Tig-0 steps forward, examines the work of Barth, and issues a new directive. "Primary objective: open access tunnel door: terminated. Secondary objective: remove Forge level debris. Begin new command subroutine: Maintenance Unit Shorty, Maintenance Unit Blondy, Maintenance Unit Tin Man, Maintenance Unit Tessa; remove Forge level debris. Clear access to Forge core. End subroutine."

The Exchange

[retired]

Barth plops his booty down on the floor, obviously exhausted.

"Haha! Hear that? He's giving me a break!"

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 12 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tessa looks around. "I think even I understood that. We need to clear the passage. Any of you modern technology boys have any ideas on how to do that other than brute force? That'll take a good long while to clear, I think."

Tess waits until another goes first, then tries to squeeze through the opening behind them.

Escape Artist, take ten if possible for a 13. If not, then 1d20 + 3 ⇒ (8) + 3 = 11

The Exchange

HP: 50/52|AC:20 T:15 FF:15,| CMD: 17 | Fort: +7, Refl: +16, Will: +9 | Perc: +7, Init: +8, Speed 35ft| 5 of 5/day Panache,15/19 Performance NG Aasimar Bard/Swashbuckler/Ranger, +1 Keen Mithril Scimitar +11, 1d6 + 6, 15-20, x2.
Spells per day:
1: 5/5, 2: 2/3

"Hah, maybe it'll be easier to take apart from the other side. I'll check it out first, I'm pretty nimble if you haven't noticed."

Harmonious will squeeze through the gap in the rubble and report back to his group what he sees, hollering if necessary.

Escape Artist: 1d20 + 9 ⇒ (14) + 9 = 23

Dark Archive

AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day:
5-4/4 4-7/7 3-7/8 2-8/8 1-8/8
Spells Active:
MA, Heroism, FoM, Heightened Awareness
Human Psychic/10

Psycho Mantis follows after Harmonius, his skeletal body contorting painfully.

"We move on ahead...for the time being...we can clear the way back...if we need the robot."

Psycho Mantis has a +10 escape artist, so he can get through the passage without rolling


Korvosa map | Green Market map

Harmonius, Tessara, and Psycho all squeeze through the rubble.

GM Screen:

Perception, Harmonius: 1d20 + 7 ⇒ (7) + 7 = 14
Perception, Tessara: 1d20 + 12 ⇒ (20) + 12 = 32
Perception, Psycho: 1d20 + 11 ⇒ (18) + 11 = 29

Harmonius looks things over and believes it will take a little while—maybe ten minutes or so—to clear this junk out of the way of the doors. The hallway continues beyond for maybe 100 feet.

While squeezing through the gap, Tessara notices a skymetal coffer shoved carelessly into the pile of scrap.

If you open the coffer:
You find:
  • Three small metalic cylinders—one yellow and two blue. Each has a dial at one end with a red button in the center of the dial.
  • A strange black metal rod, about a foot long, with a crystal on one end and a black button on the other.
  • A surprisingly light pair of slender, silvery bracelets.

The Exchange

HP: 50/52|AC:20 T:15 FF:15,| CMD: 17 | Fort: +7, Refl: +16, Will: +9 | Perc: +7, Init: +8, Speed 35ft| 5 of 5/day Panache,15/19 Performance NG Aasimar Bard/Swashbuckler/Ranger, +1 Keen Mithril Scimitar +11, 1d6 + 6, 15-20, x2.
Spells per day:
1: 5/5, 2: 2/3

"Ah guys, it'll only take like 10 minutes to clear the way, we should do it for our little buddy. He probably misses his factory."

Harmonious gazes down the hallway, wondering what is beyond the edges of his darkvision.

Already I miss Saranrae's warmth, I'm not cut out for these underground missions

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 12 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess elbows the two boys. "Look at that coffer there. Everything else here looks like junk, but there might be something in there. Either of you good at looking for traps?"

Assuming neither of them respond affirmatively, Tess looks for any nonmagical traps that might be present.

Perception 1d20 + 12 ⇒ (12) + 12 = 24


Korvosa map | Green Market map

Tessara does not find any traps. Anyone can find magical traps. You need Trapfinding to disarm them.

Perception, Harmonius: 1d20 + 7 ⇒ (10) + 7 = 17
Perception, Psycho: 1d1 + 11 ⇒ (1) + 11 = 12

Neither Harmonius nor Psycho see any traps either, upon first glance in the direction that Tessara is pointing.

You may try again if you'd like, or even take 20 if you are paranoid about it.

