GM Giuseppe's Pathfinder Society Core Campaign [SEASON 1] (Inactive)

Game Master Giuseppe Capriati

Current Scenario: The Devil We Know, Part III: Crypt of Fools

Completed Scenarios: The Devil We Know, Part I: Shipyard Rats, The Devil We Know, Part II: Cassomir's Locker

Maps: GM Giuseppe's PFS Core Campaign Online Maps

Tracking Document: GM Giuseppe's PFS Core Campaign Tracking Document

List of planned scenarios: [+]


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Liberty's Edge

NG Male Human (Galtan) Bard 1 | HP 10/10 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +1, CMD 13 | Fort. +2, Ref. +4, Will +2 | Init. +2 | Perc. +4, Sense Motive +5 | Speed 30ft | Performance: 8/8 | Spells: 1st 3/3 | Active conditions: None | Arrows: 9/10; silver: 5/5; cold iron: 10/10

Perception: 1d20 + 4 ⇒ (15) + 4 = 19 Aldus is totally on to y'all

Aldus nods at Dolgarth's comments. "I appreciate your honesty, Dolgarth. Though I willingly signed up for this…organisation within the Society, loyalty towards my comrades trumps any petty faction politics, the Galtan says. He puts his hand over the insignia on his arm and speaks in a solemn voice "I promise that if one of these letters ever puts me at odds with our mission or you, I will burn it."

When Nebraska changes the subject, Aldus replies "Both are important, though healing seems a bit more generally useful. I guess it all depends on how much money we will get from the lodge. A fine bow would certainly be nice to have."

Liberty's Edge

Male Half-Elf Cleric of Cayden Cailean 2 | HP 19/19 | AC 17/10/16 | CMD | F +5, R +0, W +6 (+2 vs. enchantments, +2 vs. charms/compulsions) | Init +0 | Perc. +5 (low-light), Sense Motive +3 | Speed 30 ft | Active conditions:

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Dolgarth nods and puts his hand over his heart in agreement to Aldus's pledge. He then downs the rest of the tea, pulls out Luscilia's flail, and deftly flicks it end over end through the air to grab it by the ball. "I could use a bow too, just in case, but it's too bad I'll have to turn this in. I might buy it back, should I get enough from this mission."

"And I agree, I will never put the needs of any Qadiran pasha or trade prince above those of my team."

Especially now that it doesn't affect our prestige gains and have to cause infighting amongst groups, I suppose :)

The Exchange

CG Female Half-Elf (Qadiran) Rogue 1 | HP: 10/10 | AC 16 : T 12 : F 14 | CMB 0 : CMD 12 | F +2 : R +5 : W +1 | Init: +2 | Perc: +7 (lowlight) : Sense Motive +1 | Speed 30 | Active conditions: Mage Armor (AC 20)

Nebraska does a cat stretch and then moves into upward dog. Her face is bright and elated, "Nothing can break up the Thunderbucket!"

I was thinking we don't need 5 CLW wands, so if others were planning to get one already I would get a Mage Armor wand with PP. It'd save Fiametta some spell slots and me some scrolls down the road, as well as buff whoever needs it in tight spots.

Preliminary purchase list for Nebraska though is:
Hand Crossbow, 100gp
10 Cold Iron Bolts, 2gp
MW Buckler, 155gp
MW Studded Leather Armor, 175gp
Previously purchased Scroll of CLW, 25gp

Liberty's Edge

CG human 2 | AC 18, T 12, FF 16 | 25/25 hp | Fort +5, Ref +5, Will +3 | Init +2 | Percep +3 | CMD 16

Jak, swept up in the moment, raises his own cup, "Friends first!"

He swirls the tea for a second, then shrugs, "And I'd say nothing can sink the Thunderbucket." He grins, "Meaning I say we go the ship route. It's just got a certain ... style, don't you think?"

I'll most likely pick up some armor in the short term, a Wand of CLW (cause I can cast from it and it increases my team usefulness immensely), and possibly some form of ranged combat option.


Council of Thieves Maps

Now that the Pathfinders are comfortably sitting on the leather sofas of the lodge, and with Mrs. Abbott's tea relaxing their nerves even more, their minds go back to what the released prisoners of the Cult of Nature's Cataclysm said. They told tales of dark- or gray-skinned humanoids with enormous gray eyes who came frequently to negotiate with Dalirio before buying a handful of captives and taking them from the room, an account confirmed by the Pathfinder Society agent Cestis.

Knowledge (local) check (Aldus): 1d20 + 5 ⇒ (19) + 5 = 24
Knowledge (local) check (Jakwin): 1d20 + 5 ⇒ (19) + 5 = 24

Thinking back to the description given by the prisoners about the dark- or gray-skinned humanoids with enormous gray eyes, both Aldus and Jawkin identify the creatures as derros.

Aldus and Jawkin:
Though derros dwell deep under most of the surface world's cities, very few know of the sadistic creatures' existence. Descended from mysterious fey that once dwelt deep underground, the derros lust for the comforts of the surface, yet the light of the sun causes them to blister, burn, and die. Derros often abduct surface dwellers to perform hideous experiments on them in their never-ending quest to divine what protects those who dwell above from the burning death, yet the intrinsic madness that plagues all derros dooms these experiments to failure every time. In the end, traumatized victims are returned to their homes, memories not quite completely wiped of their ordeal, to live the rest of their lives in vague fear of a nightmare they can't quite recall.

A typical derro fights with a short sword or a repeating light crossbow with plenty of poison bolts. Some derros also carry an aklys—a hooked throwing club attached to a 20-foot-long cord. This cord limits the club's range, but allows the derro to retrieve it after it has been thrown.

Derro leaders are typically sorcerers, although they also make excellent rogues. Many derros wield strange and unusual weapons like hooked polearms, eerie whistling aklyses, long hollow spears that can be filled with toxins, or crystalline throwing wedges that shatter on impact to create horrific bleeding wounds.

A derro stands 3 feet tall and weighs 70 pounds.

Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

Special attacks sneak attack +1d6.

Spell-like abilities At will—darkness, ghost sound; 1/day—daze, sound burst.

In the meantime, the conversation between Cestis and Venture-Captain Themis seems to have ended, judging by the sound of approaching steps from the hallway.

The Exchange

CG Female Half-Elf (Qadiran) Rogue 1 | HP: 10/10 | AC 16 : T 12 : F 14 | CMB 0 : CMD 12 | F +2 : R +5 : W +1 | Init: +2 | Perc: +7 (lowlight) : Sense Motive +1 | Speed 30 | Active conditions: Mage Armor (AC 20)

"I can get onboard with the boat idea." Nebraska seems almost a little too pleased with her pun.

With the sound of steps Nebraska stops stretching and stands up off the floor. "I hope we're about to find out what Cestis and the VC were chatting about. There is definitely more than enough weird stuff going here and I doubt our actions today were sufficient to stop an ashamed noble house aiming to bring down Taldor.." She looks around at the others as she trails off in her brief synopsis of the story they learned, trying to judge what details tug at whom the most.

Liberty's Edge

NG Male Human (Galtan) Bard 1 | HP 10/10 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +1, CMD 13 | Fort. +2, Ref. +4, Will +2 | Init. +2 | Perc. +4, Sense Motive +5 | Speed 30ft | Performance: 8/8 | Spells: 1st 3/3 | Active conditions: None | Arrows: 9/10; silver: 5/5; cold iron: 10/10

Aldus ignores the stabbing pain from Nebraska's joke and agrees "I'm also keen on the floating Thunderbucket. Could certainly help with moving around for our assignments."

After the rogue comments on their recently completed mission, he replies "Then again, I am not sure the Society would intervene, when you put it like that. Bickering between noble houses is internal politics." He sucks his teeth, pensive "Then again, this whole cult business points to something much bigger than disgruntled aristocrats. And now this mention of the derros…we might need to stockpile on antitoxins if we are required to investigate further. They like to coat their weapons with poison, if memory serves me right."

