GM Endless Forms' PFS 01-43 The Pallid Plague (Inactive)

Game Master Mike Tuholski

A tier 1-7 PFS scenario played at the 1-2 subtier. Maps


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The Flaxseed Pathfinder Lodge

Open for dotting and/or pre-mission RPing! We'll start soon.


The Flaxseed Pathfinder Lodge

Venture-Captain Brackett stands in the opulent Grand Cathedral of Aroden in Almas, the intricate stained glass window onto Andoran’s bustling capital speckling his thin, hawk-nosed face with colored light as he presents your orders.

“The Society has been granted a unique opportunity, and I hope you are up to the task. Last week I received a missive from the nymph queen Syntira of Darkmoon Wood to the north. It seems a deadly plague afflicts the fey of the Wood and they are desperate to find its source and a cure. While we would not normally waste our time and resources on this sort of endeavor, this particular situation presents us several potential boons we can not pass up."

“Syntira has long attempted to improve relations between her fey subjects and the human inhabitants of nearby Falcon’s Hollow. Sadly, the Lumber Consortium agents who run the town are not open to a diplomatic solution, and tensions remain high. The Society stands to learn much from the fey, both about their magical nature and the elusive First World, and we could certainly benefit from a powerful ally in Darkmoon Vale. Do whatever you can to get the bottom of this plague and find a solution. We must show Syntira that the Pathfinder Society deserves her trust."

“We believe the strange disease may originate from a cursed relic known as Isandrea’s Basin rumored hidden deep within Darkmoon Wood. If this theory proves accurate, I want you to obtain the basin and bring it to me for study. I imagine an external force harnessed the artifact’s power and guards it heavily—so be prepared."

“One Lumber Consortium logging camp in particular was involved in several conflicts with the forest’s resident fey over the last year, and both Syntira and I believe that starting your investigation at this cutyard will prove most productive. I will provide you a map to this location as it’s a good place to start your investigation. Once you have located and identified the disease, seek Syntira herself and aid her in any way possible. Stock up on provisions here in Almas before heading up-river, as you may find Falcon’s Hollow too small and provincial for many of your needs. Don’t dally too long, however, because the disease is quickly spreading, and we want to stop it before it gets out of hand.”

"Do you have any questions before you get going?"

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

"Isandrea's Basin? Well, that explains it. Someone probably mistook it for a chamber pot. You need to wash those out real good when you get them mixed up. That'll get you sick, no problem."

"Say, will Jaysin... Dork, or something like that, be joining us? I wanted to show him my new bow so he could say bad things about it. It's starting to get a bit uppity, and it needs to be put in its place."

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Omorose smiles, delighted to have a mission where her diplomatic skills might be of some use. The dusky Osirian beauty is now wearing an extraordinary set of matched gold and turquoise jewellery, with her rather plain outfit, having had to return her magical sleeves her Osirani superiors request - it seems an infatuated young fellow gave them to her without authorization - and as usual wears heavy dark make-up around her eyes making them appear large and bright.

"What kind of fey can we be expecting to be dealing with Venture-Captain?" She asks in her heavy Osirani accent, smiling at Nari, Random, and Manzcar and giving each a little wave in turn.


The Flaxseed Pathfinder Lodge

The Venture Captain smiles at Random's quip. "No, Isandrea's Basin was not a chamber pot. Legend states that an evil dryad created this basin to harm humanoids lost in Darkmoon Wood who wandered into her glade. Locals say that it curses any water it holds and that anyone who drinks from it succumbs to a deadly wasting disease. Some believe that while the basin was created to infect humanoids, it possesses an unfortunate side effect wherein it also infects fey, who succumb to it much faster than humanoids."

To Omorose, Brackett responds, "The forest is full of many types of fey, it's hard to predict what will be near the area to which you are heading. Most fey are hurt by cold iron though so be prepared."

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

"Ooo nymphs and dryads. But so help me if I find out that we are entering some dank spider and fungus infested umm, anything there will be some seriously stern words said to someone. I have had more than enough of dusty old creepy places." Nari proclaims.

Well that didn't come across nearly as scary as I wanted.

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none
EndlessForms wrote:
To Omorose, Brackett responds, "The forest is full of many types of fey, it's hard to predict what will be near the area to which you are heading. Most fey are hurt by cold iron though so be prepared."

"Argh!" Random exclaims in frustration, "The guy suggested some of those when I was buying the bow! I thought he was just upselling! Oh well, maybe we can find some cold iron on our way out of town."

