[PFS] Teamwork Experiment Table Fez (Inactive)

Game Master Nathan Hartshorn

An experiment to determine the power of Teamwork feats the way they were meant to be used.

Drandle Dreng

Kreighton Shaine

Janira Gavix

Map


1,801 to 1,850 of 2,099 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>

Vindlér feels Abadar guiding his arm, directing his morningstar to the place that Borvius will be. The weapon crunches into the man's head knocking him to the floor in a heap of blood. The others, seeing their leader down begin to flee in full force.

Several screams can be heard upstairs directing your attention. You find two children staring down at you, tears and snot streaking their faces. They call for help and you soon see why. The master bedroom is a mess, blood everywhere around you assume Arhaneem Braeton and his wife, Canalee.

They have been posed and continue to bleed heavily into the sheets and furniture. Canalee has been propped up against the bed, arm and face resting there while she lies on the floor. Arhaneem is lying back in a chair, eyes closed as though he were just resting. Each is holding a bloody rapier in their hand, as though they were fighting. Considering their condition you decide to try and stabilize them first, the rogue's lighter armaments and knowledge of the area making it unlikely you will catch them.

Berato leads the charge on healing with Marcus being his primary assistant. Anthys and Vindlér keep an eye on Borvius and the other downed men while their compatriots are taking care of the Braetons. It is not long before both are in stable condition and one of you can get a message out to the Sheriff.

She and her men arrive, bloody, battered, a little acid damaged, but intact nonetheless. They throw the perpetrators in manacles and march them off, informing you the quarantine has been lifted on the Umbral Carnival. You are given the rest of the night to relax and recuperate from the trials you faced. Late in the night a knock sounds at the door to your rooms, revealing a heavily covered Ika. She presents you with a long silk Varisian scarf embroidered with all the colors of a flame and tasseled in tiny beads as thanks for your work.

The next morning Sheriff Feldane reveals all that has gone on in the town and exonerates the Umbral Carnival completely. This has the direct repercussion of the final days of the carnival being completely sold out and the community in the town growing closer together. You are given offers of joining the town, which is seeking a replacement for the kindhearted Sister Woodmere, as well as guardians for the Braeton children. Chelaxians and Varisians set aside their differences in an annual memorial to the victims. A greater understanding is reached, and the community grows even stronger. Potentially more enticing is a personal invitation from Ika and Almara Delisen to join the Umbra Carnival and travel all across Avistan as part of a new family.

Module complete! The rest is RP and up to you guys to direct. I'll be working up chronicles tonight, hoping to get them to you tonight as well, then we'll jump into the next scenario.

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 27 T 13 FF 25 CMD 28 (plus Teamwork) | HP 94/94 | F+9 R+5 W+5 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

Anthys stays downstairs so as to not scare the children - Borvius taking his face with magic might have the children thinking he is Borvius (though his different armor and shield might suggest he is a different person).

He thanks the Sheriff for her assistance when she arrives. "Did you manage to catch the others? If any got away, I think they'll be less of a threat without Borvius and Robella. The scene here is unusually brutal for a Thieves' Guild. I though that sort liked to keep a lower profile - Borvius must have been desperate."

Anthys pays a visit to the Carnival. [b]"I greatly enjoyed seeing your show. I am glad you can continue your travels in peace now. While it is tempting to think of joining you, I have my own quest. For now, being a Pathfinder is the best means of accomplishing my goals. I also don't have the flair for showmanship that you all do. May Desna watch over your travels." He isn't a Desnan himself, but he knows that she is popular among Varisians and is a protector of travelers. He adds, "And perhaps Sivanah as well," recalling something about veils and illusions.

Silver Crusade

Male LG Human (Chelaxian) Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 63/63 (1/day converts bonus dmg from crit into nonlethal dmg), F+11, R+7, W+16, Speed 30 ft. Skills Diplomacy 17, Heal 21, Knowledge (arc5, his5, nob5, plane7, rel 8), Perception 25, Sense Motive 14, Spellcraft 9, Survival 6. Buffs: magic_vstmnt x2, bless

Berato addresses the Sheriff, "No, we did not manage to catch the others. I will gladly stay here until we find them all. Their faces have been etched in the stone of my memory and if you have a sketch artist, I can provide time and assistance to come up with likenesses. I would also volunteer to personally accompany you and your men for this final crackdown. Otherwise the evil we defeated will be replaced by one of these defeated lieutenants, given enough time or booze for them to make up their mind. What are your laws in regards to those we detained for you? this was a major crime, yes?"

