PFS PbP Gameday 5: 7-98: Serpents' Ire [8] (Inactive)

Game Master Feral

The Loyalist
The Ambitious
The Professional
The Catastrophe
The Disgraced

Handouts

Combat Map


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- PREGEN -

Falth curses the mages under his breath as he slowly brings up his bow with another arrow and takes aim at the mage in green.

swift action to activate judgement (2/3 remaining)
If his last attack missed, it will be the +2 attack judgement, otherwise the +3 damage judgement

cruel, longbow, attack, point blank, slow, deadly aim: 1d20 + 12 + 1 - 1 - 2 ⇒ (7) + 12 + 1 - 1 - 2 = 17 for piercing, magic: 1d8 + 3 + 1 + 4 ⇒ (2) + 3 + 1 + 4 = 10
dice rolls do not include judgement

-Posted with Wayfinder


@Falth, yeah I applied the damage. I just forgot to mention it in the narrative.

Another sound crack a the skull sends Shohiraj's opponent tumbling to the ground.

Falth puts an arrow in the guard squaring off with Eramay.

Eramay is up.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Eramay continues her assault on (the last?) guy.

scimitar: 1d20 + 13 ⇒ (19) + 13 = 32
damage: 1d6 + 5 ⇒ (5) + 5 = 10 plus acid: 1d6 ⇒ 4
scimitar: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d6 + 5 ⇒ (2) + 5 = 7 plus acid: 1d6 ⇒ 2

crit chance on first attack?: 1d20 + 13 ⇒ (12) + 13 = 25
damage: 1d6 + 5 ⇒ (4) + 5 = 9


Eramay viciously cuts down the remaining mage.

***

With the guards defeated the party is free to tend their wounds and explore the area. It contains several unknown creatures kept preserved in fluid as well as several logbooks that describe sundry bizarre fauna, pieces of creatures, chemicals, and other supplies brought into the facility. These records go into little detail but suggest the lab has been in operation for at least 5 years. These records also reveal the facility’s name: Slumbersun.

Feel free to handle healing. The party gains 2 evidence points. If someone can make a DC 25 Knowledge (arcana or dungeoneering) or DC 25 Linguistics check you can identify the most important texts and earn an extra evidence point.


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

don't have any of those skills.. hopefully someone does

"This is all very interesting... not sure what it all means... " Shohiraj starts searching mage bodies for anything useful, then asks... "by the way, I could use some healing."


Male Half-Orc Brawler 6/Assassin 2 | HP: 44/72 | AC: 19 (14 Tch, 16 FF) | CMB +12(+15 Dirty Trick, +14 Disarm, +14 Trip, +14 G; CMD 26 (29 vs. dirty trick, 28 vs. disarm, 28 vs. trip) | F: +9, R: +11, W: +7 | Init: +2 | Perc: +13 | Darkvision 60 ft

"Same here," - says Zurnzal showing his burns, - "So can anyone tell what all theese sheets are about?"


- PREGEN -

not only was Falth ineffective, thanks to fire resistance 10 and a good reflex save, I'm pretty sure he was also essentially unaffected by that whole fight...

Falth applies Zurnzal's and Shohiraj's healing wands to their wounds.

-Posted with Wayfinder


- PREGEN -

"I might know something..."

Falth only has a +4 on those knowledges. Does anyone else have better that he could aid?

-Posted with Wayfinder


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Eramay reads through the texts quickly, anyone else can aid her. Linguistics: 1d20 + 10 ⇒ (13) + 10 = 23

If someone else aids in any way...:

She grabs a few of them. "These are the ones we want. Leave the rest."

"I am also in need of healing before we continue. I have a single scroll that I'd rather save for an emergency."


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

Shohiraj doesn't have a healing wand


Male Half-Orc Brawler 6/Assassin 2 | HP: 44/72 | AC: 19 (14 Tch, 16 FF) | CMB +12(+15 Dirty Trick, +14 Disarm, +14 Trip, +14 G; CMD 26 (29 vs. dirty trick, 28 vs. disarm, 28 vs. trip) | F: +9, R: +11, W: +7 | Init: +2 | Perc: +13 | Darkvision 60 ft

Zurnzal neither has healing wands or any other sort of healing, he's already drank his single potion of CSW


- PREGEN -

Falth has a wand of CMW with 15 charges. Roll the dice and count off your uses, please

-Posted with Wayfinder


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

cmw: 2d8 + 3 ⇒ (2, 5) + 3 = 10
cmw: 2d8 + 3 ⇒ (6, 7) + 3 = 16

2 charges for me, thanks

"Thank you, Falth.. just what I needed !"