The Exchange

HP: 50/52|AC:20 T:15 FF:15,| CMD: 17 | Fort: +7, Refl: +16, Will: +9 | Perc: +7, Init: +8, Speed 35ft| 5 of 5/day Panache,15/19 Performance NG Aasimar Bard/Swashbuckler/Ranger, +1 Keen Mithril Scimitar +11, 1d6 + 6, 15-20, x2.
Spells per day:
1: 5/5, 2: 2/3

"I doubt it's trapped, its a pile of rubble!"

Harmonious will walk over, have one final look while acting out being an investigator, using a round of performance to inspire competence for a bonus to perception. Perception + Competence: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12

And since it looks overwhelmingly clear that it is not trapped he'll motion for his allies to stand back a bit and pluck the coffer out of the rubble.


Korvosa map | Green Market map

It seems safe.

Dark Archive

AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day:
5-4/4 4-7/7 3-7/8 2-8/8 1-8/8
Spells Active:
MA, Heroism, FoM, Heightened Awareness
Human Psychic/10

I'm gonna reroll my perception just because you accidentally used a d1 for it.

Perception: 1d20 + 11 ⇒ (11) + 11 = 22

What do I need to roll to identify what's in the coffer?


Korvosa map | Green Market map

Oops! I grabbed the wrong die. :) Sorry about that. It isn't trapped. Knowledge (engineering) with Technologist are required to identify them. Barth and Dimble can attempt. Here are the DCs in order:

Yellow cylinder, DC 20:
FLASH GRENADE
A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder's next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20-foot-radius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.

Flash Grenade: Blinds creatures for 1d4 rounds (DC 15 Fortitude save negates).

Blue cylinders, DC 20:
ZERO GRENADE
A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder's next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20-foot-radius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.

Zero Grenade: Deals 5d6 points of cold damage.

Rod, DC 16:
FLASHLIGHT
Slot none; Weight 1 lb.; Capacity 10; Usage 1 charge/8 hours
When activated, a flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.

Bracelets, DC 27:
BROWN FORCE FIELD
Slot wrist; Weight 1 lb.; Capacity varies; Usage 1 charge/minute
Force fields are powered by a surprisingly light pair of slender, silvery bracelets. When activated as a standard action, dozens of tiny biofeedback needles pierce the wearer's arms to interface with the nervous system; this process is somewhat painful and the wearer must succeed at a DC 15 Fortitude save to avoid being dazed for 1 round as the force field is activated. Once active, the device generates an invisible and intangible field of force around the target. The force field blocks solids and liquids, but not gases or light (including laser beams). The user of a force field can still breathe, but she cannot eat or drink.

Activating a force field is a standard action that consumes 1 charge, after which point the field consumes 1 additional charge every minute it remains active. While a force field is active, the user gains a number of temporary hit points that varies depending on the force field's power. All damage dealt to the wearer of a force field is subtracted from the temporary hit points it grants first. As long as the force field is active, the wearer is immune to critical hits (but not precision-based damage, such as sneak attacks). A force field has fast healing that replenishes its temporary hit points at a fixed rate each round, but if the force field's temporary hit points are ever reduced to 0, the force field shuts down and cannot be reactivated for 24 hours. Force fields are automatically reduced to 0 hp by disintegration effects. A force field can be deactivated as a free action.

Brown: Capacity 10, Temp hp 5, fast healing 1

The Exchange

[retired]

Barth stands, stretches, and pulls out his Wayfinder. Clicking it on, he peers through the narrow opening to gaze at the technological items.

"Oh! Wowzers. I've only read about those before..."

Yellow Cylinder: 1d20 + 12 + 5 ⇒ (4) + 12 + 5 = 21
Blue Cylinder: 1d20 + 12 + 5 ⇒ (7) + 12 + 5 = 24
Black Rod: 1d20 + 12 + 5 ⇒ (1) + 12 + 5 = 18
Bracelets: 1d20 + 12 + 5 ⇒ (20) + 12 + 5 = 37

...Barth explains each item in detail...

"...and that's why I'll be carrying the flashlight."


Korvosa map | Green Market map

Nefreet, you don't get a +5 bonus on these Knowledge (engineering) checks, as far as I know.

I believe you only succeeded on the bracelets. Harmonius could use a timely inspiration to let you succeed on the blue cylinders, however.

The Exchange

[retired]

Oh! Okay. I was getting the impression this scenario was giving out +5 for having the feat. Drat.


1 person marked this as a favorite.
Korvosa map | Green Market map

For some checks it is. I will call it out when that's the case. :)


3 people marked this as a favorite.

"The RoboFox GM 2.0.1 bot player program has come online. Player character unit Dimble has been running in idle mode for over 48 hours. The RoboFox GM 2.0.1 program will now exectute Dimble's dice rolling subroutine."

