PFS PbP Gameday V - #9-00- Assault on Absolom: Tier 1-2 *CORE* (Inactive)

Game Master Uktar

This Scenario is a Special being run as part of the second session of the Official PFS PbP Game Day VII, from October 1 through November 12, 2018. This is a CORE table for tier 1-2.

Overseer GM Thread: Overseer thread t/k
Overarching Map/Status Page: Overseer Status t/k


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Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6

Shukara starts running. As fast as her 20-foot speed legs can allow.


maps & images for The Ruby Phoenix Tournament |

Amenopheus’s directions and map are clear and lead you to a run-down, partly collapsed fountain plaza.

A curious ten-foot-tall fountain stands at the center of a plaza in the Precipice Quarter. Shaped like a giant fist and built from steel that hasn’t become tarnished despite its apparent age, it looks almost as though some titan of old had punched its fist through the ground.

As the party approaches the plaze, Shukara feels the key start to gently vibrate, and glowing script in Celestial, Draconic, and Osiriani appears along the fountain’s surface:

Celestial, Draconic, Osiriani or Ancient Osiriani:
“Here lies Gulgamodh, aegis of Absalom. When the city needs Gulgamodh, open the locks and call it forth with true and honest intent.”

You study the area and begin an ardent discussion of how to go about freeing Gulgamodh.
- The more knowledgeable among you can attempt to remember stories that shed light to what Gulgamodh was (Knowledge [history or local]).
- Those familiar with the arcane arts may attempt to realign the glowing sigils and schematics (Knowledge [arcana], Spellcraft, or Use Magic Device).
- Those who are clever and/or observant may seek hidden buttons and mechanisms that can free Gulgamodh (Appraise, Craft [sculptures or stonemasonry], Perception, or Sleight of Hand).
- Those with the gift of gab may try to improvise a phrase that encourages Gulgamodh to activate (Bluff, Diplomacy, Intimidate, Linguistics, or Perform [oratory or sing].
- And last but not least, those who are nimble, strong or just clever about how stuff works may try to remove parts of the fountain that aren’t part of the original construction (Disable Device, Knowledge [engineering], or combat maneuver check).

Please place yourself anywhere within the indicated box on the Map
If you are attempting to Aid Another rather than your own check, please decide before you roll. (No Aid Another on Use Magic Device, of course.) Please do feel free to RP and embellish your efforts as you see fit.

Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6
Stonecunning wrote:
Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

If the above is acceptable:

Perception, Stonecunning: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16

Dark Archive

LN Male Elf Fighter 1 (Core) | HP: 10/10 | AC:17 T:14 FF:13 | CMB: 3, CMD: 17 | F:2 R:4 W:0 | Init: 6 | Speed 30ft. | Active conditions: None. (Arrows Used: 8)

“Here lies Gulgamodh, aegis of Absalom. When the city needs Gulgamodh, open the locks and call it forth with true and honest intent.” Duath reads out from the script appearing on the statue.

"Whatever we do we must be alert and cautious. This may be the very fist of what we are about to summon forth."


maps & images for The Ruby Phoenix Tournament |

Indeed, Shukara, I can think of no more appropriate use of Dwarven Stonecunning.

The dwarven monk circles around the fountain, stroking her chin as if it had a fine beard...probably a mannerism she picked up from watching her father.
"Ah, yes, there we are... She slides her hand into a small crack below the outside of the rim of the fountain and there's a small click, and the stone slides downward, revealing a a pull lever. She gives it a tug and is surprised at the ease with which it moves. The ground shudders slightly.


maps & images for The Ruby Phoenix Tournament |

- The more knowledgeable among you can attempt to remember stories that shed light to what Gulgamodh was (Knowledge [history or local]).
- Those familiar with the arcane arts may attempt to realign the glowing sigils and schematics (Knowledge [arcana], Spellcraft, or Use Magic Device).
- Those with the gift of gab may try to improvise a phrase that encourages Gulgamodh to activate (Bluff, Diplomacy, Intimidate, Linguistics, or Perform [oratory or sing].
- And last but not least, those who are nimble, strong or just clever about how stuff works may try to remove parts of the fountain that aren’t part of the original construction (Disable Device, Knowledge [engineering], or combat maneuver check).

One Success: - Those who are clever and/or observant may seek hidden buttons and mechanisms that can free Gulgamodh (Appraise, Craft [sculptures or stonemasonry], Perception, or Sleight of Hand).