Aldus' preliminary list would be:
Darkwood shortbow (350gp)
cold iron dagger (4gp)
club (blunt damage)
sling (ranged blunt)
10 sling bullets
20 cold iron arrows (2gp)
20 silver arrows (41gp)
acid (10gp)
alchemist's fire (20gp)
CLW scroll (25gp, bought and used midgame)

Most of the ammo would go on the sack which norgy (or a kind volunteer in case we are in a more traditional dungeon) would carry and I would refill between encounters to keep a light load.


Council of Thieves Maps

Venture-Captain Hestia Themis joins the Pathfinders in the common room, where they’re enjoying some rest and engaging in relaxing chat. “An excellent work”. The Venture-Captain is holding a stack of paperwork held together by a twine in her hands. “Considering this was your very first assignment, I’m impressed. And I’m also glad to see that you seem to get along pretty well with each other.” An assistant, a teenager lad with wavy black hairs and olive skin, takes the pile of paperwork from Hestia, bows and leaves the common room as quickly as he came.

You are probably eager to learn your next assignment, isn’t it?” The Venture-Captain looks at the Pathfinders with kind eyes. “Well, I will summon you as soon as I will have something for you. It’s unlikely you will be receiving another mission here in Cassomir, but I know there are several pending assignments in Absalom. If you will be deemed suitable for the task, the Society will let me know, so that I can inform you. In the meantime, I encourage you to rest and take a little time off. Cassomir is an interesting city―not the most beautiful one, but it has its attractions.”

A servant enters the common room, bringing a silver plate with several glasses of wine on it, and offers a glass to each of the Pathfinders. Venture-Captain Themis takes a glass of wine as well. “Now our assessors will catalog what you have brought back to the lodge and attend to your payment. We have a wide selection of adventuring gear here at the lodge, and I would prefer you to buy your equipment here rather than in the market, for obvious reasons of privacy. I’m sure you will find everything you need at the lodge.” Venture-Captain Themis takes a sip from her glass of wine and gives you a large smile. “You are welcome to stay here for the next weeks. Our lodge provides free room and board to Pathfinder Society members. Talk with Mrs. Abbott upstairs, and she will find a proper accommodation for each of you.

Hestia Themis takes another sip from her glass. “Now, before you go, please follow my in my office so that we can start the debriefing.”

The Pathfinder follows the Venture-Captain, who leads them into a large room whose walls are almost entirely covered by bookshelves. A large, blackwood table sits in the center of the room, and six, old-fashioned chairs upholstered with purple velvet are in front of it. The Venture-Captain sits behind the desk, which is filled by piles of paperworks, and waits for the Pathfinders to take a seat as well. “Very well, let’s start our debriefing. So, according to your report you have found Cestis in an underground room accessed through a trapdoor in the Naval Shipyards, right? The man who was holding him prisoner along with other Cassomirites answered to the name of Dalirio Teppish, and he was responsible for the kidnappings at the relic auctions. From what I understand, this Dalirio Teppish got together a dark cult of worshipers of Groetus, the God of End Times, including local druids and hired muscles. The druids had giant-sized rats an animal companions, which is an odd choice, but not so much after one considers that rat-shaped chalk drawing you’ve found in the cult’s lair. Rats seems like a recurrent theme, we must keep it in mind.

Hestia fiddles with a hourglass-shaped paperweight on her desk, but looks the Pathfinder right in their eyes as she speaks. “I have already sent a letter to the local authorities containing the information about the Cult of Nature’s Cataclysm you have uncovered. Moving to another topic, even though related to the cult, according to your report you fought several cultists on the Prancing Prince, a vessel the cult was using to store shackled slaves in the hope of selling them soon. There you have dealt with one Luscilia Ismacco, a priestess of Groetus who had a zombie at her side. You managed to defeat and question her, and she revealed you many useful information, some of which we already discussed. Among other things, she revealed you Dalirio’s deranged plan to bring destruction to Taldor, his allegiance to Groetus and his collaboration with strange creatures of the Darklands. The freed prisoners in the cult’s lair confirmed Luscilia’s account, and according to their tales of dark- or gray-skinned humanoids with enormous gray eyes who came frequently to negotiate with Dalirio before buying a handful of captives, you have hypothesized that these creatures may be derros. We don’t have any clue to prove this hypothesis, but I do agree with you on this point, for what it’s worth”.

At this point in the debriefing, the Venture-Captain stops fiddling with her paperweight and takes on a mischievous expression. “You have also freed the Aspis Consortium agent Kafar, as I had told you to do, along with several other wealthy Cassomirites taken from the relics auction.

Venture-Captain Themis stands up abruptly and looks each of the Pathinder in the eyes. “Very well. I’m very satisfied with your work, especially since this was your very first assignment, and hence I will send a commendation to Absalom along with the full report of your mission.” Hestia claps her hands. “Debrief is over now, you can go. And don’t get into trouble or I’ll turn that commendation into a complaint before you can say ’sorry‘!
__________________________________________
OK everyone, this was not a necessary post, and definitely not one you will find in most of PFS games on these boards, but I believe we need to recapitulate the events and create some interesting interludes as we play in order to link the scenarios together and ensure our campaign is coherent and enjoyable. This is, among other things, something which differentiates our game from other, traditional scenarios played here on the boards.

As far as your posts are concerned, I expect a post from each of you within the deadline, which I will set for tomorrow morning. This way, you will have a whole day to finalize your purchases before we move on to the next scenario. In your next post, I ask you to describe how does your character spends the two days following the conclusion of the scenario―although Venture-Captain Themis told you that you would be waiting for at least one week, her plans are going to be changed soon. Be as descriptive as you see fit in your post, and if your need any information on Cassomir, please ask to me in the Discussion Thread. The posts must be self-contained, in the sense that they shall not contain any hook nor imply any answers from other players, NPCs or the GM.

As I asked yesterday, I need each of you to fill a Google Doc I’m working on, containing the items and/or services you buy/sell after the scenario, so that I can start working on the next chronicles in advance. Please check the Discussion Thread for additional details.

Liberty's Edge

CG human 2 | AC 18, T 12, FF 16 | 25/25 hp | Fort +5, Ref +5, Will +3 | Init +2 | Percep +3 | CMD 16

Day Job, Perform (Sing): 1d20 + 6 ⇒ (6) + 6 = 12; additional 5gp.

Purchases noted on the shared google doc. :)

Jak stands and shakes the VC’s hand, giving her his winningest smile before exiting her office. There’s a definite bounce in his step, some combination go the glowing debrief and the prospect of a week off to spend spend their winnings.

After a quick search for—and discussion with—Mrs. Abbott, as well as a stop in at the lodge’s armory, Jak’s gear is mostly stowed in his new temporary room, and he seems ready to hit the town. He pats at his fine new chain shirt as he meets up with whichever group members are willing to go out with him. ”New duds. A pocket-full of coin. Now THIS is the way to hit the town.”

He sweeps a grandiose bow to his teammates and holds the door for them. ”Our fans await.” As he heads out, giving Norgy (who mostly ignores him) a wide birth, he gives the city around them an all-encompassing nod, ”It seems that we ought to go see about the details of buying ships. The Thunderbucket is going to need a lot of work, and that means playing a lot of gigs to hire some help to do said work.”

He winks, ”Cause I sure as the hells are hot am not going to do the work myself.”

Unless the crew has something specific we want to accomplish, Jak will spend the week looking for singing gigs in town. Gotta make some money (Day Job), make a name for himself, and begin the work of scrounging the (fake) moolah necessary to buy our Thunderbucket. :D

The Exchange

CG Female Half-Elf (Qadiran) Rogue 1 | HP: 10/10 | AC 16 : T 12 : F 14 | CMB 0 : CMD 12 | F +2 : R +5 : W +1 | Init: +2 | Perc: +7 (lowlight) : Sense Motive +1 | Speed 30 | Active conditions: Mage Armor (AC 20)

Nebraska is proud of the praise from the VC. She enjoys the wine and listen intently, 'Absalom..' The cities name has a romantic sound in her head. 'Is my adventurous life as a Pathfinder really getting underway? Are we to be whisked away and represent the Society so soon?! I'm sure we're ready, if they think we are, everyone seems to be honest and capable people. It would be hard to fully turn my back on this city though, there is too much unanswered still. These are good people here, they don't deserve a Cult tearing down their lives. I guess we'll see... so what can I do on these days off?.. without getting into trouble..'

