PFS PbP GameDay IV: 7-02 - Six Seconds to Midnight (Tier 3-7) (Inactive)

Game Master Baerlie

Part of Gameday IV

Map

Ini:

[dice=Ini Oloch]1d20+3[/dice]
[dice=Ini Archibald]1d20+8[/dice]
[dice=Ini Lucia]1d20+3[/dice]
[dice=Ini S'Slarn ]1d20+2[/dice]
[dice=Ini Shagratt]1d20+5[/dice]
[dice=Ini Yoshi]1d20+3[/dice]

Subtier 6-7


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Grand Lodge

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Please dot here if you are invited.

Liberty's Edge

Male Rng 6/Ftr 1 | HP 53 | AC 22; Touch 16; FF 17 | F +9; R +11; W +4 | CMB+10; CMD 26 | Speed 30 ft | Init +5 | Perc +11 | Stealth: +14 Ranger 6/Figter 1

dot (qstor's PC)

Liberty's Edge

Male Human Healer/ Warrior 10

Completely forgot about signing up for this one! Is it ok if I play a pregen?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Fine for me :)


In that case, I am bringing Oloch.

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

Dot!

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Dot!

Grand Lodge

Female Elf Fighter 2/Wizard 4 Hp: 41/41 | AC: 16 +4 If shield is active| FF: 13 | T: 13 | CMD: 18/15 FF | For: +6 | Ref: +5 | Will: +5 | Init: +3 | Perc: +10 | Sense Motive: +0 | Diplomacy: +1| Bow at hand

Dot
I have to apply two cronicles to the character and I think i will reach level 7.

Sovereign Court

Male Human Bard (Arcane Duelist) 10 | Bardic Music: 11/25 | HP: 67/76 AC: 32 CMD: 28 CMB + 8 | F: 9 R: 13 W 10 ( 12 vs Charm and compulsion) | Perception: -1 Sense Motive: -1 | Init +8

dot

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The incessant beat of hammer against anvils and weaponry greets entrants into Smine’s Weaponworks, a smithy of great repute in the town of Tymon in the River Kingdoms, along with an oppressive wave of heat and the acrid smell of coal. A broad-shouldered dwarf, face and arms smudged with soot from the furnaces, smiles broadly, proclaiming in a voice harsh with years of yelling, "Ah! I was expecting you lot! Step inside my office. I have refreshments."

He steps inside a cozy office, gesturing at several chairs, ranging from an overstuffed chaise to a sparse and undecorated rocking chair. After rinsing his face off in a nearby basin of water, he pours out several glasses of water, immediately quaffing one for himself before refilling it and sitting down to his desk. "Venture-Captain Holgarin Smine, at your service. Guessing the Lodge got my message. You don’t look too fresh-faced for this mission." Finishing the rest of his drink, he wipes the corner of his mouth with a clean cloth.

"I’ll be q uick about it. You’ve got ab it of travel a head of you. One of the mayors of Uringen, Lady Aurelia Ogden, wants the Society’s help — with an experiment she’s been doing. The clock tower of Uringen has drawn all sorts of researchers. It hasn’t worked quite right from the get-go. It makes a whole piece of the town disappear. Four clock faces, each with a different way of counting time. All displaying a
different time — until now. The mayor thinks that those faces might finally join up. What’s going to happen when it does is anybody’s guess. She doesn’t have the staff she needs to record it properly. That’s where the Society comes in."

"Uringen’s alchemical goods are some of the best. In exchange for recording the experiment’s effects, and dealing with unexpected issues, Mayor Ogden will give the Society a discount. But there’s something else that the Society wants. You heard about the mishap with the Sky Key? How it’s not working correctly? Turns out, that clock tower might have something that can fix it. Scholars call that something ‘temporal essence.’ Fetch at least one vial of the stuff. Ogden says the best time to collect it is in the middle of the clock face alignment. I’ve arranged for travel to Embeth Forest. When you get there, you’ll be meeting Jamel Visser. Visser’s the leader of the local forest guides. They call themselves the Embeth Travelers. Don’t dawdle. You’ve got to make it to Uringen before the clock faces align. The boat will get you to Visser in a little over 2 weeks if you don’t run in to trouble. The clocks align in 3 weeks. Any questions…or refills?"

Kn. arcana/history/local DC 15:
Uringen’s alchemists are renowned through the Inner Sea for the effectiveness of their elixirs and potions. The clock tower that stands in the center of Uringen doesn’t tell the same time on all its faces, and one of the faces always spins wildly out of control.