Silver Crusade

Male LG Dwarf Inquisitor 8 (HP 69/69) | AC:21 | T:12 | FF:19 | cmd:21 | Fort +9 | Ref +5 | Will +12 (+13) |Init. +6 | Perc:+14 (+15); Darkvision 60ft | Speed 20ft | Shield Wall bonus:+2 | Touch of Law: 7/7 | Bane: 8/8 | Status: Ability Mastery (+2 Wis), Flames of the Faithful | Found Gear:

Vindlér stands watch over the unconscious criminals beside his old friend, Anthys. ”Well, seems we’ve sorted out yet another lot of low down miscreants, eh Anthys? I’ve got to say, that felt pretty good. Just like the shield walls back in Lastwall.” A smile plays about the dwarf’s lips as he reminisces about their shared history. He also takes some time to check Borvius’s possessions to see if the man carried any evidence explaining the motives behind the attacks and the framing of the Carnival.

A short while later, Vindlér welcomes the sheriff and her posse with open arms and a broad smile, ”Sheriff Feldane! Welcome to the Braeton estate, where the Law is carried out with austere severity!” He gives one of the rogues a light kick in the ribs, then folds his arms. ”I’m glad to report the family is still alive, though the master and mistress of the house were badly injured. They’re stable now though, so all is well!”

When everything wraps up and the city offers him a new home, Vindlér spends one afternoon visiting the local temples and shrines. ”Sadly, I cannot stay,” he tells them, ”but remember this: it is Abadar who stands for the strength and peace you have found in your new unity with the Varisians and with yourselves. Wherever civilization and law are respected, he is there to protect it.”


“One of our number has fallen.” Venture-Captain Adril Hestram lets the grave words hang in the air before continuing. It’s difficult to imagine a large man like Adril defeated, but in light of this grim news his shoulders slump; he is a man who suffered a loss. “Targos Min-Katheer, esteemed venture-captain, is dead. His last wishes are simple: he wants his mortal remains to take one last trip along the Silken Way to his home city of Katheer, there to rest with his ancestors. He was one of our finest and we aim to honor his request. It is for this reason I’ve called you all together.” Adril points one sausage-thick finger at the map on the table, tracing a line from Absalom to the mouth of the Pashman River, then snaking up the river to the oasis city of Lopul. “Here is where you can gather up his remains and join the silken caravan, one of the only caravans daring the harsh journey across the desert from Lopul to Katheer. This mission is simple, joyride really, but we insist you give it the attention it deserves. A few weeks in the sun, seeing the sights of the desert. A dream assignment.”

Adril has a way of making every assignment sound like a sweet deal, but the last few weeks traveling by boat up the Pashman River and then hiking the short distance to the oasis city have been grueling to the extreme. A poisonous river snake claimed one of your guides; you remember his last gasps well, and how his face bloated to twice its usual size within seconds of the bite.

Before you now lies Lopul, the great caravan city, erected around the crystal life-giving waters of the Pool of Sihbon, the largest oasis for over one hundred miles. Mud brick houses baking in the sun and great canvas tents crowd the central copse of palm and date trees.

Lopul is a caravan-city ruled by the Sheikh Samraf Al-Hadari, humble servant to the padishah emperor of Kelesh. The settlement’s population fluctuates wildly with the comings and goings of trade caravans, but usually has at least a thousand locals and travelers in residence at any one time. Most of the city is comprised of tents and temporary dwellings erected by merchants and caravan masters, with only about a quarter of the city’s structures being permanently built around the Pool of Sihbon itself. Among these permanent structures are a half-dozen caravanserai, the fortress of the sheikh, and twoscore domed dwellings constructed of mud brick. One such dwelling is the former residence of Targos Min-Katheer. All that remains is to collect his body and join the silken caravan.

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 27 T 13 FF 25 CMD 28 (plus Teamwork) | HP 94/94 | F+9 R+5 W+5 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

"How did Targos die? Was it natural causes or was he murdered -- and if the latter, were his killers brought to justice?
And how long will this journey take? If it is a desert mission, perhaps we should prepare adequately."

Anthys will happily chip in for a wand of Endure Elements.
However, if this journey is a few weeks, we might need more than one wand.


Adril sniffs, "Natural causes. He was getting on in years, and has donated more than two dozen stories to the Chronicles himself. Your journey will take you two weeks of travel, through the desert, along the Silken Way." The scenario assumes you'll just take the Fort saves, cause who would spend money on a wand of EE, right? *You know before PP spending on wands was a thing*. So, it doesn't actually specify how many days it will take, just that you'll have to make saves on the day/s encounters happen.

