[PFS] Season 0 run, mixed with Dragon's Demand

Game Master Irish202


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Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

Aryxis draws his sword and quickly (but slowly) moves towards the commotion.

Double Move

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Tereze moves forward through the muck.
Hold Everyone! Zere is no need for fear for fighting!
We are all stuck in zis nasty weather, and might be able to help each other.

Double Move. Note I have a life link with all of my fellow pathfinders and Roshi.


Dice Rolling:

Reflex Saves Soldiers: 2d20 + 6 ⇒ (4, 8) + 6 = 18
Reflex Saves Puppers: 2d20 + 5 ⇒ (2, 4) + 5 = 11
Soldier Fire Reflex: 1d20 + 6 ⇒ (3) + 6 = 9
Web Fire Damage: 2d4 ⇒ (3, 2) = 5
Escape Attempts Soldiers: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8
Arrow vs. Locke: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
Miss Chance: 1d100 ⇒ 30
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Escape Attempts Puppers: 2d20 + 2 - 2 ⇒ (13, 17) + 2 - 2 = 30

Melisande wrote:
Melisande casts Web (Purple areas on the map), covering all of the soldiers and two of the dogs, anchoring to the trees on either side of the path.

All of the dogs and soldiers caught in the webbing become stuck by the sticky strands!

Locke and Melisande wrote:

If indeed spotting from above, Locke attaches a payload to an arrow, aiming at the nearest soldier shape in the webbings...

...Probably aim for the dog outside the webbing. Anyone more than 5 ft into the webbing will have total cover.

The dog furthest to the left outside the webbing would be the only one visible to target at the moment, so it will be my assumption that it would be the back-up target to attack.

The loaded arrow arcs through the air, striking the dog and exploding; killing the creature instantly and setting the nearby webbing on fire! The soldier in the flaming web square steps out through the muck and looses an arrow towards Locke, the projectile striking the alchemist through the mists! 9 points of damage. The remaining enemies in the webbing struggle, but are unable to escape at this time.

Adjusting Tetsudo's initiative order to line up with the party, in case he is delayed in posting.

Round 1:

Tetsudo

Round 2:

Melisande
Locke (-9)
Aryxis
Tereze
Kegan

Puppers
Soldiers (Green -14)
Tetsudo

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Kegan continues to slog through the muck.

What a miserable place to be stationed. Did you guys do something to aggravate your commander so much they stationed you here in this muck?

Double move

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Melisande moves up 15ft, and will fire an Arcane Bolt at the one dog outside the webbing.

Ranged Touch: 1d20 + 5 ⇒ (10) + 5 = 15 for 1d4 + 3 ⇒ (1) + 3 = 4

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Tereze moves forward slowly feeling a bruse form on her ribs as her life force heals Locke.
Life Link, Locke heals 5 HP, Tereze takes 5 HP damage.

No, No... We should not be fighting! Nobody did anything to deserve zis! she says to nobody in particular.

Double move forward.

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

Aryxis continues his slog forward.

Double move


Dice Rolling:

Locke Attack: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Miss Chance: 1d100 ⇒ 83
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Escape Attempt Soldier: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
Escape Attempt Puppers: 2d20 + 2 - 2 ⇒ (4, 4) + 2 - 2 = 8
Attack vs. Locke: 2d20 + 7 - 2 ⇒ (16, 2) + 7 - 2 = 23
Miss Chance: 1d100 ⇒ 23
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

**Double Botting Activated**

Melisande's bolt of energy darts through the mists, causing the dog to yelp with pain as the magic damages it. Tetsudo double moves forwards, while Locke lets loose another arrow (sans bomb) at the archer; his attack striking the target for minor damage.

The enemies in the web are still rather stuck, and are unable to escape. The dog advances forward further through the muck as a double move, the animal splashing to a halt in front of Melisande that sends a spray of unpleasant murk around it as it growls at her! The soldier lets two arrows fly at Locke, another projectile striking the alchemist! Tetsudo then moves forward further again to catch up with the combat ahead of him.

