[Pathfinder Encounters] Bodyguards in the Mana Wastes (Inactive)

Game Master Whack-a-Rogue


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Post all OOC discussion here.


I picture The Vicar as being kind of like Jeeves from Jeeves and Wooster, only with a copy of the Necronomicon.


Just waiting for Illena to post. :-)


Have you sent a PM yet? Sometimes people miss the announcement.


Or the player's at work. :-) If I haven't heard anything by tonight, I'll get started without her.


I'm not worried, I'm having fun.


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

In terms of getting there, I assume since we are working on straight up encounters that issues of food, weather, wilderness, desert hazards etc are not pertinent to the specific task?

Do we know anything more of the scientists other than their names?


Male Human Ninja 3 | AC 17 | Touch 14 | Flat 13 | HP 33/33 | Init +6 | Per +6 | F +3 | R +7 | W+1 | CMB +4 | CMD 18 | Stealth +9

This is gonna be fun :D


YAY! Somebody asked! ;-)

They're both Level 2 Experts. Unfortunately, their combat abilities are minimal at best, but they can take a hit or two if absolutely necessary. Of course, in the unlikely (yeah right) event of combat happening, they'll be busy hiding.

One more thing: they're a couple, so they'll be rather peeved if one dies and the other survives. Whether or not this tragic event would affect your pay remains to be seen....


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Are we able to purchase additional supplies before we head out? based on the mission?


As with all missions, you're able to purchase supplies (mundane only, so no magic items, potions, or scrolls unless you craft it yourself or buy from a Master Thread shop) until your first post in Gameplay. Since we're still waiting on a player, that's still an option.


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Awesome, I will buy/craft some key strategic items.


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

I would also like, if possible to talk to the scientists ( I am guessing there is plenty of travel time ) regarding the nature of the Mana Wastes and place we are going, beyond that it is very unpredictable. Partly to prepare better if possible, and partly because Bartleby is fascinated with the Mana Wastes as well.


AFK for a while, but I'll get a post up before bed tonight.


I edited my post. And this post, incidentally.

Edit: Query: Do domain powers trigger spell thingy madness?

Spellcraft: 1d20 + 4 ⇒ (12) + 4 = 16

Does that help?

Knowledge (Planes): 1d20 + 5 ⇒ (14) + 5 = 19

How about that?


Domain-granted powers do not, but any spells have a chance to trigger an event.


I should probably mention that the map is editable. Feel free to move your characters as needed. :-)


I was standing by the two NPCs chatting and casting spells, so I have a good enough idea where they are to slap on that second Shield of Faith don't I? If I don't I'll run north until I leave the sphere.


The only way to fight a magic storm... is with magic. We'll cause so many crazy phenomena that they'll cancel each other out. The snakes will eat the rats, the golden mongoose will eat the snakes, and the sentient fire storm will consume the golden mongoose.

Seriously though, I think Shield of Faithing the clients is worth the risk.


I sure hope that acid splash ends up being worth the magical whatsits it will cause.


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

So do I understand that spells seem to work, there just may be an additional side effect along with it?

If I also understand that to be true, the clients are both under the spell now.


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

love the gnoll icon. i used the same one for a huge gnoll battle I DMed once. printed out about 50 of them and glued them to cardstock.


That's correct. Spells will still work but may be flavored differently. For example,there's a Spellscar Oracle in my RoW campaign with the "Chaos Bolt" revelation. By RAW, it's a ranged touch attack that deals acid/cold/electric/fire damage. However in my game, sometimes it'll turn into a flower that impales an enemy. Or envelop him in a prismatic blanket that turns his brain to mush. Or completely erases him from existence. You get the idea. :-)


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Tough break on the crit roll Leena :(

Also I think that is a mongrelman?


Two are Gnolls, five are Mongrelman.

Now I'm off to bed. I'll be at work for a good chunk of tomorrow but will try to update from my tablet when I get the chance.


Female Human Bladebound magus/5 | AC 17| Touch 12 | flat footed 15| HP 39/39| Init +3 |Perception +3| Arcane Pool 8/8|Concentration +14|

did shield go off because i would have had an AC of 20 and i should not have taken damage that round.


