The Dire GM's [PFS] Honor's Echo (Inactive)

Game Master CanisDirus

PFS PbP: Quest - Honor's Echo (Tier 1)

GM Notes:
Perception
[dice=Altorin]1d20 + 11[/dice
[dice=Ayri]1d20 + 1[/dice
[dice=Galdur]1d20 + 3[/dice
[dice=Hullric]1d20 + 2[/dice
[dice=NECUAMETL]1d20 + 8[/dice
[dice=Vili]1d20 + 8[/dice
[dice=Wilen]1d20 + 6[/dice

Initiative
[dice=Altorin]1d20 + 3[/dice
[dice=Ayri]1d20 + 2[/dice
[dice=Galdur]1d20 + 2[/dice
[dice=Hullric]1d20 + 3[/dice
[dice=NECUAMETL]1d20 + 1[/dice
[dice=Vili]1d20 + 3[/dice
[dice=Wilen]1d20 + 3[/dice

Honor's Echo Maps & Handouts

My "Parent" Lodge - The Flaxseed Pathfinder Lodge - where you can find a TON of resources about playing PFS PbP!


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No sooner did Hullric stab at the Red Ratfolk, than it collapsed in a heap and lay still!

The Yellow Ratfolk, in anger, tries to stab Hullric to avenge its companion!

Stab: 1d20 - 1 + 2 ⇒ (8) - 1 + 2 = 9
Damage: 1d3 - 2 ⇒ (2) - 2 = 0
...but misses!

GM Note: -1
1d20 ⇒ 1

ROUND 1
Ayri
Vili

Red (-5 Damage, Unconscious)
Altorin
Necuametl
Wilen
Galdur (-7 Damage)

Remaio
ROUND 2
Teal
Hullric
Yellow

Ayri, Vili, Altorin, Necuametl, Wilen, and Galdur are all up!

The Exchange

Male Halfling Alchemist 6 | HP 39/39 | AC 21, t 14, ff 18 | CMB 2, CMD 15 | F+7 R+9 W+3; +4 vs. poison, +2 vs. fear | Speed 20' | Init+3 | Perc+11 | Extracts: 2nd-barkskin, cure moderate wounds (2), invisibility; 1st-cure light wounds, shield, targeted bomb admixture (3) | Bomb: 12/12 | Mutagen: brewed | Active conditions: none
DEX mutagen:
Init+5 | Perc+10 | AC 23, t 14, ff 20 | R+11, W+2 | CMD 17

Wilen, seeing that the melee is a bit dense for safe bomb usage that wouldn't harm his companions, chooses to draw and load his light crossbow.

move action draw weapon, move action load

Dark Archive

Male Ratfolk Alchemist 1 | hp 11/11 | AC 17 | FF 16 | T 13 | CMD 12 | Fort +4 | Ref +5 | Will +2 | Init +3 | Perception +8 | Sense Motive +2 | Movement 20ft
Tracked Resources:
Bombs 6/7, Mutagen 1/1, Burst Jar 2/2, Ghast retch flask 1/1, tanglefoot bag 1/1, Wand of Cure Light wounds 48/50

Looking at Ayri, "As far as myself is concerned no that wont be necessary."

Vili will throw a bomb at the yello ratfolk.
Bomb: 1d20 + 6 ⇒ (12) + 6 = 18Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Wayfinders

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Right, sorry Ayri, I forgot about that! With that roll, you pretty much know all there is about basic Ratfolk! (Everything from the top to the end of "Racial Traits" is fair game)

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Because of the hard corner there, Vili takes a -4 on the throw. That said, even with that, he hits the Yellow ratfolk, who goes down from the explosion!

Vili also provokes an attack of opportunity from the older of the three Ratfolk!

AoO: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d3 ⇒ 3

Hullric will now take 5 Fire damage unless he makes a DC 14 Reflex Save for half (2 Fire)

Scarab Sages

Female Sylph wizard (wind listener, wood school) 1 | hp 7 | AC 12 T 12 FF 10 | CMD 10 | F +1 R +2 W +3 | Spd 35' | Init +2 | Kn(Arc, His, Loc, Nat, Pla) +8, Perc +1 (darkvision), SensM +1, Scrft +8 | spear 7/7

"It must be all the lamp oil...." Ayri says of Hullric.

I could cast color spray again....

Waits for space to move.