Good suggestions on the ammo, EF! I'll probably add some today or tonight.

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Remember we have the option to buy fey bane arrows from the last chronicle!

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

Yep. Though i think the best thing from our chronicle sheets is still the cloak of resistance +1 from the first one we did, so close to being able to afford it. My saves are brutal...

Grand Lodge

Male Human Fighter 2 |AC 20, 13T, 17FF | |Melee +6 Ranged +4 | | HP-16/22 | Fort 5, Reflex 2, Will 0 (+1vs.fear)| |CMB 5, CMD 18 |

Manzcar stands there listening always the silent type.

Grand Lodge

Male Half-Elf (Human-raised) Paladin 2 | HP 20/20 | AC 18 T 11 F 17 | CMD 15 | F +8 R +5 W +6 | Init +1 | Perc -1 | SM 0

Standing tall, the paladin has been stationed near the door. Although young, his half-elven face looks worn, as though he's already seen far too many battles. His breastplate bears the symbol of Iomedae, and he wears a sheathed longsword at his hip. The newly-polished handle catches in the light.

Venture Captain Brackett, you have my sword. With Iomedae's guidance, we will find the origins of this deadly plague and secure this chamber po... er... relic. The paladin clears his throat to cover his slip of the tongue.

Well, I suppose now will be as good a time as any. I do not believe I have traveled with any of you before. My name is Vander. It is a pleasure to meet you all. Vander gives a quick nod. Then, with a sheepish smile, he looks at Nari. If we happen to come across any spiders or fungi on our way, you have my sword. And my boot, if they're small spiders.


The Flaxseed Pathfinder Lodge

With the whole party now assembled, the group of Pathfinders heads out to find the magical chamber pot magical basin and hopefully bring an end to the disease plaguing the Darkmoon region.

---

The light in Darkmoon Wood is dim under the thick forest canopy, and an eerie mist blankets the damp forest floor. A humble cutyard fills this man-made clearing. Thick darkwood stumps cover the ground and the scent of sawdust lingers in the air. Two rows of tents line a central path strewn with abandoned axes, saws, chains, and coils of rope. Over the unnatural silence of the forest, sounds of terrified screaming and ripping canvas carry from the far side of the camp. Six weakened men struggle to get away as two undead creatures stuffed like rag dolls with bright red, orange, and yellow flowers chase after them. Seeing fresh meat a new threat enter the camp however, the undead beasts turn to you!

gm rolls:

Omorose: 1d20 + 4 ⇒ (20) + 4 = 24
Random: 1d20 + 2 ⇒ (2) + 2 = 4
Nari: 1d20 + 6 ⇒ (17) + 6 = 23
Manzcar: 1d20 + 2 ⇒ (5) + 2 = 7
Vander: 1d20 + 1 ⇒ (11) + 1 = 12
zombie: 1d20 + 1 ⇒ (12) + 1 = 13

Initiative:

1. Omorose and Nari
2. Hippy Undead
3. Vander, Manzcar, and Random

Omorose and Nari are up! (ladies first again!)

DC 11 KN (religion):
These are zombies that are clearly carrying some sort of plague. As zombies they have standard undead traits. They also seem ready to explode in a burst of decay once they die.


The Flaxseed Pathfinder Lodge

Map linked at the top of the page as usual.

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

Nari sighs. "Clearly I should have been more specific in my list of things I don't want to see. Flowery Zombies would have definitely made that list...

She takes out her fancy new wand. Pointing at herself and releasing its energy. A thin barrier seems to coalesce around her.

Retrieve wand and Use wand of Mage Armor on self.

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

Random turns to Nari as everyone else springs to action. "Really? ... Really!? ... Those things ... are on your list? I never would have thought to put something like that... on my list. That must be some comprehensive list! You'll have to let me copy it some day. I only have, maybe, 3 or 4 things on mine. More fungus... mites having sex... mayonnaise, of course... Jaysin doing his little victory dance naked..."

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Omorose frowns at the creatures, unsure just what they are, "I suppose if you have to have zombies flowers are not so bad?" She says doubtfully, as she moves forward stepping behind a stump for cover.

Knowledge Religion: 1d20 + 6 ⇒ (1) + 6 = 7


The Flaxseed Pathfinder Lodge

Nari puts on her magical armor while Omorose moves forward and Random reminisces about mite sex and something about Jaysin that hopefully only occurred in a dream.

The zombies stagger forward, leaving behind a trail of flowers, groaning, "Duuuudde. Duuuuuuuddde."

