4th level Gun-slinger Play test. Porthos the gunslinger gets Sargavaed


Playtest Results: Round 1

Silver Crusade

4th level Gun-slinger Play test. Porthos the gunslinger gets Sargavaed

I will be using the same Gun slinger, Porthos, that I used earlier in the “master of the fallen fortress” play test. I am curious to see how the gun-slinger works in a 4 person party. I will use the iconic characters Harsk (4th lvl ranger), Damiel (4th lvl Alchemsit) and Kyra (4th level Cleric) to make the rest of the adventuring party.

I plan to set the play test in Sargava. The Pathfinders will have a few adventurers as they travel from Eledar to the Bandu hills. They may run into monsters of all sorts: Dinosaurs, Froghemoths, angry natives looking for dinner, xorn, but we all know everything is better with monkeys! Big monkeys, small monkeys little golden monkeys, monkeys with four arms, winged monkeys, erm I’m getting carried away.

I will include the party in the next 4 posts, and then I will begin posting their adventures.

Silver Crusade

Porthos CR 4 Male Human Gunslinger CG Medium Humanoid (Human)
Init +5; Senses Perception +3
-------------------- DEFENSE --------------------
AC 16 Touch 13 Flat Footed 13 (studed Leather armor)
hp 38 (10+6+6+6+ 5 Con modifier, +5 favored class)
Fort +2, Ref +7, Will +4
-------------------- OFFENSE --------------------

Spd 30 ft.

Ranged:
Pistol +8 (+4 bab, +3 dex, +1 magic) (1d6+1/20/x4) Type: B P Range: 20 Ammunition 10

Melee:
Long Sword +5 (1d8+1/19-20/x2)
Dagger +5/+7 thrown (1d4+1/19-20x2)

-------------------- STATISTICS --------------------
Str 12, Dex 17, Con 12, Int 11, Wis 16, Cha 10
Base Atk +4
CMB +5; CMD 18
Feats: Point blank shot, Precise Shot, Rapid Reload, Quick Draw
Traits: Fast Talker, Reactionary
Skills: Acrobatics: +10(4+3+3), Bluff +8, Knowledge Local: +7
Languages: Taldane (common)
Class Abilities: Fire Arms, Grit +3, Deeds, Brave and tough +1, deeds, bonus feat

-------------------- TRACKED RESOURCES --------------------

Grit+3 Ammo: 10 ( black powder and bullets)

Gear: 2 pistols +1 8 lbs, 10 bullets 110 gp 5 lbs, Studed leather 20 gp 25 lbs +3 ac, Long sword 15 gp 4 lbs, 2 daggers 4 gp 2 lbs, 1 wand cure light wounds (38 charges) 750gp, 1 ever burning torch 110 gp 1 gp left over.

Adventure History: Master fallen fortress, 01- Silent tide treasure, 02- Hydra Fang incident, 03 Murder on the silken caravan, Frozen fingers of midnight, Mists of the Mwangi, 06 Black waters, 07 Among the living, 08 the third riddle

Level 4

Total gold 6329 (from totaling the gold from the chronicle sheets)

Assumption, 5 encounters / adventure = 40 encounters. Shoots 2 bullets per encounter= 80 bulets x 11 =880

Wand of cure light wounds 750
Assuming 2 charges per adventure, purchased on third adventure, 12 charges spent.

Purchased ever burning torch 110 gold

Left over= 4589 (used to enchant his two pistols to +1) I know it might not cover it, but it should be close enough)

Character History

Spoiler:

Porthos comes from a Noble (or Formerly noble) family in Galt. The mob dragged his family to the Guillotine for “crimes against the people”. He survived by being put on a horse and sent out the back gate with saddlebags stuffed with some of the family’s silver and gold. He was able to use it to outfit himself in his current armaments. He come to Absolom and has taken to the “adventuring “ life style in hopes of accumulating enough gold to get his ancestral lands back. He is also interested in sampling as much wine and as many women as he can find.

Porthos after rescuing Malenor Forsend pathfinder bard extraordinaire from the “fallen Fortress” he was inducted into the Pathfinder society by a field commission. He has had a moderately successful carrier as a pathfinder. After the “master of the fallen fortress “ incident, he and his party of adventurers were inducted into the pathfinders and have since been split up, everyone going on separate missions. He helped turn back the “silent Tide”. He also helped uncover the guilty while dealing with “the murder on the silken Caravan”. He helped to resolve things satisfactorily in the “frozen Fingers of Midnight” incident. He also helped with “the Mists of the Mwangi. He was involved in the “black waters” incident. Fortunately he found himself “amongst the living” during that harrowing experience. Most recently he helped to solve the “third Riddle”.

In a brief interlude between his missions for the Pathfinder Society, he decided to go out on a “pub” crawl. He came across a beautiful woman in a red dress. He then decided to take her out for a night on the town, so he can hopefully take her out of her red dress. (Yes he still thinks of himself as a ladies man with a Charisma of 10). She had other plans for him and sliped something in one of his many drinks.

Porthos woke up groggy and on a ship, bound for Garund!

He had been Sargavaed! Or in our world we would call it Shanghaied.

After a long cruise of 2 months, which included getting sick while trying to sail around the hurricane, of the Eye of Abadengo, Porthos finally arrived in Eledeer the capitol of Sargava. He is able to find Venture Captain Finzee Bellaugh, and is able to convince him that he is a Pathfinder in good standing and he is taken into the lodge there.

Silver Crusade

Harsk

CR 4 Male Dwarven Ranger LN Medium Humanoid (Human)

Init +3; Senses Perception +9

-------------------- DEFENSE --------------------

AC 16, touch 13, flat-footed 11,

hp 35

Fort +7, Ref +8, Will +4 (+2 vs poisons and spells and spell like abilites)

--------------------OFFENSE--------------------

Spd 20 ft.

Ranged:
+1 heavy Crossbow +8 (1d10/19-20/x2) Type P Range: 120’ Amunition 30 bolts

Melee:
Mstwk Great axe +7 (1d12+3 x3)

-------------------- STATISTICS--------------------
Str 14, Dex 16, Con 15, Int 10, Wis 14, Cha 6
Base Atk +4; CMB +6; CMD 15
Feats: Point blank shot, Precise Shot rapid shot
Skills handle animal +5 heal +9 knowledge geography+7 knowledge nature +7 perception +9 stealth +10 survival +9 Languages: Dwarven, Taldane (common)
Class Abilities: Combat style (archery) favored enemy (humanoids) favored terrain mountains Hunter’s bond, Track Wild empathy
-------------------- TRACKED RESOURCES --------------------
Ammo: 30 crossbow bolts
Potions: 2 potions pass without trace, Cure moderate wounds
Alchemical items: 2 tangle foot bags, Smoke stick.
Gear: +1 leather armor, Masterwork Great axe, +1 heavy Crossbow, Cloak of resistance +1, back pack, signal whistle, teapot

( taken from P90 of pathfinder 32 Rivers Run Red)

Harsk’s history (cut and pasted from “meet the iconics)

Spoiler:

Not all dwarves are meant for the mines. As a young dwarf, Harsk spent every spare moment outdoors under the wide skies of southeastern Varisia, particularly at night beneath the stars, where his keen vision made him a hunter without compare. While generally uninterested in his family's traditional smithing, he still inherited enough of their tinkering ability to construct his own crossbow, a heavy, highly accurate weapon that few others are able to wind. Eschewing the company of his fellows, few things made Harsk happier than crouching in a tree stand with his bow, listening to the wind through the forest leaves and waiting for deer or larger prey to wander by.

That all changed twenty years ago, when his elder brother, a fine captain named Sigur, led a dwarven war band from Janderhoff against a small party of giants that had descended from the Mindspin Mountains to raid and pillage. Out of affection, Sigur offered his less-experienced sibling the chance to come and prove himself as Sigur's chief scout and second-in-command. Calm and peaceful by nature, Harsk turned him down, failing to see the honor his brother was doing him until several days after the company had departed. Traveling light and fast, Harsk caught up with his brother quickly—but not quickly enough. Misjudging the size and skill of the raiding party, Sigur led his band into an ambush, where it was slaughtered to the last dwarf.

With his brother's blood still fresh on his hands, Harsk went mad with rage. That night, he stalked through the giants' camp like a vengeful wraith, slaughtering giant after giant with his crossbow before melting back into the forest, only to reappear elsewhere and take another victim. When the last giant was left gurgling in the dust, Harsk took up his brother's axe and slipped off into the trees, vowing to forever be the voice of justice in the wild places, to keep balance and prevent the sacrifices of noble men like his brother.

Harsk, like many of his kind, is gruff and taciturn, but there ends most of his connection to dwarven society. Something of a loner, he prefers to spend his time outdoors, communing with nature, though he occasionally travels alongside others whose goals match his own. Uninterested in the beer and ale that so characterize dwarves in the minds of human society, Harsk instead drinks pot after pot of strong tea to keep his senses sharp. While he never lets his brother's axe out of his sight, he wields it only as a last resort, knowing that his true skills lie in the hunt and striking from darkness.