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

Kineticists are 1-trick ponies at this level, so it looks like we're doing this with the firing into melee penalty...

Altorin observes the battle and makes some quick calculations to channel a burst of frost at the older ratfolk.

ranged touch frost blast,PBS,melee penalty: 1d20 + 4 + 1 - 4 ⇒ (16) + 4 + 1 - 4 = 17
damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

Reflex DC14: 1d20 + 1 ⇒ (2) + 1 = 3

Hullric starts to pat the flames that engulfed him. "That stings."

Grand Lodge

Male ! Ini +1 PERC: +7 NG Dwarf Wiz 1/Sum 1. AC: 19 t11 CMD: 11 F: +3, R: +1, W: +6 HP 19

Knowing it will go poorly if he stays next to the ratfolk, Galdur pushes at the creature hard.

bullrush: 1d20 - 1 ⇒ (15) - 1 = 14 this might provoke an AOO
If successful: make with the bombs now!

Wayfinders

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Altorin's blast hits the remaining ratfolk, who seems much hardier than her compatriots!

Galdur's attempt would normally provoke, but the ratfolk had already attempted to swing at Vili! As a result, the ratfolk is pushed five feet away from Galdur!

Reflex to avoid pit: 1d20 + 6 ⇒ (20) + 6 = 26
*whistles*

...but she manages to avoid falling in the hole, instead landing next to it!

Remaio Alcasti begins to extol the noble virtues of this quest, and begins to Inspire Courage, giving all of you a +1 Competence bonus to Attack & Damage, and a +1 Morale bonus to saves vs fear!

Remaio Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Even amidst his verbal aid to you, he tilts his head to the south door from the main landing and says, "...Did anyone else hear that?"

GM eyes only:

Thessel Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Initiative
DR1: 1d20 + 3 ⇒ (14) + 3 = 17
DR2: 1d20 + 3 ⇒ (8) + 3 = 11
Thessel: 1d20 + 7 ⇒ (16) + 7 = 23

The remaining ratfolk hisses at all of you, but especially Vili, snarling out, "You race-traitor!" as she draws and then throws Alchemist's Fire at Vili!

Ranged Touch Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Fire Damage: 1d6 ⇒ 4
(Everyone adjacent to Vili - Altorin, Wilen, Hullric, and Galdur - each take 1 Fire Damage)

2d20 ⇒ (11, 14) = 25

ROUND 2
Hullric (-6 Damage)
Yellow (-8 Damage, Unconscious)
Ayri
Vili (-4 Damage, On Fire 1 Round)

Red (-7 Damage, Unconscious)
Altorin (-1 Damage)
Wilen (-1 Damage)
Galdur (-8 Damage)
Necuametl (Held Action)

Remaio
ROUND 3
Teal (-5 Damage)

The whole party is up!

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

Seeing a few people hurt badly, including himself thanks to a certain bomb throwing maniac. Hullric pulls out his wand and touches Galdur while saying the command word.

Wand of CLW on Galdur: 1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Male ! Ini +1 PERC: +7 NG Dwarf Wiz 1/Sum 1. AC: 19 t11 CMD: 11 F: +3, R: +1, W: +6 HP 19

"Thank you Hulric," As the wounds close Galdur thinks. "This is why I am not a front liner.

Then he steps up to the ratfolk and swings. "Lay down, please! You are outnumbered and we still have time to save your friends from death."
axe: 1d20 - 1 ⇒ (19) - 1 = 18, splort: 1d6 - 1 ⇒ (6) - 1 = 5 HP: 8/10

The Exchange

Male Halfling Alchemist 6 | HP 39/39 | AC 21, t 14, ff 18 | CMB 2, CMD 15 | F+7 R+9 W+3; +4 vs. poison, +2 vs. fear | Speed 20' | Init+3 | Perc+11 | Extracts: 2nd-barkskin, cure moderate wounds (2), invisibility; 1st-cure light wounds, shield, targeted bomb admixture (3) | Bomb: 12/12 | Mutagen: brewed | Active conditions: none
DEX mutagen:
Init+5 | Perc+10 | AC 23, t 14, ff 20 | R+11, W+2 | CMD 17

Wilen steps up next to Hullric and fires point-blank at the remaining ratfolk.