Initiative:

1. Omorose and Nari
2. Hippy Zombies!
3. Vander, Manzcar, and Random

You guys are up!

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

lol. well this is clearly turning into a serious campaign with the surfer flower zombies. Loving the change of pace.

"I suppose the flowers do make them slightly better...Maybe a little bit prettier then a normal zombie?"

Nari moves up near Omorose and lets loose a piercing scream at the furthest zombie.

"YOUR FLOWER ARRANGEMENT IS UGLY!" Nari screams, her vicious remark inaudible to all but the zombie.

Ear Piercing Scream: 1d6 ⇒ 2
Cast Ear Piercing Scream (1d6+daze) at zombies U2. DC15 Fort Save. Save - halve damage and not dazed)

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

knowledge: nature to recognize the flowers: 1d20 + 6 ⇒ (10) + 6 = 16

"Be careful! These flowers can be allergenic!" Random moves forward a bit for a clearer shot at one of the zombies.

At U1 unless he's in melee, in which case he shoots at U2.
Attack, deadly aim: 1d20 + 3 + 1 - 1 ⇒ (11) + 3 + 1 - 1 = 14
Damage: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4


The Flaxseed Pathfinder Lodge

@Nari: I believe they are immune to the dazed from the Fort save.

Fort: 1d20 + 1 ⇒ (5) + 1 = 6

Nari insults the zombie and it looks a little sad.

DC 10 Perception:
"Totally not rad," it mumbles.

Random puts an arrow into the first zombie.

Initiative:

1. Omorose and Nari
2. Hippy Zombies!
3. Vander, Manzcar, and Random

U1: 6 dmg
U2:

Vander, Manzcar, and Omorose are up!

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

read rules on Undead creatures and you would definitely be correct, missed the quirk about immunities to anything requiring a fort save, unless of course I can convince you that I could somehow daze an object...

Grand Lodge

Male Human Fighter 2 |AC 20, 13T, 17FF | |Melee +6 Ranged +4 | | HP-16/22 | Fort 5, Reflex 2, Will 0 (+1vs.fear)| |CMB 5, CMD 18 |

know religion: 1d20 ⇒ 3
Manzcar looks at the foul beast and knows nothing about it so he decides to charge forward and attack.

Die beast

charging: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
damage: 1d8 + 4 ⇒ (7) + 4 = 11


The Flaxseed Pathfinder Lodge
Nari Brau wrote:
unless of course I can convince you that I could somehow daze an object...

Some spells actually specify (usually where the save is listed) whether they can be used against objects. It's an undead trait that most people forget about (including myself).

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Omorose moves forward five feet to Manzcar's east and readies a burning hands for when the thing moves forward so she can catch both together.

Fire Reflex 15 half: 1d4 ⇒ 1

Could someone move me on the map please, on phone.


Female Wood Elf (half) Public Health Researcher (5), Student (4), Runner (4), Kid-lover (3), Adventurer (2)

Looking at the hippy zombies, Vander is moderately amused.

Ugh. Those flowers really don't mask the dead smell.

Knowledge Religion: 1d20 + 4 ⇒ (11) + 4 = 15

Vander takes out his mw longsword and joins Manzcar on the left to help take out U1.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14

Damage: 1d8 + 2 ⇒ (6) + 2 = 8

In the name of Iomedae!


The Flaxseed Pathfinder Lodge

Manzcar cuts down the first zombie. As he does so, a burst of flowers and decay cover him.

DC 18 Fort save or catch Palepox.

Omorose steps forward and readies a spell, just as Vander steps forward and readies an attack against the approaching zombie.

---

As the zombie moves forward, Omorose's spell goes off, singing it slightly and wilting many of the flowers. Vander then cuts into it as it shambles forward!

Just move action for the zombie this round.

Initiative:

1. Omorose and Nari
2. Hippy Zombies!
3. Vander, Manzcar, and Random

U2: 9 dmg

You guys are up!

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

"Oh there is no way I am letting that anywhere near me. Definitely on the list." Nari cries.
Nari takes a 5' step back, pulls out her crossbow and fires

Attack into Melee: 1d20 - 2 ⇒ (8) - 2 = 6
Damage: 1d8 ⇒ 8

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

"POOF!" Random exclaims after the first zombie explodes.

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Omorose withdraws, "Ah, you have this creature I am sure! I will be over here, not getting covered in gunk!"


The Flaxseed Pathfinder Lodge

Nari fires her bow but misses!