Sovereign Court

* * Pathfinder Core! * * M Halfling 5 Bard
Tag:
NG Halfling S Bard 5 | HP: 38/38 | AC 20; TC 15; FF 16 | CMB +5; CMD 19 | Fort +3; Ref +9; Will +7 | Init +6 |Perc: +10, SM: +10 | Speed 20ft | Performance: 15/15

“Oh magnificent! What language was that Duath? There are just too many for me to remember!” - as morka is about to cast a spell, he realises that the elf is already all over the inscription. He trusts his ally and stops.

“It seems we need to open some locks, ey? Well. Let’s see what we’ve got here...” as he casts detect magic.

Morka is going to down his potion of Heroism (I’ll track time, hopefully) and attempts the checks.

Kn History: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14 — “I remember reading about this once, I thought it was a silly story but...”

Kn Arcana: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 — “As we can see here, these tunes seem to indicate that...what do you think guys?”

Morka pipes up and stands proud and tall. Well, as tall as he can. “Oh great Ancient One- the Aegis of Absalom, we call to you! Abyssal and abysmal forces are on our doors, those siding with evil are here to destroy your home! Our home! Will you help us fight for it? Will you stand beside us, Gilgamodh?” — Morka says in his best speaking voice, using Duath for guaidance with the language.
Oratory: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20

Kn Engineering: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20 —“did that work? Anyone know if I can help someone with this? Ahhh, this was my worst class in bard school...”

Grand Lodge

M Gnome Druid 2 HP 15 / 15 AC 19 ( Touch 14 Flat 16) / Fort +5 | Ref +3 | Will +7 / CMB +0 | CMD 13 FF 12 / Init +2 / Perception +10

Looking at the glowing sigils and schematics Zeebo tries to realign them.

Spellcraft: 1d20 + 4 ⇒ (9) + 4 = 13

"I think if you move this one here and that one there. Then you..."

Sovereign Court

Male Human (Core) Water Sorcerer 4.2 | AC 12 {16 w/ Mage Armor} (T 12/FF 10) | CMB +3 CMD 15 (FF 13) | HP 30/30 | Init +2 | Fort +3 Ref +4 Will +4 (Cold Resistance 10) | Perception +0 | Speed 30' | Cold Ray 6/6 | Spells: 1 (7/7), 2 (4/4),

"I'm good at getting magical devices to activate, even if I normally wouldn't be able to use them. So I'll see if I can on this too."

Hudor starts to circle the thing and direct others on how to move them.

Use Magic Device: 1d20 + 9 ⇒ (17) + 9 = 26

Dark Archive

LN Male Elf Fighter 1 (Core) | HP: 10/10 | AC:17 T:14 FF:13 | CMB: 3, CMD: 17 | F:2 R:4 W:0 | Init: 6 | Speed 30ft. | Active conditions: None. (Arrows Used: 8)

"Two of the scripts I do not recognize but the Draconic and Celestial I could decipher. The studies are varied in Kyonin." Duath replies to Morka while looking for a way to help with the fountain further.

He starts attempting to find structural weaknesses or parts of the fountain that can be removed.

CMB: 1d20 + 3 ⇒ (9) + 3 = 12


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Hudor starts tinkering with the runes around the fountain, and realigns them to read "ARISE, DEFENDER OF ABSOLOM."

Meanwhile, your halfling companion starts bounding all over like an overcharged clockwork assistant, pinging from one project to the next. He nods approvingly of the work Hudor is doing, before bouncing over to Duath. "Just put your back into it...or maybe pull out these stones here...and here...oh, and that one over there. That should do it."

He then strikes a dramatic pose and entreats Gulgamodh to rise...and the ground begins to shake and shudder. The giant fist unfolds and flexes its fingers.

Suddenly, the sound of one person's loud clapping rings across the plaza, and a woman'ss voice calls out: "Well done, Pathfinders. We'll take it from here. Just toss me the key..."

You see three humans in leather armor: the two men in front are carrying longswords. The woman in back, who addressed you, is carrying a dagger.

Dark Archive

LN Male Elf Fighter 1 (Core) | HP: 10/10 | AC:17 T:14 FF:13 | CMB: 3, CMD: 17 | F:2 R:4 W:0 | Init: 6 | Speed 30ft. | Active conditions: None. (Arrows Used: 8)

"Identify yourself. There are just as many enemies as allies around during this crisis!"


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"There is no time for these games. You are much too inexperienced to handle this creature. Pass me the key and go help defend the gates...or face my wrath."

