GM Fnord's PFS First Steps (Inactive)

Game Master Aoth Anskuld


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Silver Crusade

F Human Cleric/1

I don't think the Pathfinder's kit is going to be as useful this time round, so I'll pick up a Spelunker's Kit (Pathfinder Campaign Setting: Pathfinder Society Field Guide page 47). I've deducted the gold from my character sheet. I feel a bit spendy, but money almost literally falls from the sky in PFS. Am also going to review my prepared spells and adjust accordingly for what I've heard awaits us.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Before heading up to bed, Jake gets Talhaearn's attention again.

Talhaearn:
There are many ways to serve the faction, beyond aspiring to the level of an Eagle Knight. Your skills would certainly be put to good use for the cause of Freedom, I'm sure. Think on it, friend.

Grand Lodge

Jake:
I will definitely think on it my friend. Good night.

Tal wanders about the festival a bit more until things completely wind down and then heads back to his room to get some sleep. Long day tomorrow...


You find travel to the site to be arduous; the terrain is rocky and marred with the scars of millennia of wars, making it thirsty work for you to get to your destination, but you encounter no resistance. Your directions lead you to a small gully.

At the end of the gully, about fifteen feet above the ground on a cliff face, is an ancient, ironbound door. Its wood is dried and cracked. Directly in front of the door is a steep slope of rubble and dust-crusted debris that, as luck would have, provides a path - albeit a rough and difficult one - right up to the door.

MAP

The areas of flat rock (in the southwest) are wind-blown pillars of sandstone standing 10 feet off the ground. The walls of the canyon are 20 feet tall. Climbing the trash pile to the door requires a climb check to treat the hill as difficult terrain, which you can take 10 on if you're not hurrying or fighting.

Feel free to rearrange your tiles as you describe your actions.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory moves slowly towards the rubble so he is ready to help others up while he provides cover with his longbow.
"Careful everyone, watch for an ambush."
Per 1d20 + 8 ⇒ (2) + 8 = 10 +2 stone

Silver Crusade

F Human Cleric/1

Readying her scimitar and shield, Tiann moves to back up Jory, looking for anything that won't welcome the party.

Aye, we can't be too careful here. We've got a vague idea of what to expect, but that's no reason to get careless.

Perception: 1d20 + 4 ⇒ (19) + 4 = 23


Tiann:
You hear something moving around on top of the cliff, above the door, but the source of the noise is out of sight.

Silver Crusade

F Human Cleric/1

Squinting at something she can't see, Tiann motions towards the top of the cliff. Then, quietly:

There's something moving above the door that I can't see. I'm not sure what it is, either. I think we should send someone quiet and stealthy up to see if we can find out what sort of company we have. Despite addressing the group, her glance falls on Talhaearn.

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak looks at the door, then at the path ahead, and suddenly regrets the thick new armor that covers his stout form. He shrugs to himself and walks around the base of the trash pile; looking for any characteristic of the pile that may escape non-dwarf eyes, like potential pitfalls or traps.

Perception (stonecunning)1d20 + 6 ⇒ (20) + 6 = 26

Grand Lodge

Quiet and stealthy. Well Jory's small but he makes a lot of noise. Ice is kind of soft spoken but...oh wait. She means me!

Drawing his rapier, Tal tries to remain unseen as he moves closer to the door. He looks where Tiann has pointed to see if he can make out who or what is above the door.

Stealth 1d20 + 7 ⇒ (7) + 7 = 14

Perception 1d20 + 10 ⇒ (3) + 10 = 13


Karzak also hears the noises above the door, but Tal does not.

---

Perception:
Ice Glen Inlet: 1d20 + 4 ⇒ (15) + 4 = 19 (low-light)
Tiann Ceriagh'u: 1d20 + 4 ⇒ (18) + 4 = 22
Jory Redcap: 1d20 + 8 ⇒ (16) + 8 = 24 (+2 vs stonework, auto)
Talhaearn: 1d20 + 10 ⇒ (9) + 10 = 19 (low light)
Jake Hargrove: 1d20 ⇒ 19
Karzak: 1d20 + 4 ⇒ (5) + 4 = 9 (darkvision 60')

Everyone except Karzak sees a figure scrambling across the cliff top, before it jumps down, and can act as soon as it hits the ground.

"How long will it take you all to cure, I wonder? You seem so full of life, and I am oh so hungry."

The creature looks at you all, and recognizes Jake's faction insignia. Her head jerks, and her expression softens as the foulness drains from her eyes somewhat. She straightens from her crouch, and calls out to you.