Light crossbow attack, point blank: 1d20 + 5 ⇒ (12) + 5 = 17
crossbow bolt damage: 1d6 + 1 ⇒ (6) + 1 = 7

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

Altorin continues to blast away to reinforce the "outnumbered" perspective:

ranged touch frost blast,PBS,melee penalty: 1d20 + 4 + 1 - 4 ⇒ (3) + 4 + 1 - 4 = 4
damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Well, at least it's a show of force.

Scarab Sages

Female Sylph wizard (wind listener, wood school) 1 | hp 7 | AC 12 T 12 FF 10 | CMD 10 | F +1 R +2 W +3 | Spd 35' | Init +2 | Kn(Arc, His, Loc, Nat, Pla) +8, Perc +1 (darkvision), SensM +1, Scrft +8 | spear 7/7

Ayri uses her time helpfully mention to Altorin that there is also a cover penalty of -4. She delays.

Grand Lodge

Male ! Ini +1 PERC: +7 NG Dwarf Wiz 1/Sum 1. AC: 19 t11 CMD: 11 F: +3, R: +1, W: +6 HP 19

I just realized I didn't apply Inspire Courage (& probably not the only one :).

The Exchange

Male Halfling Alchemist 6 | HP 39/39 | AC 21, t 14, ff 18 | CMB 2, CMD 15 | F+7 R+9 W+3; +4 vs. poison, +2 vs. fear | Speed 20' | Init+3 | Perc+11 | Extracts: 2nd-barkskin, cure moderate wounds (2), invisibility; 1st-cure light wounds, shield, targeted bomb admixture (3) | Bomb: 12/12 | Mutagen: brewed | Active conditions: none
DEX mutagen:
Init+5 | Perc+10 | AC 23, t 14, ff 20 | R+11, W+2 | CMD 17

Good catch. Then 18 to hit, and 8 damage for Wilen's attack.

Scarab Sages

-=Character Look=-
NECUAMETL COATL(Neck-qua-mel){Stat Block}:
HP:12/14|{AC:16|T:11|FF:15|{F:+4|R:+1|W:+5}|{Survival+9}|{Swim+7}|
{Init+1}|{Perception:+8}
COAXOCH (Co-axe-soch){Stat Block}:
HP:15/15|{AC:17|T:12|FF:14|{F:+4|R:+6|W:+1|{Acro+7}|{Stealth+7}
{Init+3}|{Perception:+5}

well looks like combat might be done but ehh, also i cant open google docs from work sorry

Nacuamel steps up and swings with his ornate club...

attack: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d8 + 6 ⇒ (5) + 6 = 11

and his companion snaps at the rat

attack: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 + 3 ⇒ (3) + 3 = 6

Wayfinders

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Galdur and Wilen hit the ratfolk, who is staggered by the attacks, as Necuametl comes into the room swinging his club, which kills her outright!

Remaio was about to let his bardic performance end, but his curiosity at what he heard leads him to walk to the southern door and open it...

Unfortunately for all of you, you're not out of enemies yet! The ratfolk thieves' "recovery team" heard the combat and now comes through two different doors to enter the fray, led by a smartly dressed lady ratfolk armed with daggers and a crossbow! Remaio cries out as he falls back. The ratfolk barrels past him, firing at Ayri!

Crossbow: 1d20 + 5 ⇒ (8) + 5 = 13
Sneak Attack Damage: 1d6 + 1d6 ⇒ (1) + (2) = 3

Alchemist's Fire on Vili round 2: 1d6 ⇒ 2 Fire Damage
2d20 ⇒ (8, 17) = 25

ROUND 3
Hullric (-6 Damage)
Yellow (-9 Damage, Unconscious)
Ayri (-3 Damage)
Green Dire Rat
Vili (-6 Damage)
Red (-7 Damage, unconscious)
Altorin (-1 Damage)
Pink Dire Rat
Wilen (-1 Damage)
Galdur (-2 Damage)
Necuametl
Remaio
ROUND 4
Thessel
Teal (Dead)

Hullric and Ayri are up!

Scarab Sages

Female Sylph wizard (wind listener, wood school) 1 | hp 7 | AC 12 T 12 FF 10 | CMD 10 | F +1 R +2 W +3 | Spd 35' | Init +2 | Kn(Arc, His, Loc, Nat, Pla) +8, Perc +1 (darkvision), SensM +1, Scrft +8 | spear 7/7

"Oh bother." Ayrin says of the wound to her sleeve.

