[PbP Gameday VII] GM Irish202: #09-00 Assault on Absalom (Inactive)

Game Master Irish202


Unlocked Boons:

Evacuation Notice: Each PC can re-roll a failed d20 roll one time
Catching Spies: The party can gain a +4 to initiative rolls for one encounter that includes a construct.
Defensive Wards: Once during the adventure, the party can either turn one critical hit into a regular hit or force a re-roll on an attack.
Reconnaissance: Each PC gains a piece of +1 bane ammunition to use during the scenario.
Strange Things: Once during the adventure, the group gains a +4 bonus to initiative for one encounter that involves an undead creature.
Useful Gossip: Once during the adventure, each PC can re-roll one initiative check, keeping the second result even if it is worse.
Urgent Repairs: Each PC gets one cure serious wounds potion, plus a 3rd level or lower potion without expensive material component.
Dark Archive: Once during the adventure, the group can cause all undead in an encounter to gain the confused condition for 1 round. Any result that causes the creature to damage itself deals additional damage equal to half the group's APL!
Exchange: Once during the adventure, the group can increase the enhancement bonus of their weapons by +2 for one encounter. Any mundane weapons are treated as having a +0 enhancement (e.g. they would increase to a +2 enhancement)
Liberty's Edge: Once during the adventure, the group may activate this boon at the beginning of an encounter to increase their land movement speed by 10 feet for the encounter.
Silver Crusade: The group gains a free use of the Burst of Healing ability listed on the Aid Token Handout, to use at their discretion.
Sovereign Court: The group gains a free use of the Timely Inspiration ability listed on the Aid Token Handout, to use at their discretion.
Grand Lodge: Once during the adventure, the group may activate this benefit at the beginning of an encounter to gain temporary hit points equal to 3 times the APL of the group that last until the end of the encounter (e.g. the group gains 30 temp HP)
Scarab Sage:The group gains a free use of the Allied Offensive ability from the Aid Token handout, except that the resulting bonus damage is multiplied by 150%.


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Congratulations on making through, everyone! The chronicle sheet for this has several boons you get to pick from. See the list in the spoiler below; you get to pick two of them! Please let me know which ones you want, and I will PM you your chronicles afterwards. These boons are associated with the missions the entire special completed, and are not limited by which faction you are apart of; all of the missions were 100% so pick away! For those who want to know how much gold you get (i.e. you need to know for another game coming up), regular track GP is 7,667 and slow is 3,833.

Boon Roll (Emyla): 1d20 ⇒ 2
Boon Roll (Lucija): 1d20 ⇒ 12
Boon Roll (Irish202): 1d20 ⇒ 5

Boon Listing:

▫ Wise Quarter Warden (Dark Archive): Several librarians of the Forae Logos owe you their lives, and scholars
across Absalom are willing to assist you. You gain a +2 bonus on all skill checks while adventuring in the
Arcanamirium, Blakros Museum, and Forae Logos. While in a city of at least 5,000 people, you can check the
box that precedes this boon to acquire one single-use magic item or wand worth no more than 100 gp × your
level. You may acquire a partially charged wand with this boon. The item has a resale value of 0 gp.

▫ The Coins Custodian (The Exchange): You ensured that greed would not lay Absalom low in its time of need.
While in a city of at least 5,000 people, you can check the box that precedes this boon to borrow any one magic
item worth no more than 2,500 gp × your level for the duration of the adventure. The item cannot use charges
or be otherwise expendable.

▫ Tempest Guardian (Grand Lodge): You led the Muckruckers to victory in reclaiming Fort Tempest, which also
salvaged some of the fort’s besmirched reputation. The militia makes you an honorary Muckrucker, teaching
you or a protégé some of their favorite tricks. You can check the box that precedes this boon when making a
new Pathfinder Society character to grant your new character one of the following as a bonus trait: fast-talker,
resilient, or suspicious. Alternatively, you can gain the trait.

▫ Maestro of Manumission (Liberty’s Edge): You oversaw the manumission of hundreds of Absalom’s slaves,
which might mark the end of slavery in the city and recruit new talent to the Society. You can check this box when
creating a new character to begin that character at 2nd level with 3 XP, 1,500 gp, and 6 Prestige Points.