Grand Lodge

M Gnome Druid 2 HP 15 / 15 AC 19 ( Touch 14 Flat 16) / Fort +5 | Ref +3 | Will +7 / CMB +0 | CMD 13 FF 12 / Init +2 / Perception +10

"You do realize that the city is under attack and we need this to defend the city. Who do you work for? How hard will it to be to stop you, it's only three of you, or is it? "

Zeebo looks around
Perception: 1d20 + 9 ⇒ (1) + 9 = 10

"You are foolish to bring so few of you."

Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6

Shukara immediately moves to interpose herself between these visitors and her team of Pathfinders.

"We're busy here... leave now."

Sense Motive on how itchy they are to use their swords...: 1d20 + 7 ⇒ (7) + 7 = 14

Sovereign Court

* * Pathfinder Core! * * M Halfling 5 Bard
Tag:
NG Halfling S Bard 5 | HP: 38/38 | AC 20; TC 15; FF 16 | CMB +5; CMD 19 | Fort +3; Ref +9; Will +7 | Init +6 |Perc: +10, SM: +10 | Speed 20ft | Performance: 15/15

From behind the tall elf, Morka exclaims, “Wh-who are you? We were here first, and we are on an important mission! You better present some fortification first, before we let you through to the sword! We don’t want any trouble, let’s jsut talk this out like civilised people!”

Diplo: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 — to try and cool then down


maps & images for The Ruby Phoenix Tournament |

As soon as Shukara begins to move forward without holding the key out, steel is bared and they move to attack.

Initiative rolls::
Duath init: 1d20 + 6 ⇒ (7) + 6 = 13
Flaith init: 1d20 + 3 ⇒ (4) + 3 = 7
Hudor init: 1d20 + 2 ⇒ (15) + 2 = 17
Morka init: 1d20 + 5 ⇒ (19) + 5 = 24
Shukara init: 1d20 + 2 ⇒ (12) + 2 = 14
Zeebo init: 1d20 + 2 ⇒ (11) + 2 = 13 D
Hmm 1: 1d20 ⇒ 18
Hmm 2: 1d20 ⇒ 20
Hmm 3: 1d20 ⇒ 17

. . . Current Initiative order:
Morka
Hudor
Shukara
Duath
Zeebo
Flaith
. . BOLD may act.

Sovereign Court

* * Pathfinder Core! * * M Halfling 5 Bard
Tag:
NG Halfling S Bard 5 | HP: 38/38 | AC 20; TC 15; FF 16 | CMB +5; CMD 19 | Fort +3; Ref +9; Will +7 | Init +6 |Perc: +10, SM: +10 | Speed 20ft | Performance: 15/15

“Hey, that’s not very nice!” Morka jumps forward taking out his bow.

Morka takes aim and looses an arrow at the the front guard.!
Shortbow+Point Blanc: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 -- arrow damage


maps & images for The Ruby Phoenix Tournament |

Morka's Arrow strikes home, and the yellow thug let's out a cry of pain. The woman shakes her head at you all in a most disappointed fashion (she must've been a strict schoolmarm in an earlier life), then she strolls forward and unleashes a fiery CONE OF DOOM on Morka and Duath.

Fire Dmg: 3d4 ⇒ (3, 1, 3) = 7
Reflex save DC 12 for half from Morka and Duath

The two thugs are obviously experienced as they stay out of reach of Shukara, moving forward to protect their mistress.

The blue one moves up and engages Shukara without a word, while the yellow one sneers at Morka, "I'll teach you to shoot arrows at your betters, ya little runt."

longsword at Morka: 1d20 + 3 ⇒ (18) + 3 = 21
slashing dmg: 1d8 + 1 ⇒ (5) + 1 = 6
longsword at Shukara: 1d20 + 3 ⇒ (7) + 3 = 10
slashing dmg: 1d8 + 1 ⇒ (5) + 1 = 6
. . . Current Initiative order:
Morka [-6hp & burning hands dmg]
. Initiate
. Blue
. Yellow [-6hp]
Hudor
Shukara
Duath
[burning hands dmg]
Zeebo
Flaith

. . BOLD may act.

Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6

Approaching the man she brings down her sword to clash against his. She then brings her left fist up in an uppercut aimed squarely at his chin!

Unarmed Strike Flurry of Blows 1st, Stunning Fist: 1d20 + 1 ⇒ (15) + 1 = 16 for 1d6 + 2 ⇒ (3) + 2 = 5 bludgeoning dmg and Fort DC 14 or stunned for 1 round (until just before Shukara's next turn).
A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.

She then attempts to sweep his legs with a kick!

Unarmed Strike Flurry of Blows 2nd: 1d20 + 1 ⇒ (2) + 1 = 3 for 1d6 + 2 ⇒ (1) + 2 = 3 bludgeoning dmg.