Silver Crusade

Male LG Dwarf Inquisitor 8 (HP 69/69) | AC:21 | T:12 | FF:19 | cmd:21 | Fort +9 | Ref +5 | Will +12 (+13) |Init. +6 | Perc:+14 (+15); Darkvision 60ft | Speed 20ft | Shield Wall bonus:+2 | Touch of Law: 7/7 | Bane: 8/8 | Status: Ability Mastery (+2 Wis), Flames of the Faithful | Found Gear:

"Did the Venture Captain have any enemies? Anyone who would want to stop us from delivering his remains peacefully?" Vindlér strokes his beard thoughtfully as he listens to the answers, hoping against all hope that, for once, this journey will be a quiet one, so that they may pay the proper respects to Targos's memory.


Adril nods, "Being an active Venture Captain leads to many enemies, though the ones he writes the most of is a Cult of Lameshtu."

Silver Crusade

Male LG Human (Chelaxian) Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 63/63 (1/day converts bonus dmg from crit into nonlethal dmg), F+11, R+7, W+16, Speed 30 ft. Skills Diplomacy 17, Heal 21, Knowledge (arc5, his5, nob5, plane7, rel 8), Perception 25, Sense Motive 14, Spellcraft 9, Survival 6. Buffs: magic_vstmnt x2, bless

"Will the silken caravan provide us with camels, water, desert outfits and shelter at night, in exchange for the added protection and security we provide? or do we have to self-provide for amenities in this mission, Sir?"

100% agree on wand of endure elements - 5 of us so that's 150gp each for 10 charges each; will only cast it on the group if I notice temperature creeping up to dangerous levels via Heal checks. Is this ok GM Fez?

Silver Crusade

Male LG Human (Chelaxian) Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 63/63 (1/day converts bonus dmg from crit into nonlethal dmg), F+11, R+7, W+16, Speed 30 ft. Skills Diplomacy 17, Heal 21, Knowledge (arc5, his5, nob5, plane7, rel 8), Perception 25, Sense Motive 14, Spellcraft 9, Survival 6. Buffs: magic_vstmnt x2, bless

Berato purchases a set of marked sticks or bones worth 25 gp, which he will use as a focus to cast read weather every 48 hours, starting on the morning they depart.

He tells the group that with this spell, Berato should be able to tell when the group will experience a cooler day, therefore enabling rationing of their newly acquired wand.

Berato also inquires about the new agent, and when he's planned to join the group.


Venture Captain Hestram shakes his head, "No, the Society will be providing you domesticated dromedary and sufficient supplies for each of you. If you are not using magic to protect yourself from the heat I suggest you go without armor for the duration. Additionally you will need to procure a tent to rest in during the midday break and at night if you go without magical protection."

You guys will have to use the spell every day you're travelling unless you get tents. See below:

I'm just going to copy-paste what the scenario says:
The route of the Silken Way takes caravans across the corner of the great western erg, or sand desert, of the Keleshite Empire. This desolate waste of wind and sand crosses vast stretches of dunes and salt flats. It reaches temperatures of 130 degrees (54 C) during the day and 40 degrees (4 C) at night. As a result, most travel is done during the morning and evening hours when the average temperature hovers around 95 degrees (35 C). Even during this time, creatures not native to the desert must make a Fortitude save (DC 15, +1 for each previous check) each hour or take 1d4 points of nonlethal damage. Individuals wearing heavy clothing or any sort of armor (not including shields) take a –4 penalty on this saving throw. Bonuses for successful Survival checks and further information regarding heat dangers are described on page 303 of the DMG. As a result of this condition almost no one wears armor while out in the desert. The rests taken by the PCs at night and during the hottest midday hours (provided there is shade and water on hand) are sufficient to allow the recovery from nonlethal damage.

Silver Crusade

Male LG Human (Chelaxian) Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 63/63 (1/day converts bonus dmg from crit into nonlethal dmg), F+11, R+7, W+16, Speed 30 ft. Skills Diplomacy 17, Heal 21, Knowledge (arc5, his5, nob5, plane7, rel 8), Perception 25, Sense Motive 14, Spellcraft 9, Survival 6. Buffs: magic_vstmnt x2, bless

How long is the trip? i.e. how many charges of endure elements we need? I *do* have create water memorized and we can buy a big pavilion tent if it's cheaper...


Two weeks in the desert, so 14 days. With 5 of you that'll be 70 charges, so almost a wand and a half.

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 27 T 13 FF 25 CMD 28 (plus Teamwork) | HP 94/94 | F+9 R+5 W+5 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

The spell is on the Alchemist, Cleric, and Wizard lists so three PCs can cast it. We could get by with one wand if the casters prepped just two spells between them every day.