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

CMW: 2d8 + 3 ⇒ (3, 7) + 3 = 13
CMW: 2d8 + 3 ⇒ (1, 8) + 3 = 12
CMW: 2d8 + 3 ⇒ (1, 1) + 3 = 5
CMW: 2d8 + 3 ⇒ (4, 4) + 3 = 11

Close enough. Four charges.


Male Half-Orc Brawler 6/Assassin 2 | HP: 44/72 | AC: 19 (14 Tch, 16 FF) | CMB +12(+15 Dirty Trick, +14 Disarm, +14 Trip, +14 G; CMD 26 (29 vs. dirty trick, 28 vs. disarm, 28 vs. trip) | F: +9, R: +11, W: +7 | Init: +2 | Perc: +13 | Darkvision 60 ft

CMW: 2d8 + 3 ⇒ (1, 3) + 3 = 7
CMW: 2d8 + 3 ⇒ (3, 6) + 3 = 12
CMW: 2d8 + 3 ⇒ (7, 2) + 3 = 12

"Thanks"

3 charges


- PREGEN -

6/15 charges remaining

-Posted with Wayfinder


It looks like everyone's patched up so moving along.

With the evidence in hand the party moves deeper within Slumbersun.

Soon they come upon the entrance to a large hall. A metal inscription etched above the door reads “Bretheda Dome 3.”

Knowledge (geography) DC 15 or Knowledge (arcana) DC 25:
Bretheda is a distant planet known as “The Cradle” due to its many moons that support a wide variety of alien species.

Blue-hued light emanates from the domed ceiling at the center of this two-story, artificial environment. Broad metal grates make a perimeter about the room about ten feet above the lush habitat below. Paths cross between strange shrubs and low trees, and vines cling to the walls and dangle in clumps across parts of the ceiling. At the center of the room stands a small metal pavilion. Behind the thick glass in the southern corners of the room lie small laboratories filled with bookshelves, dissection tables, and workbenches.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Kn.arcana: 1d20 + 5 ⇒ (17) + 5 = 22 Aramay has no useful information about this place.


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

Shohiraj lacks both those knowledges .. .or any for that matter

"That looks interesting" she says, nodding to the pavilion.


You guys still around? You need to head down into the habitat. I'll move things along tonight.


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

I'm still here! Ready to move on when everyone else is


Actually this looks like an optional encounter. We'll just skip it.

The party ventures through the strange habitat without incident. They exit through an east hallway and enter a maze of assorted laboratories, hallways, storage lockers, and containment cells.

Everyone gets a chance to look for allies, look for evidence, or look for treasure.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Also still here, hoping the others reply as well...


Everyone needs to pick one of the boons listed above.


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

While treasure is nice, Shohiraj will look for evidence, and record anything she finds, taking anything portable that would substantiate anything found.

RPG Superstar 2014 Top 16

Eramay will go hunting for allies, as she is well-versed in convincing people to be on her side through diplomacy.... or torture if necessary.


Male Half-Orc Brawler 6/Assassin 2 | HP: 44/72 | AC: 19 (14 Tch, 16 FF) | CMB +12(+15 Dirty Trick, +14 Disarm, +14 Trip, +14 G; CMD 26 (29 vs. dirty trick, 28 vs. disarm, 28 vs. trip) | F: +9, R: +11, W: +7 | Init: +2 | Perc: +13 | Darkvision 60 ft

Zurnzal gonna find some usefull items (treasure) that will help the party and hinmself ofcourse


- PREGEN -

Falth will also look for evidence

-Posted with Wayfinder


Shohiraj Perception: 1d20 ⇒ 17

Shohiraj finds a small trove of valuable information including documents detailing some of Slumbersun's more interesting experiments. 2 evidence points and a new handout.

***

Eramay finds a locked cell containing an enormous, mutant crab with swollen pustules growing from its back contained without a glowing reinforced metal cage.

DC 18 Knowledge (dungeoneering):
The creature is a neh-thalggu, an evil, planet-hopping monster sometimes known as a brain collector.

A hissing alien voice fills her thoughts.

A new torturer? No, you have a look of vengeance to you. Are you here to bring this place to ruin? I have suffered under the scalpel and the syringe for too long. Free me and we can bring ruin to this place together.

Yes or no?

***

Zurnzal Perception: 1d20 ⇒ 14

Zurnzal finds a lockbox containing a loaded syringe and note. See handout #10.

If you're injecting the syringe please make a fort save vs poison.

***

Falth Perception: 1d20 ⇒ 7

Falth gets briefly lost and fails to uncover any additional evidence.

***

After you've made any necessary decisions or rolls please choose another boon to search out. You can choose the same thing again but there's only one more ally to seek out.


- PREGEN -

we are up to how many evidence points now? Do we know how many we need for success?