"This was a new gown!" Ayri shouts turning her colorful magic upon the rat woman. "I should have known we would end up in a dungeon today."

color spray (DC 15)

Wayfinders

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Will Save: 1d20 - 1 ⇒ (13) - 1 = 12

The ratfolk leader is unconscious for 2d4 ⇒ (4, 3) = 7 rounds, then blind & stunned for1d4 ⇒ 1 rounds, and then stunned for 1 round.

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

Hullric touches himself with his wand to heal his own wounds.

Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6

I really like the animation for your Color Spray. None of my casters have that spell, but I'm seriously thinking about getting it for them and using the animation you have shown us.

Dark Archive

Male Ratfolk Alchemist 1 | hp 11/11 | AC 17 | FF 16 | T 13 | CMD 12 | Fort +4 | Ref +5 | Will +2 | Init +3 | Perception +8 | Sense Motive +2 | Movement 20ft
Tracked Resources:
Bombs 6/7, Mutagen 1/1, Burst Jar 2/2, Ghast retch flask 1/1, tanglefoot bag 1/1, Wand of Cure Light wounds 48/50

Vili will pull out his wand and heal himself.

CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9

Wayfinders

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Moving one of the rats in the initiative just to make things faster on you all OOC-wise...sorry for not posting sooner - have been trying to log into the site for the past few hours without success.

The rats rush into the room, completely ignoring the bodies, the pits, the walls, everything, as they close on the two people in front - Hullric and Wilen!

Green Bite vs Hullric: 1d20 + 1 ⇒ (14) + 1 = 15
But it misses!

The Pink one has to double-move to get to Wilen, so no attack there!

ROUND 3
Altorin (-1 Damage)
Wilen (-1 Damage)
Galdur (-2 Damage)
Necuametl

Remaio
ROUND 4
Thessel (KO and etc. for 7+1+1 rounds)
Teal (Dead)
Hullric
Yellow (-9 Damage, Unconscious)
Ayri (-3 Damage)
Green Dire Rat
Vili
Red (-7 Damage, unconscious)
Pink Dire Rat

Altorin, Wilen, Galdur, and Necuametl are up!

The Exchange

Male Halfling Alchemist 6 | HP 39/39 | AC 21, t 14, ff 18 | CMB 2, CMD 15 | F+7 R+9 W+3; +4 vs. poison, +2 vs. fear | Speed 20' | Init+3 | Perc+11 | Extracts: 2nd-barkskin, cure moderate wounds (2), invisibility; 1st-cure light wounds, shield, targeted bomb admixture (3) | Bomb: 12/12 | Mutagen: brewed | Active conditions: none
DEX mutagen:
Init+5 | Perc+10 | AC 23, t 14, ff 20 | R+11, W+2 | CMD 17

Wilen is taken aback by the rat that runs directly up to him, but thankfully runs out of time to act. He backs up behind Galdur and lobs a bomb at it.

Bomb attack to pink rat: 1d20 + 6 ⇒ (10) + 6 = 16
Bomb fire damage: 1d6 + 4 ⇒ (5) + 4 = 9

splash damage 5, reflex DC 13 for half. Sooooorry Hullric and Necuametl.

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

Reflex Save DC13: 1d20 + 1 ⇒ (9) + 1 = 10

Again, Hullric is engulfed in flames.

Grand Lodge

Male ! Ini +1 PERC: +7 NG Dwarf Wiz 1/Sum 1. AC: 19 t11 CMD: 11 F: +3, R: +1, W: +6 HP 19

"Gawd, rats the size of dogs. Gross."
Galdur steps up and swings at the closest rat.
vs pink rat: 1d20 - 1 ⇒ (14) - 1 = 13, swoosh: 1d6 - 1 ⇒ (2) - 1 = 1

Scarab Sages

-=Character Look=-
NECUAMETL COATL(Neck-qua-mel){Stat Block}:
HP:12/14|{AC:16|T:11|FF:15|{F:+4|R:+1|W:+5}|{Survival+9}|{Swim+7}|
{Init+1}|{Perception:+8}
COAXOCH (Co-axe-soch){Stat Block}:
HP:15/15|{AC:17|T:12|FF:14|{F:+4|R:+6|W:+1|{Acro+7}|{Stealth+7}
{Init+3}|{Perception:+5}

dont apologize when you dont mean it lol

reflex: 1d20 + 1 ⇒ (12) + 1 = 13

Necuametl is burned by his companion "maybe i should rethink working for the society with this treatment"

i cant open google docs at work so correct me if im wrong

Necuametl moves to attack the rat

attack: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d8 + 6 ⇒ (4) + 6 = 10