Silver Crusade

Damiel (Pathfinder Society Organized play Pre-gen)
Male elf alchemist 4
CN Medium humanoid (elf )
Init +2; Senses low-light vision; Perception +5

Defense
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 27 (4d8+4)
fort +6, Ref +7, Will +1; +2 vs. enchantments, +2 vs. poison Immune sleep
Offense
Speed 30 ft.
Melee +1 rapier +5 (1d6+2/18–20) or dagger +4 (1d4+1/19–20) Ranged sling +5 (1d4+1) or bomb +5 (2d6+4 acid plus 1d6 acid*)
or thrown splash weapon +5 (by weapon +4) Special Attacks bomb 10/day (2d6+4 fire (or 2d6+4 acid plus
1d6 acid*), DC 16), throw anything

Alchemist extracts Prepared (CL 4th; concentration +8)
2nd—cat’s grace
1st—cure light wounds, enlarge person, true strike

Statistics

Str 12, Dex 15, Con 12, Int 18, Wis 8, Cha 10
Base Atk +3; CMB +4; CMD 16
feats Extra Bombs, Point Blank Shot, Skill Focus (Craft
[Alchemy]), Throw Anything
Skills Appraise +10, Climb +3, Craft (alchemy) +14, Disable
Device +8, Knowledge (nature) +10, Perception +8, Sleight of Hand +9, Spellcraft +10 (+12 identify magic items), Use Magic Device +7
Languages Common, Celestial, Draconic, Elven, Gnome, Goblin

SQ alchemy, discoveries (acid bomb, infusion), elven magic,
extract, mutagen, poison use, swift alchemy, weapon
familiarity

Combat Gear: potion of cure light wounds, potion of shield, acid,
alchemist’s fire (2), medium spider venom (1 dose; type injury; DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save), mutagen (Dexterity), oil flasks (5), tanglefoot bag, thunderstone;
Other Gear +1 studded leather armor, cloak of resistance +1, dagger, +1 rapier, sling with 10 bullets, alchemist’s kit, backpack, formula book (contains all prepared extracts, plus cure light wounds, endure elements, expeditious retreat, jump, and shield), rations (4), sunrods (3), thieves’ tools, tindertwigs (6), various and sundry inebriants and intoxicants, 2 gp

Damiel’s background (cut and pasted from “meet the iconics”)

Spoiler:

Flayleaf may ease your mind. Pesh may invigorate your humors. Yet as any sage and scholar can tell you, knowledge is the most addictive drug. And once the quest for learning has its hooks into you—once your eyes have been opened—there’s no tearing free.
Damiel Morgethai was born, as so many elves are, in the nation of Kyonin. One of innumerable scions of the prestigious Morgethai family, he grew up in the picturesque town of Riverspire, where the southwestern border of Kyonin’s great forest gives way to fertile, rolling plains. When finally old enough to pursue a trade, the exceedingly precocious young elf was loaded up with what funds his family could spare and packed off to the shining capital of Iadara, to study alchemy under several of the art’s great masters. And it was here that the trouble started.
Damiel took to alchemy immediately, reveling in the idea of transmutation—the changing of one thing into another, by means chemical or arcane. “Alchemy,” he was fond of proclaiming to his friends, “is pure magic, even when it isn’t.” Within a few short years, the brilliant and studious Damiel had learned enough from his instructors that they set him loose to pursue his own studies, becoming advisors and respected colleagues rather than true masters.
Yet he had learned more than just strange formulae in Iadara. As cheerful and innocent as it seemed on the surface, Damiel’s obsession with what he called “the Change” went beyond the simple curatives of an apothecary, beyond even the magical and explosive concoctions of those alchemists trained for battle. In his eternal quest to understand his theories better, Damiel gave himself literally to his studies, and began to use his concoctions on his own flesh, striving to unlock the full potential of his body. What emerged from those long, sleepless nights was someone new. Someone dangerous.
Officially, Damiel’s banishment from Kyonin was the result of plagiarizing another alchemist’s discoveries, or perhaps siring an illegitimate son with an embarrassed noble. The documents don’t speak of the way his former friends noticed the change in his eyes, which became increasingly wild as lack of sleep and increasing amounts of “invigorating aether” took their toll. They don’t note the sudden rash of crimes in the districts he frequented, daring thefts and capricious arson. And they certainly don’t mention the young woman found in the alley behind his apartment, her face burned near away in an ultimately successful attempt to hide her identity—and the identity of her killer. In truth, the later would be difficult to decipher anyway, as even the killer himself might have trouble recognizing the monster that would take a girl’s life simply for seeing something she shouldn’t.
For Damiel was no longer the man that he once was. In his thirst for ever-greater secrets, he had unlocked enormous potential—strange tinctures that quickened his movements to a blur, or twisted his constitution to survive any poison or malady. Yet while he gained ever-increasing control over the vagaries of his flesh, these discoveries took their toll on his mind. He fell deep into addiction, deeper than even the aether he was so fond of could match. He would lose himself to the Change, only to wake from a maddened stupor and find that he’d done terrible things. And worse, that he no longer cared.
Exiled from his homeland, Damiel wandered for many years, slowly learning to control and live with his addictions. Gone were the blackouts, the uncontrolled and senseless violence. In their place grew a hard and haunted-eyed young man, handsome save for his wild look and the puckered scars along his veins. Seeking to peddle his secret knowledge, he traveled to Daggermark in the River Kingdoms, joining up with that city’s Poisoners’ Guild. For a time, his unique concoctions made him a minor celebrity in certain circles. But as the months passed, Damiel’s control over his base nature slipped, and the old lust for the beautiful chaos of unconscious (and unconscionable) action took over, loosing the beast of the Change to walk the streets. In the end, the Poisoners’ Guild took terminal offense to Damiel’s “exploits,” and though the elf argued hard that his deviant handiwork—being unpaid—was none of the guild’s concern, he was forced to go his own way once again.
Today, Damiel has grown further, into a man of two minds. The first—the greatest remaining shadow of the Damiel Morgethai That Was—truly repents for the arbitrary and senseless suffering he’s caused, and attempts to keep his darker urges in check. The second is that man brought forth by the Change, the mad and capricious soul that holds all other creatures in contempt, and exists only to feel the heat of the explosion on his face or see the shifting colors of poisoned flesh. This latter comes forth primarily in combat, where Damiel’s potions push his body faster than it has any right to move, flitting through the fray to fling corrosive ash or nick warriors so delicately with his poisoned injection-blade that many don’t know they’ve been cut until they find themselves unable to breathe. Though Damiel no longer gives his vile tendencies full rein, and carries himself well in social situations, most who look into those bagged and bloodshot eyes quickly understand the truth of his nature: unbalanced, unstable, unpredictable—and totally indispensable in a fight, which is why he still manages to fall in with other adventurers from time to time. And as he continues to mature, some of them even survive his companionship.

Silver Crusade

Kyra (Pathfinder Society Organized play pre-gen)
Female human cleric 4 NG
Medium humanoid
Init +0; Senses Perception +5

Defense
AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield)
hp 35 (4d8+12)
fort +7, Ref +2, Will +11

Offense
Speed 30 ft.
Melee +1 scimitar +6 (1d6+3/18–20)
Ranged light crossbow +3 (1d8/19–20)
Special Attacks channel positive energy (2d6, 2d6+4 vs. un-
dead, DC 13, 4/day)
Cleric Spells Prepared (CL 4th)
2nd—bull’s strength, cure moderate woundsD, delay poison, remove paralysis
1st—cure light woundsD, bane (DC 15), bless, divine favor, protection from evil
0 (at will)—detect magic, light, resistance, stabilize D Domain spell;

Domains Healing, Sun

Statisitcs

Str 14, Dex 10, Con 14, Int 10, Wis 18, Cha 12
Base Atk +3; CMB +5; CMD 15
feats Channel Smite, Iron Will, Selective Channeling
Skills Diplomacy +6, Heal +11, Knowledge (religion) +4, Per-
ception +5 Languages Common
SQ aura, rebuke death (1d4+2, 7/day)

Combat Gear potion of cure moderate wounds (3);
Other Gear
backpack, +1 chain shirt, cloak of resistance +1, +1 heavy wooden shield, silver holy symbol, 10 gp

Kyra’s History (Cut and pasted from “meet the Iconics”)

Spoiler:

he priests of Sarenrae lead double lives. Known to her faithful as the Dawnflower, the Healing Flame, and the Everlight, she teaches temperance and patience in all things. Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be. Yet there are those who have no interest in redemption, who glory in slaughter and death. From the remorseless evil of the undead and fiends to the cruelties born in the hearts of mortals, Sarenrae's doctrines preach swift justice delivered by the scimitar's edge. To this end, she expects her faithful to be skilled at swordplay, both as a form of martial arts promoting centering of mind and body, and so that when they do enter battle, their foes do not suffer any longer than necessary.
Her priests are often categorized into these two camps—those who favor redemption as a method to defeat the enemy, and those who favor the blade. Kyra is certainly one of the latter. Born in a small farming town to loving parents, Kyra grew up in the shadow of one of the Dawnflower's shrines. She was taken at a young age with the beauty of the shrine's stained glass, and the grace of the three priestesses who practiced swordplay on the nearby hill each dawn as they offered their morning prayers. When bandits attacked her small town, Kyra watched as the priestesses did their best to reason with them—and when that came to naught, to end them before they could do more damage. Unfortunately, the bandits were too strong, and the village burned. Kyra was one of the few survivors, and on the smoking ruins of the shrine she swore her life and sword arm to Sarenrae, swore to protect those who could not protect themselves and to not spare the blade when the time for redemption passes.
Possessed of a fierce will and pride in her faith and skills with the scimitar, Kyra has traveled far since her trial by fire. She lost her family and home that fateful day, yet where another might be consumed by anger and a thirst for revenge, Kyra has found peace in the Everlight, and in the belief that, if she can prevent even one death at evil hands, her own losses will not have been in vain.

Silver Crusade

The adventure begins In Eledeer, Sargava
Venture Captain Finze Bellaugh is interested in organizing another expedition to investigate the Stasis fields rumored to be beneath the Bandu Hills. The fields are believed to be of Elvin origin and that they perhaps predate Earth-Fall. Bellaugh finds he has four Pathfinder agents “perfect” for the job.

They are:
Porthos a gunslinger, a man of many words, loud bangs, and fleet feet,
Harsk a dwarven ranger,
Damiel an elven Alchemist,
Kyra a Cleric of Sarenrae.

adventure description/ Journey/ character interactions

Spoiler:

The Pathfinders recieve their final instructions from Finze Bellaugh, some funds and an admonishment “ be careful nothing is what it seems here in Sargava” and they leave the Pathfidner Lodge in Eledeer. It is down by the docks.

The port is very busy. All sorts of commodities are being loaded onto the ships: valuable hard wood timber from the Laughing jungle, Gems and gold from the Bandu hills, elephant ivory from the M’neri planes, and pineapples from the Kalabuto fields. Steel flour cotton silk parchment and many finished tools and items are offloaded from the ships. The port is a riot of color and noise. They even spot a Tien merchant selling silk in exchange for gems.