Round 3:

Melisande
Locke (-11)
Aryxis
Tereze (-5)
Kegan

Puppers (-4)
Soldiers (Green -16)
Tetsudo

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Finally having an opponent he can get to, Kegan slogs over to the dog and strikes at it with the side of his blade against the dog’s nose.

Bad dog! Do not growl at her!

+1 adamantine rapier, non-lethal: 1d20 + 11 ⇒ (20) + 11 = 31 Crit 15-20
adamantine piercing damage, non-lethal: 1d6 + 3 + 6 ⇒ (5) + 3 + 6 = 14 6 is precision damage
Crit? +1 adamantine rapier, non-lehtal: 1d20 + 11 ⇒ (19) + 11 = 30 Crit 15-20
Total non-lethal damage: 14 + 1d6 + 3 ⇒ 14 + (4) + 3 = 21 6 is precision damage

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Locke flies west, then shoots an arrow at the soldier.

Arrow: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 Sting: 1d8 ⇒ 4
Hit %: 1d100 ⇒ 19

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

If the dog in front of me is still up after Kegan's heroic strike:
Melisande will cast Burning Hands defensively, sending it out and hitting the dog. DC 17 Reflex save from the dog.
Casting Defensively DC17: 1d20 + 12 ⇒ (13) + 12 = 25
Burning Hands: 5d4 ⇒ (4, 3, 1, 3, 1) = 12

If the dog in front of me is dead after Kegan's heroic strike:
Melisande will cast Magic Missile, targeting the green soldier.
Magic Missile: 3d4 + 3 ⇒ (4, 4, 4) + 3 = 15

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

You know you can dodge some of the ze arrows Locke. Tereze says in frustration as she gets another bruse

Life link Locke heals another 5 Tereze takes 5 more HP.

Tereze continues to move forward while summoning her power and placing a lgowing hand onherself.

Single Move forward, cast cure light wounds on herself.
Cure Light Wounds: 1d8 + 5 ⇒ (2) + 5 = 7
At the end of her turn that leaves Locke at -6 HP and Tereze at -3 HP, everyone else at full.

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Hearing some of the frustration, Locke looks down from flight.
"I am not as nimble as a monk. I'll treat you to a drink when this mission's over, promise."

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

"Better yet, when we get to a proper city, a place that has tea and cake or pastries?"


Dice Rolling:

Fire Damage: 2d4 ⇒ (2, 4) = 6

Locke wrote:
Locke flies west, then shoots an arrow at the soldier.

The arrow flies wide in the mist, lodging itself in a nearby fallen log.

**Botting Activated**

Aryxis double moves forward to continue to attempt engagement in the melee.

Kegan wrote:
Finally having an opponent he can get to, Kegan slogs over to the dog and strikes at it with the side of his blade against the dog’s nose.

The dog's nose, along with the rest of its head, is severed clean off of its body with a yelp; the animal collapsing quite dead to the marshy ground beneath it.

Melisande wrote:
Melisande will cast Magic Missile, targeting the green soldier.

Melisande's magical bolts perforate the soldier, the man collapsing on the ground dead afterwards!

Forgot to account for the spread of the fire for the past 2 turns. Will catch up now.

The fire from Locke's bomb and the campfire continues to burn away at the webbing, freeing and damaging the remaining dogs and soldiers caught within. They all take 6 points of fire damage. All three of them slosh out of the area, attempting to maneuver around to get better position in the combat.

Round 3:

Tetsudo

Round 4:

Locke (-6)
Aryxis
Tereze (-3)
Kegan
Melisande

Puppers (All -6)
Soldier (-6)
Tetsudo

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

GM:
GM Irish202 wrote:
Kegan wrote:
Finally having an opponent he can get to, Kegan slogs over to the dog and strikes at it with the side of his blade against the dog’s nose.
The dog's nose, along with the rest of its head, is severed clean off of its body with a yelp; the animal collapsing quite dead to the marshy ground beneath it.

You has caught that it was non-lethal damage, right? I know that you can kill with non-lethal, just want to check.

Kegan moves up the next dog, once again trying for a non-lethal blow.
+1 adamantine rapier, non-lethal: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20 Crit 15-20
Non-lethal adamantine piercing damage: 1d6 + 3 + 6 ⇒ (5) + 3 + 6 = 14 6 is precision damage

Then Kegan calls out to the soldiers “Cowards! Call the dogs off and I would be inclined towards mercy.