Upon leaving the VC's office Nebraska will joke around with anyone choses to hangout as well, talking with Mrs. Abbott about a room before heading off.

Nebraska Jones' Day Off:
The next day, after a fun and eyeopening evening of seeing the nightlife with Jak, Nebraska risks her life retrieving her adventuring pack from Norgy. The event is a long shadow boxing duel that draws a moderate crowd, Nebraska reaching in and Norgy clamping his teeth down just a hair's width away. The dance of fools continues for minutes until Nebraska feints low and then dives over the Mule, snagging her pack as she tumbles away. Luckily the hell-beast is tied up and pulled to a stop before he can bite her on the back. "Always a pleasure Norgy!" she winks and blows a kiss as the irritated creature as the crowd gives light applause.

Once in her room she lays gear out, inspecting it and cleaning when necessary. As she combs over her armor she remembers being dropped while inside the ship. 'I may have underestimated this job, this just won't do. I need a ranged option as well.' Thoughts of the undead that wouldn't, well, un-die, roll through her head next. 'And that one, it was resistant. I need Cold Iron, Silver, and other weapons for other armors... A tool for any situation.' Nebraska then repacks everything but her armor so she is ready at a moments notice. Heading to the Lodge equipment store.

She finds much better leather armor, studded in fact, that still doesn't impede her movements and pairs it nicely with a buckler that is designed to be strapped to her arm and perfectly out of the way. Feeling a bit safer she peruses a the small basic arms and picks out a silver dagger and a cold iron kunai. Behind the counter she sees a hand crossbow. Initially she had been planning to just throw knives, but this, this beautiful machine. 'It's sort of light, but sneaky, concealable, yeeesss.' The contraption feels good in her hands. Seeing a wide assortment of bolts for the device, Nebraska has the clerk pull out a set of both cold iron and silver as well.

Nebraska spends the most time at the books of loose scrolls and shelves of wands. The Wizard watching over them doesn't let her touch most, as he has a fine eye for the rookie look of her, but he is willing enough to entertain her enthusiastic questions. After she tells him the story of their mission he gets a good laugh and almost seems endeared to her. Nebraska doesn't know if it was her charm, the wizards nostalgia, or the amount of things she was purchasing, but the Wizard added a wand of Mage Armor to her things saying 'First one's on the society, stay safe out there.' 2 PP She thanks both the clerks and promises to stop by on her days off to chat and keep them company.

Returning to her room Nebraska repacks her pack again and then collapses onto her bed still exhausted from fighting and staying up late.

The majority of her days off are spent exploring the city and meeting as many people as she can while volunteering her services in the name of the Pathfinder Society. Nebraska makes a effort to help people with the mundane tasks of life such as carrying objects, loading carts, and mediating disagreements. Whenever Jak or Aldus had a performance or speech of some kind she'd attend and support them from the crowd. Her routine consists of morning training, daily visits to the guys in the Lodge equipment store and to the docks, and then evening training. At the docks she checks to see if any boats had come in and picks the sailor's minds on things they'd need for the Thunderbucket. The whole venture has her captivated. Such possibilities, such adventure that can be had on the seas with a traveling Bar and Dance Club!

Updated the Google doc and profile as well!

Liberty's Edge

CG human 2 | AC 18, T 12, FF 16 | 25/25 hp | Fort +5, Ref +5, Will +3 | Init +2 | Percep +3 | CMD 16

Day Job Roll for Scenario 2:
Perform: Sing: 1d20 + 6 ⇒ (14) + 6 = 20; +20gp

Liberty's Edge

NG Male Human (Galtan) Bard 1 | HP 10/10 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +1, CMD 13 | Fort. +2, Ref. +4, Will +2 | Init. +2 | Perc. +4, Sense Motive +5 | Speed 30ft | Performance: 8/8 | Spells: 1st 3/3 | Active conditions: None | Arrows: 9/10; silver: 5/5; cold iron: 10/10

Once they have been debriefed, Aldus remains in the room for a bit, thinking and relaxing. When he hears the poor Mrs. Abbott discussing with Jak, he jolts upright and goes to his room.

Aldus goes out of his way to take as much weight as possible out of Mrs. Abbott's shoulders. At first entering the armoury more out of curiosity than actually thinking about buying anything, he is smitten by a fine darkwood bow, spartan in its lack of ornamentation but lighter and easier to handle than his current weapon of choice. He ends up spending the bigger chunk of his just earnt money to buy it and some extra arrows that might come in handy in their next mission. He stoves everything in his room, together with the equipment Norgy was carrying and then joins Jak "Gods, after today, I am surely eager to getting a pint or two…I owe you a pint, Jak, by the way!" He says in a cheery mood. Once in the tavern, the bard challenges the group for a Galtan drinking game, which he is happy to play alone if no one else is interested. He struggles to follow what the group is going on about Thunderbucket after the first handful of pints, but is eager to agree with everything he doesn't understand. At a certain point his merriment turns sour as he starts to name some of the villagers from his hometown.

Aldus' days off:

The following day, his hangover is rendered less debilitating by finding that a package from Woodsedge had arrived. In it, there was a small note 'Was going through some stuff in the armoury and found these things from when I was a young'un like you! Hope all is fine amongst all them stuffy nobles, dearest "scion of the revolution". C.O.', together with a simple baton exactly like the ones carried by garrison guards in the south of his country and a wand with a Galtan scenery sculpted in the wood; putting it against the sun, Aldus sees small flashes of light cursing through the lines of the scenery. He smiles at Carvidius' gifts and puts both baton and wand on his belt.

Day job, Perform(oratory): 1d20 + 8 ⇒ (15) + 8 = 23 20gp
Day job, Perform(oratory): 1d20 + 8 ⇒ (1) + 8 = 9 1gp

Most of the day is dedicated to going to the town square and telling tales of the suffering of peasants in pre-revolutionary Galt. He manages to put up a nice enough performance and by the end of the day racks up a bit of extra money. Surprisingly enough, in telling the stories he also gets a few new ideas on how to circumvent some of his difficulties in the battles of the previous day.

The rest of his time is used around the lodge's library, scouring it for new works of poetry and literature. And eschewing, for now, ideologues.

Updated google docs with day job money, exchanged feats, changed one of my spells from CLW to disguise self and updated Aldus' profile

Liberty's Edge

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Male Half-Elf Cleric of Cayden Cailean 2 | HP 19/19 | AC 17/10/16 | CMD | F +5, R +0, W +6 (+2 vs. enchantments, +2 vs. charms/compulsions) | Init +0 | Perc. +5 (low-light), Sense Motive +3 | Speed 30 ft | Active conditions:

Dolgarth grins at the VC's praise, downing his own wine and potentially another one glass that remains unclaimed by his fellows, should any decline. "Looks as if this is the start of a grand adventure and music career," he declares proudly. "I hope we get assigned to the same team again, I think it's usually based on picking up whoever's available from the nearest Lodge." With that, he retires to his room to drop off most of his weapons and adventuring gear, although he brings some for his night on the town with Jak, Aldus, Nebraska, and Fiametta, should she decide to accompany them. He happily participates in the drinking game.

Dolgarth's Days Off:
Dolgarth wakes up with a slight headache, in a vacant room in the Lodge that is not his. How he got in without a key is beyond him, but he shakes his head to clear it and trudges to his own room. In it he finds two packages: One containing his earnings, and one from the Heidmarch Manor Lodge. He marvels for a few minutes at the magnitude of the paycheck, as it was likely more than many a commoner made in a lifetime, although there was plenty of life-risking involved. He opens the other package, guessing that it is probably from Forlorn, and finds it to be full of small rubies, a blank sheet of paper, and inexplicably, some oats. Upon touching the sheet, it begins to speak in Forlorn's voice, causing the half-elf to fall off of his bed with a resounding crash. By the time he gets back up and shakes his head once more, it is still talking. As goblins are loath to write things down, his mentor must have bewitched the paper.