The pathfinders head for the Sargavan club and they purchase their supplies from the half orc proprietress Briga. She runs a fair and brisk business.

Afterwards they make their way through the streets and out of Eledeer beyond its stone walls. They pass through the surrounding farm land, the red earth tilled, with crops of pinapple bananas, papaya and cassava and other vegetables planted in neat fields. The tropical sun beats down on them, and the humidity soaks them.

Kyra coments “ I don’t mind the heat, but at least in my home land of Qadira, it’s a dry heat, not this bug infested sauna.” The bugs don’t seem to be biting Damiel, they seem to be ignoring him entirely. Porthos complains “ what to these things eat when they cant get human?”

Harsk replies “ Don’t worry lasses, things will be cooler in the Bandu Hills, it will only take a couple of days to get there.”

Harsk makes a survival roll: (1d20+9) rolled 5+9=14 vs DC 15 to avoid getting lost.

Two days later they see ahead of them a wall of green vegitation. It rises out of the grasslands, like a great green cliff. Un deterred Harsk gets out his axe and begins cutting a path through the vines and bushes and leaves. After fiftenn or twenty feet they penetraite the wall of green vegitation and they find themselves in a relatively clear space, there are huge tree trunks, dead leaf litter on the ground, and very little under growth. The canopy over head is think leafy and shuts out most of the light. They are in a green twilight. Once out of the direct tropical sun they notice it is much cooler, almost comfortable. Then they hear the howls and laughs and hollers of the Howler monkeys as their calls echo through the jungle.

Damiel coments “ I take it this is the laughing jungle?”

Harsk replies “ you figured that one out all by yourself sunshine.”

Harsk makes a Knowledge Geography roll (1d20+7) Rolled 7+7=14 vs DC 15 to recognize where the Laughing jungle is in relation to the Bandu hills

Harsk continues “ don’t worry its on the way to the Bandu hills”

The Pathfinders hike on for another couple of hours and they come upon another dense stand of vines and vegitation. They can see the root cluster of a huge tree, where it fell over in a storm.

Harsk holds out his hand, “ wait while I scout ahead “


What Harsk finds in the bushes
Spoiler:

Harsk carfully makes his way into the undergrowth, un-slinging his heavy crossbow and holding it at the ready. Harsk disappears into the greenery.

The other Pathfinders hear a the snap of a twig breaking, a tremendous bellow, and a curs, as they see Harks running out of the bushes, faster then they thought a dwarf could run, followed by an enraged charging Triceratops.

Harsk yells “RUN”

( I had to, it was on the cover of “Sargava: the lost colony”)

Harsk makes a Stealth roll (1d20+10) roled 4+10=14 vs dc 15 (he failed his stealth check and suprised the Dinosaur)

Kyra’s eyes widen with fear and she turns and runs.

Damiel grins and with practiced ease he takes a glass vial filled with a white powder out from a pouch and he slides it ito a small oranges sized ceramic sphere which is in his hand.

Before Daamiel can throw his orange sized bomb, Porthos draws one of his pistols in a blinding motion and fires it off into the air, making a thunderous “Crack”

Triceratops Will save (1d20+5) Rolled 2+5=7 vs DC 10

Startled by the loud report form the pistol, the Triceratops stops, and turns and lumbers off into the undergrowth.

Porthos and Damiel grin and laugh and watch the triceratops lumber into the under growth

They hear a strange rattle and chirp of some strange bird

Harsk coments “ Lads, we aren’t out of the woods yet”

They turn to see Kyra backing towards them her Scimitar drawn.

Beyond her they see two brightly feathered dinosaurs. They are bipedal, with a mouth full of teeth and sharp talons on their toes, and claws on their fore arms.

Harsk says “those are a pair of Deinonychus, nasty things, they will eat you faster then a pack of wolves”


We are dienonychus and you are food

Encounter 1

Spoiler:

Round 1

Iniative
21 Damiel (+2) Throws an acid bomb 1d20+5=15 vs touch ac 12 Hit
Dmg 2d6+4=15 +1d6 1 rd later (Deinonychaus A takes 15 pts, goes from 34 down to 19 hps)

12 Kyra (+0) Casts Bless (+1 attacks save vs fear)

11+ Deinonychus (+6)
Dion A runs and pounes on Damiel Attacks Talonx2 1d20+5= 12 and 23 one hit , Bite 1d20+5=23 hit Clawx2 1d20+0= 20 (possible crit confirm 18) and 8 miss vs ac 16. Dmg Talon=1d8+2=5, Bite 1d6+2=8, Claw crit 2d4+2=5 total dmg=17 (Damiel goes from 27 to 10 hps)

Dion B runs and pounces on Kyra Attacks Talonx2 1d20+5= 20 and 17 one hit , Bite 1d20+5=8 miss Clawx2 1d20+0= 10 and 10 misses vs ac 18. Dmg=1d8+2=10 (Kyra goes from 35 to 25 hps)

11- Porthos (+5) Shoots at Dion A 1d20+8 (+1 bless)=28 vs touch ac 12 hit dmg 1d6+1 (+1 point blank) =7 pts (Dion A goes from 19 to 12 hps)

4 Harsk (+3) Fires his heavy crossbow at Dion A 1d20 +8 (+1 bless) (+1 point blank shot) =22 vs ac 15 hit Dmg 1d10=8 (Dion a goes from 12 to 4 hps)

Round 2

21 Damiel (+2) Acid on Dion A does 1d6=6 pts damage. Dion A goes from 4 to -2 Hps collapses. Damiel Throws an acid bomb 1d20+5 +1 point blank shot +1 bless -4 into melee=13 vs touch ac 12 Hit
Dmg 2d6+4=14 +1d6 1 rd later (Deinonychaus B takes 14 pts, goes from 34 down to 20 hps)

12 Kyra (+0) Bless active (+1 attacks save vs fear) takes 5’ step back Casts Bane on Dion B will save 1d20+2=8 vs dc 15 fails (-1 to hit)

11+ Deinonychus (+6)

Dion B 5’ steps up to Kyra Attacks Talonx2 1d20+5 -1= 15 and 18 one hit , Bite 1d20+5-1=14 miss Clawx2 1d20+0-1= 1 and 5 misses vs ac 18. Dmg=1d8+2=3 (Kyra goes from 25 to 22 hps)

11- Porthos (+5) Move action, relods pistol, Standard action Shoots at Dion b 1d20+8+1 bless+1 point blank= rolled 20, confirm roll 11+10=21 vs touch ac 12 hit dmg x4= 4d6+4 (+4 point blank) =6+6+6+3 +8= 29 ptsdmg (Dion b goes from 20 to -9 hps) it is quite dead

Combat ends
Damiel threw two acid bombs he has 10/day he has 8 left
Daamiel is at 10/ 27 hps

Kyra cast Bless and Bane
Kyra is at 22/35 hps

Porthos fired 3 shots thus far.
Porthos is at 38/38 hps

Harsk fired 1 crosbow bolt.
Harsk is at 35/35 hps


Coments on first encounter.

I had initially thought the Dinos would eat the party. I had expected the alchemist to be the heavy lifter when it came to damage. I had all but written Porthos the gunslinger off. But in the second round, what can I say? It is fun to roll a 20 and get a confirmed critical. That one shot put the second Dino down, and put some of the fun back in gunslinger.
Next ill start using the grit mechanic to see what it can actually do.

Next we shall see what else our team of Pathfinders finds in the bushes, or what will leap out of the bushes and find them!

Will Harsk realize he is going the wrong way?

Silver Crusade

The Pathfinders patch themselves up after their fight with the Deinonychus.

Healing

Spoiler:

Kyra will channel positive energy 2d6= 9 points.
She also casts Devine Favor, and converts it to a Cure Light wounds spell, on Damiel: 1d8+4=9 points

Kyra is healed 31/35 pts
Daamiel is healed 27/27 points


The Pathfinders press on, with Harsk taking point again. They decide to go around the dense area of vegetation, sticking to the more open areas of the jungle. The forest echoes with the hoots and cries of the howler monkeys high up in the canopy.

Harsk perception roll 1d20+9=20 vs. stealth dc 20.

As Harsk is making his way cautiously along the jungle floor, the small hairs on the back of his neck stand up. As he looks up, he sees a huge black jungle cat (stats for tiger) on an overhead limb. The cat is looking down at him, about to spring. Harsk aims his heavy crossbow up at the cat, and yells “ Cat on limb”

Kitty Food

Encounter 2

Spoiler:

Round 1

Initiative

24 Porthos spends a grit point to use the Dead eye Deed. Attack roll 1d20 +8+1(point blank shot)-2=26 vs touch ac 11 hits. DMG=1d6+1+1 point blank shot. Damage 7 points to the big cat (cat goes from 45-7=38 hps)

19 Daamiel throws an acid bomb at the cat 1d20+5+1 point blank shot-2=14 vs touch ac 11 hit. Dmg 2d6+4=9 (+1d6 next round)

17 Jungle Cat (stats for tiger) pounces on Harsk
2 claws +10 (1d8+6+grab) Bite +9 (2d6+6+grab) claw 1= 24 hit, claw 2 21 hit, bite 28 hit vs FF ac 11. Three grapple checks +15 vs Hark CMD 15 Checks 31,21,16=three successful grapples. Damage 2d8+12+2d6+6=40 points of damage Harsk goes from 35 hps to -5 hps

12 Harsk Is unconscious in the jungle cat’s claws and mouth. He rolls a stabilization check DC 10 (con check +2)= 1d20+2-5=14 Harsk Stabilizes

10 Kyra Channels Positive energy, She selects the cat out. 2d6=2 Harsk is healed for 2 hit points he goes from -5 to -3 hps

Round 2

Initiative

24 Porthos Move equivalent action, reloads a gun Attack roll 1d20 +8+1(point blank shot)=25 vs touch ac 11 hits. DMG=1d6+1+1 point blank shot. Damage 7 points to the big cat (cat goes from 29-7=22 hps)

19 Cat takes 1d6 acid damage from acid bomb previous round= 6pts. Daamiel throws an acid bomb at the cat 1d20+5+1 point blank shot=22 vs touch ac 11 hit. Dmg 2d6+4=10 (+1d6 next round) total damage 16hps (cat has gone from 22 hps to 6hps)

17 Jungle Cat (stats for tiger) decides to take his meal Harsk, and leave. The tiger drags Harsk and starts climbing the tree. Str check 1d20+6=15, vs dc 15 to haul Harsk. Climb check (using Leopards skill of +9+6 str) 1d20+15=23 vs DC20 climbs up tree (leopard climb speed=20)

12 Harsk Is unconscious in the jungle cat’s mouth. He is stable at -3 hp

10 Kyra readies an action to move over to Harsk, once he falls and to begin using her rebuke death ability (heals 1d4+2 7/day to unconscious victim)

Round 3

Initiative

24 Porthos Move equivalent action, reloads a gun Attack roll 1d20 +8+1(point blank shot)=19 vs touch ac 11 hits. DMG=1d6+1+1 point blank shot. Damage 3 points to the big cat (cat goes from 6-3=3 hps)

19 Cat takes 1d6 acid damage from acid bomb previous round= 3pts.
It is staggered, and drops Harsk. Harsk takes 1d6=3 points of falling
Damage now at -6
Readied action- Kyra moves over to Harsk and uses her rebuke death
Ability and heals Harsk for 5 points, he is at -1, she waives Damiel off
for the moment.
Daamiel gets out his cure light wounds extract and waits till Kyra says that he can give it to Harsk.

