Lady Andaisin

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3,712 posts. Alias of Escharid Blackrose.


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Poindexter's attack is more than enough to stun the second man, who falls on the ground.

Could everyone (except Rusty) roll a Fort save?


no problem, thanks for the info! New round!


Automatic hits so 6/15 dmg. "Faceless man" hasn't acted yet

Ling and Poindexter move around, as CeCe the dog bites at the goo to free its master.

Not trusting her sharpshooter skill, Willow puts her sling back in her pocket and moves


@Rusty, forgot to take the readied attack in account, opponent wounded but not down. He made a five foot step back


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I have played many PFS games, I'm only starting GMing PFS (in fact, doing my first mission as a GM right now).

If time and work allows, I'd be happy to GM more PFS games here, and to learn how GMing PFS, which is not totally the same as GMing a Paizo AP or adventure.

I'm a big fan a PF1, and PF2 doesn't suit me, I don't got the hang of it and IMO the game mechanics are too complex-Then I'll be the first to admit I didn't fully read the rulebook.

I just want to use this post to thank Paizo, the GMs and all the players I met here (PFS or otherwise) for many sweet and fun memories.


Throw vs Touch: 1d20 + 1 ⇒ (20) + 1 = 21

The man smirks, and shows Nava how to hit a target..

with a gracious yet powerful move, he throws a small bag right in Rusty's legs, hindering his movements

Tanglefoot bag: DC 15 Reflex save, Entangled (-4 Dex, -2 to hit), must save or be glued to the ground for 2d4 ⇒ (1, 4) = 5 rounds. Concentration DC 15 to cast spells


The last opponent standing seems ready to throw something on Rusty, but Nava has quicer reflexes

You can attack, he doesn't seem to be ready to give up


PM send Redelia!


Not much more than the intro; but it's a regular player and GM, so I'm more than willing to give them the benefit of the doubt.

But if the rules are stricter, I have to obey them too.


First time PFS GM here:
A question for regular Society GM: how do you treat a player that vanishes (most probably for real life reasons) from the game, do you give the character a Chronicle at the end of the game or not?


One sap strike later and your opponent is down for the count, without any lethal injury

Nava can act now, there is only one foe left near Rusty.


Willow moves and unfold her sling, ready to hit her foes

The man on the right field near Ling and Poindexter kind of panics and takes a sickle in his hands, ready to defend himself

on the other side, your opponent grabs a small bag and aims at Rusty, but you are quicker to act

Willow sling: 1d20 + 3 ⇒ (20) + 3 = 23
dmg, SA: 1d3 - 1 + 1d6 ⇒ (3) - 1 + (1) = 3

Willow sling crit?: 1d20 + 3 ⇒ (8) + 3 = 11
dmg, SA: 1d3 - 1 ⇒ (1) - 1 = 0

Willow headshot the man of your left

Everyone but the Faceless Man can act


Instinctively, the gardener aimed at to by Nabla steps back, caught by surprise, but then the surprise fades of a bit, and they both react with hostility, trying to reach for their side bags

No more surprise round, and combat! Intimidate roll failed, but you can all act before your foes!

Navatsiyk: 1d20 + 3 ⇒ (9) + 3 = 12
Ling Chang: 1d20 + 2 ⇒ (15) + 2 = 17
Willow: 1d20 + 3 ⇒ (19) + 3 = 22
Rusty: 1d20 + 4 ⇒ (16) + 4 = 20
Nabla: 1d20 + 2 ⇒ (18) + 2 = 20
Poindexter: 1d20 + 3 ⇒ (16) + 3 = 19
foes: 1d20 + 4 ⇒ (3) + 4 = 7


FYI: you have, currently, the element of surprise in your favor


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Puns, jokes and humor are always welcome.

(I'm quite the joker in game too ^^)


Nope, human-sized, with 5 feet squares


You follow the path and a few minutes later, you stumble upon a clearing with a field.
Man-made rows of bright flowers paint this wide glade in hues of red, orange, and yellow. A warm breeze blows out of the field, and the pleasant odor of the countless blossoms fills the air and permeates the whole forest.