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Is the wagon on the map a legitimate wagon in terms of the battle/cover?


@Leena: that was my fault. I saw "with Shield" on your statblock and thought it referred to an actual shield - which you can't wield with Spell Combat. Derp! Ignore that damage. :-)

@Bartleby: yes, it's an actual wagon, so cover/height advantage (from inside vs. ground)/etc. Also, you can't critfail a skill check, so you don't actually need to roll for most of your Mount stuff. If it requires DC 12 or below, you'll automatically succeed. :-)


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Ok, sometimes I roll them just in case there is a penalty that might arise, or something I don't know about.

given that there is a wagon, are there other horses, oxen, mules that pulled it here that aren't really part of the encounter?


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

You said there are no mechanical effects of Vicar's insideoutness, so that means he can still see, and move and manipulate things?

Bartleby may not understand that, but possibly Vicar's assailants see him as basically already dead, since hes just like a big disgusting mess of guts and body parts. Maybe they leave him be :)


The "wagon" is actually an Alkenstar Steam Carriage. It uses a combination of alchemical reagents to create motion. It's kind of smokey and uncomfortable, but in a magicless region, it's slightly better than walking.

Re: Vicar's condition - no mechanical effect means he can still move/see/retrieve weapons/etc. It's a purely cosmetic change. Unfortunately, it's also permanent (barring powerful magic). I'll explain how to reverse it once the encounter's over.


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

SWEEET!! Bartleby is totally digging that badass wagon. Maybe we can run down our enemies with it, unless it moves at the pace of an elderly woman with a walker.


Considering it only had room for the researchers, it moves at about the speed of a walking human. Basically 60ft/round.


Since posting's generally slow at best on weekends, I'm going to give Jack until Monday to post. :-)


Male Human Bard (Archaeologist) 4

Ok caught up now. Was away from home most of the day and didn't get chance to get on after work yesterday. Should be around more tomorrow but in general it's easier for me to post during the week.


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Do I realize Jack has been shot and is unconscious? I don't believe I can see over there, but are there audible clues? ( BOOM, thwap, thunk? )


Yes. Guns make a particularly distinctive sound. :-)


Also, Jack will be healed, so he can post an action if he wants. Of course, 5HP is a risky state to be in, and lying prone provides +4 AC vs. ranged attacks....


Leena's action is on the other page, in case you missed it. I think that's everyone.


Yeah, I saw it. Jack had mentioned that he might be doing something if he got healed, so I wanted to give him the chance. I bot characters as little as possible. :-)


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

hehe i see you editing the map ;)


I was wondering who the "Anonymous Elephant" was. ;-)


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Who are we waiting on yet?


I'm giving Leena a couple more hours to get her action in.


No more enemies, and you shouldn't have too much trouble from the last couple rounds of the storm, so I'm going to call the encounter here. I'll give everyone a chance to interact/search the bodies and then close us out. :-)


Yay I survived... in a manner of speaking.


Re: Vicar's various conditions

The size adjustment will wear off once the storm passes. As for the inside-outness, there's a few options. You can stay in the Mana Wastes until the "inside out" result comes up again. Of course, you'll also run the risk of getting stuck in an Elemental Swarm, get magic jar-ed, etc. depending on the luck of the dice. Alternatively, you can get someone to cast break enchantment on you. Hiring an NPC spellcaster will set you back 450gp. Or you can buy a big hooded cloak, stay out of sight, and learn to love your new look. ;-)


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

What level is the cure light wounds wand cast at? You have to be level 5 to create a wand, but the caster can voluntarily lower their level ( to control cost - particularly useful for cure light wounds where added levels doesn't add much benefit ).

As a healer its useful to have such a thing to keep a party alive, but I wouldn't really offer much money for it. In a normal group, it sort of becomes a party item, with our bidding system, I wouldn't know how to value it.


Male Human Ninja 3 | AC 17 | Touch 14 | Flat 13 | HP 33/33 | Init +6 | Per +6 | F +3 | R +7 | W+1 | CMB +4 | CMD 18 | Stealth +9

What about exp? :d


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6
Bob Slasher wrote:
What about exp? :d

I believe you auto-level after each encounter is how the rules have been set up.

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