17 Jungle Cat (stats for tiger) Climb check (using Leopards skill of +9+6 str) 1d20+15=28 vs DC20 climbs up tree (leopard climb speed=20) Cat Flees at 0 hps.

12 Harsk Is unconscious on the ground, and stable at -1 hps

Combat ends

Resources used up to this point

Porthos used 1 grit point of 3
Porthos fired 3 shots in this combat
Porthos fired 6 shots thus far.
Porthos is at 38/38 hps

Damiel threw 2 acid bombs
He has 10/day he has 6 left
Daamiel is at 27/ 27 hps

Harsk almost was cat food
Harsk is at -1/35 hps

Kyra cast Bless and Bane, Devine favor as CLW
Rebuke death 1 7/day
Channel energy 2 times she has 4/ day
Kyra is at 31/35 hps


Comments on 2nd encounter.

The encounter went on for 3 rounds. I was not expecting the Jungle cat (Tiger stats) to drop Harsk so quickly in the very first round.
I had Porthos the gunslinger use a grit point to get dead eye deed. He fired 3 shots in this encounter so in two encounters he has used 6/10 of his shots.
Porthos did decent damage this encounter. He rolled well.
Daamiel the alchemist with his acid bombs made the difference in the fight.
Kyra did her job healing.

After the cat retreats into the canopy to lick its acid burns, Kyra begins healing her fellow Pathfinder Harsk.

Healing

Spoiler:

She uses Rebuke undeath 1d4+2=6 and heals Harsk to 5 hps.
Kyra burns a 2nd level spell, remove paralysis for a cure moderat wounds. 2d8+4=18 hps
Damiel gives Hark his extract of cure light wounds 1d8+4=10hps

Harsk is now at 33/35


I am going to assume, since in the playtest text, it says “a bullet that misses is destroyed” that bullets that hit can be retrieved and salvaged.
Thus Porthos has been able to retrieve 5/6 of the bullets he has used.

He still only has 4 doses of black powder left.

The Pathfinders decide to press on

RPG Superstar 2015 Top 8

ElyasRavenwood wrote:

4th level Gun-slinger Play test. Porthos the gunslinger gets Sargavaed

I will be using the same Gun slinger, Porthos, that I used earlier in the “master of the fallen fortress” play test. I am curious to see how the gun-slinger works in a 4 person party. I will use the iconic characters Harsk (4th lvl ranger), Damiel (4th lvl Alchemsit) and Kyra (4th level Cleric) to make the rest of the adventuring party.

I plan to set the play test in Sargava. The Pathfinders will have a few adventurers as they travel from Eledar to the Bandu hills. They may run into monsters of all sorts: Dinosaurs, Froghemoths, angry natives looking for dinner, xorn, but we all know everything is better with monkeys! Big monkeys, small monkeys little golden monkeys, monkeys with four arms, winged monkeys, erm I’m getting carried away.

I will include the party in the next 4 posts, and then I will begin posting their adventures.

The adventure synopsis are great!

However, why do the pistols only do 1d6 for a medium human? As I read it, beta doc says they do 1d8...

Silver Crusade

Moon goose, thank you, it appears in my attempt to juggle too many geese, i have dropped one.
I thought that the pistols did 1d6 points of damage, now that i see they do 1d8 points of damage, i will change that in future posts.

I have tried to include the gunslinger in a 4 person party, because that is the default party size.

I have also tried to put together an "adventure" because i think a character, a Pathfinder character is much more then the sum of his stats and game mechanics.

I also have been trying to put things behind spoilers, so people are not swamped by my long winded descriptions, nor my posting of the minutia of a combat encounter. But i think they might be useful to someone, perhaps the game designers so they can see how the character class works in a game.

I am glad you are enjoying the read.

Silver Crusade

Moon Glum my apologies, I called you a goose, as in Moon Goose,

Silver Crusade

The Pathfinders decided to press on. As they continue they find another small clump of weedy undergrowth. Harsk remembering the last time he went into the bushes, and was chased out by an angry Triceratops, decides to ready his crossbow and points it at the weeds. Porthos borrows Kyra’s crossbow and does the same. Daamile uses his sling and flings a stone into the weeds.

A whiptail Centipede boils forth

Centipedes? Why does it have to be Centipedes?

Encounter 3

Spoiler:

Round 1

Readied actions:
- Porthos shoots Kyra’s crossbow: 1d20+7+1 point blank shot=rolled 19 +8=27 possible crit: 2+8=10 not confirmed Dmg: 4
- Harsk Shoots his heavy Crossbow: +8 (+1 point blank shot)=rolled 20+9=29 Possible crit: 2+9=11 not confirmed Dmg 7

Initiative

23 Porthos as move action reloads crossbow, and shoots Kyra’s crossbow: 1d20+7+1 point blank shot=1d20 +8=25 Dmg: 1

13 Harsk reloads his heavy crossbow as a move equivalent action and Shoots his heavy Crossbow: +8 (+1 point blank shot)=1d20+9=22 Dmg 2

12 Daamiel throws an acid bomb at the cat 1d20+5+1 point blank shot=14 vs touch ac 8 hit. Dmg 2d6+4=11 (+1d6 next round

5 Kyra Moves in and attacks the centipede with her scimitar 1d20+6=11 vs ff ac 14 misses

4 Whip tail centipede has taken 25 points of damage so far, it has gone from 38 to 13 hit points The whip tail centipede attacks Kyra 1d20+8=25 vs ac 18 Dmg 2d6+7+ poison dc 17= 10 pts dmg, Kyra ft save 22 makes it

Round 2

Initiative

23 Porthos as move action reloads crossbow, and shoots Kyra’s crossbow: 1d20+7+1 point blank shot=1d20 +8=17 vs ac 15 hit Dmg: 4

13 Harsk reloads his heavy crossbow as a move equivalent action and Shoots his heavy Crossbow: +8 (+1 point blank shot)=1d20+9=23 vs ac 15 hit Dmg 2

12 Centipede takes 1d6 acid damage= 6 Daamiel gets a catalyst and bomb out, but delays his action until after Kyra goes

5 Kyra attacks the centipede with her scimitar 1d20+6=21 vs ac 15 hits Damage: 1d6+3=6 pts kills the centipede,

Combat ends

Kyra burns a Delay Poison to cast a cure moderate wounds on herself, She is at 21/35 hps 2d8+4=14 She completely heals herself.

Resources used

Porthos used 1 grit point of 3
Porthos fired 6 shots thus far.
He has retrieved 5/6 bullets, so he has 9 bullets
He has 4 remaining black powder packets
Porthos used Kyra’s crossbow, firing 3 shots
Porthos is at 38/38 hps

Damiel threw 1 acid bomb
He has 10/day he has 5 left
He has also used his Cure Light wounds Extract.
Daamiel is at 27/ 27 hps

Harsk shot three of his heavy crossbow bolts
Harsk is at 33/35 hps

Kyra cast Bless and Bane, Devine favor as CLW and 2nd level remove paralysis as Cure Moderate wounds and Delay Poison as Cure Moderate Wounds.
Rebuke death 2 7/day
Channel energy 2 times she has 4/ day
Kyra is at 35/35 hps

Comments on the combat

The combat lasted for 2 rounds.
The party being at the ready with their ranged weapons helped.
Porthos did all right in the combat- with a crossbow, with Kyra’s crossbow.
Harsk did better this combat, hitting on a regular basis with his heavy crossbow, but the dice hated him. So his damage was only 1s and 2s
Again Damiel, with his acid bomb did a nice chunk of damage effectively shortening the combat
Kyra, without a ranged weapon, played the part of meat shield. Clerics can do ok at this because of their armor, but in the long run I think it is a bad idea having the healer hold off the monster.

Further thoughts on the Gunslinger
Now I am learning as I play. As an earlier poster pointed out, I was using the wrong die for the pistol damage, a d6 instead of a d8.
Ammunition is becoming a problem for Porthos. Perhaps I should not have sent him into the wilderness with 10 shots (110 gp of ammunition)

He is now using someone else’s ranged weapon, to conserve his own ranged weapon’s ammunition.

I wasn’t aware of the Secret Stash feat earler when I picked quick draw perhaps that would have been a better choice. It might although stretching credulity, solve Porthos’s ammunition problems.

One solution I am going to use is to allow Damiel, the Alchemist, to with a DC 20 Alchemy check, make black powder packets. This does not seem to be a big stretch to me, and could also help solve the ammunition problem.

Next combat I will try to use more of the Grit, to see what it can do.

The adventure continues
Harsk the pathfinder still has his group lost in the Laughing Jungle.