Scarab Sages

Female Sylph wizard (wind listener, wood school) 1 | hp 7 | AC 12 T 12 FF 10 | CMD 10 | F +1 R +2 W +3 | Spd 35' | Init +2 | Kn(Arc, His, Loc, Nat, Pla) +8, Perc +1 (darkvision), SensM +1, Scrft +8 | spear 7/7

While first level one of my characters was knocked out and nearly killed by an overeager gnome tosser (emphasis on 'tosser') with super-maximized splash damage capabilities who had caught me in the radius of her splash weapons twice before in the same adventure. Even if I had made that last Reflex save I would have been KO'd. She might have been the only source of damage for my character that scenario. She certainly did most of it. Never even got a "sorry".

The Exchange

Male Halfling Alchemist 6 | HP 39/39 | AC 21, t 14, ff 18 | CMB 2, CMD 15 | F+7 R+9 W+3; +4 vs. poison, +2 vs. fear | Speed 20' | Init+3 | Perc+11 | Extracts: 2nd-barkskin, cure moderate wounds (2), invisibility; 1st-cure light wounds, shield, targeted bomb admixture (3) | Bomb: 12/12 | Mutagen: brewed | Active conditions: none
DEX mutagen:
Init+5 | Perc+10 | AC 23, t 14, ff 20 | R+11, W+2 | CMD 17

No, NECUAMETL, I do actually mean it. I'd prefer to not do that often (this appears to be my 2nd time, the first one caught you too). Maybe I should start to pick empty square placement and live with dealing only the splash damage to enemies.
The melee tends to get dense fast, so the convenient target isolation that is desired often passes quickly or never occurs.

Scarab Sages

Female Sylph wizard (wind listener, wood school) 1 | hp 7 | AC 12 T 12 FF 10 | CMD 10 | F +1 R +2 W +3 | Spd 35' | Init +2 | Kn(Arc, His, Loc, Nat, Pla) +8, Perc +1 (darkvision), SensM +1, Scrft +8 | spear 7/7

I wasn't calling you in particular Wilen, just mentioning my own experiece. I certainly can relate to the frustration that comes from taking a lot of friendly fire. Bombs (and thrown splash weapons in general) I find are more difficult to use than area of effect magic (especially in indoor settings). Bombs are by nature just too uncontrollable in close settings. I actually play an alchemist with an archetype that gives up the bomb class feature. If perhaps you could invest in a couple of rings of fire resistance to loan out at the beginning of a scenario.... ;)

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

Altorin will move up through the group to get a clear shot. I'm assuming that rat is in the pit and thus won't provoke and AoO.

ranged touch frost blast,PBS at green: 1d20 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12
damage: 1d6 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

OOC-wise, as long as it doesn't kill my character I'm find with occasional friendly-fire. IC-wise, Hullric will probably have a few choice words to be said.

The Exchange

Male Halfling Alchemist 6 | HP 39/39 | AC 21, t 14, ff 18 | CMB 2, CMD 15 | F+7 R+9 W+3; +4 vs. poison, +2 vs. fear | Speed 20' | Init+3 | Perc+11 | Extracts: 2nd-barkskin, cure moderate wounds (2), invisibility; 1st-cure light wounds, shield, targeted bomb admixture (3) | Bomb: 12/12 | Mutagen: brewed | Active conditions: none
DEX mutagen:
Init+5 | Perc+10 | AC 23, t 14, ff 20 | R+11, W+2 | CMD 17

Good to hear. Also, I have an extraction called targeted bomb admixture that actually removes the splash. I don't have as many uses of it per day as I have bombs, but it will help. Also, I would never let the splash damage bring anybody to 0, and frankly I won't do it unless the potential victims are at or near max HP. Bring on the choice words Hullric :)

Wayfinders

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Wilen and Galdur take out the Pink rat, while Galdur and Necuametl thrash the Green one.

You are out of combat!

Remaio steps past the dazed ratfolk leader, sliding his unblemished rapier back into its scabbard. "You lot certainly *are* the finest hirelings around! Well done, all!"