"...No, I'm not going to write anything down, Mentys! I'm telling you, don't come crying to me when the words take your soul and the thoughts from your head! Now go away, I'm doing something! Anyway," the voice serenely continues, "That was my new apprentice, Mentys. I figured after your first mission I wouldn't see much of you anymore, and this lad has promise. He's from Thuvia, good fighter an' tracker, but he's kind of hopeless when it comes to fighting on a psychological level. Maybe he's just miffed that I accidentally petrified him, and he came out of the cocoon as some sort'a rock-person. I think he was a human before that, I wasn't payin' attention. Everyone on my last mission did that to the next person they touched. We went to a big rock library under Orv, to find the old Master of Spells. You heard what happened to the latest one, right? But yeah, that's where I got the oats from. They didn't know where the portal would send us, so there was horses, an' oats for th' horses!"

"The rubies are for Forlorn's Lesson Number Two! I gotta contact at the Cassomir Lodge, talk to them an' they'll know what spell ta cast with those. Be sure to bring something extra for 'em, neither of us work for free! And speaking of, you owe me for the rubies. 5 crowns, 50 sails, 500 shields, 5000 pinch, makes no difference to me!"

The message over, the paper curls up in a small plume of smoke. Smiling blearily, Dolgarth gets his gear together, along with the rubies and the gold, and seeks out Forlorn's contact. He is initially surprised and angry at the effects of the spell, but in the end is quite pleased. He then goes to the armory and purchases some different weapons, as Fiametta suggested. The half-elf spends the rest of the week practicing with his new weapons, reading whatever strikes his fancy in the library, socializing with his fellow Pathfinders, and moonlighting the local taverns when he desires.

Dark Archive

LN Female Human (Chelaxian) Wizard (Enchantress) 1 | HP 8/8 | AC 15 (15 Touch, 14 Flat-Footed) | CMB -1, CMD 10 | Fort. +1, Ref. +1, Will +4 | Init. +1 | Perc. +3, Sense Motive +2 | Speed 30ft | Dazing Touch: 7/7 | Spells: 1st 3/3 | Active conditions: mage armor.

Fort Saves and Day Jobs:

Fort Save 1: 1d20 + 1 ⇒ (3) + 1 = 4
Fort Save 2: 1d20 + 1 ⇒ (16) + 1 = 17
Day Job 1: 1d20 + 6 ⇒ (14) + 6 = 20
Day Job 2: 1d20 + 6 ⇒ (4) + 6 = 10

Fiametta listens intently to the debriefing, nodding at all the right places. "Thank you, ma'am. This mission was quite...involved. I wonder if they are all so complicated. I took a lot of notes along the way -- I'm hoping to get a chance to study them further and put together an even more comprehensive report." Fiametta coughs three times, then downs the provided wine to clear her throat.

As the evening arrives, Fiametta feels fatigued from the adventures of the day and retires early. When she wakes up in the morning she is quite ill. Annoyed, she spends the entire next day resting, trying to work on her reports, but unable to concentrate -- all the sentences blur. When she still feels ill the next morning, she asks at the Lodge for help from one of the priests they keep on staff.

Cure Disease: 1d20 + 5 ⇒ (5) + 5 = 10

But even magical healing did not end the disease, though it did clear her head enough for her to work on her reports. She spent the day delving into the minutae of their discoveries, and outlined for the Venture Captain several ways that the Pathfinder Society could seek reimbursements from the Cassomiri government for services rendered.That is, her day job.

The rest of her companions went out on the town, but Fiametta begged off, still feeling quite ill, but she had some hope that an additional night's rest might set her right.

Fort Save 3: 1d20 + 1 ⇒ (15) + 1 = 16

Feeling much better upon awakening, she quickly purchases some equipment, in preparation for the next time her services are required.


Council of Thieves Maps

After a few days off, the Pathfinders are all summoned to the Cassomir Lodge by Venture-Captain Themis. As soon as they arrive, they’re given directions to the Venture-Captain’s office. Inside they find Hestia Themis, a small, dark-haired, and dark-eyed Taldan woman they know pretty well. She’s sitting behind her enormous blackwood desk and clears her throat. “Well met and please accept my apologies for summoning you so soon. I realize that you were enjoying your days off, but something strange happened and you are the only one trust to task this mission with. The matter is very urgent. My friend, the Countess Arieta Patrizia, is dead. She escaped her capture by the fiends who operate beneath Cassomir only to succumb to disease and wounds incured in Cassomir’s disgusting sewers. Ordinarily, this would be a matter for the Taldan authorities, but Arieta came to me directly after escaping and recounted a story that leads me to the natural conclusion that only the Pathfinder Society can resolve this issue.

Venture-Captain Themis rises and paces back and forth behind her desk. “Arieta told me of an artifact she saw while in captivity below Cassomir. This artifact, called the jet rat, is known to us, but we must confirm that what she saw is indeed true. She claims to have seen it transform normal rats into something bigger, more vile and mean. If that’s true, the artifact she saw down there is old, evil, and should be stored safely in the vaults beneath the Grand Lodge in Absalom where we can study, catalog, and examine it. Worse, she claims to have seen this object in the hands of the derros, vile Darklands creatures that we have long suspected are responsible for the Cassomir kidnappings and that you have identified as allies of the Cult of Nature’s Cataclysm. I have a map here that shows the location of the sewer grate Arieta was dropped through when she was kidnapped. She could not, due to her illness, recall much about how she got to the location where they kept her in captivity, but she knows where they dropped her into the sewers and you’ll find that location on this map.

Venture-Captain Themis stops pacing and eyes you across her desk. “Bring me back this artifact—if you happen to free a few captured Taldans along the way, that’s good news, but the artifact is your mission. Any questions?

Liberty's Edge

CG human 2 | AC 18, T 12, FF 16 | 25/25 hp | Fort +5, Ref +5, Will +3 | Init +2 | Percep +3 | CMD 16

Jak slouches through the briefing, doing his best to listen to the Venture Captain through the cotton that seems to be filling his head. Another day of warning would have been nice, if for no other reason than to sleep off too much ale and tavern-crawling.

Despite the lingering headache, he does his best to focus on any information he may have ever heard about this jet rat or recent local events that might be helpful.

Not sure what rolls might be appropriate, so I’ll do a few…

Does Jak know anything more about the jet rat?
Know (history/Arcana): 1d20 + 1 ⇒ (20) + 1 = 21; +4 if History is appropriate.
.
Does Jak know anything of recent events that may be helpful?
Know (Local): 1d20 + 5 ⇒ (12) + 5 = 17

"So," Jak mumbles, rubbing his temples, "we have a sewer crawl. I can create my own light, but do we need to do anything to be ready for filth and sickness?"

The Exchange

CG Female Half-Elf (Qadiran) Rogue 1 | HP: 10/10 | AC 16 : T 12 : F 14 | CMB 0 : CMD 12 | F +2 : R +5 : W +1 | Init: +2 | Perc: +7 (lowlight) : Sense Motive +1 | Speed 30 | Active conditions: Mage Armor (AC 20)

Nebraska can't help but feel a little bad about the woman that died. 'We were just late then..damn. Next time..' She takes notes as Themis outlines the events leading up to this mission.

When Themis is done Nebraska speaks up, "Sorry for your loss, VC. I'm with Jak, sounds pretty gross. Do you know if it's flooded down there or if there's usually a pathway through it?" Turning to the others Nebraska casually bites her finger while in thought, "I have some climbing equipment in case there's a collapse or a missing ladder. Some chalk too so we shouldn't get lost."

Rolling this just in case as well, perhaps Nebs knows of some tricks when it comes to sewers?
Knowledge(Dungeoneering): 1d20 + 4 ⇒ (10) + 4 = 14

Dark Archive

LN Female Human (Chelaxian) Wizard (Enchantress) 1 | HP 8/8 | AC 15 (15 Touch, 14 Flat-Footed) | CMB -1, CMD 10 | Fort. +1, Ref. +1, Will +4 | Init. +1 | Perc. +3, Sense Motive +2 | Speed 30ft | Dazing Touch: 7/7 | Spells: 1st 3/3 | Active conditions: mage armor.