Silver Crusade

Male LG Human (Chelaxian) Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 63/63 (1/day converts bonus dmg from crit into nonlethal dmg), F+11, R+7, W+16, Speed 30 ft. Skills Diplomacy 17, Heal 21, Knowledge (arc5, his5, nob5, plane7, rel 8), Perception 25, Sense Motive 14, Spellcraft 9, Survival 6. Buffs: magic_vstmnt x2, bless

GM Fez: any chance that my Read Weather plan could identify cooler days resulting in only 50 charges required? ;) If not Berato will swap 1 first level spells for Endure Elements. If the arcanist does the same we'll need only 42 charges from the wand.


Even the 'cool' days put the days into the dangerous temperatures that require checks.

Silver Crusade

Male LG Human (Chelaxian) Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 63/63 (1/day converts bonus dmg from crit into nonlethal dmg), F+11, R+7, W+16, Speed 30 ft. Skills Diplomacy 17, Heal 21, Knowledge (arc5, his5, nob5, plane7, rel 8), Perception 25, Sense Motive 14, Spellcraft 9, Survival 6. Buffs: magic_vstmnt x2, bless

Ok - changing spell list to include one Endure Elements. Where is our arcanist? are we starting a new thread for this? thanks!

Grand Lodge

NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor

sorry I’m here. I dotted in but haven’t been getting notifications. Will read and catchup in the next couple of hours

Silver Crusade

Male LG Dwarf Inquisitor 8 (HP 69/69) | AC:21 | T:12 | FF:19 | cmd:21 | Fort +9 | Ref +5 | Will +12 (+13) |Init. +6 | Perc:+14 (+15); Darkvision 60ft | Speed 20ft | Shield Wall bonus:+2 | Touch of Law: 7/7 | Bane: 8/8 | Status: Ability Mastery (+2 Wis), Flames of the Faithful | Found Gear:
GM Fez wrote:
Adril nods, "Being an active Venture Captain leads to many enemies, though the ones he writes the most of is a Cult of Lameshtu."

Vindlér sighs gruffly, "Lamashtu, eh? Well, there goes any chance of a quiet trip. We'll be on the look out, Captain. Tell me, though, has there been any word of recent bandit raids along the route we're to take?"

In addition to the Endure Elements situation, I think I'm also going to pick up some scrolls of Protection from Evil. Cult of Lamashtu sounds like pretty nasty stuff, and I'm willing to bet if we run into them, we won't be sorry to have some extra defenses against evil creatures.
I'll put my purchases in Discussion.

Silver Crusade

Male LG Human (Chelaxian) Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 63/63 (1/day converts bonus dmg from crit into nonlethal dmg), F+11, R+7, W+16, Speed 30 ft. Skills Diplomacy 17, Heal 21, Knowledge (arc5, his5, nob5, plane7, rel 8), Perception 25, Sense Motive 14, Spellcraft 9, Survival 6. Buffs: magic_vstmnt x2, bless

I have one pro vs. evil memorized; I also have bull's STR and aid: raise your hand if interested. I took liberating command just in case. Then bless+moment of greatness of course. Also Shield Other between Berato and Anthys as he'll be taking most dmg methinks. I have a resist energy as well. Channel is now at 2d6, and touch of good is now +2 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round, and 8 times a day. Not bad I think.


This will be the last scenario using this thread, I'll make a new gameplay and discussion thread for the next one.

"You'll have to ask the head of whatever caravan you attach yourselves to, we don't receive regular reports from that area of the desert."

More questions/introductions/etc. will be answered as flashbacks.

After arriving in Lopul, you locate the former residence of the well-known Pathfinder with a few well-placed questions. A small mud-brick, domed dwelling lies at the end of a humble, sandy street here in the heart of the caravan city. The scent of the nearby oasis still reaches you, and a hive of bees, attracted by the nearby water, hangs from a date palm next to the house. The wails of mourners and cries of women and children reach your ears, and you can see a small crowd gathered outside the house’s single door, its members crying and tearing their garments. Whether professionally hired mourners or sorrow-filled residents outpouring legitimate grief for the loss of a local hero is unclear, but the emotion seems genuine enough.

Knocking at the front door brings an answer in the form of a man in sackcloth with ashes poured over his freshly shaved head. His face is sickly pale under the coating of ashes, and part of one ear if missing. His hands are wrapped in dirty bandages.

DC 5 Heal or DC 8 Int:
This man is a leper. However, Targos was known for his generosity to the poor and afflicted, so his appearance here is not that surprising.