Alas, her shoe gets caught in the cobblestones...


maps & images for The Ruby Phoenix Tournament |

Shukara deals a solid blow right to the face of her foe, stunning him into a stupor. Amazed at the effectiveness of her first blow, her followup is....less effective.

fort save: 1d20 ⇒ 5

. . . Current Initiative order:
Morka
. Initiate
. Blue [-5hp] stunned
. Yellow [-6hp]
Hudor
Shukara
Duath
Zeebo
Flaith

. . BOLD may act.

Dark Archive

LN Male Elf Fighter 1 (Core) | HP: 10/10 | AC:17 T:14 FF:13 | CMB: 3, CMD: 17 | F:2 R:4 W:0 | Init: 6 | Speed 30ft. | Active conditions: None. (Arrows Used: 8)

Reflex: 1d20 + 4 ⇒ (4) + 4 = 8

"Excellent technique Shukara! Allow me to take advantage of the situation." Duath says aiming for the stunned individual.

Longbow: 1d20 + 1 + 4 + 1 ⇒ (13) + 1 + 4 + 1 = 19
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

M Gnome Druid 2 HP 15 / 15 AC 19 ( Touch 14 Flat 16) / Fort +5 | Ref +3 | Will +7 / CMB +0 | CMD 13 FF 12 / Init +2 / Perception +10

Zeebo launches a fire bolt to the leader

Fire bolt range touch attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 ⇒ 6

Sovereign Court

* * Pathfinder Core! * * M Halfling 5 Bard
Tag:
NG Halfling S Bard 5 | HP: 38/38 | AC 20; TC 15; FF 16 | CMB +5; CMD 19 | Fort +3; Ref +9; Will +7 | Init +6 |Perc: +10, SM: +10 | Speed 20ft | Performance: 15/15

"Damn it! Target the spell caster guys!"

Reflex: 1d20 + 7 ⇒ (2) + 7 = 9 - Morka covers his eyes thinking it will stop the fires, but it hits him square in the face and burns part of his hat. he looks badly hurt.

Sovereign Court

Male Human (Core) Water Sorcerer 4.2 | AC 12 {16 w/ Mage Armor} (T 12/FF 10) | CMB +3 CMD 15 (FF 13) | HP 30/30 | Init +2 | Fort +3 Ref +4 Will +4 (Cold Resistance 10) | Perception +0 | Speed 30' | Cold Ray 6/6 | Spells: 1 (7/7), 2 (4/4),

Thinking this is foolish, Hudor moves around Duath to get in a position to get all three into his attack. He then smiles as he unleashes a wave of pure, freezing cold into them.

Freezing Hands (Cold Damage) on all three, Reflex DC 15 for half: 3d4 ⇒ (3, 2, 4) = 9

Move: 15'
Standard: Burning Hands (Bloodline Arcana changing it to Cold damage)

Sovereign Court

Male Human (Core) Water Sorcerer 4.2 | AC 12 {16 w/ Mage Armor} (T 12/FF 10) | CMB +3 CMD 15 (FF 13) | HP 30/30 | Init +2 | Fort +3 Ref +4 Will +4 (Cold Resistance 10) | Perception +0 | Speed 30' | Cold Ray 6/6 | Spells: 1 (7/7), 2 (4/4),
Hudor Nero wrote:

Thinking this is foolish, Hudor moves around Duath to get in a position to get all three into his attack. He then smiles as he unleashes a wave of pure, freezing cold into them.

[dice=Freezing Hands (Cold Damage) on all three, Reflex DC 15 for half]3d4

Move: 15'
Standard: Burning Hands (Bloodline Arcana changing it to Cold damage)

Made a mistake in my positioning, corrected it. But new position only puts the Blue Goon and the Initiate in area of effect.

Sovereign Court

female Human Paladin 3
Spoiler:
AC 21/T13/FF18 HP 22/2 F+6 R+5 W+4 Init +3 Perception -1 CMD 18

Flaith charges forward and attacks the green goon.
Attack: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 3 ⇒ (7) + 3 = 10
Confirm: 1d20 + 7 ⇒ (9) + 7 = 161d8 + 3 ⇒ (6) + 3 = 9


maps & images for The Ruby Phoenix Tournament |

Duath's arrow strikes home, and the blue thug is bleeding profusely, but remains on his feet.

