Your Character is the End Boss!


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The Exchange 3/5

nosig wrote:
"Your Character is the End Boss!" - ok, what Tier are we at?

Yin and Arca could probably hold their own against tier 12-13 PCs. Optional Hard Mode is he casts Signifiers Rally for 3 more allies to even the numbers a bit. Anyone playing Baba Yaga's Bright Morning and Red Sun out there to aid me when the society comes knocking?

1/5

The heroes burst into the tavern, completely surprising the bleary-eyed figured slumped in the corner. As the giant Shoanti lunges, the madman has time to scream "Share my nightmares", nothing more.

The barbarian pounces, slices, and in seconds dices. The villain has only a moment to gasp out his final words before being reduced to sushi.

"Bloody slumber hex never works...."

Grand Lodge 3/5

Surprised:
A tall, slightly overweight taldan man smiles as the party holding an artifact. "I see that you have caught up with me. I do say that it has been quite the venture playing cat and mouse with you all. I do say though, that although you have caught up, can you catch me?" he asks as he starts to float.

Prepared:
There hangs an eerie silence as the pathfinders enter the large domed chamber, where in the center lays an empty alter.

Before Combat:
Morrin starts with 5 points of burn, and 2 points in his internal buffer.
If he knows the party is coming, he drinks his CL 6 potion of Barkskin, uses his wand of shield, drinks a troll oil, potion of blur, and douses himself in oil of silence before turning invisible.

Combat:
The man will target casters first as he knows his weaknesses better than most. Using Foe Throw, and Steal maneuvers, tries to disable casters first, not wanting to kill any former allies. Once down to half health, he will use his abilities to their fullest extent if necessary.

For Martial characters, he will disarm, trip, and use his electric blast to hit touch AC. Preferably, use his wall infusion to potentially separate martial from casters.

If it deems to be a losing fight, Morrin will turn invisible and look for someone with a handy haversack, and place his portable hole into it using his telekinetic abilities.

Notes:
25% Negate Critical/Sneak Attack
25% Negate Negative Levels
56 Temporary Hit Points
75 Non Lethal Damage
Aborb 10 Negetive/Positive Energy
Air Bubble
Darkvision 60'
Elemental Overflow +4 (+2 Str, +2 Con, +4 Dex)
Feather Fall
Fly
Force Ward

Grand Lodge 4/5 5/5 * Venture-Captain, Mississippi–Hattiesburg

Lord Smudge, Trollbreaker (Sorcerer 12, Orc Bloodline)

Known as one of the most feared half-orcs on Avistan (+42 Intimidate), Lord Smudge’s veins are swollen with ferocious orcish blood, granting him arcane powers beyond the most powerful of orc shamans. Wielding his magical great-axe, Man-Cleaver, Smudge has finally conquered a number of orcish tribes and united them under his Tribe Trollbreaker banner.


Final Battle:
(In Rough Hewn Stone “Throne Room”)

Before Combat Smudge wears a goz mask and always has life bubble (24 hrs), false life (12 hrs) and protection from arrows (12 hrs) cast on himself. If Smudge knows opponents are close, he will use Power of the Giants at that time and sit on his throne (rather than the second round of battle).

During Combat Smudge casts cloudkill around him. Next round he uses Power of the Giants (which he received early thanks to the robe of arcane heritage) and grows to large-size, concealed by the cloud. He then casts transformation in the next round as the cloud rolls away from him. His opponents rush forward, expecting to overwhelm a simple sorcerer but are greeted by a giant “raging” half-orc with a large-sized human-bane great-axe (3d6+30 something damage) with 3 attacks a round plus tusked bite and reach IN A CLOUDKILL. At this point his Intimidate skill is over +50 thanks to Intimidating Prowess and opponents are subject to be shaken for a long, long time with his Power Attack + Cornugon Smash combination.

Morale If opponents manage to survive the 12 round duration of transformation, Smudge casts wall of fire (fire changed to acid if needed by an elemental metamagic rod of acid) between him and his opponents. He then uses vanish to make his getaway and plot revenge on those bold enough to overthrow him.

Grand Lodge 4/5 5/5 * Venture-Captain, Mississippi–Hattiesburg

Venture-Captain Sir Danaris Redfeather, Knight Captain (Musket Master 5, Steel Falcon 5, Huntmaster 4)

One of the most famous Andoren snipers has gone rogue. After a successful career in the Andoran military, Danaris has become disillusioned with the corruption of the country he has done so much for. He has made a list of individuals he feels are responsible for the state of his beloved nation and word has it that the list includes fellow Andoren military officer (and Pathfinder) Colson Maldris.

The Decemvirate has tasked the players with protecting Maldris. They have also lent you a junior Pathfinder by the name of Lady Redfalcon, a young masked Tien woman accompanied by a lyrakien, who also seems to know quite a bit about Redfeather.

Encounter A:
While in Maldris’ office in Almas, players must secure the building by constructing and modifying aspects of the building to protect Maldris from sniper fire. Defensive points help to determine how many shots get through. The lower the score, Maldris killed, scenario over. The higher the score, Lady Redfalcon is instead killed. Once she is killed a magical aura dissipates and instead reveals a teenage boy that closely resembles Redfeather. Lady Redfalcon (magical child vigilante 8) is revealed to be Redfeather’s son, Adrian.

Encounter B:
After determining that the sniper shots did not come from a nearby rooftop but from Redfeather’s flying ship, the Shooting Star, silently hovering in the clouds some four hundred feet above the city. The players must get to the flying ship to bring Redfeather to justice, but must fight a horde of loyal halflings bent on using dirty tricks and repositioning and his first mate, Agrador, himself a famous privateer.

Encounter C:
The players find Redfeather in the captain’s quarters pacing and raving madly and crying uncontrollably. Players should realize that he was looking through the sight on his musket that fired the shot that killed his own son. Recognizing them as Pathfinders, he sneers, “Now I know what must be done.”

He pulls a lever that separates the dirigible from the hull and uses the sudden acceleration and confusion to escape by activating a teleportation device. Players must decide how they are to escape the plummeting ship and save as much of Almas as possible. But, where did Danaris go?

That’s for Part 2. (I love two-parters!)

Sovereign Court

A silver clad elf bedecked in gold Taldan insignia's laughs amongst his friends at a card table. Seeing the approaching party he calls out, "that took you long enough. Here I'll deal you in."

He flicks cards onto empty spaces around the table.

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