GM rolls:
Foes perception, distracted: 1d20 + 7 - 5 ⇒ (4) + 7 - 5 = 6
Stealth, Navatsiyk: 1d20 + 3 ⇒ (19) + 3 = 22 Stealth, Ling, AP: 1d20 + 2 - 6 ⇒ (10) + 2 - 6 = 6 Stealth, Nabla, ACP: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8 Stealth, Poindexter, ACP: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9 Stealth, Rusty, ACP: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21 Stealth, Willow: 1d20 + 11 ⇒ (9) + 11 = 20

You easily spot two men tending to the garden. They don't seem to have spotted you back, even if there was a tense moment as Ling awkwardly walked on a fallen branch, making some noise. Fortunately, you were far away enough so there were no consequences.

you are currently 40 feet away from the garneners, see third map on slides


You are pretty sure that, unfortunatly, you didn't get all the flowers, as the men who gave them to the townfolks have walked throught many streets before you stopped their plans.

You have done what you could, and now that the herborist is aware of the danger of the flowers, she will spread the news as fast as possible.

You carefully put the rest of the flowers back into the cart, and start walking toward the woods.

GM rolls:
Survival DC 12, Ling: 1d20 + 4 ⇒ (3) + 4 = 7 Survival DC 12, Nabla: 1d20 + 6 ⇒ (13) + 6 = 19 Survival DC 12, Rusty: 1d20 + 6 ⇒ (6) + 6 = 12

At a fork in the trails, Ling isn't sure about the path to follow, Rusty thinks he has a good idea, and Nabla is certain Ling is mistaken

Just a little roleplay to see which path you follow: Rusty and Nabla pick one path, Nabla being more assertive, and Ling picks another, without being sure.


FYI: I'll move home this week end, and so won't be online before next Monday/ Tuesday


Navatsyik, helped by none other than Poindexter, and desperate tries to help from Rusty and Willow, manage to get some of the flowers back, while Nabla goes back into the shop to warn the herbalist of the potential danger of the plants.

Gm Rolls:
Nava Diplo: 1d20 + 4 ⇒ (8) + 4 = 12Rusty Aid Diplo: 1d20 - 1 ⇒ (7) - 1 = 6Poindexter aid Diplo: 1d20 - 2 ⇒ (12) - 2 = 10Willow aid Diplo: 1d20 + 2 ⇒ (4) + 2 = 6

Maybe the herbalist will be more successful later into spreading the information among the town's people


Didn't want to force you into action but I had to remind you anyway. ;-)


Yes, in the street just in front of the herbalist shop, sorry if that wasn't clear enough.

Most of you have spotted villagers holding those flowers, as the men who attacked you gave flowers on their way.


Nabla confirms that the flowers in the cart match the description of the "flamebloom" flowers that the sick lumberjack talked you about.

There is a field not too far from the town, hidden in the woods, as he told you.

Neither Navatsyik nor Rusty see anything strange in the cart. The flowers smell good... but Rusty can't figure if they are related to the disease or not.

Now, what do you do?


Poor cat...
Glad every one else was safe


Sorry, was sick, will post tomorrow


Rusty misses, and so takes a vicious blow in the small of the back -9 HP

But then, rushing to the Pathfinder's rescue, Poidexter brings down his sword on one foe, who stumble on the ground, bleeding profusely, and Nabla uses her own sword as a massive bludgeon, stunning the other opponent for a good while.

Both foes are down, no more combat.

What do you do now?

I invite you to look at the second spoiler from the 27th September (unless you are Poindexter or Navatsyik, as written


The bloodied man strikes back at Rusty, and if the Android wasn't now as quick and agile as a tiger, a knuckle sandwich would have been on the menu Missed by one!

attack, Rusty,: 1d20 + 2 ⇒ (16) + 2 = 18
dmg: 1d3 + 2 ⇒ (3) + 2 = 5

The second one disregard all safety AoO from Rusty, if you don't hit take 9 dmg and moves in Rusty's back, hoping to deliver a powerful blow

attack, Rusty, Flank: 1d20 + 2 ⇒ (19) + 2 = 21
dmg, SA: 1d3 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9


You're totally right, Rusty, my bad, they just moved toward you. Now you can act as you wish, having the initiative


Rusty wrote:
”I am prepared to defend myself, you have been warned.”

Even warned, the two men spring into attack, trying to land punches on Rusty and to surround him Who can use either Total defense or a readied attack before the foes attacks are resolved

GM roll:
Attack: 1d20 + 2 ⇒ (1) + 2 = 3
NL dmg: 1d3 + 2 ⇒ (1) + 2 = 3

Attack: 1d20 + 2 ⇒ (18) + 2 = 20
NL dmg: 1d3 + 2 ⇒ (2) + 2 = 4+flank?: 1d6 ⇒ 6


Sorry, a few hard days. surprise round, Rusty can act, then the foes

GM rolls:

Navatsiyk: 1d20 + 3 ⇒ (1) + 3 = 4
Ling Chang: 1d20 + 2 ⇒ (10) + 2 = 12
Willow: 1d20 + 3 ⇒ (12) + 3 = 15
Rusty: 1d20 + 4 ⇒ (14) + 4 = 18
Nabla: 1d20 + 2 ⇒ (1) + 2 = 3
Poindexter: 1d20 + 3 ⇒ (8) + 3 = 11
Init Foes: 1d20 + 2 ⇒ (13) + 2 = 15

As Rusty comes near the men with the cart, he spots them taking a bunch of flowers in their hands. But as their hands are now clenched in fists, the Android deducts its not for a gentle gift...