Fiametta listens to Venture-Captain Hestis as she explains the mission. When she describes the Countess' fate, she turns pale, as she suddenly realizes how close she herself came to death.

"Having just recovered from that same illness," she tells the Venture-Captain, "I can say it was unusually virulent. Not even the priests you have on staff were able to cure it. I'm sorry we didn't realize she'd been stricken. You'll want to be sure," she adds, "to burn her clothes and bedding."

She ponders the rest of the information. "I don't believe I have ever encountered these 'derro'. What can you tell us about them? And what do you know about the artifact we seek, the jet rat?"

"I have a lantern and some rope," she tells the team, "but that is the extent of my spelunking gear."

Liberty's Edge

NG Male Human (Galtan) Bard 1 | HP 10/10 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +1, CMD 13 | Fort. +2, Ref. +4, Will +2 | Init. +2 | Perc. +4, Sense Motive +5 | Speed 30ft | Performance: 8/8 | Spells: 1st 3/3 | Active conditions: None | Arrows: 9/10; silver: 5/5; cold iron: 10/10

Aldus had his eyes closed for most of the time Hestis spoke. He reopens them upon hearing Jak's question, searching in his mind for anything he remembered about the artefact or Cassomir's sewers.

Knowledge(local): 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge(history): 1d20 + 1 ⇒ (13) + 1 = 14 feel free to use this roll for a more adequate knowledge skill, they are all +1 besides local, which I rolled separately

"My condolences, Venture-Captain," the Galtan says with a heartfelt bow. "Was your late friend targeted specifically or was she one amongst the many victims of the mass kidnappings?"

When Fiametta asks about the artefact, he nods and says "I echo Fiametta's question, What do we know about this artefact? Do we know what it might look like? And how it might have gotten here?"

"Fiametta, if memory serves me right the derros are short and insane Darklands dwellers who die when exposed to the sun, but somehow long for its light at the same time. They are usually concerned with kidnapping surface dwellers to experiment on us and see if they can discover how we survive the light that burns them to death. Besides whatever sickness we may find in the sewers, we'll also have to watch out for poison," Aldus tells his companion. Everyone, feel free to check this spoiler for more specific information on derros.


Council of Thieves Maps

Jakwin does not know anything more about the jet rat, nor does he know any recent event linked to the mission, apart from what he has learned together with his fellow Pathfinders while fighting the Cult of Nature's Cataclysm. "Sewer filth and deriving diseases are threats to be reckoned with", agrees Venture-Captain Themis, "But there's no general advice I can give you but to bring a healer's kit with you, unless you can afford some scrolls to remove diseases of course. Oh, and...well, it might sound trivial, but...avoid the murky water running through the sewers."

Turning to Nebraska, the Venture-Captain squints in concentration. "As far as we know, the Cassomir sewers are actually the third incarnation of a sewer system beneath Cassomir. As the newest, the current Cassomir Sewers are large, vaulted affairs with tile ceilings, brick walls, stone walkways, and make-shift wooden bridges. We sent several Pathfinders down there in the past, and from their reports we know that the sewers are not totally flooded. They function just as like any other sewer system on Golarion, I suppose, with side walkways and all. At nearly every sewer junction, as far as we know, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage."

Then the Venture-Captain gives a long, quizzical look at Fiammetta. "Girl, where were you while your fellow Pathfinders told you about the derros?" Hestia's harsh gaze turns from Fiammetta to Aldus and Jakwin. "Because you've told your peers about derros, don't you?"

The Exchange

CG Female Half-Elf (Qadiran) Rogue 1 | HP: 10/10 | AC 16 : T 12 : F 14 | CMB 0 : CMD 12 | F +2 : R +5 : W +1 | Init: +2 | Perc: +7 (lowlight) : Sense Motive +1 | Speed 30 | Active conditions: Mage Armor (AC 20)

Nebraska nods in agreement as the Venture-Captain confirms what she suspected. At the scolding of Fiammetta, Nebraska blushes, 'Oh crap, there had already been several pints before Aldus and Jak launched into that story. What a dizzying night, was Fiammetta even there? Or still there? Ugh, I'm glad I don't drink often. I don't know how those guys do it."

"I believe Fiametta was recuperating during that discussion. Our mistake, we'll fill her in first thing VC!" Nebraska hits a cheery tone and gives the Chelaxian enchantress a wink.

An honest bluff to help a friend: 1d20 + 4 ⇒ (13) + 4 = 17

Liberty's Edge

CG human 2 | AC 18, T 12, FF 16 | 25/25 hp | Fort +5, Ref +5, Will +3 | Init +2 | Percep +3 | CMD 16

Jak scowls at the VC’s scrutiny, but it's clear he's caught off-guard. ”I thought we talked about all that.”

Mostly, I didn’t know it would be relevant (as it came in the last post of the Scenario), and then Giuseppe had the VC basically reveal all the spoilers info in our debrief, anyway. I can be more diligent about revealing spoilers in the future.

”So,we have light. I don’t really know how to protect us against disease and poison.”

He looks over at the VC, ”Any idea how deep and expansive our trip is going to be? I mean, should we be looking into rations and camping gear?”

Liberty's Edge

NG Male Human (Galtan) Bard 1 | HP 10/10 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +1, CMD 13 | Fort. +2, Ref. +4, Will +2 | Init. +2 | Perc. +4, Sense Motive +5 | Speed 30ft | Performance: 8/8 | Spells: 1st 3/3 | Active conditions: None | Arrows: 9/10; silver: 5/5; cold iron: 10/10

Aldus remains impassive under the gaze of the Venture-Captain. After Nebraska speaks, he concurs "Unfortunately, it is as Nebraska says. Fiametta had already taken ill when we first discussed this."

Bluff (assist Nebraska): 1d20 + 8 ⇒ (8) + 8 = 16

He turns to his companions "I'm pretty much the same as Jak: I can generate some light, but other than that nothing that is special for a trip to the sewers."


Council of Thieves Maps
Jakwin Howell wrote:
”Any idea how deep and expansive our trip is going to be? I mean, should we be looking into rations and camping gear?”

Venture-Captain Themis shakes her head. "As you've personally experienced during your first mission, there's no way to know where the trail of clues leads a Pathfinder. In these cases, I'm used to recommend the same old principle: better safe than sorry. If you bring more gear than you need, you can always save it for later or drop it somewhere. But if you don't bring something and you end up needing it, there's nothing you can do about it, sometimes."

The Venture-Captain then clears her throat. "As for the artifact...I don't have all the wealth of information you're looking for, unfortunately. All I know is that the artifact is not unknown to the Society and that judging by the accounts we have, it seems to be capable of turning normal rats into bigger and far more vicious ones."

When it's finally clear that the group has no more questions to ask, Venture-Captain Themis nods at you and bids you farewell. "Good luck, Pathfinders! Come back alive...and with the artifact. Now go!"

---

Following the map provided by Venture-Captain Themis, the Pathfinders reach the sewer grate marked on the map. Once they open it, they can see the room below.

Murky puddles dot the tile floor below, which gently slopes toward the room’s center where some of the puddles are very slowly draining into a large, 10-foot-by-10-foot drain. Thick, sticky webs cover most of the corners of the room, and several large vermin appear to be caught in the webs. The sound of running water can be heard to the north.

Map updated.

DC 15 Perception check followed by a DC 15 Knowledge (nature) check:
Among the dire rat corpses in the webs is the bloodless corpse of a derro.

This room is completely dark, though since it's morning, if you leave the grate above open, this room has dim illumination. The ceilings here are 20 feet tall, so it’ll require a rope, ladder, or a good Acrobatics check to get down into the room without getting hurt.
______________________________
Please position your icons on the map as soon as you get down into the room.

Liberty's Edge

NG Male Human (Galtan) Bard 1 | HP 10/10 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +1, CMD 13 | Fort. +2, Ref. +4, Will +2 | Init. +2 | Perc. +4, Sense Motive +5 | Speed 30ft | Performance: 8/8 | Spells: 1st 3/3 | Active conditions: None | Arrows: 9/10; silver: 5/5; cold iron: 10/10

Aldus salutes Hestia and leaves with his companions. With Jak's help he finishes briefing Fiametta on derros and then asks the group "Should we go there directly or does anyone need to pass by the armoury before we move forward?" He grabs his gear and gives Jak the old puppy eyes: "Do you have any space left on you? There's some extra ammo here, but I'm at my limit of things I can carry without it getting in my way."