▫ Eldritch Artillerist (Scarab Sages): You revived an ancient guardian construct that was able to channel arcane
energy in a previously unseen way—and you parse how to replicate it. You can check the box that precedes this
boon when building a new character to grant that character access to the spellslinger archetype from Pathfinder
RPG Ultimate Combat as if it appeared on the Additional Resources page.

▫ Anointed Champion (Silver Crusade): Scion Lady Xerashir of House Shamyyid has marked you a friend of
the good-aligned planes, and you gain a +2 bonus on all skill checks while adventuring on such planes or when
interacting with a creature with the good subtype. You can check the box that precedes this boon when expending
Prestige Points for a spellcasting service to reduce the Prestige Point cost by 25% (rounding the discount up,
minimum cost 1, a maximum discount of 35%).

▫ Noble Heir (Sovereign Court): You rallied several of Absalom’s noble houses, all of which distinguished
themselves during the siege. All four are eager to recruit new talent into their hierarchy, and they have each
invited you to become a lord or lady bearing their respective family name. Choose the al-Hadir, Arpador,
Caperina, or Tullian family. You are a lord or lady of that family whose noble status is recognized in most
realms. You also gain a signet ring and one bejeweled bauble for each character level you have. You can pry the
gem out of a bauble to use in place of an expensive material component requiring gemstone dust, and each
bauble’s gem is worth 100 gp.

Dark Archive

Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.

I rolled for my boon on Riddywipple (last page, sorry for confusion):

Riddywipple wrote:

boon?: 20 = 20

boon!: 1d4 ⇒ 1
matthewlinwoodhill@gmail.com

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Hi GM Irish! thanks for running this. It was really fun!

I'll take the following boons:

▫ Maestro of Manumission (Liberty’s Edge)
▫ Eldritch Artillerist (Scarab Sages)

Dark Archive

Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.

Wise Quarter Warden and Tempest Guardian for me, please. And thanks again for the game!

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Thanks GM Irish. Great job running this.

Boon choices: Wise Quarter Warden, The Coins Custodian

The Exchange

F Human Monk Unchained 9th/Psychic 1st AC24 T21 FF 12 | HP 79/79 | F+10 R+13 W+12(+2 vs ench/charm) | CMD 31(+4 vs trip) | Init+4 | Perc+22 Low light vision 3 spells/da4

boon: 1d20 ⇒ 14

boon from chronicle sheet if i understand right get to choose two.

Maestro of Manumission and The Coins Custodian.

Thanks for an interesting game.

Much fun.

And ding 11th :)

Dark Archive

CN female Gnome Summoner 12
Spoiler:
|AC 19, T 12, FF 18|HP: 78/78|F +5, R +5, W +6 (+8 vs MA, +4 vs fear, +2 vs despair/confusion/insanity/death)|Init +1, Perc 0|CMB +9 CMD 20|11/11 Summon Monster VI, 2/2 Maker's Call, 1/1 Pride, 1/1 Mysteries, 1/1 Davian

Incidentally, there should have been *4* barbed chains. Do NOT underestimate my POWER, worm!

Anyways:

I choose Tempest Guardian and Maestro of Manumission.

Dark Archive

CN female Gnome Summoner 12
Spoiler:
|AC 19, T 12, FF 18|HP: 78/78|F +5, R +5, W +6 (+8 vs MA, +4 vs fear, +2 vs despair/confusion/insanity/death)|Init +1, Perc 0|CMB +9 CMD 20|11/11 Summon Monster VI, 2/2 Maker's Call, 1/1 Pride, 1/1 Mysteries, 1/1 Davian

Final Questions:

Was there any "named NPC scholar, knowledgeable spellcaster, or similar figure" I could try recruiting for the Dark Archive?

Did we recover any spellbooks containing 33+ levels' worth of spells?

Did we recover any cursed items (without me getting cursed)?

Is any PC interested in defecting to the Dark Archive from a different Faction for a HEAVILY-discounted Prestige cost?

Dark Archive

CN female Gnome Summoner 12
Spoiler:
|AC 19, T 12, FF 18|HP: 78/78|F +5, R +5, W +6 (+8 vs MA, +4 vs fear, +2 vs despair/confusion/insanity/death)|Init +1, Perc 0|CMB +9 CMD 20|11/11 Summon Monster VI, 2/2 Maker's Call, 1/1 Pride, 1/1 Mysteries, 1/1 Davian

Also, I should mention that I wouldn't have used spirit of wine with barbed chains, since CL has no duration-related impacts on that spell.

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