Hudor moves in and unleashes a blast of cold to counter the blast of fire. The yellow thug manages to dodge the majority of the damage, but the other two take it full in the face. The stunned, battered and bleeding blue thug collapses to the ground. The initiate looks none-too-happy.
Hudor: FYI: You can target a cone from any corner of your space, in whatever direction you'd like from your space, i.e. you can get all three. See the blue triangle I put on the map (and feel free to delete it once you've seen it
reflex Y,I,B: 3d20 ⇒ (14, 6, 6) = 26

Unfortunately Zeebo and Flaith's followup attacks are ineffectual.

Suddenly, the ground begins to shift and the hand of Gulgamodh begins to thrash about, as if anxious to engage the enemies of Absolom. Unfortunately, its efforts are blind and indiscriminate, and it lashes out at anyone within 10' of the hand i.e. the entire party. Both Shukara and Zeebo are struck a glancing blow by the frantic hand, but are able to remain on their feet.
50/50, high is good for players, alphabetical order: 6d100 ⇒ (64, 66, 83, 94, 7, 26) = 340
Shukara Reflex Save: 1d20 + 4 ⇒ (19) + 4 = 23
Zeebo Reflex save: 1d20 + 2 ⇒ (11) + 2 = 13

. . . Current Initiative order:
Morka [-13hp]
. Initiate [-9hp]
. Blue [-22 hp] DOWN
. Yellow [-10hp]
Hudor
Shukara
Duath [-7hp]
Zeebo
Flaith
HAND: 50/50 chance of being struck, REFLEX Save or knocked prone
. . BOLD may act.

Sovereign Court

* * Pathfinder Core! * * M Halfling 5 Bard
Tag:
NG Halfling S Bard 5 | HP: 38/38 | AC 20; TC 15; FF 16 | CMB +5; CMD 19 | Fort +3; Ref +9; Will +7 | Init +6 |Perc: +10, SM: +10 | Speed 20ft | Performance: 15/15

“Oh Christ! What’s the weapon doing? Ahhhh, guys, how do we stop it?” Morka frantically looks around for a solution, but continues to fire on the enemies.

Morka takes aim and looses an arrow at the caster who shot him with fire! “Get her guys, she’s dangerous’!”
Shortbow+Point Blanc: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Damage: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 -- arrow damage

//he takes a 5ft back and shoots down the line. Also, is there a knowledge heck or something I can roll to see what the weapon is doing?

Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6
Morka Tuxx wrote:
“Oh Christ! What’s the weapon doing? [...]

knowledge religion: 1d20 + 5 ⇒ (10) + 5 = 15

Shukarah has not heard of that halfling god. Must be something that involves bread or wine, she thinks.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

***OVERSEER ANNOUNCEMENT***

The Dark Archive has recovered the missing codebook, allowing Zarta Dralneen and her agents to create contradictory signals that confuse the Black Echelon undead.

Table GMs, the Dark Archive mission has been completed, and that faction’s special condition on page 10 is in effect. No new groups may start the Dark Archive mission; those groups already in progress may complete the mission and report the success towards one of the other missions.


maps & images for The Ruby Phoenix Tournament |

The initiate snarls, "Incompetent FOOL! Now you will burn with these tools for the Decemvirate... She takes a 5' step, pulls out a scroll, and unleashes another cone of fire, which strikes Duath, Hudor, Shukara...and her downed companion.

Fire dmg: 3d4 ⇒ (4, 2, 2) = 8
DC: 11 Reflex for Half damage
reflex fr Blue: 1d20 ⇒ 15

Then she hollers at her remaining thug, "You! Get over here and protect me!"
"Coming, mistress," he says, then desultorily takes a 5' step and attacks Hudor.
longsword v Hudor: 1d20 + 3 ⇒ (4) + 3 = 7
dmg v Hudor: 1d8 + 1 ⇒ (7) + 1 = 8

. . . Current Initiative order:
Morka [-13hp]
. Initiate [-9hp]
. Blue [-22 hp] DOWN
. Yellow [-10hp]
Hudor
Shukara
Duath
[-7hp]
Zeebo
Flaith

HAND: 50/50 chance of being struck, REFLEX Save or knocked prone
. . BOLD may act.

Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6

Ref Save DC 11: 1d20 + 4 ⇒ (9) + 4 = 13

Wiping off a singed eyebrow with the back of her hand, Shukara says, "The time to pull tricks out of your bag is at an end. The time to surrender is now. The time of your death if you do not surrender is in 12 seconds."

Shukara steps up to the mage and attempts to put her in a tight headlock.

Grapple, Improved Grapple: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 vs. Initiate's CMD.