---

"Well, this looks and smells amazing. Let me get some light inside," the Galtan says. He grabs a pebble from the ground and slathers it with a substance he produced from his belt pouch. After a quick whispered word the pebble lights up and Aldus throws it inside the room, taking care so it doesn't fall on the drain.

Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Knowledge(nature): 1d20 + 1 ⇒ (17) + 1 = 18

With both sunlight and the magic light he produced, Aldus looks inside and frowns. "A lot of rat corpses stuck in that web and…hmmm…there's a derro as well. Looks dry, almost desiccated," he sucks his teeth, "not a good sign, is it? Anyone got a rope?"

Liberty's Edge

Male Half-Elf Cleric of Cayden Cailean 2 | HP 19/19 | AC 17/10/16 | CMD | F +5, R +0, W +6 (+2 vs. enchantments, +2 vs. charms/compulsions) | Init +0 | Perc. +5 (low-light), Sense Motive +3 | Speed 30 ft | Active conditions:

During the Briefing:
Dolgarth seems a bit reserved and tired, answering questions and responding a few seconds late, if at all, as if hungover. He mumbles slightly and inclines his head after the VC remarks about her loss, but perks up a bit when the talk turns to equipment. "I bought some nice things from the armory after the last mission. A climber's kit, complete with crampons, pitons, some extra rope...this one elixir-" he pulls out a vial of what looks like liquified chalk "-they called it an antitoxin, said it would help one's immune system against poisons. I don't know if it would apply to diseases. They also said it would taste exactly the way it looked, so I don't fancy needing to use it."

The half-elf continues cataloguing his finds, until most of his backpack is empty and he realizes he's still in a previously immaculate office. "Here's something called a thunderstone, makes a lot of noise, some axes made of cold iron and silver, a potion that makes the drinker much bigger..." At that moment, the realization kicks in. "Oh. Um, sorry. I also found a fun way to generate powerfully magical light...but perhaps the Venture-Captain would prefer I didn't show anyone in her office? It doesn't actually set anything on fire!"

At the sewer grate, Dolgarth replies to Aldus, "I can carry some more ammo for you. I bought a new set of armor, lighter n' stronger than the old one. I've also got rope." And with that, he is already pulling the rope out of his pack, as well as some implements to better climbing. "Better some derro than us, if nothing else. Although if these giant webs lead to giant spiders, I may not consider this a good start to the mission."

Liberty's Edge

CG human 2 | AC 18, T 12, FF 16 | 25/25 hp | Fort +5, Ref +5, Will +3 | Init +2 | Percep +3 | CMD 16

Jak will pick up an Antitoxin from the Lodge before we head out, as well.

Jak helps distribute Aldus's arrows between himself and Dolgarth, "Share the load, right?"

Then he considers the room. "How about you gear up for the descent, Dolgarth. Then we can wrap the rope around your waist and I'll lower you down." He shrugs, "That way, you can hit the ground ready for trouble while I figure out how to get the rest of the group down there to you. I figure Aldus and Fiametta can cover you when we figure out the rest of the descent."

He touches the center of Aldus's shield and whispers it to arcane light (casting Light on Dolgarth's shield) then looks around at the team. "Sound like a plan?"

Liberty's Edge

Male Half-Elf Cleric of Cayden Cailean 2 | HP 19/19 | AC 17/10/16 | CMD | F +5, R +0, W +6 (+2 vs. enchantments, +2 vs. charms/compulsions) | Init +0 | Perc. +5 (low-light), Sense Motive +3 | Speed 30 ft | Active conditions:

"Sounds good to me," Dolgarth replies, taking out his flail and laying it on the ground. "No need for more light, though, I have it covered." With that, he takes off his bandana and fastens it securely over his mouth, as he has done before. However, he also adjusts his tunic slightly, and it can be noted that the bandana and the shirt are now connected by a thin cord. While before, they had exhibited a barely perceivable glow, the scarf and the sleeves of the tunic now radiate large flames, soundless and heatless. Altogether, it gives the half-elf an almost fiendish look.

Kind of like this, but with a flaming bandana as well as arms

"Forlorn's Lesson Number Two: A fight not fought is a fight won. Actually, I think he got it from a book of Society maxims, but it still applies. The way he likes to do it is usually through deception or by looking as intimidating as possible. I like it. It suits me, I'd say. Practical, and very nice-looking." Explanations out of the way, he picks up his flail and shield, securing the rope around his waist. "Ready?"

Dark Archive

LN Female Human (Chelaxian) Wizard (Enchantress) 1 | HP 8/8 | AC 15 (15 Touch, 14 Flat-Footed) | CMB -1, CMD 10 | Fort. +1, Ref. +1, Will +4 | Init. +1 | Perc. +3, Sense Motive +2 | Speed 30ft | Dazing Touch: 7/7 | Spells: 1st 3/3 | Active conditions: mage armor.

At the briefing:
Fiametta turns pale as she is upbraided by the Venture Captain. "I don't -- I mean, I guess -- I'm afraid I have no memory of that discussion. I'm so sorry. Let me check my notes." She pulls a folder out of her satchel and starts to sort through the hand-written pages. "No...no...nothing there...I'll try to pay better attention in the future, Venture-Captain." Crestfallen, she scarcely hears Nebraska and Aldus cover for her, though she is grateful for their efforts. She passes the rest of the briefing in embarassed silence.

Fiametta passes the walk to the sewer in silence, still a little winded from her illness. As her companions discusses their preparation, she offers a quick prayer to Asmodeus to keep her safe from further illness or poison.

Once there, she nods at Jakwin's words. "Yes, I can watch through the trap door and be prepared to back Dolgarth up."

She smiles as the flames surround the fighter's hands, and nods her approval. A proper Asmodean display, though it's probably better I don't tell him that. "Be careful on the way down, Dol."

The Exchange

CG Female Half-Elf (Qadiran) Rogue 1 | HP: 10/10 | AC 16 : T 12 : F 14 | CMB 0 : CMD 12 | F +2 : R +5 : W +1 | Init: +2 | Perc: +7 (lowlight) : Sense Motive +1 | Speed 30 | Active conditions: Mage Armor (AC 20)

Nebraska takes off her backpack, "I have some climbing gear too. This opening looks big enough for two to rapell down doesn't it?" She pulls out her rope and holds it up, "And it's always nice to have someone watching your back when you're surrounded by drained corpses." she adds with a contradicting brightness.

If the response is favorable Nebraska will tie up the second rope, suggesting her or Jak accompany Dolgarth. Being more than happy to volunteer, she'll leave her backpack up top for the time being. If Jak goes she'll prepare her hand crossbow ahead of time.


Council of Thieves Maps

Dolgarth safely lands in the room below and sees that the room is connected to a large, vaulted sewer hallway to the north. As planned, Jawkin, Aldus and Nebraska follow him using the rope, but before Fiammetta can join her allies, something strange happens.

▁▁▁▁▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ SURPRISE ROUND ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Dolgarth and Nebraska notice a giant spider 20 feet off the ground in the northwest corner of the room, hiding in his webs.

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: light (Aldus, Jawkin, 9 minutes remaining)

Nebraska (Conditions: none; Status: 10/10 hp)
Jakwin (Conditions: none; Status: 14/14 hp)
Aldus (Conditions: none; Status: 10/10 hp)
Giant spider (Conditions: none; Status: ? hp)
Fiammetta (Conditions:none; Status: 8/8 hp)
Dolgarth (Conditions: none; Status: 13/13 hp)
______________________________________________________
Only Nebraska and Dolgarth act in the surprise round! Remember: standard or move action only.

Deadline: 9:30 P.M. GMT +1 (12:30 A.M. PST).