Dark Archive

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Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

You should just surrender now. The worst that will happen is you will be tied up, and that can sometimes be pleasant as well.

Melisande sighs and fires off a round of Magic Missiles at the soldier.

Magic Missile: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Life Link Tereze takes 5 more damage (to -8 HP0 and Locke heals 5.

Tereze stops moving and sends a call across the planes, looking for an ally to help her deal with this situation.

Starts casting Summon Monster III

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

Advancing close enough to finally be effective, Aryxis swings his sword in a great chop...

Swing: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 2d6 + 10 ⇒ (4, 5) + 10 = 19


Dice Rolling:

Locke Ranged attack vs. Soldier: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Miss Chance: 1d100 ⇒ 72
Damage: 1d8 ⇒ 8
Dog Attack vs. Aryxis: 1d20 + 3 ⇒ (4) + 3 = 7

**Botting Activated**

Locke fires an arrow at the pesky soldier, his projectile puncturing the man's armor solidly.

Aryxis advances forward and slashes a mighty wound upon the animal, causing it to collapse on the murky ground; leaving Kegan without an immediate target nearby.

Melisande's magical missiles slam into the remaining soldier, who collapses to the ground after being weakened by the alchemists arrow earlier!

The remaining dog advances bravely through the muck, its snapping jaws bouncing off the protective magic surrounding Aryxis.

Round 4:

Tetsudo

Round 5:

Locke (-1)
Aryxis
Tereze (-8)
Kegan
Melisande

Pupper (-6)
Tetsudo

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste
GM Irish202 wrote:
leaving Kegan without an immediate target nearby.

Next time please bot him to move closer or do an Intimidate. The combat is going slow enough without people losing their standard action because their target died to another player’s actions.

Looking to Aryxis, he mentions “The dogs aren’t that much of a threat, we don’t need to kill them.

Then Kegan moves up to the remaining dog and tries to knock it out.
+1 adamantine rapier, non-lethal: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20 Crit 15-20
Non-lethal adamantine piercing damage: 1d6 + 3 + 6 ⇒ (4) + 3 + 6 = 13 6 is precision damage


Kegan's final strike knocks the last dog unconscious, leaving the group without immediate threats in their vicinity. The sounds of horns and the barking of a countless number of dogs can be heard far off in the distance, indicative that remaining here isn't necessarily safe.

Out of Initiative

The scenario accounts for 2 general courses of action, that I will elaborate in spoilers below for when the group has a consensus on how to proceed. There will be 6 rounds worth of time for discussion and actions before something occurs.

Lootz:
Each soldier has 10 cold iron arrows, masterwork composite longbow (+2 strength), masterwork longsword, masterwork studded leather, quiver with 20 arrows.

Option 1 (Fight the Waves):
You can technically continue to wait in the area and fight further waves of these enemies. This is a shorter way to finish the scenario if desired, but will have less RP exposure to the story line. If this action is chosen, I will simulate the majority of the waves with die rolls and uses of resources; as a large number of the waves of enemies are repeats of ones you have just faced. This option will result in similar rewards as choosing the other option on the chronicle.

Option 2 (Continue into Town):
You can continue onward into Railford to avoid further waves of these enemies (for now). This is a longer way to finish the scenario if desired, but will have more RP exposure to the story line. The rewards will be the same on the chronicle compared to the option above. If the group consensus is to choose this option, see the next spoiler below.

Read only if group chooses Option 2:
The group continues onwards through the mires to Railford. There, atop a hillock, stand half a dozen small stone cottages surrounding a tall brick and timber building topped with a massive tin-covered water drum. A sign over its looming doors reads "Railford Distillery, est. 4693." From a squat brick building sharing an adjoining wall with the distillery rises a long cylindrical chimney. A low, moss-covered cobblestone wall surrounds the entire property. The sight of small mob of humans can be seen amidst the cottages, the flickering light of carried torches illuminating townsfolk carrying pitchforks and other makeshift weapons.

What does everyone wish to do here?

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Tereze lets the divine energy go and rushes over to the group.