After the surprise round (only Rusty and foes), Rusty can act , then Willow, the foes, Ling, Poindexter,Navatsiyk and finally Nabla. Watch Slide 2, "near the herborist shop"


She answers to Nabla, before you go out

I got a few vials of antiplague to sell, but as the disease is partially magical, I can't guarantee they will work properly. I can't sell too much of my stock however, people here in town will surely need them, and probably I'll need some too.

I'll let you buy more antiplague vials if you want. Now, as you go outside...

You see two men pushing a wheeled cart, currently stopped in front of the herbalist shop

GM rolls:
Navatsiyk: 1d20 + 0 ⇒ (6) + 0 = 6
Ling Chang: 1d20 + 2 ⇒ (9) + 2 = 11
Willow: 1d20 + 6 ⇒ (13) + 6 = 19
Rusty: 1d20 + 8 ⇒ (13) + 8 = 21
Nabla: 1d20 + 6 ⇒ (8) + 6 = 14
Poindexter: 1d20 + 2 ⇒ (4) + 2 = 6

Navatsiyk: 1d20 + 0 ⇒ (1) + 0 = 1
Ling Chang: 1d20 + 2 ⇒ (10) + 2 = 12
Willow: 1d20 + 6 ⇒ (9) + 6 = 15
Rusty: 1d20 + 8 ⇒ (9) + 8 = 17
Nabla: 1d20 + 6 ⇒ (17) + 6 = 23
Poindexter: 1d20 + 2 ⇒ (3) + 2 = 5

Willow and Rusty:
You notice the two men look sick, with pus on their arms and faces

Everyone not called Poindexter or Navatsiyk:
You spot villagers, down on the street, holding big red flowers. The same flowers you see in the cart.


The herbalist speaks with the now resting lumberjack. It seems there is a field of these flowers, called "flamebloom", just an hour's walk back in the forest.

The lumberjack gives you precise instructions about how to reach the field, and warns you to be cautious, as they are probably people watching ad working the fields by daytime.

You'll need only a DC 10 Survival to find the field with the lumberjack's instructions, but things might happen before. Anything more you want to do at the herbalist before going?


That would be nice, but feys hold a grudge against humans cutting their trees. And humans are prone to violence when fuelled by greed or even malice. I know, more or less, where to find the feys, unless they find me first when I pick flowers, mosses and plants for my trade. But they don't show themselves so easily to strangers.

She sighs
I have no idea where that disease come from. It seems magic was used, and that's out of my area of expertise. It's quite a dangerous sickness, weakening both spirit and body, as if it was sapping your willingness to live. And as more people catch it in the woods, the more it can spread in town.


Nabla finds out some more helpful herbs in the small shop, and her knowledge of nature and things found in dark places helps her finding new openings to research.

Meanwhile, Rusty confirms Navatsyk thoughts: some foul magics where used to create the disease!

Ling Chang has an hard time being helpful at first, but when Nabla speaks about fungi found near the top of certain trees that are known for their curative ablilities, he doesn't hesitate, and after removing his armor, climbs to the trees with astounding easiness!

Nabla follows his example, and finds more fungi. Then the ranger dives into the nearest pond to bring some moss that could be used by the herbalist, and two trouts which can do a delicious supper with some of the spare mushrooms!

Finally, Poindexter surprise everyone as he easily reads strange tomes in foreign tongues, and the dhampir even manage to triggers some magic items that seem to empower the mixed herbs.

Wow, all those successes! DC was 18!

It took you maybe two hours only to complete your tasks, and finally a cataplasm is completed by the herbalist.

If you ever seek a job, don't hesitate to knock on my door!

Healing: 1d20 + 9 ⇒ (10) + 9 = 19

She applies the curative herbs on the sick lumberjack's body.

Now he needs some rest, I'll take care of him while preparing more of that stuff. Without your help, I wouldn't have been able to do it, so as a token of my gratitude, please take those two vials. They can heal you with magic. But what are you doing around, if you don't mind me asking?Wandering in the woods seeking some poor guys to help?

