[PFS] Teamwork Experiment Table Æroden

Game Master Nathan Hartshorn

Map

PFS Modules with set parties, focusing on Teamwork Feats and their viability in the Organized Play environment.


1,001 to 1,050 of 3,114 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"But Zefiro, I thought you would be happy to see us here. I'm a little shocked you can't muster a friendly greeting. Are you hurt so badly you can't speak?" Dissa asks the bound historian. "If you're upset about the chains, I promise I didn't know what that switch did. Maybe we should try the other switch?"

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Hooray 1000+ posts


Bozmir heads to one of the two remaining winches and attempts to crush it with his own scimitar, held in two hands.

Smash!: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Bozmir also smashes the winch, leaving only a small section of chains still whirling around.

Order 3rd Round
Dulomak and Kontha
Chains (1 winches left)
Seltyiel, Bozmir, Dissa
Zefiro, P1 -3, P2, P3 -4

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

He will approach with his flail and flail it
1d20 + 3 ⇒ (15) + 3 = 18
1d10 + 3 ⇒ (7) + 3 = 10


Dulomak rushes to the final winch and smashes it to pieces as well, dropping the last lengths of chain to the floor. This loosens all of the chains binding the prisoners allowing them to collapse to their knees. Combat/Trap over!

Seltyiel pushes Bozmir's song from his mind and relaxes his now sore muscles. "Now, let's see if anyone comes to investigate..."

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Let them come remarks the half-orc Kontha hungers

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa strolls over to the Chelaxian Historian to chat. He whispers to the bound and gagged man, "Hey Zefiro, remember that time we were in your museum? You asked us to go get somebody and put them on a boat? Well, now you're that somebody. How do we get you out of here?"

Dissa pops out his wand of Cure Light Wounds, and heals himself fully. He continues with Zefiron "Are you hurt? "


Zefiro drags the gag out of his mouth and swallows a few times regain the use of his voice. "I am not hurt, though these others may be, it is difficult to see tied to a pillar. I've learned they are a part of the Bellflower network and are good people. If you can, take them with us as well. As for getting out of here, I'd imagine we can just run out the door in a mad scramble for whatever your extraction point happens to be."

Everyone waits, tense, for someone to open the door to the interrogation chamber, but after a minute no one arrives to investigate the noise. Seltyiel, who had shaken his head when Zefiro suggest rescuing the other three prisoners here, sighs and loosens up, It appears those crystals worked. Good. Now how do we want to get out of here?"

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

These people should also be freed. states the hunter as he tries to free them.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"Dulomak, great idea. Zefiro also suggested they may be injured." Dissa nods to the hunter, then burns a few wand charges (3?) to heal the other Bellflower Network prisoners.

"Seltyiel is right. I think we're going to have to fight our way out of here. Hopefully, for the safety of the guards, our friend Krima can keep the corridor clear." He stops for a moment, thinking, and suggests "Should we tie up Krima so it looks like she was an unwilling assistant?"

As he looks to his compatriots, he grabs hiw wands of Bless Weapon and swaps it into his spring loaded wrist sheath, with Fallback Strategy in his other spring loaded wrist sheath. He readies to cast both Bless Weapon and Fallback Strategy immediately before exiting the room.


Only 2 got hurt, so that should be enough...

Seltyiel stops and thinks, "Perhaps we don't have to fight? What if we dress the prisoners as guards? Surely then we could walk out without issue? Much as I'd enjoy spilling Chelaxian blood I'd rather leave no evidence other than missing prisoners of our passing through."

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"Oh. That makes much more sense. How many extra weapons do we have? Guards seem to be dressed the same as everyone else." Dissa hands Zefiro his Kukri, and gives crewman number six his cold iron gauntlet.

He casts a spell from each wand, and looks to the female adjutant. "Krima, ready to go?"

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

The half orc and dino are ready


Krima, whom Seltyiel called in, looks around. "You may not have a uniform, but we do. I think I saw some extra tabbards...let me get those before we walk out."

She disappears into the prison for one minute. Two...Five minutes pass and as Seltyiel starts limbering himself up to get out there once more she returns with 4 tabbards in hand. "Sorry, Jurvik wanted to talk, he's always trying to get me to go out with him...Personal problems, not yours, let's get these tabbards on and go."

She leads the group back through the prison proper and along the corridor. You make it to the entrance where Krima informs Straven, "I just got magical word that these Consortium agents are needed to help with the Loyalty Day festivities." Straven grunts and turns away as Krima bids you farewell.

The door shuts behind you and you stare out in the street. You can easily see the festivities going on all around you, unfortunately they are a fair distance from the prison which appears to have forbidden vendors or festival goers from using the street it sits on. "Oh vengeful Calistria," Seltyiel mutters, drawing your attention down the thoroughfare. Mere yards away are the interrogator and his minions, slightly distracted by Tamrin, walking slightly behind them and chattering. "Run, now!" Seltyiel commands the former prisoners before whipping them forward with the flat of his scimitar.