We did not come here to fight dogs and it sounds like zer are more on the way. We should head to ze Winery and see if zey can tell us what is going on.

As she says this she stablizes the soldiers and dogs that can be saved, but does not wake them up.

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

Aryxis picks up the masterwork bow and quivers..

"I think this might come in handy....'

He nods at Tereze...

"Sounds like a good idea to me..."

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

I hope they have good wine!” Kegan says as he wipes and sheaths his sword.

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Having landed, Locke grabs a flask from their pack and holds it out to Kegan.

"Seeing as you are up front regarding the action, you would benefit from this. It's a concoction to make you faster."

Infused haste extract.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Taking the flask, Kegan replies “Thank you, Locke! I will try to put it to good use.


Please read the "Read if Choose Option 2" spoiler above when ready to continue. :)

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Seeing the mob ahead, Kegan calls out “Hey there! We are with the Pathfinder Society! Could someone explain why there is an army surrounding your town?

His has no weapons in hand.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

And why would you have torches and Pitchforks?
Tereze says in the back.

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Melisande moves toward the front of the group.

Indeed, what is happening here. Everyone seems upset. Maybe we all just need a drink? Where's the nearest tavern, I'm buying.

Diplomacy: 1d20 + 16 ⇒ (10) + 16 = 26


As the group advances into town, jeers and shouts begin to filter out from behind the shuttered windows of the buildings; with several townsfolk rearing back to begin throwing trash at the approaching Pathfinders...until...

Melisande wrote:
Indeed, what is happening here. Everyone seems upset. Maybe we all just need a drink? Where's the nearest tavern, I'm buying.

Melisande's dulcet overtures seem to almost supernaturally flip the entire mood in the air. Approximately 40 villagers stream out to surround the group, with cheers going up at mention of free drinks. Apparently all of the villagers here are drunkards, so this might be expensive in the future!

A grizzled Andoran man separates from the throng to engage in more direct conversation with the group. "Ye came to Railford in not the greatest of times, friends. Name's Dalard Fritch. That 'army' out there," he says with a jerk of his head towards the mire mists that waft from the tree line, "is Becher's problem. He runs the distillery here, you see, and is what passes for a mayor in this town. They just showed up out of the blue three days ago, an' one of 'em had a right solid shouting match with Becher in the street! Said that he had three days to do somethin'," Dalard says with a frown. "Wasn't quite clear what he meant by that. Seemed to shake up Becher real good, though. He left with some men into the swamps two days ago, and hasn't been back since. Only one of his group, a sturdy fellow called Jessup, managed to make it back several hours ago." A very concerned look passes over the man's visage. "Came back real injured. Sick too. He's restin' in one of the houses right now."

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

A flagon of ale is 2cp, so I'm good unless there are a few hundred thousand villagers looking to drink.

Excellent. Thank you Dalard. Perhaps we should speak with this Jessup to understand what has happened here. Will you take us to him?


Dalard leads the group into a nearby house, where a gaunt looking man lies fitfully in a bed while being tended by a local healer. Jessup appears feverish, and is gasping for breath slightly; while the healer appears to be attempting to treat him with the application of live leeches.

Knowledge Religion or Heal (DC 12):
Jessup appears to be suffering from ghoul fever, and if not effectively treated he most likely will not survive through the night.

When questioned, Jessup will recount the following tale between his belabored breaths:

“Becher led us through the swamps down an old trail to what used to be the barrel-aging caves. Them caves where vinters would set the casks ta dry ‘em out an give ‘em good flavor. When we got there, the caves was all boarded up, so it took us a while ta get in. The place was flooded, barrels floating everywhere and it had a foul stink to it. We poked around a bit till Becher found the back office. Inside, there was this strongbox that he said had somethin' important. That’s when they came... these things rose out of the muck and started attacking. Dead folk with sharpened fangs. We tried to fight ‘em but they was too strong. They tore Padrik’s arm right off and started eating it... we tried to get out the way we came in. I made it out, but some of the creatures started following us, escaping. They blocked the entrance, trapping Becher and Walmont inside and after that the entrance collapsed on them. One of the creatures that followed me tried to grab me and took a bite out of my leg, so I ran. I ran as fast as I could. I don’t know what happened after that.”