-Posted with Wayfinder


I believe the party is at 7 evidence currently. You do not know how much evidence you need.


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

Shohiraj will again look for more evidence...

dm feral:
again Shohiraj will record anything found (ie make a copy) before making it public to the other agents.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Eramay is not familiar with the type of creature, but she tries to determine if it speaks the truth.
Sense Motive: 1d20 + 13 ⇒ (12) + 13 = 25


Male Half-Orc Brawler 6/Assassin 2 | HP: 44/72 | AC: 19 (14 Tch, 16 FF) | CMB +12(+15 Dirty Trick, +14 Disarm, +14 Trip, +14 G; CMD 26 (29 vs. dirty trick, 28 vs. disarm, 28 vs. trip) | F: +9, R: +11, W: +7 | Init: +2 | Perc: +13 | Darkvision 60 ft

Zurnzal takes the syringe and tries to find an ally while thinking if it is worth to use

perception: 1d20 + 13 ⇒ (3) + 13 = 16

"Give all for power" they say
Zurnzal eventually injects the syringe
Fort vs poison: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16


Zurnzal did you have a reroll left? You might want to use it on that fort save.


- PREGEN -

Falth searches for more evidence.

-Posted with Wayfinder


Male Half-Orc Brawler 6/Assassin 2 | HP: 44/72 | AC: 19 (14 Tch, 16 FF) | CMB +12(+15 Dirty Trick, +14 Disarm, +14 Trip, +14 G; CMD 26 (29 vs. dirty trick, 28 vs. disarm, 28 vs. trip) | F: +9, R: +11, W: +7 | Init: +2 | Perc: +13 | Darkvision 60 ft
DM Feral wrote:
Zurnzal did you have a reroll left? You might want to use it on that fort save.

arr, thank you for reminding. I recieved my faction pin only 2 weeks ago and didn't het used to the opportunity of reroll))

Fort reroll: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30

thst's the power of The Exchnge!


Shohiraj Perception: 1d20 ⇒ 9

Shohiraj searches desperately but doesn't manage to find any additional evidence.

***

Without any kind of face or humanoid body language to ready the strange monster is difficult to read but Eramay believes its offer is sincere.

***

Zurnzal is wracked with pain as his body metabolizes the contents of the syringe. After a moment the pain passes and he becomes aware of new abilities.

Once per day you can exude poison from your hands effectively gaining the supernatural ability to “cast” poison(DC 16). Because you landed the higher fort save DC you also gain a +2 bonus on saving throws against poison and can choose to activate his once per day poison ability as an immediate action when struck by a natural attack, exposing the attacker to the poison instead of making a touch attack.

Searching further Zurnzal fails to uncover any evidence.

***

Falth Perception: 1d20 ⇒ 19

Falth tracks down a records office with several boxes filled with valuable evidence in the form of detailed receipts. Falth finds 2 points of evidence.

***

We just need to wrap up Eramay's thing and we can move on to the final encounter.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Eramay will inspect the lock on the cell that holds the creature, and if she can, will try to open the cell. If she can't manage it, she'll look nearby for a key.
Unfortunately not trained in Disable Device.


- PREGEN -

sounds good

-Posted with Wayfinder


Getting the cage open is easy enough.

The hideous creature scuttles out of its confines and seems to 'sniff' the air before clicking a claw in one direction. My tormentor lies this way. Follow me.

***

Having gathered whatever evidence and prizes they can the party moves forward with their newfound alien ally. The creature navigates the maze-like corridors with ease bringing the party to an enormous chamber.

Like a cathedral forged in the name of science, this laboratory has an arched ceiling that soars to a height of fifty feet. The room constricts near the middle where a low, stepped platform formally partitions the two halves. To the north, a narrow metal walkway hugs the walls about five feet above the open workspace. To both the east and west, the walkway terminates in twenty-foot ladders that lead to higher observation decks. Easily three labs’ worth of tables, shelves, and other heavy equipment hovers thirty feet off the floor, suspended by chains. Beyond to the south, lies a circular, elevated platform with a curving set of stairs.

Levitating amid the suspended equipment is a humanoid creature that appears part man and part spider. It puts its work down when the party enters. "Ah, the intruders have finally found their way to my lab. Come. The sooner I kill you the sooner I can resume my important work."

Inits: 5d20 ⇒ (4, 8, 8, 1, 3) = 24

Shohiraj is up.


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

Seeing this thing looks like a humanoid spider, Shohiraj downs a potion of antitoxin while moving forward around the perimeter of the room.


The spider-man leaps from the workbench to a nearby suspended bookshelf before glaring down at Eramay with glowing inhuman eyes.

