GMEdwin's The Pharoah's Race

Game Master Insnare

A motley group of adventurers fixing to find the pharoah's tomb first.


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Grand Lodge

HP: 17/17, AC/FF/TCH: 14 /10/14, Perception +0, Initiative +2, F/R/W: 4/2/3 | CMD 15 Half-Orc Magus (Kensai) 2

The green one is knocked out cold so we could question him. But I wasn't expecting us to have 2 baddies to question lol


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Alistair walks up to the surrendered enemy. after he dropped his sai. sheathing his scimitar as he approaches.

he looks him stright in the eye he balls his fist you put a hole...no..two holes in my new shirt he says to him and cocks his arm to deck him but instead s swift knee to the groin.

CMB dirty trick to sicken: 1d20 + 7 ⇒ (16) + 7 = 23


Shot Putter Funkmeister

Alistair knees the legionnaire in the groin and he is sickened then Ijen successfully binds the two of them.

I did not expect Ijen to give him the option, by the way I picked a sorceror to join the group, he will probably join shortly.

Are you dopey pathfinders gonna ask us questions or just take cheap shots?


Jaldan and the Scab with a newcomer walk downstairs obviously a little winded.

Jaldan says, We took care of the enemies upstairs and ran into Adruino in the lobby, oh it looks as if Lanfear and Khaldrun have gone. Maybe he can assist you with these prisoners, he is a very persuasive person.


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

A medium-sized brown-haired human arrives clad in some combination of monk robes and leathers. He nods pleasantly at the group and an eyebrow raises as he sees the prisoners. Raising his hands, he mutters a few words and makes some gestures. Casting Charm Person twice at each prisoner, DC19

Stepping forward into the prisoners' line of view he speaks with a voice like eldrtich honey. "Well well sirs, a pleasure. My name is Arduino, the Lesser to distinguish myself from my distinguished father. So- ransacking the Pathfinder Society Lodge, eh, boys? I must admit I am quite impressed. Few have the bravery to brave the unknown of our lodges; we can be a mysterious lot at times. Nature's Spirits I wish I had that kind of strength! There is no shame in capture- none at all. Now!"

Shooting a quick wink at the group, Arduino turns back to the prisoners. "If it were entirely under my purview, I would reward you with work for the Society- or gold at least. Bravery of your sort is to be commended. But sadly it seems my colleagues demand answers before you can be rewarded. Might I know your names, the meanings of your brows and the identities of your masters and their reasons behind sending you here? I promise none of what you divulge will return to their ears; you will bear no dishonour."

Diplomacy: 1d20 + 16 ⇒ (5) + 16 = 21
Bluff: 1d20 + 16 ⇒ (7) + 16 = 23


Shot Putter Funkmeister

One of the legionnaires is still out cold.

Will save 1d20 + 7 ⇒ (17) + 7 = 24, pass He is unaffected by the spell.

Sense Motive 1d20 + 7 ⇒ (3) + 7 = 10

The legionnaire looks at Ardruino and says "Look mac, I wasn't born yesterday, our job was to kill these guys or slow them down after we rescued our colleague from the Lodge. Our masters... Asmodeus, Queen Abrogail.

He then points to the tattoo on his forehead, which is an Asmodeuic rune.


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

I cast it on him twice, could you roll another save?


Shot Putter Funkmeister

Noticing the response of his captive Arduino casts again.

Will save 1d20 + 7 ⇒ (11) + 7 = 18, which he barely fails.

Well, I have already told you who my masters are, however my direct leader is the Paracount. He, however, did not divulge the reasoning behind the assault to me other than to cover something he and another group was doing.

At this point one of the guards from outside runs into the lodge where you are and says, It seems Mistress Lanfear was arrested for thievery on her way outside the gates


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino does not quite manage to restrain a small smile and turns to the group. "Question asked, question answered."


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

During the questioning Alistair checks over his pistols and makes sure they are all loaded as he listens to the answers.