He allows you to enter without a word after respectfully moving out of their way to avoid any accidental contact. The front room of the house holds more leper mourners, and a curtained doorway blocks access to the house’s lone bedroom. Shortly after you enter, a man wearing priestly robes and a black jackal death mask emerges from behind the curtain. His voice muffled by the mask, the man introduces himself as Ben-Garri and explains that the honored venture-captain’s body is receiving its funeral preparations and that you will need to return at nightfall to claim it.

SECRET ROLLS!:
1d20 + 2 ⇒ (13) + 2 = 15

DC 15 Perception:
You notice ashen patches on his hands and a couple missing fingers, indicating that this man also suffers from leprosy.

DC 15 Kn. (religion):
The mask as being associated with a cult of the deity Lamashtu, demon goddess of madness and monsters.

DC 15 Sense Motive:
Ben-Garri is lying to you.

Silver Crusade

Male LG Dwarf Inquisitor 8 (HP 69/69) | AC:21 | T:12 | FF:19 | cmd:21 | Fort +9 | Ref +5 | Will +12 (+13) |Init. +6 | Perc:+14 (+15); Darkvision 60ft | Speed 20ft | Shield Wall bonus:+2 | Touch of Law: 7/7 | Bane: 8/8 | Status: Ability Mastery (+2 Wis), Flames of the Faithful | Found Gear:

Heal: 1d20 + 3 ⇒ (9) + 3 = 12
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Knowledge (religion): 1d20 + 6 ⇒ (12) + 6 = 18
Sense Motive: 1d20 + 9 ⇒ (3) + 9 = 12

Vindlér enters the house solemnly and nods with respect to the mourners, both those with and without debilitating diseases. Overall, he is respectful of the somber mood, and carries an air of peacefulness about him, hoping it will comfort those whose grief is not solely professional.

When he sees the masked figure emerge from the late venture-captain's room, however, Vindlér noticeably tenses, and his hand strays to the morningstar at his side. Before disrupting the solemn scene and causing a disturbance, however, he speaks with the man in priestly attire, "Begging your pardon, sir, but we were instructed to come here directly. We could come back later, but perhaps we could come into the Venture Captain's room to pay our respects?"

Grand Lodge

NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor

Intelligence: 1d20 + 5 ⇒ (7) + 5 = 12
Perception: 1d20 ⇒ 18
Kn: Religion: 1d20 + 13 ⇒ (20) + 13 = 33
Sense Motive: 1d20 ⇒ 20

Elaril is respectful of all those they can see and follows discreetly behind Vindler. Upon hearing the masked figure speak, he tenses and steps forward "Yes, I think that would best. Please show us to the body that may pay our respects before we prepare it for travel."

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 27 T 13 FF 25 CMD 28 (plus Teamwork) | HP 94/94 | F+9 R+5 W+5 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

Heal: 1d20 + 1 ⇒ (14) + 1 = 15
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Sense Motive: 1d20 + 1 ⇒ (8) + 1 = 9
Anthys is also quiet and respectful. However, on seeing the lepers, he is clearly uncomfortable. He is fearless in battle, but disease is not a foe that can be fought with strong armor and a sword. The extent of Iomedae's teachings, as best as he can remember, are to wash daily, keep wounds clean, and go to the healers if there is a problem. Compassion for the ill, certainly, but how to not become ill oneself? Her paladin followers were blessed with divine health, but Anthys never received that call.

While he doesn't recognize the masked man's sect or intentions, he does perceive that Vindlér is concerned. His Dwarven friend has always had better instincts than him in this regard.

He remains quiet, but moves to stand next to Vindlér. At 5'4" he is hardly imposing, but nevertheless looks serious.


There's no map for this one guys, but there are a lot of enemies here, 8 lepers plus the priest. To start, one move action should be enough to engage with any of the people present.

Ben-Garri nods and takes a step backwards into the room, saying in common but switching over to Kelish, "Of course, if you follow-attack! Attack minions, stop these Pathfinders!"

Initiatives!:
Elaril: 1d20 + 8 ⇒ (1) + 8 = 9
Vindlér: 1d20 + 4 ⇒ (14) + 4 = 18
Berato: 1d20 + 1 ⇒ (1) + 1 = 2
Anthys: 1d20 + 2 ⇒ (2) + 2 = 4
Marcus: 1d20 + 3 ⇒ (7) + 3 = 10
Ben-Garri: 1d20 + 3 ⇒ (19) + 3 = 22
Lepers: 1d20 + 1 ⇒ (17) + 1 = 18

Ben-Garri moves behind the rows of his cultists and calls out to his god for protection. He is casting sanctuary, and requires a DC 13 Will save to be attacked. To reach Ben-Garri in melee you'll take 4 AoOs.

For ease of use: Lepers have 11 AC and 5 hp, Ben-Garri has 12 AC and 23 hp.