Adventure/ story

Spoiler:

Since he failed a survival check, and sent his group in the wrong direction, and failed a Knowledge Geography check, he hasn’t realized the Laughing Jungle neither near the Bandu Hills nor is the Laughing Jungle on the way to the Bandu Hills. It simply hasn’t occurred to him to take his bearings again. He doesn’t know he is going the wrong way.
Harsk and the rest of the group investigate the small clump of weedy undergrowth where the whiptail centipede was making its lair.
They find a large boar. They find a boar the size of a horse. Upon further examination they find the boar has a very large pair of wounds made by a pair of talons across its back, and also a big bite taken out of its shoulder. The size of the talon marks and bite must indicate a huge animal of sorts. The Boar also has acid burns all over its corpse.

Damiel comments “ don’t look at me”

And Harsk grunts, “I don't want to meet whatever did this. I have no idea what this could be, but it looks like it is much bigger then this horse sized boar.”

The Pathfinders begin to head down hill and the undergrowth begins to get thicker. They see a wall of vegetation ahead of them, and the glint of light through it. Perhaps they are coming to a river.

They also notice what look like a group of four human sized figures composed entirely of leaves. Upon closer inspection, they find that these figures are actually statues, covered in vines and leaves.

Harsk Growls “ basilisk”

As they clear away more of the vines, they notice that one of the statues has a petrified Wayfinder around its neck. The other statues have petrified pins of the glyph of the open road, on them. Our intrepid adventurers realize they have found another group of Pathfinder explorers. Next to the kneeling statue is a backpack on the ground. It is well preserved and interestingly enough doesn’t have vegetation on it. As Damiel opens the bag and reaches inside, he realizes that it is larger on the outside then inside. There is lots of stuff in here.


All of a sudden there is a roar a flap as huge winged beast passes overhead

What have they found? Or rather what has found the Pathfinders?

Silver Crusade

A green-scaled Dragon like creature swoops overhead with a huge maw full of teeth, its two powerful legs, with huge talons, a big flexible tail ending in a viscous spike

It never rains around here we just have drakes spitting acid on us

Encounter 4

Spoiler:

Round 1

Initiative

26 Forrest Drake Spits a ball of acid at Daamiel. The party is closely clustered together. 4d6 pts, Reflex DC 14.
Daamiel reflex save 1d20+7=17 Saves
Porthos Reflex save 1d20+7=8 fails
Kyra reflex save 1d20+2=9 fails
Harsk Reflex save 1d20+8=11 fails

Damage 4d6=10

3 rounds before the drake can breath again

22 Damiel as a standard he drinks his extract of cats grace (+4 dex) and he moves out of the acid cloud.

14 Porthos Moves out of the acid cloud and uses going a grit point to use dead eye. He shoots 1d20+8+1 point blank shot -2=17 vs touch ac 11 hits Damage 1d8+2=9

9 Kyra Moves out of the cloud and Channels Positive energy 2d6=10

8 Harsk Moves out of the cloud and shoots at the Drake 1d20+8+1 point blank shot=17 vs ac 17 hits dmg 1d10+2=10

Round 2

Initiative

26 Forrest Drake attacks Damiel because he is a tasty elf bite 1d20+8= 25 Hit dmg 1d8+4= 7 vs ac 16
2 rounds before the drake can breath again

22 Damiel takes a 5’ step away from the drake, as a move equivalent action, passes his true strike elixer to Porthos, and a standard action, throws a acid bomb at the drake 1d20+5+1 point blank shot=18 vs touch ac 11 hits. DMG: 2d6+4+1 point blank shot=14 (+1d6 acid next round)

14 Porthos Drinks the True strike extract.

9 Kyra Moves over to the drake and attacks with her scimitar. 1d20+6 vs ac 17= 8 miss dmg 1d6+3

8 Harsk shoots at the Drake 1d20+8+1 point blank shot=27 vs ac 17 hits dmg 1d10+2=3

Round 3

Initiative

26 Forrest Drake attacks Damiel bite 1d20+8= 16 Hit dmg 1d8+4= 11 Tail slap 1d20+3=21 hit dmg 1d8+2=4 vs ac 16
1 rounds before the drake can breath again

22 Acid Damage 6 Damiel takes a 5’ step away from the drake, as a standard action, throws a acid bomb at the drake 1d20+5+1 point blank shot=12 vs touch ac 11 hits. DMG: 2d6+4+1 point blank shot=11 (+1d6 acid next round) The Drake is reduced to -2 hps and is killed

Combat ends

Damiel is at 5 hps

Healing

Kyra casts Domain spell cure moderate wounds: 2d8+4=12
Kyra casts Bull Strength as a cure moderate wounds spell: 2d8+4=12
Kyra casts Domain spell: cure light wounds on Harsk, 1d8+4=11

Resources used

Porthos used 2 grit point of 3
Porthos fired 7 shots thus far.
He has retrieved 6/7 bullets, so he has 9 bullets
He has 3 remaining black powder packets
Porthos is at 38/38 hps

Damiel threw 2 acid bomb
He has 10/day he has 3 left
He has also used his Cure Light wounds Extract.
He has also used his Cat’s grace Extract
He has also used his True strike Extract
Daamiel is at 27/ 27 hps

Harsk shot two of his heavy crossbow bolts
Thus far he has used 6 bolts so far.
Harsk is at 35/35 hps

Kyra cast Bless and Bane, Devine favor as CLW and 2nd level remove paralysis as Cure Moderate wounds and Delay Poison as Cure Moderate Wounds Domain spell cure moderat wounds, Bull Stregnth as a cure moderat wounds spell, Domeain spell: cure light wounds
Rebuke death 2 7/day
Channel energy 3 times she has 4/ day
Kyra is at 35/35 hps


Comment on encounter

The combat lasted 3 rounds

Porthos fired one shot in the first round, and in the second he drank a True Strike extract. He didn’t get to shot in the third round because the forest drake was killed just before his initiative.

In the first round I had Porthos spend a grit point- his options are Leap for cover, Dead eye, Quick clear, Pistol whip, and gunslinger initiative none of which seem particularly useful in this situation. I went for deadeye

Harsk did flat average damage with his heavy crossbow, and he contributed to the fight.

Again Damiel, even though he was bitten more then once by the Forest drake and tail slapped, and brought down to 5 hps, still managed to do most of the damage with his acid bombs.

Kyra did an excellent job at healing and keeping the party on their feet. In four encounters for the day, she has expended the majority of her resources.

We come back to Porthos. What to do with him? I am trying to use him, but I must be missing something or more likely I have simply made a poor character build

The adventure continues….

Exhausted after this battle, the Pathfinders decide to make camp.

Treasure!

Spoiler:

They also have this magical backpack to examine. Damiel crouches over it like a greedy child with a cookie jar.

Inside of the magical back pack, in “Heward’s Handy Haversack” they find lots of trail rations, water flasks, rope, a grappling hook, bulls-eye lanterns, lamp oil, and even a 10’ pole. Daamiel finds plenty of raw Alchemical components to keep him self stocked. They also find another 11 bullets in the pack.

They even find a Wayfinder! They find two other very valuable magical items, a Decanter of endless water, and a Myrlund’s spoon. They also find about 12 scrolls of endure elements.

They also find sealed in a scroll case a map. The map is of Sargava. They realize that the laughing jungle is no where near the Bandu Hills and that they are going the wrong way.

( I know this is all a little “convenient” but hey, half the fun of the game is finding piles of gold coins and gems, and magical and useful stuff)

Harsk gets lots of ribbing for this.

Daamiel is able to “whip up” around 17 black powder packets, so Porthos has 20 shots now. Craft alchemy roll: 1d20+14=30. I know technically it probably should take days, but lets keep the story going.

They realize in order to get back on course they will have to cross the river in front of them.

That is a problem for the next day.


They settle in to their campsite and plan the watches.

What sort of things wake up in the jungle at night and go out looking for dinner?

How will our pathfinders fare their first night in the Laughing Jungle?


This has been very entertaining! I like how you depict every little detail. You gave them a story too! all the other plays I see, they don't even bother to move much. keep it going.

And yeah...the gunslinger needs more dev love XD


Most excellent. I will look for this kind of posting every day. Thanks for posting.


NecromanticNate wrote:
Most excellent. I will look for this kind of posting every day. Thanks for posting.

No pressure, but so will I.

Well done and many thanks, ElyasRavenwood!

Silver Crusade

Nemetri, NecromaticNate, and Doug O'brian, thanks for your kind words.

Here is the next post

Silver Crusade

Our Intrepid Pathfinders settle in for the evening and they make a campsite. Harsk builds a fire ring with some stones he finds nearby.

Character interaction and Activity

Spoiler:

Damiel pulls out three or four little clay dishes, which he places near the corpse of the Forrest drake. He lights them and they give off a thick smoke. It prevents the smell of the forest drake corpse corps from wafting over to the camp.

Harsk begins fiddling with the Wafinder that they foud in the Hewards handy Haversack. He notices that there is an emerald nestled in the top of the Wayfinder. He looks at the Wafinder, and finds the needle is pointing parralel to the river, off to the left. When he removes the gem the needle swings around 90* counter clockwise and points behind him. He looks over Porthos’s and Kyra’s shoulders and looks at the map.

Porthos and Kyra examine the map and a small journal that they find in the pack. The other team of now petrified pathfinders was on an expedition to find something called the “Temple of the Frog”. According to the notes, this froggy temple was supposed to be deep in the Laughing Jungle somewhere on the banks of the Lower Korir River. Their plan was simple: find the bank of the Lower Korir River, and work their way along it until they found the temple. What they didn’t count on was the dense wall of vines leaves and vegetation that grew on the river’s edge.

Porthos comments, “ That must be where they found the Basilisk”

Kyra replied “ or it found them. Look they have also marked their progress on the map. We now know where we are. “

Porthos says “ excellent now we can head off in the right direction, and with these supplies, and magical items, we should have no trouble scouting out the Bandu Hills for those what do you call them?”

Damiel interjects “Stasis fields”

Kyra continues “ there is one small problem” She points in the direction of the Petrified Pathfinders “they are not dead, and all of this”, she waves towards the magical pack, “ is not ours.”