GM Rolls:

--- PERCEPTION CHECKS ---

Aldus: 1d20 + 4 ⇒ (12) + 4 = 16
Dolgarth: 1d20 + 7 ⇒ (16) + 7 = 23
Jawkin: 1d20 + 3 ⇒ (9) + 3 = 12
Nebraska: 1d20 + 7 ⇒ (15) + 7 = 22

--- INITIATIVE CHECKS ---

Aldus: 1d20 + 2 ⇒ (17) + 2 = 19
Dolgarth: 1d20 + 3 ⇒ (4) + 3 = 7
Fiammetta: 1d20 + 1 ⇒ (12) + 1 = 13
Jawkin: 1d20 + 6 ⇒ (13) + 6 = 19
Nebraska: 1d20 + 2 ⇒ (20) + 2 = 22

Giant spider: 1d20 - 1 ⇒ (16) - 1 = 15

The Exchange

CG Female Half-Elf (Qadiran) Rogue 1 | HP: 10/10 | AC 16 : T 12 : F 14 | CMB 0 : CMD 12 | F +2 : R +5 : W +1 | Init: +2 | Perc: +7 (lowlight) : Sense Motive +1 | Speed 30 | Active conditions: Mage Armor (AC 20)

Nebraska takes in a breath and holds it. They knew going in that something like this was lurking below, but seeing such a spider was a different story than imagining one. With her quick reflexes, Nebraska draws her rapier.

Move, draw rapier.

Liberty's Edge

Male Half-Elf Cleric of Cayden Cailean 2 | HP 19/19 | AC 17/10/16 | CMD | F +5, R +0, W +6 (+2 vs. enchantments, +2 vs. charms/compulsions) | Init +0 | Perc. +5 (low-light), Sense Motive +3 | Speed 30 ft | Active conditions:

Weapons already drawn, Dolgarth rushes up to the spider to engage it in melee. "Giant spiders, because of course it had to be giant spiders..."


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ SURPRISE ROUND ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔▔▔▔▔
While Nebraska draws her rapier, the giant spider throws a web at Jawkin, still unaware of the danger. Fortunately, the spider is not very accurate, and web limps in front of Jawkin without actually hitting him. Right after, Dolgarth sprints forward, but as soon as steps onto the onto the grate his weight causes it to crash into the pit below, taking Dolgarth with it.

Dolgarth falls into a short pit below the grate, taking 6 points of falling damage in process (ouch!). The pit is 10 feet deep, and when he lands, Dolgarth is prone.

The Pathfinders have now a chance to retaliate!

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: light (Aldus, Jawkin, 9 minutes remaining)

Nebraska (Conditions: none; Status: 10/10 hp)
Jakwin (Conditions: none; Status: 14/14 hp)
Aldus (Conditions: none; Status: 10/10 hp)
Giant spider (Conditions: none; Status: ? hp)
Fiammetta (Conditions:none; Status: 8/8 hp)
Dolgarth (Conditions: prone; Status: 7/13 hp)
______________________________________________________
Deadline: 10:00 A.M. GMT +1 (01:00 A.M. PST).

GM Rolls:

--- SPIDER’S ATTACK ---

Web: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9

--- SHORT PIT TRAP ---

Dolgarth’s Reflex save: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d6 ⇒ 6

Dark Archive

LN Female Human (Chelaxian) Wizard (Enchantress) 1 | HP 8/8 | AC 15 (15 Touch, 14 Flat-Footed) | CMB -1, CMD 10 | Fort. +1, Ref. +1, Will +4 | Init. +1 | Perc. +3, Sense Motive +2 | Speed 30ft | Dazing Touch: 7/7 | Spells: 1st 3/3 | Active conditions: mage armor.

Fiametta watches as Dolgarth runs forward after the spider and cringes as he falls into the pit. I guess this is how it starts.

She makes a few arcane gestures, pulling up protective barriers around her, then climbs down into the room.

Standard action: Cast mage armor.
Move action: Climb down.

The Exchange

CG Female Half-Elf (Qadiran) Rogue 1 | HP: 10/10 | AC 16 : T 12 : F 14 | CMB 0 : CMD 12 | F +2 : R +5 : W +1 | Init: +2 | Perc: +7 (lowlight) : Sense Motive +1 | Speed 30 | Active conditions: Mage Armor (AC 20)

The slapstick nature of Dolgarth suddenly falling through the crate made Nebraska instinctively laugh, though she was immediately embarrassed. It was a knee-jerk response to the unexpected event with no intention of ill will, but she wasn't sure how her comrades would perceive it.
"Ha! Um, s&~! Dolgarth are you ok?! Can you get the left Jak?"
She calls out as she runs past the hole. Nebraska stops 5ft from the spider and puts her arms in the air, trying to look as big as she can and yelling at it. "WE EAT BUGS LIKE YOU FOR BREAKFAST!"
'Crap, I should have just assumed danger and used the wand before coming down here. Always the amateur Nebraska..'

Intimidate (Demoralize): 1d20 + 4 ⇒ (3) + 4 = 7

Move: move
Standard: demoralize

Liberty's Edge

CG human 2 | AC 18, T 12, FF 16 | 25/25 hp | Fort +5, Ref +5, Will +3 | Init +2 | Percep +3 | CMD 16

"On it!" Jak responds as his steel hisses from its sheath. He hustles around the pit, stopping just short of the spider, ”Someone help get Dolgarth out of there!”

Standard to draw longsword, then move forward (map updated).

Liberty's Edge

NG Male Human (Galtan) Bard 1 | HP 10/10 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +1, CMD 13 | Fort. +2, Ref. +4, Will +2 | Init. +2 | Perc. +4, Sense Motive +5 | Speed 30ft | Performance: 8/8 | Spells: 1st 3/3 | Active conditions: None | Arrows: 9/10; silver: 5/5; cold iron: 10/10

As Aldus is drawing his bow, he sees Dolgarth going down. The bard jumps forward and looks inside the pit. He yells "Dolgarth, can you climb out on your own?"

Aldus then looks around the room for a moment, smiles and projects his voice so it fills the whole room "Stand up, damned of the Earth! Stand up, prisoners of starvation! Reason thunders in its volcano, this is the eruption of the end. Of the past let us make a clean slate! Pathfinders, stand up and strike true! The world is about to change its foundation. Alone we are nothing, let us be all, together!"

Aldus has no rope on him, so he might need someone to throw him one.
___________________________
5-foot step
move: draw bow
standard: activate inspire courage

Liberty's Edge

Male Half-Elf Cleric of Cayden Cailean 2 | HP 19/19 | AC 17/10/16 | CMD | F +5, R +0, W +6 (+2 vs. enchantments, +2 vs. charms/compulsions) | Init +0 | Perc. +5 (low-light), Sense Motive +3 | Speed 30 ft | Active conditions:

"Ow..." Dolgarth manages, nursing a slightly twisted leg. "Don't worry, I think I can get out! At least I don't have to look at that spider." The half-elf then sets to work painfully getting up, stowing his weapon and shield and pulling out his pitons. 'I probably would have laughed too, if it didn't hurt...'

Move action: Stow combat equipment
Standard action: Draw climbing equipment


Council of Thieves Maps

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⁞⁞⁞⁞ ROUND ❶ ⁞⁞⁞⁞
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Nebraska’s threat seem to have no effect at all on the spider. While Jawkin and Aldus prepare themselves for the battle, the spider climbs down the wall using his webs and attacks Nebraska, but the Qadiran girl steps back and avoids the bite. In the meantime, Fiammetta climbs down in the room and Dolgarth pulls out his climbing equipment.

Dolgarth please remember that you’re still prone and need a move action to stand up.

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: light (Aldus, Jawkin, 9 minutes remaining)

Nebraska (Conditions: none; Status: 10/10 hp)
Jakwin (Conditions: none; Status: 14/14 hp)
Aldus (Conditions: none; Status: 10/10 hp)
Giant spider (Conditions: none; Status: ? hp)
Fiammetta (Conditions:none; Status: 8/8 hp)
Dolgarth (Conditions: prone; Status: 7/13 hp)
______________________________________________________
Deadline: 9:30 P.M. GMT +1 (12:30 A.M. PST).