You have a few short moments before the interrogator turns and spots the prisoners, allowing Tamrin to fade into invisibility, but causing the man to call for help. "Guards! An escape attempt! After them!" The chase is on...

This is literally a chase sequence, though slightly modified. You guys have extra time because you managed to get in and out without killing anyone. You move as one group through the streets to your extraction point in the harbor, hopefully causing delays as you go to slow the guards from catching you. Each attempt can only be made once, though you may choose to provide an aid another action instead of making an attempt yourself.

First Minute
The Open Street
There is not much here that will aid you in your escape, you can only hope the confusion left back at the prison will allow you to get enough of a head start to avoid confrontation. You seem to be in luck, for though the interrogator hounds your trail very few guards take notice of his cries for help, giving you precious moments of respite. No opportunity here for disruption provided, if you can think of something to do let me know and I'll see if that works to slow the guards down.

Second Minute
Free Meal
Before you lies a group of Asmodean priests distributing free food to pedestrians. Large orderly lines block your way, though it doesn't take much effort to force your way through. Guards begin to notice and stream in from other parts of the city as horns and bells sound the alarm. Opportunities provided: DC 16 to request food and throw it to hungry spectators, CMD 16 to take the trays and throw them to the crowd, throw an alchemical item into the cookpot (AC 9) to sew disorder.

If one of the above is accomplished:
The lines break apart as the crowd rushes the priests. The great mass of people sway back and forth slowing the guards following you as they have to push and shove their way forth.

Third Minute
Parade
Your travels through the city find you bursting into the main street of Ostenso, right in the way of the parade! Floats, banners, and dancers move around you and across your path, some shooting you dirty looks to interrupt their celebrations. Opportunities provided: You can bring the parade to a halt with ranged attacks against AC 15 that deal at least 6 points of damage to the various decorations (multiple attackers can contribute to this total), a successful DC 16 Acrobatics check to barge through the marching lines, or by casting any conjuration spell of 1st-level or higher to create an impediment.

If one of the above is accomplished:
The parade slams to a halt, dancers and floats stopping and crashing into the watchers on the sides of the road, decorations burst into flame, and general screaming and pandemonium ensue. You leap over the remnants of a float which has blocked the entirety of the street, Seltyiel laughing at the guards getting stuck by the milling people in the chaos.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa summons his carnival barker and wrestling announcer voice, and yells at both the priests and crowd. "I thought this was a celebration."

He points at the pristine distributing food, "Do you want to spend your celebration distributing food patiently when you could be burning heretical texts?"

He faces the crowd and calls out, "And you, how much time do you have to get mutton and churros? You'll miss the flogging of traitors."

Summoning all the base and bravado he chants to all the priests and townspeople:

"Throw. That. Food."

"Throw. That. Food."

"Throw. That. Food!"

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Could Kontha try to smash stuff with her tail to disrupt the food trays and stuff?

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

We got the DC for *Free Meal* above. Disrupting a parade? That sounds like a perfect job for Kontha! :-)

Also, if a Summon Monster I can disrupt the parade, a dinosaur should certainly do the job. A Deinonychus is a medium dinosaur on the Summon Monster IV list. Kontha is much scarier than a dire rat, or even an Octopus from Summon Monster II.


Yep, she could easily disrupt the lines or the parade.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

I probably should have included a success statement in my last post for the DC16 diplomacy to incite a riot. My bad.

Pandelerium sets in as the priests throw food, the mob collapses, and the crowd causes a disruption to any chase of the 'official party'. Dissa looks back for the investigator and the chasing guards, but the chaotic flurry of collapsing order obscures his search.

Pointing ahead of them, the Paladin calls to the Hunter. "Dulomak, we need Kontha to stop those floats. If she can disrupt the parade, we can finally complete our mission. She's so fast, and we're dragging these bookworms. Can she help us?" Dissa pleas with his friend, hoping the ferocious reptile is patient and well trained enough to attack the floats without eviscerating the performers.

Dissa mutters to himself, under his breath, giggling as he runs."Sometimes doing the job right takes a little madness... tee-hee-hee." He snickers at his own joke, dragging an extremely confused historian through the crowd.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

okay. he will try

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

The hunter moves up to the dino and casts guidance on her.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

on stupid phone, lol

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

stupid post it looks like it got eatern

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Kontha, triceratops he points at one of the longer parade floats. The t-rex charges at the float with a roar
1d20 + 5 + 1 + 2 ⇒ (14) + 5 + 1 + 2 = 22

DAMAGE 1d8 + 3 ⇒ (7) + 3 = 10
T-REX ROAR


The lead float scatters with the charging dinosaur heading their way, and pandemonium ensues. The parade slams to a halt, dancers and floats stopping and crashing into the watchers on the sides of the road, decorations burst into flame, and general screaming and pandemonium ensue. You leap over the remnants of a float which has blocked the entirety of the street, Seltyiel laughing at the guards getting stuck by the milling people in the chaos.