Porthos stammers “ finders keepers right?”

Kyra replies “ well ask yourself, what would you want other pathfinders to do, if they found us petrified around a campfire. We have met many dangerous creatures our first day in this Jungle which is surely forsaken by our Lady Sarenrae. It would be foolish to think we won’t run across a basilisk. Harsk such creatures are territorial yes?”

Harsk grunts “ yep”

Harsk gets up and hauls the backpack over to the statues. He and Kyra begin stuffing one of the statues into the main chamber of the magical backpack. Damiel and Porthos come over and help. In ten or 15 minutes they have all 4 statues stuffed in the Handy Haversack (I know technically this probably would not be possible but the adventure must go on)

Harsk says “ well now we need to go back to Eledeer, deposit our marble friends with Ventrue Captain Finzee Bellaugh, and then head back out to the Bandu hills. We will probably need to leave this fancy pack with him.”

The rest of the party agrees.

Harsk continues “ oh by the way, the way finder’s needle points north. With the emerald in its socket, It points at something else, soemthing off to the east.”

Dusk is approaching the sun is beginning to set.

As if on cue, just after they buckle down the last flap of their Heward’s Handy Haversack, with their Petrified Pathfinder’s safely stowed it begins to rain. This isn’t a gentle mist nor is it an all day rain it is a soaking. It is as if someone has dumped a bucket on you. For around fifteen minutes, the rain comes down so hard, the Pathfinders cant even see the corps of the Forrest drake they had slain. The rain hisses everywhere, steam rises, and as soon as the rain starts, it stops. Everyone is soaked to the bone.

Harsk attempts to start the fire with his flint and tinder, but he finds the rain has soaked the tinder.

Damiel produces a dry tinder twig to “ help out our ‘expert woodsman’”.

The fire starts right away. Harsk grouses, “ I know everything about Varisia, the forests there, the Cinderlands, the Mindspin Mountains, but I have never been here before. This jungle is entirely new to me.” He punctuates his comment by smacking a large mosquito.

The sun sets quickly and the night quickly follows dusk.

Harsk comments “ at home in Varisia, sun set and dusk lasts much longer then it does here”

The darkness is complete.

Damiel complains” this is awful, I can usually see something by moonlight or starlight, I cant see a thing”

Harsk chuckles:” look who is grousing now sunshine! I can still see.”

Kyra comments, “ and I have the light or our Lady Sarenrae to guide us”


If it can be believed the Laughing jungle becomes even noisier as darkness descends. Even though the monkeys cease their howling for the night, there are all sorts of other night noises: howls screeches bellows and other un identifiable low rumbles that make the ground shake.
There are also lots of hurrying bustling and rustlings in the undergrowth. They began to smell the Forest Drake corpse again.

More adventure and character interaction

Spoiler:

Damiel commentied “ well the rain must of put out my dishes”.
Harsk grunted “ well sunshine, if we can smell that rotting corpse, I think there is a whole lot of other beasties who smell dinner.”

Suddenly the Pathfinders heard something huge emerging from the water, they heard loud bangs as a pair of trees splintered, and the impenetratable wall of green vegetation was torn apart as if it was a paper screen. The Human Pathfinder’s felt more then saw a huge form striding ashore out of the river. Dammiel the elf, who saw better by starlight and moonlight then the humans, saw that was backlit by the stars and moon. The thing was probably over 20 feet tall, bipedal, and instead of arms it had four tentacles. It appeared headless. Harsk the dwarf could see in the dark, He was able to see the behemoth clearly.

He hissed “its a Froghemouth. Don’t move. And Kyra Lass, don’t cast a light spell.”

The ground shakes with each step the Froghemouth makes. It opens its toothy maw and a huge prehensile tongue shoots out and wraps around the corps of the Forest drake corpse. It also graps the corpse with two of its fore tentacles, lifts it off of the ground effortlessly, and then turns and goes back in the river without making a splash. It disappears under water, leaving only the eyes on its eyestalk above water and it moves off.

Everyone breaths a sigh of relief.
[/spoiler}
Luckily the rest of the night passes uneventfully.

(all expendable daily resources Spells grit etc are renewed)

More character interaction
[spoiler]
Kyra is the first to wake up, before the dawn. She gets a small carpet out of its oil skin wrapping in her pack. She checks their new found wayfinder, and lays the carpet facing east. She kneels on the carpet and then places her elbows and hands flat on the carpet. She places her forhead on her hands and begins to pray.

Porthos wakes up, rolls over in his sleeping blankets, and grins at the view he has of Kyra’s posterier. He promptly gets thumped by Harsk

” get up sunshine and make yourself useful. Don’t go bothering the lady. She’s praying to Sarenrae for the miracles and grace to put our sorry butts back together after we have been chewed on by some beasties. “ Harsk thrusts a pot into Porthos’s hands “ go get some water from the river”

Porthos grouses “ whats Damiel doing?”

Damiel replies “ im starting the fire, and preparing the elemental humors and fluids with which I will make my extracts for the day”
Damiel has the fire stared, and all sorts of vials, and a couple of beakers filled with liquid that he is holding over the fire with tongs.” Almost done” he says.

Porthos then asks “ Harsk what are you doing”

Harsk replies “ Im organizing you” He pokes Porthos “ obviously you need organizing now get some water”

Porthos grumbles as he goes down to the water to fetch some water.

Kyra finishes her Salah or morning prayers, sits up and gets her prayer book out, She places it spine down on her carpet, and lets the book fall open. She looks down at the page where the book has fell open to and says “ ah the parable of the lost lamb, we shall recover something that was lost today”

Harsk coments,” Hmm Kyra that is interesting. Look at this wayfinder.” He shows it to Kyra.” Now the needle is pointing north.” He puts the emerald in the socket at the top of the wayfinder. The needle moves. “ now its pointing to something else”

Kyra replies “ interesting, I wonder what it is pointing to. “

Harsk suggests “ we could find out?”
.

Porthos says, “ yeah but we are supposed to go back to Eledeer drop of the petrified pathfinders and then head for the Bandu Hills right?”

Daamiel say “It cant hurt to invetigate just a little bit? Maybe the Temple is close by”


Kyra says “yes, As Pathfinders we are expected to explore cooperate and report”

Harsk rubs his hands together “ well lets pack up and move out We have a frog temple to discover and explore”

Everybody busies themselves and packs up the camp. Porthos loads his pistols.

Soon the Pathfinders have packed everything up and are on their way.

Harsk consults their wayfinder, with its emerald in its socket, and heads off to their left, up the Lower Korir River.

As they head up river the ground gets progressively swampy.

Up ahead Harsk spots a couple of Boggards. They spot him as well, level their spears at him.

Leaping hopping frogs

Encounter 5

Spoiler:

Harsk perception check 1d20+ 9=27 vs stealth 1d20+7=23, and 19
To notice Boggards
Boggards perception checks 1d20+4=23.
To notice Harsk
Boths sides see each other

Iniative

21 Damiel Throws an acid bomb 1d20+5 dmg 2d6+4= 14 acid +1d6 acid vs ac 9 touch hit (bogard #1 goes from 22 hps to 8 hps)

11 Porthos shoots one of his pistols 1d20+8+1 point blank shot=21 hit dmg 1d8+2=7 hit, (Boggard #1 goes from 8 hit points to 1 hit point

11 Harsk shoots heavy crossbow at Boggard #1 1d20+8+1 point blank shot= 10 vs ac 14 misses

6 Kyra moves in with scimitar and shield ready she attacks the wounded Boggard #1 1d20+6=8 vs ac 14 misses.

5 Boggards #1 attack Kyra with their spears (she looks like the toughest) , 1d20+4=rolled 20 possible crit=22 vs ac 18 confirmed crit dmg 1d8+2x3= 7,8,8 +6=29 dmg
Bogard #2= attack Kyra with spear, 1d20+4=rolled 20 possible crit=22 vs ac 18 confirmed crit dmg 1d8+2x3= 6,6,7=+6=25
Kyra has taken 29 and then 25 points of damage to total of 54. With 35 hps this puts her at -19, 5 points beyond -14 (her con is 14)
Um Kyra is dead.

Round 2

21 1d6 acid damage on Boggard #1=2 Bogard#1 expires Damiel Throws an acid bomb 1d20+5= ac 19 hit vs ac 14 dmg 2d6+4= 15 acid +1d6 acid vs ac 9 touch hit

11 Porthos shoots one of his pistols 1d20+8+1 point blank shot=rolled 20+9=20 confirm roll 15+9=24 confirmed crit hit dmg 4d8+8=28 hit, Kills bogard #2

Resources expended
Porthos fired 2 shots
Damiel threw an acid bomb


Comments on encounter 5

The combat round took 2 rounds.

This was strange. I was not expecting kyra to get killed. She was critically hit by both of the Boggards spears. The Boggards killed Kyra the cleric.
.

Harsk missed, the dice didn’t like him

Damiel, as usual was doing lots of nice damage with his acid bombs.
Killing one boggard and severely wounding the other

Porthos got a 20- yeah, he killed the second bogard.

Kyra the cleric is dead.

Um I’m not sure what to do next. I did not see that one coming.

With the Boggards dead, and Kyra kille by the Boggard spears, the Pathfinders are stunned.

Heal check 1d20+9=19 vs dc 12 she is dead Jim.

Harsk confirms that she is dead. Kyra, is washed clean with the water from the decanter of endless water, and she is wrapped in her cloak.

Harsk bows his head “ I don’t know what to do.”

Daamiel suggests gently “ well why don’t we put her in the Handy Haversack. At least this way the heat wont get to her. “

Porthos Daamiel and Harsk put their fallen comrad in ther magical back pack.

Porthos askes, “Now what are we going to do? “

Silver Crusade

What happens to Kyra

Spoiler:

Damiel says “ well with Kyra in the back pack, that will help, it will keep her from the moisture and the air. But it isn’t a “Gentle Repose” spell. We only have a limited amount of time before we can approach a cleric, preferably a cleric if Sarenrae, to see if we can get her raised from the dead.”

Harsk asks “ how much time Damiel are we talking hours days weeks?”