Eramay needs to make a DC 20 will save or spend her next turn making a full attack against an adjacent hallucination.

A second later a nightmarish shadowy creature appears on the raised platform at the rear of the chamber - a serpentine monstrosity comprised of wailing patients, broken glass, rusty wire, and alchemical fluids. It sprays a font of acidic spittle arcing through the air and into the party's ranks.

Acid Damage (reflex 15 for half) vs Eramay, Zurnzal, and Falth: 4d6 ⇒ (1, 6, 2, 4) = 13

The party is up.


Male Half-Orc Brawler 6/Assassin 2 | HP: 44/72 | AC: 19 (14 Tch, 16 FF) | CMB +12(+15 Dirty Trick, +14 Disarm, +14 Trip, +14 G; CMD 26 (29 vs. dirty trick, 28 vs. disarm, 28 vs. trip) | F: +9, R: +11, W: +7 | Init: +2 | Perc: +13 | Darkvision 60 ft

Ref: 1d20 + 11 ⇒ (3) + 11 = 14

Zurnzal agrees with Shohiraj\s tactics to surround the enemy from the perimeter and so soes the same move from the opposite side of the room, drinking ipotion of invisibility while moving and using Quick Runner’s Shirt to move father.

Stealth: 1d20 + 13 + 20 ⇒ (6) + 13 + 20 = 39


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

@GM: I didn't realize we were going straight to the fight, would it be okay if Eramay spent 1 minute during our walk toward the baddie activating her Squad Commander ability to grant her allies the Escape Route feat? This would simply save her a Standard action on her first turn, which might not matter if she fails her Will save anyway...

Will: 1d20 + 8 ⇒ (5) + 8 = 13 An additional +2 if this is an enchantment, which is likely is, but that's not gonna be enough.

Ref: 1d20 + 5 ⇒ (13) + 5 = 18
Eramay dodges some of the acid, but then swings her scimitar twice in thin air, seeing an imagined threat next to her.


- PREGEN -

could Falth likewise have cast divine favor beforehand?
reflex: 1d20 + 8 ⇒ (11) + 8 = 19
-6hp

Falth steps off the stairwell. He glares at the monstrosity but turns his attention to the tinkerer. He quickly raises his bow and looses a pair of arrows.

cruel Longbow, attack, bane, deadly aim: 1d20 + 12 + 2 - 2 ⇒ (3) + 12 + 2 - 2 = 15 for piercing, magic: 1d8 + 3 + 2 + 2d6 + 4 ⇒ (1) + 3 + 2 + (1, 1) + 4 = 12
cruel Longbow, attack, bane, deadly aim: 1d20 + 7 + 2 - 2 ⇒ (8) + 7 + 2 - 2 = 15 for piercing, magic: 1d8 + 3 + 2 + 2d6 + 4 ⇒ (5) + 3 + 2 + (6, 5) + 4 = 25
+1 attack and damage for each if you allow the [i]divine favor cast beforehand

5' step
Swift action to imbue the bow with bane
Full attack action

-Posted with Wayfinder


Eramay and Falth, that's fine. Divine favor at this level is +2 to attack and damage.

Falth finds his arrows turned aside by some kind of invisible field around the monstrous spider-man.

Shohiraj is up.


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

Shohiraj drinks a potion of invisibility then moves forward further.

can we walk right over the light triangular areas or are they a different elevation?


Oh, I didn't notice Zurnzal's movement. Those triangular sections are wall. You can't walk up onto them.

The spiderman glances at Falth and sends a blast of pure psychic energy crashing down on him.

Damage (will 18 for half): 5d8 ⇒ (6, 8, 5, 1, 1) = 21

The nightmarish creature beneath him sprays another font of acidic spittle at the party.

Acid Damage vs Falth and Eramay (reflex 15 for half): 4d6 ⇒ (4, 1, 4, 6) = 15

From exerting herself Eramay takes 1 strength damage. You can make another will save at the same DC. If you make it you are no longer halucinating and can act normally but are fatigued for a minute. If you fail you have to continue swinging at the air.

The monstrous crab-thing that Eramay discovered fires back with unerring bolts of force. Magic Missile: 3d4 + 3 ⇒ (3, 4, 4) + 3 = 14

The party is up.


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

what are the dashed lines?

Shohiraj approaches the spidery fellow while invisible, and strikes at him, appearing out of nowhere...

to hit: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
dmg if hits: 1d6 + 1 + 4d6 ⇒ (5) + 1 + (6, 5, 2, 5) = 24

If that hits, the opponent finds he is disoriented

disoriented:

disoriented: the target takes a -2 penalty on all attack rolls and an additioanal -2 penalty on all attack rolls against Shohiraj.

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