Knowledge (engineering), yellow cylinder: 1d20 + 17 ⇒ (11) + 17 = 28
Knowledge (engineering), blue cylinders: 1d20 + 17 ⇒ (15) + 17 = 32
Knowledge (engineering), rod: 1d20 + 17 ⇒ (9) + 17 = 26

Dimble successfully identifies the remaining items.

The Exchange

[retired]

"Hey, guys? I coulda sworn I heard an alarm go off when we opened the door... Tig-Zero, there aren't any security protocols that will interfere with our current objective... Right?"


Korvosa map | Green Market map

The alarm was just because the door didn't open all the way.

Also, I forgot to mention that the flashlight and the brown force field are both timeworn.


Korvosa map | Green Market map

Tig-0 pokes its head through the gap. "Maintenance units: resume clearing main access tunnel." It then looks at the coffer and its contents, "The flashlight and grenades are not tools required for directive request. Resume subroutine."

The Exchange

1 person marked this as a favorite.
[retired]

Barth gets excited upon noticing that the items are timeworn.

There's only a 20% chance of them glitching if he plays with them, rather than the normal 50%.

He begins sucking in his gut and squeezing through the door.

Escape Artist, Take 20: 20 + 3 = 23

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 12 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

If no one claims it, Tess will grab the grenade.

"Quite interested to see what craziness this little device can hand out. If I could show the village this, why there no way in the world they'd ever believe it," she laughs, still spinning from her new discoveries today.

An old elf can learn new tricks, I suppose!

The Exchange

HP: 50/52|AC:20 T:15 FF:15,| CMD: 17 | Fort: +7, Refl: +16, Will: +9 | Perc: +7, Init: +8, Speed 35ft| 5 of 5/day Panache,15/19 Performance NG Aasimar Bard/Swashbuckler/Ranger, +1 Keen Mithril Scimitar +11, 1d6 + 6, 15-20, x2.
Spells per day:
1: 5/5, 2: 2/3

Barth should probably take the force fields as well. I am eager to see what other technological mysteries are to be found. Should we get to moving this rubble now?

Harmonious can't really help move rubble unfortunately, he is rather weak.

Dark Archive

AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day:
5-4/4 4-7/7 3-7/8 2-8/8 1-8/8
Spells Active:
MA, Heroism, FoM, Heightened Awareness
Human Psychic/10

Psycho Mantis makes no effort to take any of the technology items.

"My greatest weapon is...here...."

He taps the side of his head.

"I will take the trinkets...only if no one else needs them...."

Psycho Mantis is probably not the best person to take the grenades because he doesnt have any ranged feats and only has an okay dex, and Barth is clearly the best person for the timeworn things


Korvosa map | Green Market map

Are you guys going to continue digging out a passage for Tig-0, or do you want to continue down the hallway without him?

Grand Lodge

Male Gnome Alchemist 9| HP 58 | AC 23; Touch 16; FF 21 | F +7; R +8; W +5 | CMB+6; CMD 21 | Speed 20 ft | Init +2 | Perc +15 | Stealth: +6 Alchemist 8

My bad. The paizo site was giving me trouble over the weekend.

Dimble looks over the tech items.

"A few trinkets are fine I guess. Anything neat? My uncle had a magic spoon once? Anything like that? I'll check too!

Perception: 1d20 + 12 ⇒ (1) + 12 = 13

Dark Archive

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AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day:
5-4/4 4-7/7 3-7/8 2-8/8 1-8/8
Spells Active:
MA, Heroism, FoM, Heightened Awareness
Human Psychic/10

Psycho Mantis already gave his opinion that we should leave the robot behind. I personally would rather bring him because who doesnt want to have an apparently malfunctioning robot companion to intereact with?


Korvosa map | Green Market map
Dimble alchemist wrote:
My bad. The paizo site was giving me trouble over the weekend.

No worries. :) They are having issues right now. I think they don't know what is causing the problems still. I only bot'd you to keep the game moving. It was just some knowledge checks, so I figured it would be ok.

You don't find anything else here.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 12 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"I say we bring the robot with us. I've never interacted with anything like it before. Could be an important life experience and all..."

The Exchange

[retired]

After Barth squeezes through and takes a breather he scans the rubble.

"Oh, man, this'll be about as bad as that one time we had to comb through the desert..."

He sets to doing the minimum work possible so as to clear a path for Tig-Zero.

"We should bring him with us! Or, her? It? I mean, think of all the information that's compiled in that... Body. We could learn a lot about this place! Robots aren't so bad once you understand them."

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