Your group continues running through the streets, scaring pedestrians and trying to remember the fastest way to the docks. You continue in a southerly direction and see the harbor still some minutes travel away as you crest a hill. Coming up from the other side of the hill is a wagon loaded with supplies for the celebration, streamers, banners, utensils, and a small box nestled in some hay. Opportunities provided: DC 16 Handle Animal or Wild Empathy to panic the draft animals, a successful DC 16 Disable Device check to unhinge the wagon and send it rolling down the street, or successful DC 13 Strength check to throw the supplies everywhere.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa stares at the cart, having a strange premonition. "When I was younger, that box was filled with fireworks and explosives. I think that would be the perfect distraction this time around." As they approach, he brandishes the wand of Fallback Strategy from his spring-loaded wrist sheath, and casts on himself as he arrives at the cart.

Dissa reaches for the supplies, but targets the hay-nestled box in particular. He looks for a street vendor with an open flame, cooking food for the celebration. He launches the box to the best of his ability, while yelling "Stand clear!"

Strength Check DC 13: 1d20 + 4 ⇒ (7) + 4 = 11

Strength Check DC 13: 1d20 + 4 ⇒ (19) + 4 = 23 Tsukiyo smiles on the Paladin, empowering his body while reinforcing his choice. Freeing prisoners while doing no harm to the guards, minimal damage to the common people, and still completing his mission deserves a reward.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Is the skald still with us?

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Using his knowledge of animals and with the help of Kontha, the hunter tries to scare the draft animals while Kontha roars at them.
1d20 + 6 ⇒ (16) + 6 = 22 handle animal

aid 1d20 + 2 ⇒ (11) + 2 = 13 from Kontha

Looks like a total of 24


I sent him a message a little while ago, but he hasn't responded, so I don't know.

Str: 1d20 + 3 ⇒ (15) + 3 = 18

The group moves into action, Dissa and Seltyiel throwing supplies every which way while Dulomak and Kontha panic the draft horses. Just before they burst down the street towards the oncoming guards Dissa finds a lamp and smashes it on the cart, igniting the hay. As the cart reaches the guards the box on it explodes leaving a large trail of fireworks and smoke hanging in the air as festival goers cheer or scream, depending on distance, around you.

The guards finally begin mobilizing and coming together, but you have some lead on them. Continuing the mad rush you make it to a large intersection where a number of priests are conducting an Asmodean rite for the people, complete with faux temple. Opportunities provided: successful DC 16 Bluff or Knowledge (religion) check, a successful DC 14 Climb check to disruptively scale the impromptu temple, by channeling positive energy in another deity’s name, or by casting any enchantment spell of 1st-level or higher will cause disruption here.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Looks like 23 July was Bozmir's last post.


Yeah, and 00icon's not in any other campaigns so I can't figure out if they've just disappeared or something happened...

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Can you DMPC him until he pops up so we can finish this?


Yep, with our discussion on botting I was going to do that anyways. This 'chase' section though you and Dissa were doing fine with on your own terms, so I was inclined to move along the speed of the three of us.

Climb: 1d20 + 7 ⇒ (6) + 7 = 13
Climb: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6

Bozmir and Seltyiel attempt to climb the 'temple' but don't get very far before realizing it would be faster for the both of them to continue running instead.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Most of it has been done by Kontha :)

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa follows the lead of Seltyiel and Bozmir, at toting to swiftly scale the fake temple. He utilizes another charge from his wand of Fallback Strategy as he arrives on scene.

Climb DC 14: 1d20 + 1 ⇒ (6) + 1 = 7

Climb DC 14: 1d20 + 1 ⇒ (19) + 1 = 20 He cheers for the unexpected success.

Once atop the structure, he uses a deep and bombastic voice, pretending to be a lumbering giant. "Hahaha I am a Tian Titan, scaling your pathetic building. I will crush your paper mache and balsa wood structures. Bwahahaha."

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Kontha = MVP

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Knowing that with her little hands it would be impossible for his friend Kontha to climb, the two continue running.


Ahead of you a large street-side band is playing Chelish anthems, Hail to the Queen, Our Savior, Asmodeus, Hellknight's March and others gracing their list. The guards are still behind you, but slowed incredibly by all of the destruction and distraction you've caused. Opportunities Provided: A successful DC 16 Perform check, a successful DC 13 Dexterity check to weave through the crowd, or by casting any illusion spell of 1st-level or higher. These actions stir the audience into a disorderly mass that clogs the avenue.