"Friends, it is I, Maurit Zergo, a Pathfinder as well, even in this horrid form. I can help you, if you will take the help of someone as damned as I." She almost seems normal for a second, but soon shambles back to her crooked slouch.

Those trained in Knowledge(religion) can roll, and anybody can roll sense motive.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory bows to the polite shambling, crouching zombie man and sweeps off his hat.
sense motive1d20 + 8 ⇒ (16) + 8 = 24

Grand Lodge

Sense Motive1d20 + 1 ⇒ (19) + 1 = 20

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Jake steps up next to Talhaearn. (somebody please move me - I can't at work.)

Hello Maurit, what has placed you in such a form?

Grand Lodge

Jake:
She seems like a normal person one moment and completely inhuman the very next. Doing the right thing may be tougher than I thought.

Silver Crusade

F Human Cleric/1

Gonna be a bit restricted in posting for a day and a half or so.

Not paying attention to the creature's words for now, Tiann tries to identify what it is.

Knowledge: Religion 1d20 + 4 ⇒ (6) + 4 = 10


Tiann:
You can't really figure out her nature.

Jory, Tal:
Maurit is serious about both her hunger and her desire to help fellow Pathfinders. She leaps back and forth between the two extremes with head-twitching spasms. For now, the Pathfinder side of Maurit seems to take control for longer periods than the other side of her personality.

Addressing Jake, Maurit says, "I was brutally attacked by some kind of monster within the keep, which ran off following the rest of my team when they fled, and hasn't returned. I've been suffering a terrible fever since the attack."

"Are you here to seek treasure in the keep? I have explored some of it, and can help make your trip safer. There are dangerous creatures and other hazards to be wary of."

Grand Lodge

Jory:
Do you still have pen and paper?

I would be curious to learn what you know about the keep...perhaps you can draw us map? We may have paper and a pen to help that cause.

Tiann & Jake:
I don't entirely trust her...but she does still seem to have some humanity. I fear you two may have more expertise in things such as this; so I will do whatever you deem is best...should it comes to that.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

"Excellent idea Tal." He talks to Maurit as he show him his stack of quality papers. "This is Tal and Tiann at the Pathfinder Ball in the Snapdragon district. Notice their dress, it is the new standard for elegant Pathfinder apprentices everywhere." Jory puts that paper on the bottom of the stack and hands the next paper to Maurit. "Here is a blank piece of paper with a quill and ink. If you can draw us a map we would really appreciate it. Maybe if we can kill the beast that got you, you will be free."

Grand Lodge

Tal looks at Jory's drawing and becomes flustered by how brash his attire looked. He may have to attempt to purchase the drawing from Jory in order to destroy it so that no one else can lay eyes upon it. A brooding half elf has a reputation to uphold after all.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Jake turns to Tal and the others, and speaks low so that maurit cannot hear.

Tal, if she leaps too far to the side of being a monster, then Maurit is truly a slave to the beast, and it must be terminated. While she still has free will, we should use her. I am confident that we will know when she is beyond our help.

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak eyes the creature warily, his hands never straying from his Earthbreaker. He watches for the slightest hint of aggression as Jory and Tal work out the map-making.


Maurit seems almost giddy that she is offered a chance to help. "Ah, yes, that will do nicely!" She begins sketching a map. "I must warn you, strange creatures stray into the ruin from a deep well, and a second well seems to be haunted. I will mark the location of the wells and where the kobolds and their leader lair, and places where there are large numbers of Kelish papers."

I'll put together a map sketch that she provides you and post it tonight, it's not super important yet.

She pauses for a moment after completing the map. "I have also found another way into the ruins, a secret entrance that leads through a cave that leads directly into this area here." She indicates a room in the northwest corner of the map.

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak forces an appreciative nod at the assistance. What kinda leader runs this kobold rabble? And...haunted how? Like the spooky type or tha' eatcha' type?


"The one leading the band of kobolds is actually not a kobold, he is some kind of color changing humanoid I haven't identified. Very odd that the kobolds would be following someone not of their own kind. As for the haunted well...it is a horrifying thing, making a dreadful howl, and the kobolds speak of it calling people to their deaths. They won't even enter the room where it is."


Maurit's Map

(real map: here)

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak nods at the map and points to the secret cave. Guess ya' should be leadin' us there, then.


"It's only about a five minute hike from here, but the terrain is pretty rough. Be careful. You can either go in that back way or just use the front door here, I've gone in and out of both several times."