Ahhh the Paracount, I never did trust him since the auction.

Alistair gets up and holsters his pistols and goes to the newcomer.

hello he says offering his hand

Captain Alistair Cooper, Sothis southern Voluteer militia


Shot Putter Funkmeister

Do you have any other questions for the captives?


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

Ijen just watches the interrogation of the legionnaires, "I've just arrived myself, Ijen Harper servant of, well, let's just say 'balance'. Jaldan Kremshar asked that I come by the Lodge and assist with an issue. Looks like his premonition was spot on."


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

The human grips Alistair's hand and nods to him. "Arduino; the Lesser, for when I may be afforded my full title."


Shot Putter Funkmeister

Wow, Jaldan is a woman... What would you like to do next?


Jaldan jumps in I suggest you either go back to the Crook Bearer and get the mask from him nicely or take it from him. The Paracount obviously WILL steal it from him when he finds out who has it. she then turns to the prisoner.

You should probably have asked this question

Where are you supposed to meet up with the Paracount after you successfully complete your mission?


Shot Putter Funkmeister

The prisoner says, They should be at an Oasis in the desert around here and points to a spot on the map. They will be there for two days. It is about a six hour march from here or 3 on horseback.

Grand Lodge

HP: 17/17, AC/FF/TCH: 14 /10/14, Perception +0, Initiative +2, F/R/W: 4/2/3 | CMD 15 Half-Orc Magus (Kensai) 2

Sense motive the prisoners response to see if they really will be at the oasis during the specified time.

1d20 + 6 ⇒ (10) + 6 = 16


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

"I'm open either way, but we need to do something with him. Can't have him running home to mama." Ijen nods to the legionnaire.

"Jaldan, what have you gotten yourself into now? Only reason i came was I just happen to have some free time on my hands." Ijen settles down on a barrel while the interrogation continues.


@ Torsk, You can tell that they believe what they are telling you.

In response to Ijen, Jaldan shrugs it off: Well, Torsk brought in Xaven and that prompted a response, a bit excessive but now that we know they are Chelish, it is not so hard to believe. Mah, All them Northys all look the same to me... Ulfen, Galt whatever... hahaha! Of course, Scepter, overtly being against us. Well, Main thin is getting to the pyramids of Ascension first before whatever their sinister machinations are come to fruition....


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino claps his hands together and nods.

"Well, we need to get to the oasis. I suggest we leave these captives with the remains of the Pathfinders here. They will be angry enough at the sacking of the lodge to prevent them from escaping. For our journey we will need camels, water, food, definitely a guide... even if it is but a six-hour journey, we may need to travel further after meeting them."


Jaldan responds Ok Arduino, that seems like a sound plan, however, I have already prepared the caravan for the trek for the pyramids. You also do not need a guide, You have the brilliant Capt. Cooper to lead you. Right? Just head through the bazar and there you will find a caravan waiting for you. Give the caravan master this scroll and he will let you take the caravan.


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Sorry bout silence no excuses

Cooper spends most of the time tending his wounds not really paying the attention that he should to the conversation. until he hears his name.

Huh? yeah right. he says with a curious grin.

Cooper takes the scroll and leans over to Jaldan you really think I'm Brilliant?

Cooper turns the group alright lets go find this pyramid, Oh and what about that mask?


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino nods. "Hopefully we will find it. In the mean time- onwards!"

He walks to the caravan, aiming to set off.


Shot Putter Funkmeister

Jaldan smiles at Cooper and gives him a quick smirk.

You make your way to the caravan stables at the edge of the city of Sothis just as Jaldan said it would be. Upon reaching the stables a member of the Sothan City Guard approaches Cooper who he recognizes from the militia.

In spite of wearing a police uniform he gives the Captain a snappy salute,
Captain, may I have a word with you, sir?


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

"Another desert trek? Just the opportunity to try a new alchemical paste I've been working on. I call it suncoat."