GM Rolls:

--- SPIDER’S ATTACK ---

Bite attack: 1d20 + 1 ⇒ (2) + 1 = 3
Bite damage: 1d6 ⇒ 1

The Exchange

CG Female Half-Elf (Qadiran) Rogue 1 | HP: 10/10 | AC 16 : T 12 : F 14 | CMB 0 : CMD 12 | F +2 : R +5 : W +1 | Init: +2 | Perc: +7 (lowlight) : Sense Motive +1 | Speed 30 | Active conditions: Mage Armor (AC 20)

Having lured the arachnid down to her, Nebraska tries to steel herself from the grotesque and overly vivid details of a spider this size. She listens to Aldus' words as she stabs into the forest of legs, but fails to glean the necessary insight she needs to harm the creature.

'Remember the last time you tried to be brave? You woke up on the floor with a headache and sea salt pressed into your cheek... it was a pretty wild ride though..' She gets a slight grin as she prepares to parry and challenge the creature again.

Rapier, Inspired: 1d20 + 1 ⇒ (5) + 1 = 6

Liberty's Edge

NG Male Human (Galtan) Bard 1 | HP 10/10 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +1, CMD 13 | Fort. +2, Ref. +4, Will +2 | Init. +2 | Perc. +4, Sense Motive +5 | Speed 30ft | Performance: 8/8 | Spells: 1st 3/3 | Active conditions: None | Arrows: 9/10; silver: 5/5; cold iron: 10/10

Aldus nods at Dolgarth and raises his head to look at the giant spider. He nocks and arrow and releases it.

darkwood bow, inspire, point-blank: 1d20 + 2 + 1 + 1 + 1 ⇒ (2) + 2 + 1 + 1 + 1 = 7
piercing damage, inspire, point-blank: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Oh lord, not again

The flames from the pit giving his face an orange-red tint, he continues reciting: "This is our struggle; let us group together, let us fan our forge ourselves and strike the iron whilst it is hot!"
________________________________
free: maintain inspire
standard: attach spider

Liberty's Edge

CG human 2 | AC 18, T 12, FF 16 | 25/25 hp | Fort +5, Ref +5, Will +3 | Init +2 | Percep +3 | CMD 16

Jak slings his shield into place as he takes a following step. ”I’ll be in flank in a second, Nebs” he grunts as he goes to work with his blade.

Move action to ready shield (AC up to 18), 5’ step into melee, then attack the spider (including Inspire Courage)
longsword: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Dark Archive

LN Female Human (Chelaxian) Wizard (Enchantress) 1 | HP 8/8 | AC 15 (15 Touch, 14 Flat-Footed) | CMB -1, CMD 10 | Fort. +1, Ref. +1, Will +4 | Init. +1 | Perc. +3, Sense Motive +2 | Speed 30ft | Dazing Touch: 7/7 | Spells: 1st 3/3 | Active conditions: mage armor.

Fiametta moves forward around the pit, and gestures at the spider. "If you decide you do need some help, Dolgarth, I do have a rope. But in the meantime I am going to dissolve this spider into a puddle of goo."

Acid Attack: 1d20 + 1 + 1 - 4 ⇒ (5) + 1 + 1 - 4 = 3 vs touch
Acid Damage: 1d3 ⇒ 2

Move Action: Move
Standard Action: Cast acid splash

Liberty's Edge

Male Half-Elf Cleric of Cayden Cailean 2 | HP 19/19 | AC 17/10/16 | CMD | F +5, R +0, W +6 (+2 vs. enchantments, +2 vs. charms/compulsions) | Init +0 | Perc. +5 (low-light), Sense Motive +3 | Speed 30 ft | Active conditions:

"I might, but I'm fine for now. Until then, go ahead and kill that thing!" Dolgarth calls back to Fiametta, standing up and beginning to climb.

Climb: 1d20 + 1 ⇒ (19) + 1 = 20


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❷ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
Nebraska fails to hit the spider, but right after her Jawkin strikes much better, wounding the spider with his sword. Aldus fires his bow while keeping at a safe distance from the arachnid threat, but his aim is poor and the arrow flies high over the target. The spider retaliates immediately, trying to bite Jakwin, but again the many-legged beast has no luck as Jawkin easily steps back and avoids the biting attempt.

Fiammetta sends an acid cloud to the spider, but the mists dissipates well before reaching the target. In the meantime, Dolgarth manages to climb the pit, although without being able to completely get out of the pit. The half-elf is currently half-way through his climb. Having climbed 5 ft up (a quarter of his normal speed) as per the Climb rules.

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: light (Aldus, Jawkin, 9 minutes remaining)

Nebraska (Conditions: none; Status: 10/10 hp)
Jakwin (Conditions: none; Status: 14/14 hp)
Aldus (Conditions: none; Status: 10/10 hp)
Giant spider (Conditions: none; Status: -5 hp)
Fiammetta (Conditions:none; Status: 8/8 hp)
Dolgarth (Conditions: prone; Status: 7/13 hp)
______________________________________________________
Deadline: 10:00 A.M. GMT +1 (01:00 A.M. PST).

GM Rolls:

--- SPIDER’S ATTACK ---

Bite attack: 1d20 + 1 ⇒ (6) + 1 = 7
Bite damage: 1d6 ⇒ 6

Liberty's Edge

CG human 2 | AC 18, T 12, FF 16 | 25/25 hp | Fort +5, Ref +5, Will +3 | Init +2 | Percep +3 | CMD 16

Jak, getting caught up in the thrill of the fight, tries to step in behind the spider to attack. "HA! HAAAA!"

5’ step to flank, then attack (including flank, Inspire)
Longsword: 1d20 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10
damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Unfortunately, his foot slips on some old, crusty webbing, sending his strike wide. 'CRAP!"

The Exchange

CG Female Half-Elf (Qadiran) Rogue 1 | HP: 10/10 | AC 16 : T 12 : F 14 | CMB 0 : CMD 12 | F +2 : R +5 : W +1 | Init: +2 | Perc: +7 (lowlight) : Sense Motive +1 | Speed 30 | Active conditions: Mage Armor (AC 20)

Nebraska takes advantage of the spiders' cornered nature, stabbing at it again.

Rapier, Inspired: 1d20 + 1 ⇒ (14) + 1 = 15
Damage, Inspired: 1d6 + 1 ⇒ (5) + 1 = 6

Liberty's Edge

NG Male Human (Galtan) Bard 1 | HP 10/10 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +1, CMD 13 | Fort. +2, Ref. +4, Will +2 | Init. +2 | Perc. +4, Sense Motive +5 | Speed 30ft | Performance: 8/8 | Spells: 1st 3/3 | Active conditions: None | Arrows: 9/10; silver: 5/5; cold iron: 10/10

Aldus curses at his previous miss and fires another arrow, aiming his arrow at the creature's head.

bow, inspire, point-blank: 1d20 + 5 ⇒ (3) + 5 = 8
piercing damage, inspire, point-blank: 1d6 + 2 ⇒ (4) + 2 = 6

Increasingly frustrated, the bard moves north in hopes of having a better angle. Continuing his performance as he goes along, he darts a quick glance at Dolgarth's progress, assuring that the warrior is almost back into the fray: "There are no supreme saviours. Neither gods, nor emperors, nor nobles. Pathfinders, let us save ourselves: decree the common salvation!"
______________________________
move: move north(?)
standard: attack spider
free: maintain inspire courage

Liberty's Edge

Male Half-Elf Cleric of Cayden Cailean 2 | HP 19/19 | AC 17/10/16 | CMD | F +5, R +0, W +6 (+2 vs. enchantments, +2 vs. charms/compulsions) | Init +0 | Perc. +5 (low-light), Sense Motive +3 | Speed 30 ft | Active conditions:

Dolgarth continues his climb up the side of the pit.

Climb: 1d20 + 1 ⇒ (6) + 1 = 7

Climb (if the first one is unsuccessful): 1d20 + 1 ⇒ (9) + 1 = 10

If Dolgarth fails the first check, he will spend another action to try again. If he falls due the first check, he doesn't fall prone, so he will keep trying.

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