She leads you to the cave entrance, if that's how you wish to proceed.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

"Thank you for helping with the map--we need to go in the back way."

Grand Lodge

Talhaearn grips his rapier tightly.

I'm starting to get really nervous about this...she could be being helpful or she could be leading us straight into an ambush. Tiann seems to have a good sense about these things; and Jake's loyalty to the Anodorans would cause him to strike her down should she become a threat.

Tal moves closer to Jake while Jory occupies Maurit's attention.

Jake:
What's your feeling in this? She seems to be trying to be helpful but she could also turn on us at any moment. If we're going to "free her soul" I'd prefer to do so before she attempts to rob us of ours.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Tal:
Like I said, she seems human enough now, but if there is a shift, i will be ready to act.

Jake draws his Greatsword.


If nobody from the party starts a fight before you get to the cave entrance, Maurit finishes leading you to the entrance and says, "Here's the cave. Personally I'd use the front door, but this is your mission now, not mine, and I have not exactly had great success here."

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory does a quick doubletake, "Why not, what is so difficult about this way?"


"It's just harder to get to, and if you're trying to explore the entire keep, it seems like it wouldn't really matter which area you start in, so you may as well go in the easier to access door. We're already here though, so I guess the same reasoning applies in reverse!"

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Do the kobolds have this entrance watched? If they do...do they even know about t'other one?


"I don't think the kobolds are watching either entrance, but I haven't exactly been trying to follow them around."

Grand Lodge

Male Elf Wizard - 1

We thank you for your help, will you be accompanying us inside?

Ice stays in the back, wondering if he knows anything Maurit...

some sort of knowledge check?


"No, I will wait outside and accompany you back to the Lodge when you're done, I am not willing to face the keep again."

Knowledge(religion) is the only thing useful.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory unslings his bow. "Tal, you ready to go in with your work clothes on."

Jory begins to move carefully and quietly scanning the area for threats. He approaches then enters the ruins.
Perception/Stealth 1d20 + 8 ⇒ (8) + 8 = 161d20 + 8 ⇒ (16) + 8 = 24

Grand Lodge

Tal is stunned when he realizes he is still gripping the hilt of his rapier as if his life depends on it. Come to think of it, it probably does.

Tal chuckles at Jory's question. Heh...that broke the tension somewhat. He scans the area, wary of what the group may be walking into.

Perception 1d20 + 10 ⇒ (12) + 10 = 22

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak lets the majority of the group pass by him before continuing, knowing that he, in his heavy metal armor, would probably be loud enough to destroy any of the more nimble of the group's attempts at stealth.

He eyes Maurit the entire time, as if waiting for the creature to take a bite out of one of their group.

Perception1d20 + 4 ⇒ (7) + 4 = 11

Grand Lodge

Male Elf Wizard - 1

Ice takes up his position in the middle of the group

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Jake follows Tal in.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory realizes, in his eagerness, he is not in his assigned spot and quickly joins the orderly 2 by 3 formation as planned.

I am working on my patience.


MAP

Go ahead and place yourselves near the entrance to room 5, where the cave comes in.

The floors are dingy slate tile. The walls were once plastered and painted, featuring occasional sections of mosaic tiles. There are no sources of light inside here. The ceiling in this room is twenty feet high. At one time, the ceiling was plastered and painted with mosaics just like the walls; much of that decoration has fallen off and now litters the floor.

A rough stone tunnel enters from the northwest, where you came from. A pile of bones rests just inside the room. The room primarily seems to be the route by which creatures come and go from the dungeon.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Can we get some light in here, please?

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak snorts. Aye, someone get the gig human some light so that he doesn't lop off ma' 'ead with that sword of his.

he stomps over to examine the pile of bones, searching for anything of use. Perception1d20 + 4 ⇒ (8) + 4 = 12

Silver Crusade

F Human Cleric/1

I definitely don't trust this Maurit individual. Not sure what happened to her, but she doesn't look... natural.

Long-overdue sense motive check:
Sense Motive: 1d20 + 4 ⇒ (16) + 4 = 20

Grinning at Karzak and Jake, Tiann takes the miner's lantern from her pack and lights it. Not wanting to be surprised, she readies her shield and rapier, carrying the lantern with her shield hand. Following Karzak in, she takes a look around.

Perception: 1d20 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Tal sometimes takes it for granted that his elven heritage gives him an advantage in lowlight situations. He follows Tiann into the room...rapier in hand.

Grand Lodge

Male Elf Wizard - 1

Ice will cast light on Tal's rapier before he gets out of touch range.

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