Ijen follows Arduino.


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Cooper goes over to the guard.

What seems to be the problem?


Shot Putter Funkmeister

The guard looks a bit uncomfortable and says, Well, sir, we are looking for that four-armed woman that was with you yesterday. She seems to be a suspect in a robbery at The Exhibitory last night. You wouldn't happen to know where she is?

This is a plot point that I had talked to her in passing after the visit to the museum and well she disappeared anyway...


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

"Four arms? Shoudln't be that hard to find, not like she can easily hide them..."


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Cooper turns to Ijen

not to worry, I know her, she started working with us, she was pretty adamant about getting this mask from the museum so we made a few inquiries and no luck, now it seems all of us that once had connections there are either missing or finding greener pastures elsewhere

Cooper turns back to the guard I think it best to let us handle it she can be a rather dangerous lot, I've seen her fight

turning to the group If she has stolen the mask she is either working for the Paracount which may be bad, or, she is going after the payramids alone, which is worse, for her.

think we should investigate this first or just head to the pyramids. Thoughts?


Shot Putter Funkmeister

He says to Ijen, You'd be surprised. Most alchemicists seem to grow them...

The guard turns to Cooper,Sir, the city guard's got orders to bring you in for questioning but I believe your story. You should go to try to find the Paracount and let the nonsense blow over here in town. How did you know the mask was stolen?


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Cooper just looks at the guard I didn't until now


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

"hehe, nice one Cooper." Ijen turns to the guard, "anything else you aren't supposed to tell us?"

Ijen mentally reviews her supplies, probably best to plan for a week, maybe two. Never know how these desert treks will play out.


Shot Putter Funkmeister

The guard looks at Ijen and chuckles, I actually didn't have any orders on that subject... he turns back to Cooper Capt., Gods' speed, sir!


Shot Putter Funkmeister

Shall I push it forward?


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

Or look for more reinforcements...


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Lets move on but wondering from the rest, do we want to investigate the mask robbery or just hed out to the pyramids?


Shot Putter Funkmeister

I think a four player group is ok, not to mention when I found Ardruino there wasn't much interest...


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Off to the pyramids!


Shot Putter Funkmeister

Ill move it forward.

The caravan looks ready and fully supplied and the caravan master says, Hello Jaldan has set aside this caravan for your group and we have been waiting two days. Would you like to go to the last reported location of the pyramids of Ascension or some other location?

So to the pyramids straightly or to the location of the Paracount's camp?


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Paracount, the fellow who send those attackers and the fellow we wish to slaughter? Onwards to the paracount!


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

"The paracount does appear to bethe best choice for a lead on the location of the pyramids."

Grand Lodge

HP: 17/17, AC/FF/TCH: 14 /10/14, Perception +0, Initiative +2, F/R/W: 4/2/3 | CMD 15 Half-Orc Magus (Kensai) 2

I would love nothing more then to return the Count's favor and pound him! But that would go against my teachings, so beating him to the pyramids will have to do. Torsk says in a low grumbled voice


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

I believe it best to reach the pyramids, The Paracount will most likely have other on thier way what lies within those Pyramids is what we are really after.

Cooper checks his pistols to ensure working order and loaded then holsters both of them.

we will have to get a closer examination of all the stuff we do have to asertain all we can about the pyramids during the trip. I almost wish Kirsteen was still here she was well versed in deciphering these ancient writings. I can read them but not as well.


Shot Putter Funkmeister

Knowledge Geography or Local DC 15 for Torsk and Cooper, 20 for rest, due to seeing maps in the Museum

Spoiler:
The pyramid complex of the Four Pharaohs of Ascension stands 50 miles southeast of
Sothis, approximately two days’ travel by
camel through the Underdunes.


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

knowledge local: 1d20 + 7 ⇒ (10) + 7 = 17

I remember leading a small patrol tracking some bandits southeast of here we stumbled upon some ruins, but never really explored them. based on what we have found so far and the maps in the museum my guess is that the most likely location of the pyramids we are seeking.