Damiel replies “ well that depends on the power of the cleric, but days I would say.”

Harsk then says” Well Porthos you have your answer. We make for Eledeer to see if we can get Kyra raised from the dead. With this map, the magical Decanter for water, and that Magical spoon for food, and the map and Wafinder to navigate with, we should be able to travel pretty quickly to Eledeer. “ Harsk shoulders the Handy Haversack. “ Try to keep up Lads. “.

Porthos says,“ but dwarves don’t move that fast.”

Harsk replies “ we keep moving, we don’t stop to rest all the time like you humans. “

As Harsk gets his crossbow out and the Pathfinders get ready to get underway, He hears a snap. Everyone turns Harsk with his crossbow leveled, Porthos with both pistols drawn, and Dammiel with a bomb in hand ready to throw.

They turn to see Marisiel the elven rogue stepping out from behind a tree. “ Oops my bad she says, I just snapped a twig to let you know we were here.” Valeros the fighter, Seoni the sorceress and Alahazra the Oracle step out from the tree next to Marisiel.

“Hail and well met” says Valeros and with a big grin “ Harsk it has been a while, what are you doing here, in this mosquito ridden land? My friend, what, the Mead and soft company of Varisia bored you?”

Harsk replies “ nah, I’m here on Pathfinder business, we are doing a job for Finze Bellaugh. Some Boggards just killed our friend Kyra, you remember her, and she’s a cleric of Sarenrae. And we are heading back to Eledeer to se if we can get her raised from the dead. So Sunshine what are you doing down here?”

Valeros puts his hand on Harsk’s shoulder “ I’m sorry, who can forget Kyra, we adventured together quite a bit back in Varisia. I’ve lost count how many times she has saved my life. Venture captain Bellaugh has us looking for some sort of lost city of talking apes. All we have found are Dinosaurs, Boggards, Crocodiles, Anacondas, and oh did I forget to mention the Froghemough? We are heading back to Eledeer to re-supply.
We could take her back for you and see that she is raised. Seoni Marsiel and I owe her at least that much right Marisiel?” Marisiel is cleaning her nails with the point of one of her many daggers.

“For Kyra you bet, I’d steal the elephant ruby of the Pasha Of Qadira to pay for her resurrection” she says with a grin.

Porthos meanwhile was admiring Seoni and Alahazra, trying to decide which was more attractive. The sorceress and the oracle were having a girls huddle and giggling about something. Porthos of course assumed it was him they were laughing about, and decided it was a good time to clean his pistols.

Harsk handed Valerous the Handy Haversack “ oh by the way, we found 4 more petrified pathfinders. We stuffed them in first. They were on a mission to find ‘the temple of the frog’ so since we are here we thought we would finish the job. This bag is theirs. We are going to need the map and this way finder. Damiel would you copy out what notes we need from their journal?”

Damiel replies “already done.”

Alahazra comments “ Are you sure you want to do this? With out Kyra you are without a healer, you must be very careful.”

Damiel says, “ Well if we had a wand of cure light wounds, I could use that to heal.”

Porthos says, “ I have one, I forgot about it, it’s in the bottom of my pack.”

Harsk growls “ you have had a wand of cure light wounds this whole time?” He throws an apple at Porthos.

Now the girls do have something to laugh about. Abashed, Porthos digs out his wand of cure light wounds and passes it over to Damiel. “ Well I can’t use it, and it’s easy to forget”

Seoni says with a wry smile “ I’m not going there”

Valeros shoulders the Hewards handy Haversack “ well ladies we are off. “

Mirisiel waves to Harsk Dammiel and Porthos “ have fun storming the Temple.”

Seoni wispers to Alahazra “ think they will survive?”

Alehazra replies, “ It will take a miracle”

They all wave “bye bye” and Valeros Mersiel Seoni and Alahazra continue their journey back to Eledeer with Kyra and the other petrified pathfinders.


Harsk grunts, “ well this temple isn’t going to find itself, lets go”

Harsk Damiel and Porthos head deeper into the laughing jungle, following their way finder…

Frogs and Temples

The day fortunately passes with out incident. As dusk falls, the Pathfinders come to an inlet of the river that they can see across. Across the inlet that they are on there is a huge Marble Statue. It is shaped like a Froghemouth. They estimate the statue must be at least 100’ high. There is a Dais in front of the Statue. On the Dais is a pole with a ring on top of it. The pathfinders see a whole crowd of Boggards, possibly a whole tribe, gathered on the shore of the river between the shore and the Dais. All of the Boggards are Kow Towing towards the Dais and Statue. On the Dais is a larger Boggard dressed in bones and feathers, He his hopping about and beating a skin drum. On either side of the dais is a bomb fire. Tied to the column they see a human woman in a chain shirt. The boggards are croaking in unison.

Harsk comments, “ well I think we have found “the temple of the Frog”

Character interaction and adventure

Spoiler:

Damiel says, “Yes just in time to see a sacrifice to some sort of river spirit”

Porthos exclaims, “ I know her.” Harsk and Damiel look at Porthos in surprise, Damiel with one eyebrow raised “ well not in that way, I mean I wish I did, um, she is Allesandra Thrune. She was part of the group I first adventured with, when we cleared the “fallen Fortress and rescued the Pathfinder bard Malenor Forsend. She is a Pathfinder, a healer and an Oracle.”

Harsk coments, “ well either way I think we should try to rescue her.”

The pathfinders make their way around the inlet, and to the edge of the clearing around the back of the huge marble statue. Luckily there is a full moon and it has risen behind the huge Froghemouth statue so its shadow is being cast on the boggards. They race across the clearing to the back of the Statue, then make their way stealthily around the base of the huge statue.

Stealth checks
Porthos 1d20+3-1=17 vs dc 15
Harsk 1d20+10-1=15 vs dc 15
Damiel 1d20+3-1=18 vs dc 15

Damiel Perception check= 1d20+8+2 for being an elf near a secret door)=15

Porthos finds a secret door and begins to try and open it. First he searches for traps

Perception check
Perception check: 1d20+8=27
Disable Device: 1d20 rolled 20=28

Porthos finds a glyph traced in red on the door. He gets a little bag of powdered silver out and dips a brush into it. With the powdered silver o nthe brush, he Paints some silver powder onto the glyph, wiping out one of the strokes brush strokes of the glyph.

Damiel says “ that glyph would have triggered a burning hands spell”

The door is locked and then he gets his thieves tools out and begins work on the door

Disable Device : 1d20+8=22 vs DC 20. He succeeds. The door swings quietly inward.

Meanwhile Porthos and Harsk have crept out onto the Dais behind the bomb fires. All of the Boggards have turned to face the river and are kow towing and croaking in that direction. The bone and feather bedecked Boggard has reached a frenzy with his drumbing and jumping.

They can see something huge rising towards the surface of the water.

Harsk takes his great axe and ( 1d20+7=21) cuts the ropes binding the women tied to the pole.

Porthos (1d20 rolled 20+8+1 point blank shot=29 confirmation1d20+9=27 vs ac14
Critical damage (4d8+4+4 point blank shot)=24 hps dmg. Hps 22

Porthos steps behind the Boggard, aims his pistol just behind the Boggards head and pulls the trigger. With a lound boom Porthos literally blows the frogmans’s head off. The headless boggard witch doctor falls forward.

Porthos catches Allesandra as she falls once her bonds were cut.


The froghemoth rises from the river, and It opens its maw, and shoots it’s tongue out and grabs the witch doctor boggard and pulls him into his mouth. With its other four tentacles it lashes out and grabs more boggards. The ground shakes with each step the Froghemouth takes.

Harsk yells “ run im not staying around for that things dinner time”

Porthos puts Allesandra over his shoulder and runs after Harsk towards the base of the statue

Daamiel is working on the secret door

Disable Device : 1d20+8=22 vs DC 20. He succeeds. The door swings quietly inward.

The Pathfinders rush into the doorway, and close it behind them.

What lies in the Temple of the Frog?

Silver Crusade

Stats For Oracle

Alessandra Thune

Spoiler:

CR 4 Female Human Oracle 4 NG Medium Humanoid (Human)
Init +0; Senses Perception +0
-------------------- DEFENSE --------------------
AC 16, touch 10, flat-footed 16
hp 27 (4d8+4)
Fort +2, Ref +2, Will +4
-------------------- OFFENSE--------------------
Spd 30 ft.
Melee
Morning Star +3 (1d8 20/x2)
-------------------- STATISTICS --------------------
Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 20
Base Atk +0; CMB +3; CMD 14
Feats: Extra Channel, Selective Channel, Improved chanel
Traits: Sacred Conduit Magical Talent
Skills: Diplomacy +12, Heal +7, Knowledge Religion +7 Sense motive +7, Spellcraft +7
Languages: Taldane (common), Infernal
Class Abilites:
Mystery: Life :
Chanel energy 8 times a day, Save DC 20 2d6
Energy Body: SU you changed into positive energy. 1d6+4
Curse: Tongues: Celestial
Spells
0 level Osirions: 6 known, DC 15, Create water, Detect Magic, Guidance, Light, Purify Food and Drink, Stabilize, Detect magic, Magical Talent Trait: Disrupt Undead
1 level spells: 3 known DC 16, 8/ day, Bless, Protection from Evil, Inflict Light wounds, Detect Undead, Cure Light wounds
2nd level spells: 1 known DC 17, 4/day: Cure Moderate Wounds, Inflict Moderate wounds, Lesser Restoration
-------------------- TRACKED RESOURCES --------------------
Gear: Chain shirt, Steel Shield, Morning Star, 22 gold

Alessandra Thune grew up in the lap of luxury in Egoran. Being both beautiful and charming, Her father felt it would be very easy to arrange for an advantageous marriage for her. Then she began to display some magical talent. She could cast a Disrupt undead Cantrip without being taught. Her father thought this was promising. Then she began exhibiting a talent for divine magic, Her father thought this was even more promising and had her tutored in Infernal. And then in times of excitement she began speaking in a strange and incomprehensible language, (Celestial), and she began to be able to cast Protection from evil spells, this proved embarrassing. The final straw, was the bless spells, because they were in the name of Sarenrae. Her father threw her out and banished her until she could properly venerate Asmodeus. Her older brother, feeling sorry for her, gave her some of his old armor, and some gold, so she was able to get to Absolom. He suggested she might be able to find a home In the Pathfinders. She is hoping to join their ranks.