Omorose runs away!

Initiative:

1. Omorose and Nari
2. Hippy Zombies!
3. Vander, Manzcar, and Random

U2: 9 dmg

Vander, Manzcar, and Random are up!

Grand Lodge

Male Half-Elf (Human-raised) Paladin 2 | HP 20/20 | AC 18 T 11 F 17 | CMD 15 | F +8 R +5 W +6 | Init +1 | Perc -1 | SM 0

Alright... let's see if I can take care of this.

I've got a decent Fort save... fingers crossed for a 10 or higher on the die!

Attack!: 1d20 + 5 ⇒ (10) + 5 = 15

Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Fort?: 1d20 + 8 ⇒ (1) + 8 = 9

Nooooooo. Gross.

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

I really wish this ability was not so totally metagame, but damn if its not good.

Seeing Vander splattered by the zombie Omorose senses wrongness and attempts to nudge fate for her new comrade.

Vander Fort Misfortune Reroll: 1d20 + 8 ⇒ (15) + 8 = 23


The Flaxseed Pathfinder Lodge

Vander cuts down the second hippy zombie and as he does so another burst of decay and flowers rains down upon him. He almost breaths some of it in but Omorose calls upon the powers of fate to prevent Vander from catching the strange disease plaguing this region.

Out of combat!

Grand Lodge

Male Half-Elf (Human-raised) Paladin 2 | HP 20/20 | AC 18 T 11 F 17 | CMD 15 | F +8 R +5 W +6 | Init +1 | Perc -1 | SM 0

Vander breathes a sigh of relief.

I don't know what just happened, but I think fate is on our side!

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Omorose smiles, "It usually is, but be warned it probably won't be any more so than usual for another day. Now best see if we can to be saving any of these unfortunate men," she searches for any of the injured still alive, and will try to stab alive them or use her cure wand if they seem close to death.

Grand Lodge

Male Human Fighter 2 |AC 20, 13T, 17FF | |Melee +6 Ranged +4 | | HP-16/22 | Fort 5, Reflex 2, Will 0 (+1vs.fear)| |CMB 5, CMD 18 |

Manzcar rubs the decay from him and looks to the others.

What foulness are these?


The Flaxseed Pathfinder Lodge

There are still several surviving lumberjacks but they seem wary of the newcomers, likely suspecting fey trickery, and do not seem forthcoming with any helpful information.

Diplomacy checks for the lumberjacks.

DC 20 Heal:
It seems that this illness (palepox) sets in within a few hours and causes damage to charisma.

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Omorose examines the men, but with a wince turns back to her companions, "My expertise does not really extend to the healing arts, I have no clue what afflicts these men."

Turning to the lumberjacks she says, "Please, what happened here? Do you know of these creatures? We would like to help, but to do so we must be armed with as much information as possible, anything you know even if it seems incidental?"

Heal: 1d20 + 1 ⇒ (12) + 1 = 13
Diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

Manzcar, don't forget your Fort save when you cut down U1.

Diplomacy aid: 1d20 + 3 ⇒ (17) + 3 = 20

Random nods sagely as Omorose asks for their help. "Yes. What she said..." It's amazing how convincing he can be with that deep baritone voice, as long as he stops with the free association for a moment. He looks at the lumberjacks with the trained eye of someone who received a very cursory education in battlefield medicine by a field sargeant who'd rather have been training swords. "Hmmmm..." he adds sagely.

Heal: 1d20 + 4 ⇒ (7) + 4 = 11


The Flaxseed Pathfinder Lodge

One survivor speaks out for the rest of them, "Thank you. M'name's Vanick Inor. You see, we were attacked by fey-it's a common occurrence in these woods and in our line of work-and we attempted some retaliation but must've caught whatever it is these fey have been going mad with recently. Those flowers-the one in the dead men-are grown in a grove not far away. I discovered it recently with several other men as we were tracking down satyrs. We were chased off by the field's guardians though: a band of crazy ex-druids known for begging in Falcon's Hollow's town square."

Manzcar still needs to make a DC 18 Fort save against the disease.

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

"Ah. Good thing we found a lumberjack who likes to press wildflowers. You're okay. I assume you sleep all night and you work all day? Were these druids out during the day or at night? Can you show us how to skip and jump? Er, find this grove?"


The Flaxseed Pathfinder Lodge

Manzcar Fort: 1d20 + 5 ⇒ (17) + 5 = 22

The man looks flustered by Random's string of questions, "Well, I, um, yes. . . begging you mean? All day I suppose. . . um, can't say I know how. . . oh! Yes, I can." The man provides directions to the grove.