Sovereign Court

Male Human (Core) Water Sorcerer 4.2 | AC 12 {16 w/ Mage Armor} (T 12/FF 10) | CMB +3 CMD 15 (FF 13) | HP 30/30 | Init +2 | Fort +3 Ref +4 Will +4 (Cold Resistance 10) | Perception +0 | Speed 30' | Cold Ray 6/6 | Spells: 1 (7/7), 2 (4/4),

Reflex DC11: 1d20 + 3 ⇒ (6) + 3 = 9

Hudor jumps back from the flame, being fully scorched by it. Wincing in pain, he tries to respond and shoots a cold ray at the remaining bodyguard but watches his ray go completely wide.

Cold Ray (Range Touch) vs Yellow: 1d20 + 3 ⇒ (5) + 3 = 8
Cold Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Free: 5' step
Standard: Elemental Ray

Dark Archive

LN Male Elf Fighter 1 (Core) | HP: 10/10 | AC:17 T:14 FF:13 | CMB: 3, CMD: 17 | F:2 R:4 W:0 | Init: 6 | Speed 30ft. | Active conditions: None. (Arrows Used: 8)

Reflex 11: 1d20 + 4 ⇒ (12) + 4 = 16 -1 HP

Constitution 10: 1d20 - 1 ⇒ (10) - 1 = 9 -2 HP

Before Duath can release another arrow at his enemies the wave of flames rush over him but at the last moment he ducks under the worst of the inferno. However when the flames dissipate he is still on his knee and a moment later he falls forward.

"Damn..." he utters as his consciousness fades and he begins his fight to cling to life.


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Your stalwart Elven archer crumples under the fiery onslaught, slumping to the ground unconscious, the smell of roasted elf filling the plaza is both sickening and eerily pleasant.

While Hudor's ray goes whizzing past the head of the remaining thug, Shukara seizes upon the distraction and grabs the initiate, putting her in a headlock. She huffs with indignation and glares at the yellow thug. "It's so difficult to find good help these days--gah" Her words are cut off by Shukara.

. . . Current Initiative order:
Morka [-13hp]
. Initiate [-9hp] GRAPPLED
. Blue [-24 hp] DOWN
. Yellow [-10hp]
Hudor
Shukara [-4 hp, GRAPPLED]
Duath [-12hp, UNCONSCIOUS]
Zeebo
Flaith

HAND: 50/50 chance of being struck, REFLEX Save or knocked prone
. . BOLD may act.

Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6

"Hudor: did that sound like surrender to you?"

Sovereign Court

Male Human (Core) Water Sorcerer 4.2 | AC 12 {16 w/ Mage Armor} (T 12/FF 10) | CMB +3 CMD 15 (FF 13) | HP 30/30 | Init +2 | Fort +3 Ref +4 Will +4 (Cold Resistance 10) | Perception +0 | Speed 30' | Cold Ray 6/6 | Spells: 1 (7/7), 2 (4/4),

"Nope." he says in all seriousness.

Grand Lodge

M Gnome Druid 2 HP 15 / 15 AC 19 ( Touch 14 Flat 16) / Fort +5 | Ref +3 | Will +7 / CMB +0 | CMD 13 FF 12 / Init +2 / Perception +10

Zeebo sees his companion fall and rushes over and pours his healing potion down Duath.

Cure Serious Potion: 3d8 + 3 ⇒ (5, 5, 4) + 3 = 17

Please let me not be to late.


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Zeebo takes a 5' step over to his fallen companion, pulls out a potion of healing and begins to carefully pour the potion down his throat.

Full Round action to administer a potion to an unconscious character. So it was move action to pull out the potion, standard action to begin administering it: Zeebo has begun the process of trickling it down his throat. His next turn, he'll use a move action to finish the process and still have standard action available. We'll keep the roll, but the healing doesn't apply until Zeeebo's next turn

Flaith, You're up. The enemy has not surrendered.

Sovereign Court

female Human Paladin 3
Spoiler:
AC 21/T13/FF18 HP 22/2 F+6 R+5 W+4 Init +3 Perception -1 CMD 18

Flaith moves up and attacks the yellow goon.
Longsword: 1d20 + 3 ⇒ (9) + 3 = 121d8 + 3 ⇒ (5) + 3 = 8
ShieldBash: 1d20 + 3 ⇒ (10) + 3 = 131d3 + 1 ⇒ (2) + 1 = 3
Duelist trait is present +1 to AC


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hand flailing, west to east: 3d100 ⇒ (76, 96, 86) = 258

Steal maneuver v CMD+5: 1d20 + 1 ⇒ (15) + 1 = 16
No AoO, since Shukara has grappled condition
Yellow attack v grappled Shukara: 1d20 + 3 ⇒ (3) + 3 = 6
dmg v Shukara: 1d8 + 1 ⇒ (4) + 1 = 5

Morka, Hudor and Zeebo keep a sharp eye on the hand as it flails around, managing to avoid getting caught up by its struggles to get free.