Kn. arcana/history/local DC 20:
The town of Uringen was founded in 4637 ar by an Ulfen skald name Birji Uringen.

Kn. arcana/history/local DC 25:
The grig Mather Nithra has made numerous threats on the people of Uringen as well as on travelers through Embeth Forest.

Kn. arcana/history/local DC 30:
Uringen’s clock tower was built on top of an ancient fey circle by one of Uringen’s founders, Rhona Ambros, using stolen notes.

Liberty's Edge

Male Rng 6/Ftr 1 | HP 53 | AC 22; Touch 16; FF 17 | F +9; R +11; W +4 | CMB+10; CMD 26 | Speed 30 ft | Init +5 | Perc +11 | Stealth: +14 Ranger 6/Figter 1

A tall half orc with a large rat perched on his backpack sits chewing something in the meeting room. A large worn unstrung elm bow sticks out from the back, bits of water buffalo horn visible in its belly. He raises a small wooden cup to his mouth. Small pointed tucks are visible in his mouth. He quietly spits in the cup and continues chewing. Then pauses and asks.

"Can we expect any trouble along the way?"

Do we know about the Aspis attack on the Grand Lodge?

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

knowledge(local): 1d20 + 3 ⇒ (5) + 3 = 8

Yoshi holds his glass out for a refill.
"We are getting to Uringen in three weeks to be helping with problems caused by magical clock. While being there, we are to collect temporal essence.

Repeats back Yoshi.

"How is essence to be collected, and from where are we to find it?"

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

S'slarn has no knowledge of any of those things, and will simply follow the VC's orders, prepping for a long trip over water.

Sovereign Court

Male Human Bard (Arcane Duelist) 10 | Bardic Music: 11/25 | HP: 67/76 AC: 32 CMD: 28 CMB + 8 | F: 9 R: 13 W 10 ( 12 vs Charm and compulsion) | Perception: -1 Sense Motive: -1 | Init +8

Archie, thumps the hilt of his dueling blade with his fingers making a drumming sound. His slicked back hair and fine clothing showcase his status as nouveau riche as all that he wears is brand new, freshly taxidermed snow fox pelts adorn his belt, which he seems proud of as they were his own creations.

What do we know about these forest folk, their leader in particular. Anything in particular we should know in our attempts to transact smoothly with him?

Grand Lodge

Female Elf Fighter 2/Wizard 4 Hp: 41/41 | AC: 16 +4 If shield is active| FF: 13 | T: 13 | CMD: 18/15 FF | For: +6 | Ref: +5 | Will: +5 | Init: +3 | Perc: +10 | Sense Motive: +0 | Diplomacy: +1| Bow at hand

She is and elf, blond long hair and blue eyes. She wears light armor and carries a Composite long bow and an efficent quiver. Dressed in green clothes looks more like and explorer than and wizard, and her two hand curven elven sword doesn´t help.

She looks like she is pondering after the venture capitan explanation.

K Arcana: 1d20 + 9 ⇒ (8) + 9 = 17
K History: 1d20 + 8 ⇒ (2) + 8 = 10
K Local: 1d20 + 8 ⇒ (11) + 8 = 19

If not permited I will only use Arcana.


No applicable skills

Oloch sits quietly through the briefing. Smiling at the consternation that his companions show for the possibility of battle, he looks up and says "What battles we may face are in Gorumn hands, and may we be worthy of the justice he meets out.

Lol.. I really don't have anything that has not been asked already.

Sovereign Court

Male Human Bard (Arcane Duelist) 10 | Bardic Music: 11/25 | HP: 67/76 AC: 32 CMD: 28 CMB + 8 | F: 9 R: 13 W 10 ( 12 vs Charm and compulsion) | Perception: -1 Sense Motive: -1 | Init +8

Knowledge History: 1d20 + 10 ⇒ (14) + 10 = 24

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

No, you don't know about the Aspis attack on the grand lodge. You think the Sky Key is still there.

"The area is full of feys. That's all I know. Maybe you better ask Visser. He knows more. At the top of the clock tower, between the gears of the clocks, a thick, silver-gold substance drips out, crackling with arcs of red and blue. You can collect this essence in a vial." Smine tries to anser Shagratt's and Yoshi's questions.

"The Embeth Travelers get folks to and from Uringen safely. I’d heed Visser's word about anything. With the fey thick in those woods, I’d take precautions against them too. Good man, though. He doesn’t have much use for coin. We’ll be paying him in more useful goods." Smine nods toward a collection of weapons hanging from the wall.

You may do some shopping before you head out.