In the ratfolks' possession is the bust of Honaria Alcasti that Remaio wanted, along with the other stolen relics, which include a set of embossed bronze offering bowls, a string of prayer beads made of silver, and a collection of holy symbols of Aroden from different regions of Golarion.

After finding these items, Remaio slaps two of you on the shoulder with a big smile. "Let's take all of this and be on our way - let me take you all out to a fine dinner with a bottle of wine for each of you, of course!"

Wayfinders

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(Unless your party wants to do anything else, that is)

Grand Lodge

Male ! Ini +1 PERC: +7 NG Dwarf Wiz 1/Sum 1. AC: 19 t11 CMD: 11 F: +3, R: +1, W: +6 HP 19

"Dinner sounds good." The young dwarf looks around, "Uhm. Shouldn't we map this place out? I mean, there could be important Society stuff here.

Wayfinders

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Remaio yawns and shrugs, waving a hand absentmindedly. "I suppose you can do what you will with the basement and anything else these rat..." his eyes dart to Vili for a moment before continuing, "rapscallions had on them. I will await you at my carriage." And with that, Remaio Alcasti takes the bust of Honaria and departs.

The two younger ratfolk (both of whom stabilized on their own) only had small-sized daggers, small light crossbows, and small leather armor. The dead ratfolk tinkerer whom Necuametl killed had a potion of cure light wounds, a potion of pass without trace, an acid flask, a small-sized masterwork dagger, four masterwork crossbow bolts, a small light crossbow, small leather armor, a set of masterwork thieves' tools, and a tanglefoot bag. The leader had a potion of cure light wounds, a potion of pass without trace, an alchemist's fire, a small-sized masterwork dagger, five masterwork crossbow bolts, a small light crossbow, small leather armor, a set of masterwork thieves' tools, and a tanglefoot bag.

(In addition to the previously mentioned stolen loot from the basilica)

Adjusting the map with room descriptions, although you will not find any further threats:

Room A: is the landing.

Room B: looks to be a place that used to function as some sort of prison.

Room C: Twelve narrow pillars reach from floor to ceiling in this large chamber, each depicting a man engaging in a different profession. In one pillar, a man proudly displays a large fish, while in another, a man tends to a field of wheat.

Knowledge Religion or History DC 15:
These pillars depict the twelve guises that Aroden once used to walk the world: beggar, thief, fisherman, hunter, shepherd, farmer, soldier, merchant, tailor, craftsman, artist, and scholar.

Room D: Most of this room has been relatively recently collapsed, its original purpose obscured. Only small sections of the second floor remain, atop the pillars that once supported the floor’s weight. The lower level 15 feet below is filled with rubble, which provides difficult terrain.

Room E: A 10-foot-tall holy symbol of Aroden takes up the northern wall of this small room. The symbol appears at first glance to be made of solid bronze, but scrapes and scratches in its surface reveal that a very thin layer of bronze covers inexpensive stone. The rest of the room is filled with worn prayer mats.

What does your party do now?

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

After the party explores the rest of the place, Hullric suggest they rejoin their 'employer' and get a good meal and nice bed rest.

Scarab Sages

-=Character Look=-
NECUAMETL COATL(Neck-qua-mel){Stat Block}:
HP:12/14|{AC:16|T:11|FF:15|{F:+4|R:+1|W:+5}|{Survival+9}|{Swim+7}|
{Init+1}|{Perception:+8}
COAXOCH (Co-axe-soch){Stat Block}:
HP:15/15|{AC:17|T:12|FF:14|{F:+4|R:+6|W:+1|{Acro+7}|{Stealth+7}
{Init+3}|{Perception:+5}

Necuametl nods and heads back with the rest.

As they pass the dead rats he grabs a leg and begins to drag it with him.