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Untrained Heal: 1d20 ⇒ 4

Kegan looks to the others in the group and asks “What sort of disease is he suffering from?

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Locke steps past Kegan, at his question.

"I have a little bit of experience with tending to injuries the mundane way. Can i have a look?"

"It bit flesh from your leg, you say?"
Locke waits for the healer to take away the leeches.

Heal: 1d20 + 5 ⇒ (16) + 5 = 21
"Well, this is particularly unpleasant.", Lock turns their head at the others.

"Living dead eating living flesh, leaving these teeth marks? This man has been bitten by a ghoul. He is suffering from ghoul fever."

Looking back at the feverish man with some pity..
"Sorry to say, but you need some expert treatment, or you will be dead sometime this night."

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Perplexed, Kegan asks “Why don’t you treat him then, Locke?

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Melisande comes forward and inspects the man's injuries Take 10 on Kn(Religion): 10 + 14 = 24 and nods at Locke's words. I agree. Definitely looks like Ghoul Fever. I don't have any way to help you myself, unfortunately. Tereze, I think you are the most skilled in these things. Do you have a way to help? Or Locke, can you prepare an alchemical remedy to at least help him fend off the disease? She frowns at the thought of him becoming a ghoul in the midst of the village and pulls Delard aside. If we are unable to treat this, you will need to restrain him or he will likely infect others if he changes tonight.

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Towards Kegan's question..

"I do not have physical experience with ghoul fever treatment, short of reading medical literature about such cases. First aid, field applications, mostly."

Looks back over to the feverish man.
"It would require magical means of lifting the disease, safest way, or prolonged treatment, in hopes of his body rejecting it. But in his current condition, that is very unlikely."

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

What about the Treat Disease use of the Heal skill?

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

True. No idea if this will benefit him, but....

"Most i could do, maybe, is an herbal salve bandage."

Whatever herbs come out of a select few pockets have a sharp smell.
Heal?: 1d20 + 5 ⇒ (14) + 5 = 19

"I can not say how much it would help him, given his condition, but it is a general fever repelling salve."

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

I have a bad feeling about this. We are likely going to need to fight these undead as well. Still, this person needs the help now...

With a slight hesitation, Kegan digs into his pouch and gets out an antiplague alchemical remedy which he offers to the man.

Now that he has treated you, this should help as well.

I just hope I haven’t given away my own means of salvation.

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

"Apologies comrades - I have no training or ability to help with disease. Having recognised the disease, perhaps we could purchase something to assist?"


The healer gives off a miffed expression and leaves when the others intervene in his patient's treatment, but Jessup does not seem to mind at all; if anything to at least put a halt to the leeches. Locke's poultices and Kegan's generously offered antiplague seem to make a difference; the man relaxing slightly and breathing a little easier at the moment.

Dalard watches this with an inscrutable expression, worry still hovering around him like the cloying mists in the woods. "This is not good at all. Ghouls...lurking around Railford? We need to find Becher, fast. Without him here, the town will have no standing to continue to resist those military folk waitin' outside town for long." He turns his gaze to the group, a burgeoning request becoming readily evident. "Will you all possibly go find him? I know this place that Jessup spoke of...we can give you a simple map to lead you there. I don't know if anyone here will be willing to go out there...not with ghouls on the loose."

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

With the prospect of ghoul hunting, Locke spends a minute to mix together another extract, which they hand to Kegan.

"Here you go. It is similar in effect to those force shields mages cast on themselves."

Shield extract.

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

We will go and attempt to fine Becher. Hopefully your map will suffice. She pulls Dalard aside. Please do keep in mind what I've said about Jessup. I'd hate to see him come to unnecessary harm, but if the medicines we've given him do not help fully, you need to take steps to protect the rest of the town. Watch him carefully and remember, the needs of the many outweigh the needs of the few, or the one.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Saddly I can do no more zen what you are already doing. I do not have ze knack to magically cure zat.

But she does help Locke make sure that he treats the disease properly.
Heal Aid Another: 1d20 + 4 ⇒ (17) + 4 = 21

We need to be careful, this will be dangerous if the Ghouls infect more people.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

"Thank you, Locke! I'll use this if we face ghouls."