Sovereign Court

Male Human Bard (Arcane Duelist) 10 | Bardic Music: 11/25 | HP: 67/76 AC: 32 CMD: 28 CMB + 8 | F: 9 R: 13 W 10 ( 12 vs Charm and compulsion) | Perception: -1 Sense Motive: -1 | Init +8

Archie nods sagely "Feys...got it, bring the cold iron rapier out of storage for this mission."

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

"Mosssst fey are no harder to grapple and squeeze than humanssss.. but I may wish to purchase a cold iron weapon anyway."

S'slarn will purchase some cold iron brass knuckles, just incase. Cost is 2 gp.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

"Fey are being hurt by Cold iron?" asks Yoshi, showing his ignorance.

Can I get some cold iron gauntlets to give my unarmed attacks the cold iron type? If so, how much would they be? I'm thinking something chain mailish rather that solid as that is more Yoshi's

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

I think so yes, otherwise cold iron gauntlets would not make sense. But please correct me if I'm wrong! PRD: "Weapons made of cold iron cost twice as much to make as their normal counterparts." so the gauntlets would cost 4pg per single gauntlet (normal ones cost 2gp).

After you got your equipment you meet up at the docks to get aboard the Arctic Mist. The boat's already been paid for.

After an uneventful trip along the Sellen River, you arrive near the edge of the Embeth Forest, where Jamel Visser and his group of Travelers are waiting for you.

A sturdy wooden pier stretches over the western bank of the fast-moving river, where a river barge offloads several crates of labeled goods. Nearby, a camp laid out in a rough semicircle bustles with activity, its borders marked off by covered wagons and tarpaulins. Water from a recent downpour collects in the canvas’ folds and in puddles on the ground. Travelers are at the pier, greeting you friendly.

Liberty's Edge

Male Rng 6/Ftr 1 | HP 53 | AC 22; Touch 16; FF 17 | F +9; R +11; W +4 | CMB+10; CMD 26 | Speed 30 ft | Init +5 | Perc +11 | Stealth: +14 Ranger 6/Figter 1

"Hello...We've been sent by Holgarin. I'm Shagratt."

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

S'slarn follows along, keeping quiet as his snake-like appearance normally hinders more than it helps in social situations.

FYI, I'm going to be at a work conference starting tomorrow through Friday, so my posting will be spotty (I'll do my very best to update all my games every night after I get back to my hotel, but I can't guarantee it). Feel free to bot me to move things along.

Grand Lodge

Female Elf Fighter 2/Wizard 4 Hp: 41/41 | AC: 16 +4 If shield is active| FF: 13 | T: 13 | CMD: 18/15 FF | For: +6 | Ref: +5 | Will: +5 | Init: +3 | Perc: +10 | Sense Motive: +0 | Diplomacy: +1| Bow at hand

She answers: "Hello"

She looks around nervously while staying near her companions for the mission.

Ahhhh, how good will be to travel through the woods, I don´t really like to stay at places full of people. .

When spoken she will replay with few words.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi actually also buys a cold iron cover for his boot. All the better for stomping on people with. I'm guessing this would cost the same as the gauntlet as its purpose is the same, just deals with the limb he often does damage with.

Yoshi looks around at the group of travelers, and makes sure his purse is well secured.

"Greetings to you. I am being Yoshi!" he says.

Sovereign Court

Male Human Bard (Arcane Duelist) 10 | Bardic Music: 11/25 | HP: 67/76 AC: 32 CMD: 28 CMB + 8 | F: 9 R: 13 W 10 ( 12 vs Charm and compulsion) | Perception: -1 Sense Motive: -1 | Init +8

Archie will take a deep bow and present a writ he wrote himself explaining the situation as described by the venture captain Hello there, honorable forest guide. I am Baron Archibald Peck, esquire and I am here today on behalf of the Pathfinder Society. We have quite the issue before us I am told, which I have laid out in plain text in this here writ but in the meantime, allow me to cut to the chase because time is short - we would be grateful to you if you could lead us to Uringen post-haste so we can complete our time sensitive objectives.

Perform Oratory: 1d20 + 12 ⇒ (1) + 12 = 13

Archie will loose his shield and his rapier from his back so both are handy and will bend over to change from his presentable boots into his outdoors boots and then will await his benefactor's response.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

"Ah, the Pathfinders Holgarin sent! You are here to meet Jamel Visser, for sure!" the man at the pier says and directs you to a man wo his standing by the central campfire. Dressed in plain forester’s garb, as well as a worn but well-kept suit of leather armor and a longbow, he listens to two scouts with a pensive look on his face.