The Initiate begins to grope Shukara in a seemingly inappropriate fashion, but Shukara wisely surmises that the Initiate is digging around to try and find the key. Shukara shifts her weight and turns her body, forcing the woman against the wall. The remaining thug makes a weak attempt to attack Shukara, unsure if he should risk striking his boss.

The Initiate shrieks in frustration at her goon, "You're USELESS!" Realizing the futility of her situation, her body relaxes in Shukara's grip. "Fine, fine. We give up. Stupid pathfinders. You suck..."

Zeebor finishes administering to Duath, who's fully healed.

the Initiate then gives out a small shriek as Gulgamodh finally frees himself, the ground bucking and heaving as the Gargantuan Construct emerges. His metallic voice rings out across the square, causing the very stones to vibrate.
"GULGAMODH STANDS READY."
He then stands there immobile, while you secure the prisoners and drag them off to the nearest jail.

Diplomacy DC 18 or Intimidate DC:15:
You manage to cajole or threaten them into admitting that trying to steal a giant statue wasn’t their idea; a man hired them, his body covered in burn scars and smelling of unguents—a man they know as “Torch.”

Morka still down 13 HP
Regardless of Diplo or Intimidate: Success! Scarab Sages Where to next? Dark Archive is complete See Boon,
so pick among remaining 4 missions. Rule of 2 applies

Grand Lodge

M Gnome Druid 2 HP 15 / 15 AC 19 ( Touch 14 Flat 16) / Fort +5 | Ref +3 | Will +7 / CMB +0 | CMD 13 FF 12 / Init +2 / Perception +10

Zeebo questions the prisoners on who they work for, and why they want Gulgamodh.

I vote for Grand lodge or Sovereign Court

Dark Archive

LN Male Elf Fighter 1 (Core) | HP: 10/10 | AC:17 T:14 FF:13 | CMB: 3, CMD: 17 | F:2 R:4 W:0 | Init: 6 | Speed 30ft. | Active conditions: None. (Arrows Used: 8)

Duath begins coughing and sitting up after the potion works its way through his body.

"T-thank you, Zeebo. The flame had taken more of a toll than I expected." he says getting to his feet.

As the statue comes to life he steps back in awe.

"That should prove useful indeed. Let's get these criminals locked up and head to the Grand Lodge!"


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Appropriately enough, you find the head of the Grand Lodge Faction, Venture Captain Ambrus Valsin, near the gates of the Grand Lodge, receiving reports and dispatching teams. He offers a curt nod in greeting before saying, “We have received some troubling news from the Puddles. The Muckruckers—a volunteer force of guards watching over the district—have reported that Fort Tempest has suddenly fallen silent, and a strange black flag is flying over the fort. Despite the Muckruckers’ concerns and observations, nobody has stepped up to investigate what’s happened. I suspect that while most of Absalom has been watching the Cairnlands to the north, an enemy force has silently taken over the secondary fort that oversees the Puddles district. Whatever has happened in the fort, the First Guard can’t spare forces to look into it.

“Your job is to lead the Muckruckers into the fort, find out what’s happened, and provide aid as necessary. They look up to you as heroes; don’t let them down.” He dismisses you with a wave of his hand, as he turns to greet several messengers who bring dispatches from elsewhere in Absolom.


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As you work your way to the Puddles section of Absolom, you overhear several members of the Muckrakers chattering about how Fort Tempest has a rather poor reputation, a place where the incompetent and recalcitrant were sent as punishment.

Nothing looks out of place as the fort first comes into view... except for a tattered black flag waving over the fort. However, as you approach—with the Muckruckers in tow--Black Echelon operatives appear on the parapets and open fire, using crossbows to deter any attempts to retake the fort.

Explaining the mechanics: You must lead the Muckruckers through enemy fire and into Fort Tempest. In this encounter, you should work as a team to overcome obstacles while leading the Muckruckers to the Fort. Each obstacle presents two possible ways to overcome that challenge without serious repercussions. For every obstacle, each PC can attempt a check or use an ability (such as an appropriate Spell, Special Ability or magic item). At the end of the turn, we’ll use the highest check result, and treat any other checks with a result of 10 or higher as though that PC had instead used the aid another action. If you fail to overcome a particular obstacle, you still proceed to the next one, but your failures will likely have unfortunate consequences for yourselves...and the Muckruckers.