---

The party heads through the forest towards the flower grove. It takes just under an hour to reach the location. 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.

Several gardeners tend to the field and raise up a shout of alarm as you approach.

gm rolls:

gardeners: 1d20 + 4 ⇒ (17) + 4 = 21
Omorose: 1d20 + 4 ⇒ (14) + 4 = 18
Random: 1d20 + 2 ⇒ (2) + 2 = 4
Nari: 1d20 + 6 ⇒ (1) + 6 = 7
Manzcar: 1d20 + 2 ⇒ (9) + 2 = 11
Vander: 1d20 + 1 ⇒ (14) + 1 = 15

Initiative:

1. Gardeners
2. Omorose, Vander, Manzcar, Nari, and Random

The gardeners load their slings and hurl rocks at the party!

sling at Manzcar: 1d20 + 1 ⇒ (15) + 1 = 16
damage: 1d4 + 1 ⇒ (2) + 1 = 3

sling at Vander: 1d20 + 1 ⇒ (13) + 1 = 14
damage: 1d4 + 1 ⇒ (1) + 1 = 2

sling at Random: 1d20 + 1 ⇒ (12) + 1 = 13
damage: 1d4 + 1 ⇒ (1) + 1 = 2

Initiative:

1. Gardeners
2. Omorose, Vander, Manzcar, Nari, and Random

You guys are up!

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

"We didn't crush any of your flowers! They exploded, totally not our fault! They did make the zombies prettier then normal too!" Seren bemoans.

"I do ooh so hate flying rocks! Why can't we all just be friends? Vander back me up on this?" she adds in a pout,

Seriously everything is trying to kill me. That's it. I give up. Nari follows her questions with some crazed giggling.

Standard Action - Cast Fortune on Vander. Move Action - Extend with Cackle

Vander just so you know what it does. I'll keep it going for the whole combat, so you should be able to use it once per round.

Quote:
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made.

Grand Lodge

Male Half-Elf (Human-raised) Paladin 2 | HP 20/20 | AC 18 T 11 F 17 | CMD 15 | F +8 R +5 W +6 | Init +1 | Perc -1 | SM 0

"Please!" Ducking from the flying rocks, Vander takes a step forward and speaks loud enough for all to hear. He raises his hands, to show that he holds no weapon.

"We come in peace and mean no harm! We wish to speak with you, is all. We are trying to find the source and cure for the terrible plague that has been afflicting the fey. Will you speak with us?"

Diplomacy: 1d20 + 4 ⇒ (13) + 4 = 17

Diplomacy (reroll check w/ Fortune): 1d20 + 4 ⇒ (13) + 4 = 17

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Omorose advances, sighing, "What is wrong with you people?"


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Manzcar moves up towards the gardners.

Stop this we come to help

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

"Soooo.... are we slaughtering, or not?" Random moves forward with an arrow nocked, but his bow aimed low.

Move action to move closer. Standard action to ready an attack. If any of them attacks the party again, Random will shoot at one of the other gardeners. To hit +3; damage 1d8+3


The Flaxseed Pathfinder Lodge

Nari gives good fortune to Vander.

"You'll expose us!" one of them yells back to Vander. "Stop meddling in our affairs!"

Omorose moves forward, wondering why they are attacking. Manzcar moves up and Random readies his bow in case they continue the attack and they look like they are going to.

---

"You'll make a fine army after death!" one of them calls out as all three move forward and slash at Manzcar with their gardening tools.

mwk sickle: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d6 + 1 ⇒ (6) + 1 = 7

mwk sickle, flanking: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
damage: 1d6 + 1 ⇒ (5) + 1 = 6

mwk sickle, flanking: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
damage: 1d6 + 1 ⇒ (1) + 1 = 2

Initiative:

1. Gardeners
2. Omorose, Vander, Manzcar, Nari, and Random

You guys are up!

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

"After death? really? necromancers? That's it. Next time I come across one of these venture captains we're going to have a serious discussion about what constitutes a good time." Nari croaks out between her giggles.

Move action - Move forward 30ft. Standard Action - Cackle - Extend forture for another round.

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

Ready action attack (probably against G3, if he wasn't the first one to attack): 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Looking closer at ready action rules, it sounds like Random's ready action was triggered in the next round (this round) before his turn, so he'll move up in the initiative order, but skip his action for this round, is that right?

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