Order 1st Round
Ben-Garri
Vindlér
Lepers [1: 0, 2: 0, 3: 0, 4: 0, 5: 0, 6: 0, 7: 0, 8: 0]
Marcus, Elaril, Anthys, Berato

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 27 T 13 FF 25 CMD 28 (plus Teamwork) | HP 94/94 | F+9 R+5 W+5 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

The lack of a map means we have to assume positioning for our teamwork feats.
Anthys has +2 AC from Shield Wall and +1 Dodge bonus from Heart of the Streets if adjacent to two or more allies. The latter won't apply if he is flat-footed, but he would still be AC 21 - and then AC 24 after he gets to act.
If there are disease saves, Shake it Off is now in effect! That is a nice boost.


For your teamwork feats I'm assuming everyone is adjacent to at least 2 companions unless you state you're moving far away (to, for example, attack Ben). Yep, Shake it Off will be helpful here, don't want to contract Leprosy, dat's bad juju.

Silver Crusade

Male LG Human (Chelaxian) Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 63/63 (1/day converts bonus dmg from crit into nonlethal dmg), F+11, R+7, W+16, Speed 30 ft. Skills Diplomacy 17, Heal 21, Knowledge (arc5, his5, nob5, plane7, rel 8), Perception 25, Sense Motive 14, Spellcraft 9, Survival 6. Buffs: magic_vstmnt x2, bless

Heal: 1d20 + 14 ⇒ (8) + 14 = 22
Perception: 1d20 + 13 ⇒ (19) + 13 = 32
Religion: 1d20 + 8 ⇒ (2) + 8 = 10
Motive: 1d20 + 5 ⇒ (13) + 5 = 18

"Stay in shield wall formation, Pathfinders! let them come!"

On his turn, if not threatened:
Berato casts Divine Favor and stays in close formation, readying shield and warhammer.

On his turn, if threatened:
Berato strikes an attacker that's next to him
Warhammer: 1d20 + 7 ⇒ (12) + 7 = 19 for dmg: 1d8 + 1 ⇒ (6) + 1 = 7

Silver Crusade

Male LG Dwarf Inquisitor 8 (HP 69/69) | AC:21 | T:12 | FF:19 | cmd:21 | Fort +9 | Ref +5 | Will +12 (+13) |Init. +6 | Perc:+14 (+15); Darkvision 60ft | Speed 20ft | Shield Wall bonus:+2 | Touch of Law: 7/7 | Bane: 8/8 | Status: Ability Mastery (+2 Wis), Flames of the Faithful | Found Gear:

Vindlér readies his shield and draws his morningstar, "Right! Stay close."

Just drawing shield and weapon. Gotta respect the fiction that I wouldn't have had anything ready at hand walking into a funeral.

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 27 T 13 FF 25 CMD 28 (plus Teamwork) | HP 94/94 | F+9 R+5 W+5 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

That's fair. With shield not ready, Anthys is AC 17 flat-footed.

Grand Lodge

NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor

So I’m contemplating Burning Hands here. What sort of formation are we in and where are we relative to everyone else? Are we surrounded? How many could I hit?

Silver Crusade

Male LG Human (Chelaxian) Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 63/63 (1/day converts bonus dmg from crit into nonlethal dmg), F+11, R+7, W+16, Speed 30 ft. Skills Diplomacy 17, Heal 21, Knowledge (arc5, his5, nob5, plane7, rel 8), Perception 25, Sense Motive 14, Spellcraft 9, Survival 6. Buffs: magic_vstmnt x2, bless

I also would like to see a map. I can provide one if need be.


It's a wall of dudes. One of you can elect to be in the 'second rank' and not be attacked by the lepers as they pour forward.

The lepers leap forward, striking with rotten fists and feet.

Attack (B)!: 1d20 + 1 ⇒ (11) + 1 = 12
Attack (M)!: 1d20 + 1 ⇒ (12) + 1 = 13
Attack (A)!: 1d20 + 1 ⇒ (5) + 1 = 6
Attack (V)!: 1d20 + 1 ⇒ (17) + 1 = 18

Their blows are not able to beat through your armor and defenses. Berato strikes one down without issue, allowing another to take its place.

Order 1st Round
Ben-Garri
Vindlér
Lepers [1: 0, 2: 0, 3: 0, 4: 0, 5: 0, 6: 0, 7: 0]
Marcus, Elaril, Anthys, Berato

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 27 T 13 FF 25 CMD 28 (plus Teamwork) | HP 94/94 | F+9 R+5 W+5 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

Anthys draws his sword and readies his shield, and says "I don't know who you are or why you are doing this, but if you wish to die, I will oblige."
Now AC 24.