Nodding towards Jessup, he asks "When will we know if he is alright?"

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

"One would almost encourage boarding things up to stay safe at night."


Dice Rolling:

8d100 ⇒ (81, 68, 94, 5, 85, 85, 73, 31) = 522
7d10 ⇒ (1, 10, 10, 3, 8, 1, 1) = 34
1d5 ⇒ 3
Aryxis: 1d6 ⇒ 3
Kegan: 1d6 ⇒ 4
Locke: 1d6 ⇒ 6
Melisande: 1d6 ⇒ 4
Tereze: 1d6 ⇒ 5
Tetsudo: 1d6 ⇒ 1
Roshi: 1d6 ⇒ 3

Melisande wrote:
We will go and attempt to fine Becher. Hopefully your map will suffice.

Dalard seems glad of the groups inclination to assist, and provides Melisande said map after he excuses himself briefly to retrieve it from another house.

Tereze wrote:
We need to be careful, this will be dangerous if the Ghouls infect more people.

When Dalard returns with the map, he also returns with additional supplies to give the group to assist with any ghouls they might encounter.

Perception DC 15:
When Dalard is handing the map and supplies out, you notice a pendant that he wears slip out from under his shirt. It appears to be a tarnished silver pendant of an eagle with spread wings. A DC 10 Local or Intelligence reveals that this is an insignia of a member of the Andoran Eagle Knights.

Supplies:

-Two very aged scrolls bound in twine. There is a tag hanging from the twine that states "Use for Deadly Illness," which if questioned why it was not used on Jessup Dalard will reply dryly: "The local doctor only knows 'herbal' lore. He doesn't dabble in the magicks. No priest will settle out here, too isolated." DC 18 Spellcraft or Read Magic will identify as remove disease scrolls.

-Three potion vials. One contains a violet-red bubbling liquid that smells like blood oranges, with a label that states "Use for Mild Injuries." Another contains a liquid that fades from yellow orange to green in two immiscible layers, while oddly smelling like pork. It has a tag that states "Use for Serious Injuries, shake well before use." The final vial contains a sky blue bubbling liquid that smells like ginger, labeled "Use for Immobility." Locke will easily identify (or anyone else with DC 17/17/18 Perception or Spellcraft) the potions as cure moderate wounds, cure serious wounds, and remove paralysis respectively.

When Ready to Depart:
The group departs into the marshes towards the caves marked on Dalard's map. After about a half-hour of travel the group encounters a narrow footpath leading down a gentle but muddy escarpment, disappearing into thick tangles of shrubs and swamp weed. At the base of the hill, the dirt path turns to soft sticky mud. It winds back through the shadowy mire. Nailed to a nearby tree hangs a moss-covered plank crudely cut into an arrow that points towards the mucky path. The plank has faded writing on it, stating "Barrel Caves, 2.5 miles."

Upon continuing through the muddy area down the path, Locke abruptly feels an odd pervasive stinging sensation on his leg. Looking down, he notices that he has six bloated leeches clinging there and biting away at his leg! Alerting the group, everyone quickly notices that there are leeches silently and painlessly clinging to everyone's appendages!

This is a very odd skill/saving throw challenge, so I apologize in advance. I will need a DC 12 Fortitude save from everyone.

-A failed save will result in taking constitution damage equal to the number of leeches you have on you; check in the dice rolling spoiler at the beginning of my post to see how many leeches are on you. After they deal this damage, the leeches fall off and nothing further happens.

-A successful save will result in no effect from the leeches, but they will continue to remain on you (requiring a DC 12 Fortitude every 6 seconds) until they deal damage or are removed.

-Leeches can be pulled or burned off, dealing 1 HP of damage per leech; or salted off (no damage, but requires salt). It takes roughly a move action to remove a leech.

-The constitution damage from a leech is temporary, and is healed after any kind of healing at all (e.g. hit point healing, lesser restoration, etc.). It will also heal in the normal fashion (e.g. 1 point per 24 hours).

-I won't require initiative to keep track of actions, more of a general consensus of action economy if it becomes an issue.

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