At your approache, he turns to greet you.

"Well met, travelers. My name is Jamel Visser. Smine sent word of your arrival, expressing the urgency of your journey, but we will have to delay your departure. On our trip here, we ran afoul of that blasted grig’s traps, and we won’t be able to leave until we’ve fixed things up."

Sovereign Court

Male Human Bard (Arcane Duelist) 10 | Bardic Music: 11/25 | HP: 67/76 AC: 32 CMD: 28 CMB + 8 | F: 9 R: 13 W 10 ( 12 vs Charm and compulsion) | Perception: -1 Sense Motive: -1 | Init +8

Archie arches an eyebrow Traps? What kind of traps? Perhaps we can help clear them as we go - we really do have an urgent timetable.

Grand Lodge

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"I’ve got a few problems, to be honest. Deadfall, pits, whatever snares those twisted fey thought of, and that’s just the start. They’ll all need to be cleared or disabled before we go back into the woods." Visser answers.

Sovereign Court

Male Human Bard (Arcane Duelist) 10 | Bardic Music: 11/25 | HP: 67/76 AC: 32 CMD: 28 CMB + 8 | F: 9 R: 13 W 10 ( 12 vs Charm and compulsion) | Perception: -1 Sense Motive: -1 | Init +8

Archie nods sagely Well, that stinks - but we really do need to make haste - I wonder if Shagratt has some ability to handle snares and pits and the like.

Liberty's Edge

Male Rng 6/Ftr 1 | HP 53 | AC 22; Touch 16; FF 17 | F +9; R +11; W +4 | CMB+10; CMD 26 | Speed 30 ft | Init +5 | Perc +11 | Stealth: +14 Ranger 6/Figter 1

"Not really my specialty but I can take a look at them if they're not too far. As Archibald said we are on a deadline."

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

"Though I have no way of dissssabling traps, I do have a keen eye. Hopefully it will be useful on this misssssion."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

"I would be most appreciative if you could help us out. Our mules are sick, probably poisoned, and even some of our hounds have succumbed too. Nithra’s folk like to harass us in and out of the woods. We usually catch most of their tricks, but not this time. " Visser answers and asks some of his rangers to lead you into the woods.

The Traveler leads you along worn roads, not far from the camp. In the jarring nature of the ever-shifting forest it's hard to detect traps and once detected they may slip past you within seconds.

And therefore you have to roll Perception, it's not possible to take 10 for searching for traps or disable them. Aid another is fine. Everybody who wants to search for traps may roll four times, there are four traps at four different locations to disable. Once the trap is detected there is enough time to point out the location to whoever may disable it.

Kn. nature DC25:
You have heard that these forests do contain some benevolent fey, who occasionally assist those who provide them offerings of bread, honey, milk, or alcoholic beverages.

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

Kn.nature: 1d20 + 8 ⇒ (8) + 8 = 16


Purchased a cold Iron Dagger in town
Oloch listens attentively to the descriptions of the area. "I may not be the best with traps, but I can see what may be done for any of your animals or humans that have become sick. We will see what judgement Gorumn may have for them."

Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Heal: 1d20 + 6 ⇒ (7) + 6 = 13

Liberty's Edge

Male Rng 6/Ftr 1 | HP 53 | AC 22; Touch 16; FF 17 | F +9; R +11; W +4 | CMB+10; CMD 26 | Speed 30 ft | Init +5 | Perc +11 | Stealth: +14 Ranger 6/Figter 1

Know nature: 1d20 + 7 ⇒ (5) + 7 = 12

Perception: 1d20 + 11 ⇒ (7) + 11 = 18

Perception: 1d20 + 11 ⇒ (4) + 11 = 15

Perception: 1d20 + 11 ⇒ (4) + 11 = 15

Perception: 1d20 + 11 ⇒ (16) + 11 = 27

"Oloch I look at some of the animals and children as well"

Heal: 1d20 + 8 ⇒ (15) + 8 = 23

Sovereign Court

Male Human Bard (Arcane Duelist) 10 | Bardic Music: 11/25 | HP: 67/76 AC: 32 CMD: 28 CMB + 8 | F: 9 R: 13 W 10 ( 12 vs Charm and compulsion) | Perception: -1 Sense Motive: -1 | Init +8

Archie is basically a liability when it comes to perception so he'll TRY to aid

perception: 1d20 - 1 ⇒ (7) - 1 = 6
perception: 1d20 - 1 ⇒ (7) - 1 = 6
perception: 1d20 - 1 ⇒ (10) - 1 = 9
perception: 1d20 - 1 ⇒ (13) - 1 = 12

Archie then suddenly remembers he's a bad and can Inspire Competence +3 any disable checks.