As tye rest look at him with worry "what, my companion likes to eat ratsss...iss thiss an isssue with you".. he ask looking at vill

also willen dont worry about it not an issue less your bombs kill me eyes willen worryingly

Grand Lodge

Male ! Ini +1 PERC: +7 NG Dwarf Wiz 1/Sum 1. AC: 19 t11 CMD: 11 F: +3, R: +1, W: +6 HP 19

Galdur will share the potions among the party but has no interest in the rest of the gear. "Vili? Should we... bury them or something? We shouldn't just leavea bunch of corpses in the basement below a church should we? Eww."
Dinner, rest and next quest I suppose. :)

The Exchange

Male Halfling Alchemist 6 | HP 39/39 | AC 21, t 14, ff 18 | CMB 2, CMD 15 | F+7 R+9 W+3; +4 vs. poison, +2 vs. fear | Speed 20' | Init+3 | Perc+11 | Extracts: 2nd-barkskin, cure moderate wounds (2), invisibility; 1st-cure light wounds, shield, targeted bomb admixture (3) | Bomb: 12/12 | Mutagen: brewed | Active conditions: none
DEX mutagen:
Init+5 | Perc+10 | AC 23, t 14, ff 20 | R+11, W+2 | CMD 17

Wilen could us one of the sets of masterwork thieve's tools and the alchemist's fire.

He then takes several minutes to check out some of the other rooms down here.

In the room with twelve pillars, he doesn't know any local or religious lore that would help with interpretation but he inspects them for any interesting details (otherwise lingering for a minute and taking it in as "art").

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

He passes more quickly through the collapsed room, giving a brief thought to what the room may have been.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

He pays no heed to the room with the holy symbol of Aroden.

"Okay, I only wanted a brief look. I'm ready to depart when you are."

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

"Yuck! Who could eat after seeing the size of those rats?"

Scarab Sages

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Female Sylph wizard (wind listener, wood school) 1 | hp 7 | AC 12 T 12 FF 10 | CMD 10 | F +1 R +2 W +3 | Spd 35' | Init +2 | Kn(Arc, His, Loc, Nat, Pla) +8, Perc +1 (darkvision), SensM +1, Scrft +8 | spear 7/7

knowledge (history) Room C: 1d20 + 8 ⇒ (9) + 8 = 17

"This room was once dedicated to your dead god, Aroden. These-" she says indicating the graven pillars, "are the twelve guises that he walked your lands in. There is a tale that when he came to Tian Xia my people caught him at the border and deported him. There was a lot of talk about building a big wall after that."

The Exchange

1 person marked this as a favorite.
Male Halfling Alchemist 6 | HP 39/39 | AC 21, t 14, ff 18 | CMB 2, CMD 15 | F+7 R+9 W+3; +4 vs. poison, +2 vs. fear | Speed 20' | Init+3 | Perc+11 | Extracts: 2nd-barkskin, cure moderate wounds (2), invisibility; 1st-cure light wounds, shield, targeted bomb admixture (3) | Bomb: 12/12 | Mutagen: brewed | Active conditions: none
DEX mutagen:
Init+5 | Perc+10 | AC 23, t 14, ff 20 | R+11, W+2 | CMD 17

Wilen grimaces at Ayri's story. "Those who build walls tend to make themselves prisoners."

Dark Archive

1 person marked this as a favorite.
Male Ratfolk Alchemist 1 | hp 11/11 | AC 17 | FF 16 | T 13 | CMD 12 | Fort +4 | Ref +5 | Will +2 | Init +3 | Perception +8 | Sense Motive +2 | Movement 20ft
Tracked Resources:
Bombs 6/7, Mutagen 1/1, Burst Jar 2/2, Ghast retch flask 1/1, tanglefoot bag 1/1, Wand of Cure Light wounds 48/50

Vili will take acid flask an tanglefoot bag. He will also take a cape off of one of the ratfolk and start putting all the other stolen goods in it and start to carry them up stairs.

We should ask upstairs if all of these things they stole belong to them.

Scarab Sages

1 person marked this as a favorite.
Female Sylph wizard (wind listener, wood school) 1 | hp 7 | AC 12 T 12 FF 10 | CMD 10 | F +1 R +2 W +3 | Spd 35' | Init +2 | Kn(Arc, His, Loc, Nat, Pla) +8, Perc +1 (darkvision), SensM +1, Scrft +8 | spear 7/7
Wilen Proudbrew wrote:
Wilen grimaces at Ayri's story. "Those who build walls tend to make themselves prisoners."

"Not if they'really smart enough to put in a door, Wilen-san... And maybe an emergency fire exit."

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

GM Note: Special Resource (and a gold star for Vili)

When you emerge, Brother Valicus does not press you about the remaining relics. However, if you choose to hand them over (which it seems Vili is, on behalf of the rest of you), the man who presides over the basilica, Father Basri, grants you an audience, and gladly accepts the relics, blessing your party in the name of Aroden.