Grand Lodge

NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor

Elaril moves to the end of the team and steps forward before raking the line of attackers with burning flame.

Move Action: Move
Standard Action: Burning Hands. Directing the cone down the line and expanding backwards towards the extra ranks of attackers. Or some other way if it will hit more of them.

Fire Damage: 5d4 ⇒ (2, 1, 4, 3, 3) = 13 - DC17 Reflex for half

Silver Crusade

Male LG Human (Chelaxian) Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 63/63 (1/day converts bonus dmg from crit into nonlethal dmg), F+11, R+7, W+16, Speed 30 ft. Skills Diplomacy 17, Heal 21, Knowledge (arc5, his5, nob5, plane7, rel 8), Perception 25, Sense Motive 14, Spellcraft 9, Survival 6. Buffs: magic_vstmnt x2, bless

That will disinfect the room! :)

Dark Archive

M Male | Human (Chelaxian) | Investigator 3/Fighter 4/Cleric 1 | HP 55/55 | AC 23, FF 19, T 14 | CMB +7, CMD 21 | Init +5 | F +11, R +11, W +10 | Inspiration 2/3 Investigator 3/Fighter 4/Cleric 1

Marcus will slide his shield onto his forearm and flick a dagger into his hand, smoothly stepping into line to defend Elaril from any retribution from his fiery strike.

Move Action: Don shield
Standard Action: Assuming Marcus can position himself for this, he'll step next to Elaril and ready an action to Aid Another his AC if he is attacked by one of the lepers.

Readied Action:

Aid Another, AC 10: 1d20 + 3 ⇒ (8) + 3 = 11
+4 AC if successful


Elaril catches most of the lepers in his wash of flame, leaving 2 left with Ben-Garri.

The cleric of Lamashtu calls to his dark goddess again, this time asking for protection from 'cursed do-gooders'.

Order 2nd Round
Ben-Garri [DC 13 Will to attack]
Vindlér
Lepers [1: 0, 2: 0]
Marcus, Elaril, Anthys, Berato

Silver Crusade

Male LG Dwarf Inquisitor 8 (HP 69/69) | AC:21 | T:12 | FF:19 | cmd:21 | Fort +9 | Ref +5 | Will +12 (+13) |Init. +6 | Perc:+14 (+15); Darkvision 60ft | Speed 20ft | Shield Wall bonus:+2 | Touch of Law: 7/7 | Bane: 8/8 | Status: Ability Mastery (+2 Wis), Flames of the Faithful | Found Gear:

"Well done, Elaril! Now, to bring judgment down upon this defiler of life!" Vindlér charges forward, unconcerned of the retributive attacks the remaining lepers might rain down upon his armor and raised shield-there is little chance they will get through with only their frail arms and legs. As he nears Ben-Garri, he feels the compulsion to leave the man alone, but fights against it with all his righteous fury.

Will save, Hardy: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Morningstar: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d8 + 2 ⇒ (8) + 2 = 10


Ah!: 1d20 + 1 ⇒ (3) + 1 = 4
Stop him!: 1d20 + 1 ⇒ (2) + 1 = 3

Taken by surprise the lepers aren't able to land any serious blows on Vindlér as he passes them by, righteous indignation bulling him through Ben-Garri's defenses and smashing the man's ribs, already leaving a deep purple bruise.

The lepers move back to try and stop Vindlér, pulling attacks from all of the others. AoOs from all except Vindlér. AC 11, hp 5, if they survive the next rolls are theirs. Edit: Did not expect those 20s,
hope you guys kill them before they reach Vindlér.

Gah!: 1d20 + 1 ⇒ (20) + 1 = 21
Punch!: 1d20 + 1 ⇒ (20) + 1 = 21
Confirm 1: 1d20 + 1 ⇒ (16) + 1 = 17
Confirm 2: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 2d3 ⇒ (2, 2) = 4 plus DC 12 Fort save vs disease

Order 2nd Round
Ben-Garri [DC 13 Will to attack]
Vindlér [succeeded]
Lepers [1: 0, 2: 0]
(AoO all)
Marcus, Elaril, Anthys, Berato

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 27 T 13 FF 25 CMD 28 (plus Teamwork) | HP 94/94 | F+9 R+5 W+5 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

"Oh no you don't."
Anthys swings at one as it moves away.
AOO MW longsword, Scion: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
One down.
On his turn, presuming the other leper is dropped, Anthys moves up with Vindlér and tries to attack Ben-Garri. However, the mystical barrier stays his hand.
Will DC 13, Shake It Off (1): 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Nat 1. Oh well.