Alistair pulls out a map of the region the carvan most likely would have and indicates the approximate location he remembered. about 2 days travel by camel.

This was the region I found the ruins. might want to be careful that used to be bandit territory years ago


Shot Putter Funkmeister

Selim looks at Cooper and says, Great we will head there now

Your group mounts your camels and see them well burdened with the rations and water to last you in the desert for two weeks.

Everything seems tranquil as you leave the City of Sothis at first following the mighty river Sphinx. After about two hour due south following the river Selim maneuvers the caravan in a more south-easterly direction and after about half an hour all evidence of being near the river is gone.

Shifting sands conceal much from the eyes of man. Winds howling
across the rolling dunes peel back the veil of time to reveal aeonic
ruins or crumbling tombs, long preserved by a shroud of sand. Wrecked
and forbidding, monoliths command attention in many unpredictable locales. Or is it your mind and the heat playing tricks upon you as you travel further and further into the desert.


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

Know:local 1d20 + 3 ⇒ (1) + 3 = 4
]ooc]ride[/ooc] 1d20 + 3 ⇒ (3) + 3 = 6

Ijen listens as the others discuss the probable location. She takes care that her gear is well suited and close at hand as they travel.

She isn't having much fun with her camel, "This accursed beast knows not how to be led!


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Cooper's skill checks hidden to prevent embarassment:

knowledge local: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 add Archaeologist's Luck
survival for desert conditions: 1d20 + 4 ⇒ (6) + 4 = 10
Ride: 1d20 + 4 ⇒ (12) + 4 = 16

Cooper falls back on his camel next to Ijen, speaking calmly and gentle he reaches over to assist her. Easy, on the reigns, they must be coaxed, not driven, much like people Cooper helps her with her camel gently coaxing it to follow the pull of the reigns.

like this he demonstrates for her. smiling at her as she gets the hang of riding the camel.


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino's enthusiasm at delving the ancient and fascinating mysterious depths of the ancients is somewhat diminished by four hours of the camel trying to grind his genitals into his body step by step.

But he continues on nonetheless- stopping occasionally to swear lustily to his newly named camel, 'You Bastard!'

Ride: 1d20 + 4 ⇒ (5) + 4 = 9


Shot Putter Funkmeister

GM rolls

Spoiler:
1d100 ⇒ 87 Initiative: Ijen1d20 + 7 ⇒ (6) + 7 = 13,Torsk 1d20 + 2 ⇒ (18) + 2 = 20, Cooper1d20 + 4 ⇒ (14) + 4 = 18, Arduino1d20 + 3 ⇒ (6) + 3 = 9, Selim1d20 + 4 ⇒ (19) + 4 = 23, Behir 1d20 + 1 ⇒ (2) + 1 = 3

About an hour after breaking camp from eating lunch, a huge, slithering, multilegged blue reptile with a fearsome head crowned with two large, curling horns is moving in your direction with hostile intent.

Selim sees the beast coming in your direction and maneuvers his camel, and quickly knocks and looses an arrow at the beast 1d20 + 10 ⇒ (4) + 10 = 14 missing it by a mile.

Torsk Cooper, Ijen, Ardruino, beast...

Knowledge Arcana DC18

Spoiler:
This huge monster is a behir, a serpentine creature that can slither like a snake or expand its dozen legs to run upon.
DC23
Spoiler:
These creatures have a nasty breath weapon in the form of a bolt of electricity. Much like a snake, they are also capable of oppening their gullets to swallow creatures whole. Though somewhat draconic in appearance, behirs are unrelated to those creatures, and typically speak just the common tongue.
DC28
Spoiler:
Close combat with behirs is inadvisable. As well as a nasty bite, these creatures are natural grapplers, can constrict opponents in the coils of their bodies and can inflict multiple rake attacks on grappled foes with their six pairs of legs.

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