2 CLW potions


Will PM Willow's player, if I don't have an answer I'll bot the character.


@Nabla: plural "you": each of you can roll the same kind of skill (perception for example) but only once per character.
@Poindexter: you can look at her books to find recipes (Linguistics), see if pouring a CLW potion or using a spell from a wand on her conconctions could helps (UMD). It's a game of imagination!
@Ling: you can use any skill that can be use untrained, even if you have no ranks in it or if it isn't a class skill. Linguistics or Perception for you mostly, but Appraise, Heal, Craft are potential options for you, if you manage to roll high. Even rushing outside to buy something to help would count, but I'll let your imagination finding what could help. ;-)
@all: Already 3 successes!

Rusty and Poindexter searches the little shop for herbs and ointments that could help Laura, while Navatsik ponders the influence of magic on the disease, and she's pretty sure the new sickness isn't natural.


Well, sure, do you know how he got hurt?

GM rolls:
Healing: 1d20 + 9 - 20 ⇒ (11) + 9 - 20 = 0Fort save: 1d20 + 1 ⇒ (4) + 1 = 5

She looks at the man's body, and seems puzzled

I've never seen something like that! I'll need your help to find out a cure...

Per the adventure, Laurel the herbalist starts with a BIG malus to her roll, as the disease is new. You can use various skills, with a DC 18, to alleviate the malus (each successful skill roll substract 2 from the malus.) Non exhaustive list of skills you can use: Appraise, Healing, Craft, Know Local, Dungeoneering or Nature, Perception, Profession, Sleight of Hand, Spellcraft, Survival... You can take 10 but not 20 on your roll. You can use more than one skill, but you can only try a skill once. If you have special abilities that could be used, just try it and I'll see if I'll allow it!


After a few 3 hours hours of traveling by foot, you reach Falcon's Hollow in the late afternoon.

It's a small town, of maybe a little over a thousands souls, most of them probably still in the woods cutting the last trees before the night falls.

You walk throught the streets, guided by the sick lumberjack-at a safe distance, of course, and reach the local herbalist shop.

Creeping ivy and full window boxes cover the facade of this rugged-looking, two-story shop, which bears the faded sign “Roots and Remedies.” The small, mud-tracked shop smells of burnt earth and spicy incense. By the open door, you see bunches of dried herbs, dangling pots, and drawstring pouches hang from the ceiling, and a cauldron bubbles softly on a table next to strange presses and alchemical apparatuses.

A woman is currently grinding herbs and flowers in a small bowl, not paying any attention to you so far.


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I've told you, all I wanted was to be a lumberjack. Leaping from tree to tree on the mighty rivers! The giant redwood! The larch! The pin! The smell of fresh cut timber!

He tries to calm himself

Look, I didn't want to fight the fey. But we had to. The Consortium want us to, cause they always need more trees to cut. So it's kind of a little war between the fey and the lumberjacks, with small groups fighting each other. I'm no soldier, never thought I would have blood on my axe, only sawdust. The feys got some of our guys, the overseen send a bigger group, people get killed on both sides. Now I'm sick with that disease. And I wasn't even a part of the last retaliatory excursion. I don't know what happened, probably the fey cursed us. Now all I want is to get rid of the fey's curse, that damn disease. There's an herbalist in Falcon's Hollow, maybe she can treat me. Laurel is her name.If you bring me with you to Falcon Hollow, I can maybe help you too.

After a bad cough, he continues
I won't get too close to those dead wolves, but I'm sure you noticed the strange flowers in their bodies? Before they exploded, of course? Well, I spotted once a small grove, maybe an hour away, growing the same kind of flowers. Got some strange folks, perhaps allies of the fey, grooming the flowers.


One of the Lumberjack, the one that spoke to you earlier, answers

We don't know where to find those bloody feys, and if I knew, I'll do my best to avoid that area. Our late boss, Fulch, sent a few of us deep in the woods, and we met some satyr patrol. Six of our guys died, and those who came back were infected, but we didn't knew. Probably the satyr's curse or something like that. Hope you have some cold iron on you...

He seems to hesitate a little to tell his story, as he spots the strange humanoid plant Willow in your group

You'll need a DC 12 Bluff, Intimidate or Diplomacy roll for the man to speak


Will bot Willow to speed things

Aid Heal A: 1d20 + 1 ⇒ (15) + 1 = 16
Aid Heal B: 1d20 + 1 ⇒ (12) + 1 = 13
Aid Heal C: 1d20 + 1 ⇒ (16) + 1 = 17
Aid Heal D: 1d20 + 1 ⇒ (16) + 1 = 17

Final totals Lumb1 (17) Lumb2 (20) Lumb3 (9) Lumb4 (18). Two success for +4 to next save

You take the time to cooperate and try to heal the sick lumberjacks, and two of them seems to be a little less paler. Maybe, in the long term, they will be able to fight the disease.