Silver Crusade

Male LG Human (Chelaxian) Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 63/63 (1/day converts bonus dmg from crit into nonlethal dmg), F+11, R+7, W+16, Speed 30 ft. Skills Diplomacy 17, Heal 21, Knowledge (arc5, his5, nob5, plane7, rel 8), Perception 25, Sense Motive 14, Spellcraft 9, Survival 6. Buffs: magic_vstmnt x2, bless

Berato strikes an attacker that has opened its flank to him!
Warhammer AoO: 1d20 + 7 ⇒ (1) + 7 = 8 for dmg: 1d8 + 1 ⇒ (3) + 1 = 4 [SWOOSH!!!]

Berato gets punched in the face by the second leper's filthy bandages! not a crit due to Shield Wall so only 2 dmg right? if finished off by Marcus or Elaril disregard damage and Fort save...
Fort vs. Disease DC 12, Scion of the Last Empire: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13[WOW! feat paying off! :)]

Berato tries to finish the lepers and put them out of their physical and spiritual misery!
Warhammer: 1d20 + 5 ⇒ (8) + 5 = 13 for dmg: 1d8 + 1 ⇒ (3) + 1 = 4 [THWACK-SPLORTCH!!!]
...however the leper hangs on to dear life fueled by his sacrilegious Lamashtan lies!

Grand Lodge

NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor

Elaril moves away from the last leper to stand next to an ally before sending a ray of frost at him.

RTA: 1d20 + 4 ⇒ (20) + 4 = 24
Ray of Frost, Cold Damage: 1d3 ⇒ 1
Confirm Crit: 1d20 + 4 ⇒ (18) + 4 = 22
Crit Damage: 1d3 ⇒ 3

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 27 T 13 FF 25 CMD 28 (plus Teamwork) | HP 94/94 | F+9 R+5 W+5 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

Are we just waiting on Marcus's AOO?

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 27 T 13 FF 25 CMD 28 (plus Teamwork) | HP 94/94 | F+9 R+5 W+5 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

Marcus mentioned he was having computer difficulties - might not be fixed yet. Time to bot him?


Yep, sorry many things over weekend, back now.

Stab!: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Marcus doesn't quite stop the last man from reaching Vindlér, resulting in the dwarf being punched by the emaciated figure.

Who wants to get the last hit on the last leper, Berato or Elaril? The other one will just need to make a Will save vs Ben-Garri's Sanctuary

Order 2nd Round
Ben-Garri [DC 13 Will to attack]
Vindlér [succeeded]
Lepers [1: -2]
Marcus, Elaril, Anthys, Berato

Silver Crusade

Male LG Dwarf Inquisitor 8 (HP 69/69) | AC:21 | T:12 | FF:19 | cmd:21 | Fort +9 | Ref +5 | Will +12 (+13) |Init. +6 | Perc:+14 (+15); Darkvision 60ft | Speed 20ft | Shield Wall bonus:+2 | Touch of Law: 7/7 | Bane: 8/8 | Status: Ability Mastery (+2 Wis), Flames of the Faithful | Found Gear:

So I took a hit from one of the lepers and need to make a Fort save vs disease, correct? I'll go ahead and roll it just to make sure.

Fortitude: 1d20 + 6 ⇒ (20) + 6 = 26 ]

No problems here!

Silver Crusade

Male LG Human (Chelaxian) Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 63/63 (1/day converts bonus dmg from crit into nonlethal dmg), F+11, R+7, W+16, Speed 30 ft. Skills Diplomacy 17, Heal 21, Knowledge (arc5, his5, nob5, plane7, rel 8), Perception 25, Sense Motive 14, Spellcraft 9, Survival 6. Buffs: magic_vstmnt x2, bless

Berato tries to finish the lepers to end their suffering!
Warhammer, Scion: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 for dmg: 1d8 + 1 ⇒ (4) + 1 = 5 [SWOOOOSH! unless we have flank]
...but the leper is doing a strange macabre dodging dance!

Silver Crusade

M Human Fighter 10 (Drill Sergeant) | AC 27 T 13 FF 25 CMD 28 (plus Teamwork) | HP 94/94 | F+9 R+5 W+5 (plus Teamwork) | Init +2 | Per +11 | BB 5/5 | Tactician 2/3

Berato, I think what GM Fez meant is that you and Elaril both already posted your round 2 actions attacking the one remaining leper, and either of you would have dropped him. So one of you finished him off, and the other needs to make a Will save to redirect your attack to Ben-Garri. And the attack you already rolled above would then be applied.

1,801 to 1,850 of 2,099 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PFS Teamwork Experiment Table Fez All Messageboards

Want to post a reply? Sign in.