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SURPRISE VOLLEY: As you approach the seemingly empty Fort, dozens of hidden enemies within the fort suddenly appear on the parapets and open fire on your entire group!
Either use your Quick Reflexes: i.e. Reflex save,
OR your Survival Instincts: i.e. Initiative check.
Or suggest appropriate spell, special ability, etc.

RUN FOR COVER: Arrows and bolts come raining down on your and the muckruckers but you have no choice: you must lead your allies clear of this killing field.
Either Predict their attacks: Sense Motive check
OR Zigzag Pattern! Acrobatics check
Or suggest appropriate spell, special ability, etc.

SAFE ROUTE You must pick a route that doesn't leave you exposed to focused fire.
Either become As a Shadow Stealth check
OR try and figure out the Optimal Route despite all the tumult around you: Perception check.
Or suggest appropriate spell, special ability, etc.

COORDINATED MOVEMENT Running from cover to cover, you must coordinate the Muckruckers so they don’t just rush to their death.
Either On My Mark Diplomacy Check
OR Go! Go! GO! Intimidate check
Or suggest appropriate spell, special ability, etc.

OBSTACLES: Broken wagons and other barriers block your way to the fort.
Break Through: combat maneuver check
OR Dismantle: Disable Device check
Or suggest appropriate spell, special ability, etc.

OVER THE WALLThe gates are closed, so climbing the wall is the only option!
Cracks in the Wall: Climb check
OR Use Rope while under fire: Ranged Attack Roll
Or suggest appropriate spell, special ability, etc.

Decide which you want to attempt for each check and let 'er rip, making the appropriate roll for each challenge. If you have spell or ability or magic item that helps in one instance, it will probably provide a bonus to the overall check (and you don't make a check for that particular challenge). If unsure if it's appropriate spell or ability, make the check as well, and I'll mitigate.

Sovereign Court

* * Pathfinder Core! * * M Halfling 5 Bard
Tag:
NG Halfling S Bard 5 | HP: 38/38 | AC 20; TC 15; FF 16 | CMB +5; CMD 19 | Fort +3; Ref +9; Will +7 | Init +6 |Perc: +10, SM: +10 | Speed 20ft | Performance: 15/15

“Hahah’ take that bad guys! Now tell us who you work for or we will...we will...ahhh, throw you into jail! I mean, we’re going to do that anyway, but still! Tell us everything!”

diplomacy: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13...doesn’t work too well...

Morka is going to take our his wand of cute light and tap himself while they walk.

Healing: 3d8 + 3 ⇒ (4, 7, 3) + 3 = 17 — using his wand

//morka votes for sovereign court

Sovereign Court

Male Human (Core) Water Sorcerer 4.2 | AC 12 {16 w/ Mage Armor} (T 12/FF 10) | CMB +3 CMD 15 (FF 13) | HP 30/30 | Init +2 | Fort +3 Ref +4 Will +4 (Cold Resistance 10) | Perception +0 | Speed 30' | Cold Ray 6/6 | Spells: 1 (7/7), 2 (4/4),

Hudor looks apprhensively at the the makeshift army but is determined to get them to the fort.

Surprise Volley
Reflex Save: 1d20 + 3 ⇒ (9) + 3 = 12

Run for Cover
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13

Safe Route
Stealth: 1d20 + 2 ⇒ (6) + 2 = 8

Coordinated Movement
Diplomacy: 1d20 + 2 ⇒ (13) + 2 = 15

Obstacles
CMB: 1d20 + 2 ⇒ (10) + 2 = 12

Over the Wall
Ranged Attack: 1d20 + 3 ⇒ (4) + 3 = 7

Grand Lodge

M Gnome Druid 2 HP 15 / 15 AC 19 ( Touch 14 Flat 16) / Fort +5 | Ref +3 | Will +7 / CMB +0 | CMD 13 FF 12 / Init +2 / Perception +10

"No problem Duath, just stay safe that was my last healing potion."

Arriving at the fort Zeebo casts Guidance on everyone. If the GM allows it
"Move quickly People!"

SURPRISE VOLLEY Reflex save: 1d20 + 2 ⇒ (20) + 2 = 22

RUN FOR COVER Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10

SAFE ROUTE Perception: 1d20 + 9 ⇒ (15) + 9 = 24

COORDINATED MOVEMENT Diplomacy: 1d20 + 3 ⇒ (7) + 3 = 10

OBSTACLES CMB: 1d20 + 0 ⇒ (17) + 0 = 17

OVER THE WALL Range Attack: 1d20 + 3 ⇒ (1) + 3 = 4

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