Grand Lodge

Female Elf Fighter 2/Wizard 4 Hp: 41/41 | AC: 16 +4 If shield is active| FF: 13 | T: 13 | CMD: 18/15 FF | For: +6 | Ref: +5 | Will: +5 | Init: +3 | Perc: +10 | Sense Motive: +0 | Diplomacy: +1| Bow at hand

She moves slowly in the wood, but she looks confortable arround the trees. Slowly but surely she steps up to look for traps.

this little fairies, always pulling pranks. But it´s rare for them to be this persistent

Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Perception: 1d20 + 10 ⇒ (11) + 10 = 21

K. nature: 1d20 + 8 ⇒ (12) + 8 = 20

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

perception: 1d20 + 13 ⇒ (20) + 13 = 33
perception: 1d20 + 13 ⇒ (15) + 13 = 28
perception: 1d20 + 13 ⇒ (13) + 13 = 26
perception: 1d20 + 13 ⇒ (12) + 13 = 25

-Posted with Wayfinder

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi keeps his eyes open, pointing out things of interest along the way.

While okay at perceiving, he is probably best off aiding
perception aid: 1d20 + 7 ⇒ (1) + 7 = 8
perception aid: 1d20 + 7 ⇒ (5) + 7 = 12
perception aid: 1d20 + 7 ⇒ (7) + 7 = 14
perception aid: 1d20 + 7 ⇒ (6) + 7 = 13

"These woods are being very odd. Almost like they are alive."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You walk through the woods and S'Slarn points out every trap. The first, second and fourth trap are also detected by Lucia, while Shagratt confirms the fourth trap and Oloch the third one.

"Good job, you are really skilled at trapfinding." a ranger says. "But are you also trained to disable them? Several of these poisoned dart traps hit our caravan and the falling logs blocked our way."

you found all the traps, now for disabling ;)

You detect two poisoned dart traps and two falling log traps. You know that removing the logs from the road would take about four hours if the trap is set off.
DC25 for the poisoned dart traps, DC20 for the falling logs

"They are alive." one of the rangers whispers. "The trees watch everything. And your healing will be needed back in camp for sure. Many of us are sick, even the animals."

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi shakes his head.

"I am only knowing one way to disable the traps, and that is being very painful."

And sadly disable device is trained only so Yoshi can't even help.


Oloch shakes his head. "I am with Yoshi. The only way that I know of to disable traps can be VERY painful.."

Sovereign Court

Male Human Bard (Arcane Duelist) 10 | Bardic Music: 11/25 | HP: 67/76 AC: 32 CMD: 28 CMB + 8 | F: 9 R: 13 W 10 ( 12 vs Charm and compulsion) | Perception: -1 Sense Motive: -1 | Init +8

Archie examines the traps themselves.

What would it take to totally circumnavigate the traps? I assume we know what would set them off so we could avoid the triggers.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

"We could move around the traps, but leaving the paths and move through the woods would slow us down." another ranger answers.

You may also come up with a creative solution how to disable the traps and keep the logs from blocking the road.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

"Can any of you be summoning monsters? If so they could be used to trip the poison traps." suggests Yoshi.

When looking at the falling log traps he ponders

"Perhaps we could put a large rock in the way, or create a wall of some kind of stop the logs, or redirect them away from blocking the pathway?"

Grand Lodge

Female Elf Fighter 2/Wizard 4 Hp: 41/41 | AC: 16 +4 If shield is active| FF: 13 | T: 13 | CMD: 18/15 FF | For: +6 | Ref: +5 | Will: +5 | Init: +3 | Perc: +10 | Sense Motive: +0 | Diplomacy: +1| Bow at hand

" If you are looking to trigger them, that´s easy I have a wand of summon monster for this. Easy to use and cheap. Bur if you want to halt the logs... I have a little Knowledge in engineering that could help us but I am not that confident."
As she speaks she looks more composed, clearly she likes the place.

Sovereign Court

Male Human Bard (Arcane Duelist) 10 | Bardic Music: 11/25 | HP: 67/76 AC: 32 CMD: 28 CMB + 8 | F: 9 R: 13 W 10 ( 12 vs Charm and compulsion) | Perception: -1 Sense Motive: -1 | Init +8

Archie thinks on it... if we grease the road will the logs just continue rolling past us?

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

"While I am not in favor of summoning creatures simply to cause them pain and anguisssh, if it is our only way to sssset off the traps, I suppose that will be our courssssse."

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