The Pathfinders can hear the frightened croaks of the boggards as the Froghemouth tramples around in their midst, snatching them up and eating them.

Inside the Temple of the Frog, the Pathfinders are in a corridor lined completely with marble, the floor the ceiling and the walls. Interestingly it is seamless.

Harsk runs his hands over the marble and whistles, “ it looks like this was either carved from one block of marble, or the marble stone was melded with magic some how, there isn’t a seam here. “

character interaction and exposition

Spoiler:

Allesandra rubs circulation back into her arms and legs.

She says “ thank you for rescuing me, I am a moderately skilled healer, and can help you in your endeavors “

Porthos offers her his cloak, and says, “Allesandra, it is good to see you again.”

She replies “ thank you Porthos, I see your friends are also Pathfinders?”

Damiel nods, “ yes we are”

Porthos asks “ What happened?

Allesandra replies, “ Well I was part of a small group of pathfinders who were sent by Venture Captain Finze Bellaugh to go and find the Temple of the Frog in the Laughing jungle. Our notes told us that it lay somewhere along the lower Korir river. Our plan was simple, to find the river and work along the bank until we found it. We also had a Way finder, which had some sort of magical gem that the Venture captain thought was from the Temple. When placed in the socket of our way finder, it resonated and the needle we thought would point in the direction to the Temple. When we got to the river’s edge, we found a wall of vines leaves undergrowth etc.
We paused to open one of our packs and look at our maps and notes. I was looking down at a map, when I saw and felt my adventuring companions turn to stone. I herd a huffing noise coming from the bushes ahead of me. I think it was a basilisk. Knowing I could not take one on myself, I ran, hoping I could find my way back to Eledeer, and then I could come back for my friends. As I was running I caught a glimpse of a Boggard with a blowgun. Then I felt a prick on my neck and passed out. I awoke in a pit full of water, with a cage over top of it. I barely had enough room to keep my head above water. Then they hit me again with a blow dart, and I found myself groggy and tied to this pole. I felt my bonds suddenly loosen, I heard a bang, and then you carried me off. Well that is my story”.

She gets out a morning star that was at her side and a shield that was on her back.

Porthos says “ well Allesandra I can tell you two pieces of good news, First we found your friends and put them in your magical back pack. We ran into another Pathfinder named Valeros, and he took your Haversack and friends, and he is heading back to Eledeer. Oh we are in the Temple of the Frog”.

Harsk says “ well lass, our healer, Kyra was killed yesterday. She fell to some Boggard spears. We need a healer if you are willing to join us. “

Allesandra looks at the sealed door behind them. “Well I would be happy to and thank you for seeing to my friends.” She casts a light osirion.


Ahead the corridor extends some 20’ and they see a spiral staircase, leading up.

Harsk asks “ Damiel would you care to take point?”

Damile replies “ sure, ill check for traps as well”

Damiel begins to head upstairs cautiously, looking for traps.

Trap stats and rolls

Spoiler:

Electricity Trap CR 4 (P 420 PFRPG rule book)
Perception DC 25 Disable Device DC 20
Effect: electricity Arc (4d6 electricity damage, DC 20 reflex save for half damage multiple targets in 30’ line

Damiel Perception check 1d20+8=Rolled 20=28 success
Disable Device check 1d20+8=22 vs. dc 20 success


As Damiel is climbing the stairs, he is lightly running his hands on a stair ahead of him. He notices a pressure plate, above it; he notices a small metallic device poking out of the central column of he spiral staircase. He sees that part of this device has two metal plates that are rigged to come together. He slips a small piece of rubber in the gap and continues.

Damiel says, “I think I disabled an electrical trap. It could have fried us all”

The Pathfinders clime a little higher, and Damiel who is in the lead has come to a door. He begins searching for traps

Damiel Perception check 1d20+8=10

Disable device check to open lock 2d20+8=23 vs. dc 20

He then gets out his lock picks, and quietly opens the lock.

Harsk whispers, “ we must have climbed around 100 feet up, Ill bet that door leads to the head of the “Froghemouth statue we are in.”

Damiel presses his ear to the door and listens

Damiel Perception check 1d20+8=25.

Damiel whispers, “ I hear repeated electrical discharges. I’m not sure what is on the other side. “

Allesandra blesses everyone in the name of Sarenrae. “Bless spell”

Damiel gets a bomb out.

Porthos gets his pistols out, and Harsk gets his Axe out.

Ass Damiel gently pushes the door open, they see a 20x20 room. On the other side of the room is something looks like a marble egg, except the shell has been split in two, with the top half suspended some 5 feet above the bottom half. Inside the egg is something that looks like a throne. Cables link the throne to the walls of the side of the room. Electrical discharges pass along the cables from the wall to the marble thrown. Seated on the throne is a serpentine humanoid with bright scaly green skin a long sinuous tail and a fanged serpent’s head. His baleful eyes of blue fire regard the Pathfinders coldly

Villan Monologue

Spoiler:

A sibilant hissing voice sings in their heads. “Hsss Mamallsss, I should thank you, though I hast slept for Millennia, thou hast hastened my Awakening. The Guardian, would taketh the sacrifices from the Boggards who lived near here, and This temple, with its “tentacles” which reach onto the Ethereal plane, would draw the life energy of the released spirits into this throne, this egg of hibernation. And slowly, slowly, I accumulated life energy, life energy to awake me from my hibernation Torpor. When you denied the Guardian his sacrifice, he went mad and began eating the boggard tribe. The sudden rush of life energy from their spirits have awakened me, and given me power. Although I haven’t regained my entire power, I have power sufficient to put you in your proper place, as slaves to mee hssss”

Damiel coments " hm the guardian must be the Froghemouth"


Encounter 6
Snakes why does it have to be snakes?
Spoiler:

Round 1

Initiative

27 Serpantfolk casts Mirror Image. He creates 6 images

23 Porthos shoots 1d20+8+1 point blank shot=21 vs ac 18 hit
Roll to see if Porthos hits Figment or Serpent folk: 1d8-1 1=Serpant folk. Rolled 3-1=2 hit a figment. Now there are 5 figments

17 Damiel throws an acid bomb 1d20+5+1 point blank shot=13 vs. touch ac 15 miss (one of the figments is destroyed by a near miss) Miss roll for splash weapon 7. Serpent folk reflex save 1d20+9=26 vs. dc 15 damage 3 points acid damage

14 Allesandra Casts Protection from Evil on herself.

8 Harsk Charges in with his great axe and swings at the Serpent folk
1d20+7=25 vs. ac 18 Hit Mirror image roll= 1d6-1=1 (1 hits serpent folk)
Hit Dmg (1d12+3x3)=10 to serpant folk (39 hps-10=29hps)

Round 2
Initiative

27 Serpant folk casts blur. He has 4 mirror image figments left

23 uses move action to reload Porthos shoots 1d20+8+1 point blank shot=27 vs. ac 18 hit Blurr miss chance 20% rolled 99.
Roll to see if Porthos hits Figment or Serpent folk: 1d6-1=4 1=Serpent folk. Rolled 3-1=2 hit a figment. Now there are 3 figments

17 Damiel throws an acid bomb 1d20+5+1 point blank shot=21 vs. touch ac 15 hit, Blurr miss chance 20% rolled 9 so it’s a miss. Miss roll for splash weapon 7. Serpent folk reflex save 1d20+9=10 vs. dc 15 damage 5 points acid damage (29-5 acid damage=24 hps)

14 Allesandra Casts Protection from Evil on Damiel

8 Harsk swings with his great axe and swings at the Serpent folk
1d20+7=rolled 20 possible crit. Confirmation roll 1d20+7=19 vs. ac 18 Hit. Blurr miss chance: 20% rolled 97. Hit Mirror image roll= 1d4=1 (1 hits serpent folk)
Hit Dmg (1d12+3x3)=critical hit= 3d12+9=24 to serpent folk (24 hps-24=0 hps) the serpent folk is staggered.

Round 3
Initiative

27 Serpent folk takes a 5’ step away from Harsk, casts Suggestion DC 16 on Harsk. Harsk rolls 1d20+4 +2 vs. spells spell like abilities=11 fails
Telepathically “ Harsk why don’t you go out and play, I’m sure you would like to Kill boggards much more then me.”

23 uses move action to reload Porthos shoots 1d20+8+1 point blank shot=16 vs. ac 18 hit Blurr miss chance 20% rolled 85.
Roll to see if Porthos hits Figment or Serpent folk: 1d4=1 (there are three figments 1= hit Serpent folk) DMG: 8 points. Porthos kills the Serpent folk.

With the death of the Serpent folk, the suggestion snaps from Harsk’s mind


Comments on Encounter 6

Porthos did all right; he did some good damage, and got the kill shot.

Harsk got lucky rolls, and he chopped up the serpent folk. I think he wants a new pair of boots.

Damiel did damage with his bombs even when they missed.

Allesandra proved very useful with her spells.

The party finds lots of gold gems and magical items, which they loot. They take everything that isn’t nailed down.

When they leave the Temple of the frog, they find the Boggard tribe gone. (They think it was eaten by the Froghemouth) which fortunately is seen swimming away down the river.

Our intrepid pathfinders make it back to Eledeer with little difficulty. They present their findings to Finze Bellaugh and he is quite happy with their finds. In the mean time Venture Captain FInze Bellaugh has been able to get Kyra Raised from the dead, courtesy of her own temple of sarenrae. He was also able to cast 4 break enchantment spells, to free his other pathfinders. He then rubs his hands together ‘ how about the Bandu hills?”
…but that is a story for another time.

All good things, Story and play tests, must come to an end, and so “Porthos has been Sargavaed “ now comes to an end. I hope everyone enjoyed the story, and found the play test useful. I shall post my thoughts on the Gunslinger soon.

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