"No time like the present!" Seltyiel shouts, loosing a rainbow of colors above and through the crowd. The magical burst stuns several members, fells others, and disrupts the band's playing. Bozmir begins telling a story of brave Andoran soldiers, fighting for their lives against the evil Chelish slavers, hoping to throw the crowd into even more discord.

Orate!: 1d20 + 7 ⇒ (18) + 7 = 25

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa casts Fallback Strategy from his wand attempts to support Bozmir in the oration, providing rhythm and pace to the tale. The paladin pounds his chest, stomps his feet, and rattles his Fauchard against his armor.

Perform Percussion: 1d20 + 3 ⇒ (9) + 3 = 12

Perform Percussion: 1d20 + 3 ⇒ (13) + 3 = 16 Woot!

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Here we go :)

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

1d20 + 1 ⇒ (4) + 1 = 5 half orc
1d20 + 3 ⇒ (18) + 3 = 21 Kontha

dex checks


I think Kontha is still MVP...

The audience audibly gasps when a T-rex barrels through causing a disorderly mob to form in the intersection. Dulomak is able to shove his way through with brute force as the band stops playing entirely.

The guards ahead have finally begun to hear about an escape attempt and started closing off the main streets. To your left is a bar with patrons still entering not paying attention to you called The Cloak and Stagger. Slipping inside there is a large open space in the middle of the floor where two men are boxing to the cheers and groans of their fellow citizens. There is a back exit that will lead to a side street, but you see more chances for mayhem here. Opportunity Provided: Provoke a brawl that spills into the streets with successful DC 16 Intimidate checks, melee attacks against AC 13 that deals at least 6 points of nonlethal damage (multiple attackers can contribute to this total), or by casting a spell of 1st level or higher that deals damage to a single target (such as magic missile)

Seltyiel pulls out his scimitar and swings it in a wild arc around him. "The man in the blue is cheating! I can see his brass knuckles from here! I'll fight any man who claims otherwise!"

Wild Swinging!: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa thanks Tsukiyo for the relative peace of this escape, and casts another Fallback Strategy as he enters the tavern. When Seltyiel lands an attack, Dissa feels apprehension about truly fighting these bystanders. He switches tactics to an intimidation gambit.

"Be ware! My dinosaur friend here has a half-orc, and she's not afraid to use it. Watch yourselves, and heed the elves."

Intimidate: 1d20 + 3 ⇒ (14) + 3 = 17

Success

"Let's get out of here, Kontha."

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

The half orc bears his teeth and roars
1d20 + 6 ⇒ (11) + 6 = 17 intimidate
while Kontha adds her raor to his
1d20 ⇒ 16 aid

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

I guess she is naturally scarier than the half-orc :)


The wildly flailing half-elf as well as the roaring of two men and a dinosaur send the watchers and fighters into a panic. A brawl begins as men and women push out the door to scatter, leading to fighting in the streets and shouts by guards to break it up. In all of the chaos you manage to slip out the back.

You burst out onto the docks and see the Queen Gale at the other end! The chase is almost over, one final effort will see you safe from the pursuing guards! Opportunities provided: DC 14 Swim checks to throw off land-bound pursuers, DC 16 Stealth checks to reach their destination unnoticed, or DC 13 Constitution checks to just sprint the distance.

Seltyiel doesn't say anything and just pushes to reach the ship before the guards catch up.

Run!: 1d20 + 1 ⇒ (20) + 1 = 21

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa takes off in a hard sprint.

Con Check: 1d20 + 2 ⇒ (8) + 2 = 10

"Go on without me. I'll catch up in a minute." Dissa pats his escorted prisoners on the back, as he finally begins to run out of steam.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Con 1d20 + 2 ⇒ (20) + 2 = 22 Dulomack
1d20 + 0 ⇒ (16) + 0 = 16 Kontha

She needs a prize! :)

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

The dinosaur and Dulomak spring to the boat.

The Exchange

Male Ulfen Battle Scion 2 HP 16/21|AC 13,T 11,FF 11|F+5 R+2 W+4 (+1 vs emo,+4 vs snd)|Init +2|Per +4 (-2 sand)
unmodified:
HP 14/19|AC 14,T 12,FF 12|F+3 R+2 W+3 (+1 vs emo,+4 vs snd)|Init +2| Per +4
More:
Raging Song: 8/13 rounds

Bozmir sees the shorter distance through the water, and has no reluctance towards getting wet. He splashes straight into the water and dives under piers to lose the fuzz.

Swim: 1d20 + 7 ⇒ (18) + 7 = 25

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