Total rolls (initial roll+ Aid another success): Lumb1 (13); Lumb2 (16); Lumb3 ( 5 ); Lumb4 ( 14 )

Rusty, helped by Poindexter and Ling Chang, does its best to treat the lumberjack, with various success. Maybe some more help could, well, help?


Four of the lumberjacks are ill, and they say that their overseer, a man named Fulch, has died of the disease. He's still in one of the tents.

They would be glad to be cared for.

You will need an high Healing roll (prepare to aid another.) for each sick lumberjack, and 10 minutes of time. An healing kit could help, if you have one (+2 to Heal). As far as I know, none of you has Healing as a class skill


As far as you can tell, Cece doesnt look sick so far. But as you rolled high to identify this disease, I'll give you some informations

Looking at (or scanning?) the sick humans with acute precision, Rusty get some information: it can be transmitted by injury of course, but can be inhaled or ingested too, and it probably takes a few hours to start harming the body.

You have never seen a disease like that, and it's probably hard to treat. Fortunatly, you are yourself immune to disease, but anyone treating a sick person should cover their breath and nose.

@Nabla: you can roll a second time for your dog if you want (Fortitude save)


As you can heal one person at the time (10 mn and one skill roll per person) you have to choose. If you beat the DC, you'll give them a +4 bonus to next save.


@Rusty: who are you healing? The lumberjacks or the dog?


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Spoiler:
diplo: 1d20 + 4 ⇒ (15) + 4 = 19

The men from the Lumber Consortium seem cautious, even a little bit reluctant to speak to you, then one of them, who seems to be in not too good health, comes closer, holding his ragged clothes close to him.

Those beast were nasty, and they could have killed all of us. In fact, they already killed two of us. And most of us are ill, so we couldn't defend ourselves properly, right? I didn't sign for this, being mauled by undead beasts. All I wanted was to be a lumberjack and be ok, to sleep all night and to work all day, just like my dear papa. I don't care if you are sellswords from the Consortium, folktales would-be heros wandering in the woods, but I am in debt to you. Twas the first time we got attacked, cause they wouldn't have needed a second time, if you catch my drift


Nothing to see here:
1d4 ⇒ 3

Now that the fight is done, and while you heal your wounds and clean yourself, the lumberjacks start to show themselves, very cautiously.

They seem weak, and wear dirty, ragged clothes. Only two of the sixes lumberjacks look like they are healthy.


The second wolf is slashed and bitten by Poindexter and CC the dog, and once again the defeated creature explodes.

Slam Poin: 1d20 + 4 ⇒ (8) + 4 = 12
dmg: 1d6 + 2 ⇒ (3) + 2 = 5

Slam Nabla: 1d20 + 4 ⇒ (20) + 4 = 24
dmg: 1d6 + 2 ⇒ (4) + 2 = 6

Slam C.C: 1d20 + 4 ⇒ (14) + 4 = 18
dmg: 1d6 + 2 ⇒ (4) + 2 = 6

Slam Nabla, Crit?: 1d20 + 4 ⇒ (3) + 4 = 7
dmg: 1d6 + 2 ⇒ (1) + 2 = 3

This time, Pharasma must be busy elsewhere on Golarion, and Nabla and C.C are injured by the blast.

6 HP dmg for each, and both will need a Fortitude save, please


Ling's powerful strike spells doom for the unalive wolf, but with an unexpected side effect...

The undead creature explodes under the scimitar, and gore splashes the unfortunate Pathfinders-and canine companion- who are close to it.

Slam (Ling): 1d20 + 4 ⇒ (15) + 4 = 19
damg: 1d6 + 2 ⇒ (5) + 2 = 7

Slam (Pointdexter): 1d20 + 4 ⇒ (7) + 4 = 11
damg: 1d6 + 2 ⇒ (3) + 2 = 5

Slam (CC the dog): 1d20 + 4 ⇒ (5) + 4 = 9
damg: 1d6 + 2 ⇒ (4) + 2 = 6

But Pharasma might smile on you, as no one is seriously harmed in the foul blast. Ling Chang's armor will need some serious cleaning, that's all.

Poindexter, Rusty and Nabal may act, then the remaining wounded wolf if still (un)alive

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