Knowledge Religion or Nobility DC 12:
This blessing no longer carries any magical weight since Aroden's death over one hundred years ago, but it may have beneficial political ramifications for you in the future, now that you have it.

Emerging from the basilica, Remaio has apparently already departed, but he left one of his porters behind with a second carriage to take you to a bath house where you can clean up, and then meet him for a fine meal at a private dining establishment.

Perception DC 5:
This place seems to have several private dining rooms where the rich, or members of the nobility, can go out to eat with those they'd rather not be seen in public with, without fear. There are even separate entrances for the well-to-do, that Remaio uses, and one for "the help", that you utilize.

With that, you have completed the third quest - "Basilica" - look for the fourth quest (selected by geography) - "Breakdown" - to be posted soon!

But please feel free to RP your dinner as you like!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

After a night of rich food and wine in Oppara, Remaio leaves you to return to...whatever it is he does with his time. Along with his letter as instructions, he also leaves you a mausoleum key and a vial of holy water. Prior to leaving Oppara, you may make any purchases you would like to.

Knowledge History or Nobility DC 10:
As the empire began to crumble, Taldan nobles increasingly began to build tombs in remote locales to avoid the depredations of vandals and scavengers.

Knowledge History or Nobility DC 15:
Everything from the previous spoiler, plus: To further deter the attention of tomb robbers, most Taldan tombs contain magical curses and powerful guardians to protect the bodies and treasures within.

Knowledge History or Nobility DC 20:
Everything from the previous spoilers, plus: Some Taldan tomb guardians can only be harmed with weapons belonging to the noble house they guard.

Your long journey through the foothills of the World’s Edge Mountains is uncannily desolate, and a lonely pall hangs over the entire trip. After leaving Oppara itself, you do not cross paths with a single other traveler of any sort outside of yourselves. Even the weather is clear and cloudless during most of the trek, as if the sky itself does not care to keep you company.

After nearly a week of walking, following the directions enclosed with the letter, you see a white marble tomb emerging from the shadow of a low mountain. Two composite columns frame the tomb’s tarnished silver door with cracked hinges. The rain-streaked relief of a pegasus head sits in place of a keyhole.

Pouring the holy water on the door will reveal a keyhole in the head of the pegasus, to which the key you were given fits perfectly.

If you absolutely insist on saving the vial of holy water...:
You may try to bash the door down with a DC 15 Strength check.

After traversing a short hallway, you come to a large granite tablet covered with names and dates stands in the center of a small room. The tablet provides a chronological record of the Alcastis buried within the tomb. About halfway down the stone the list stops, ending with “Honaria Alcasti, 4049 AR – 4123 AR.”

Beyond this entry chamber is a larger area, featuring a statue of a soaring pegasus rising above the pool of stagnant water in the center of the room.

Knowledge Engineering DC 11:
The pool in this room was once a fountain, but its pipes broke over years of neglect. Now the water is dusty and still.

Another door stands shut before you.

When you are ready, please establish your marching order and position yourselves on the new map!

Scarab Sages

Female Sylph wizard (wind listener, wood school) 1 | hp 7 | AC 12 T 12 FF 10 | CMD 10 | F +1 R +2 W +3 | Spd 35' | Init +2 | Kn(Arc, His, Loc, Nat, Pla) +8, Perc +1 (darkvision), SensM +1, Scrft +8 | spear 7/7
Ayri Fukai-Sagashi wrote:
Wilen Proudbrew wrote:
Wilen grimaces at Ayri's story. "Those who build walls tend to make themselves prisoners."
"Not if they'really smart enough to put in a door, Wilen-san... And maybe an emergency fire exit."

I hate my phone's auto-incorrect texting feature.

perception: 1d20 + 1 ⇒ (5) + 1 = 6

The Dire GM wrote:
Emerging from the basilica, Remaio has apparently already departed, but he left one of his porters behind with a second carriage to take you to a bath house where you can clean up, and then meet him for a fine meal at a private dining establishment.

Ayri takes her time at the hot springs, enjoying the lack of running about, shouting, snakes, explosions, and smell of burnt Nagaji and war-priest.

~Heavy sigh~

Later, she has a very expensive vegetarian meal--essentially three leaves on a very large white plate.

knowledge (history): 1d20 + 8 ⇒ (18) + 8 = 26

She reveals what she knows of Taldor's burial history.

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