GM Harker's PFS Season 4 Campaign

Game Master Justin L. Warren

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Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Sorry Mel is such a scaredy cat

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan once again taps his reserve of dark to send another volley of missiles at the shambling mound.

"I am with you Vilandil. I have been trying to preserve this place, but I may soon need to be less restrictive with my power." He sends his disembodied voice toward the attacking plants "I don't suppose we could avoid all these hostilities if you apologized? I know I speak for us all that we meant no offense to the Shoanti spirits here. For the record, we did not bring hostilities to this place, we ended them."

Standard to cast Magic Missile at Shambling Mound.

MM: 4d4 + 4 ⇒ (2, 4, 1, 2) + 4 = 13

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik continues to punch at the mound of produce.

ac & CMD 31: 1d20 + 10 ⇒ (8) + 10 = 181d8 + 2 ⇒ (5) + 2 = 7


Gamemaster | CC Map | S4 Map

Quiella heals herself up again, then continues to attack the quickwood, hitting with her first strike.

The summoned archon stays both blind and panicked, while Valandil begins to cast another summoning spell. Typically in PFS play, only one summoned creature per player is allowed, but since the archon is almost functionally useless while panicked, I'll allow Valandil to summon something else.

Heccan casts another volley of Magic Missiles at the shambling mound and the creature finally falls to the ground, releasing the blind, panicked archon.

Valik punches the shambling mound on the ground to make sure it doesn't get up again. In order to keep things moving, I'll just have Valik attack the mound again since he wouldn't be able to hit the quickwood with that roll and it would get an AoO probably.

Zeeva claps in appreciation when the shambling mound falls over, but remains in a defensive position in the south of the market.

The quickwood continues to attack Quiella, this time biting her and slamming her with one of its roots. Quiella takes 37 damage in total.

GM Screen:

QW bite: 1d20 + 14 ⇒ (17) + 14 = 31
QW Root 1: 1d20 + 12 ⇒ (16) + 12 = 28
QW Root 2: 1d20 + 12 ⇒ (15) + 12 = 27
QW Root 3: 1d20 + 12 ⇒ (17) + 12 = 29
Bite Damage: 2d6 + 15 ⇒ (5, 3) + 15 = 23
Root 3 Damage: 1d6 + 8 ⇒ (6) + 8 = 14

Initiative (Round 8)
Valik [38 Damage] <= Up
Valandil/Archon [A: 33 Damage; panicked] <= Up
Melufiuos [Panicked for 5 rounds]
Heccan [Greater Invisibility active] <= Up
Ophelia [13 Damage; Panicked for 5 rounds]
Zeeva
Quickwood
Quiella [55 Damage] <= Up

Quiella, Valik, Valandil, and Heccan are up!

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

"If you have any enchantments that can make me stronger or keep me standing..." Quiella says as she heals herself again, but she trails off as she continues to slash at the tree.

Quiella is not going to last much longer at this rate...

lay on hands, favored class, greater mercy, get foundling: 2d6 + 2 + 1d6 + 6 ⇒ (5, 1) + 2 + (3) + 6 = 17

greatsword, attack, power attack, prayer: 1d20 + 12 - 2 + 1 ⇒ (3) + 12 - 2 + 1 = 14 for slashing, cold iron, magic: 1d10 + 7 + 6 + 1 ⇒ (9) + 7 + 6 + 1 = 23
greatsword, attack, power attack, prayer: 1d20 + 7 - 2 + 1 ⇒ (11) + 7 - 2 + 1 = 17 for slashing, cold iron, magic: 1d10 + 7 + 6 + 1 ⇒ (9) + 7 + 6 + 1 = 23

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Does anyone have any kind of reroll for that first roll? Or for both of them? GM star? Player folio? Anything? I don't have anything. :(

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik watches as Quiella’s foot moves right before she swings her sword.

Quiella, try to keep your left foot planted as you swing. You will have greater stability with your swing.

use 2 ki to allow a re-roll of Quiella first roll

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

"Finally the tide turns some, now only if this walking arboretum would kindly follow suit." Heccan draws on his depleting power, calling forth dark names in gutteral tones as he flings his hands outward and toward the quickwood. Raw arcane power coalesces into sparkling dust that drifts over the quickwood's space.

Heccan takes a standard to cast glitterdust at the quickwood. I believe he can place it so as to not to effect Quiella and have indicated placement on map with a circle. The spell is DC 18. Quiella, I have a re-roll I will gladly donate. Player Portfolio.

Glitterdust:

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a -40 penalty on Stealth checks.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

reroll for first attack: 1d20 + 12 - 2 + 1 ⇒ (16) + 12 - 2 + 1 = 27

reroll for second attack: 1d20 + 7 - 2 + 1 ⇒ (13) + 7 - 2 + 1 = 19

much better, and that second one at least has a shot at hitting...

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

"I can make you stronger, but not so close to the tree" notes Valandil.

He sighs, and sends another barrage of missiles at the quickwood.

MM: 4d4 + 4 ⇒ (4, 2, 1, 2) + 4 = 13
spell penetration: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22

Meanwhile the Arcon flees while a newly arrived air elemental batters at the tree, and hopefully provides a distraction.
Flanking
Air elemental attack: 1d20 + 6 ⇒ (20) + 6 = 26
Air elemental crit ?: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Sorry I'm not there to help. But I just realized something. Double moving with expeditious retreat and mirror image probably makes Mel look like the flash as he runs by (in terror).


Gamemaster | CC Map | S4 Map

Normally, I'm a little hesitant to let a player use another player's reroll unless it's a dire situation, but this combat is taking awhile so Heccan's reroll is used by Quiella.

Quiella heals herself once again and attacks with the help of Valik's advice. Her first attack hits, but even with fortune on her side, her second attack misses.

The quickwood gets hit by a barrage of golden particles and goes blind again, this time thanks to Heccan.

Valandil finishes casting another summoning spell and an air elemental appears that slams the quickwood hard enough to finish it. The tree creature sags and topples over in a manner that thankfully neither hurts anyone nor overtly damages the market.

Two small implosions then occur within the shambling mound and quickwood, as if magical energy was being pulled into another plane, leaving nothing but a toppled and damaged tree, and a giant piles of vegetables.

Valandil can keep his Magic Missile spell.

GM Screen:

Will Save: 1d20 + 7 ⇒ (10) + 7 = 17

Combat Over

Injury Report: Quiella -30 after Zeeva Hex below, Valik -38, Ophelia -13. Also, if Quiella wants to apply life link, she might want to consider doing it after she heals.

Once things appear to normalize in the market, Zeeva rushes up to heal Quiella of some of her injuries and waits for Ophelia and Melufiuos to return to say, "Thank you so much for defeating those things, I believe you saved my market from destruction. In fact, I think with a little cleaning up and removing the tree we should be able to open back for business."

"In any event, those things in Shoanti they were shouting are probably a clue to whatever caused all this mess. I swear nothing like this has ever happened before, but if it happens again that will be the end of the Green Market. Could you perhaps seek out a Shoanti shaman I know? She frequents the market to shop for herbs and other supplies. Her name is Telmayne Fire-Eyes and she lives in the Skaldwood, a copse of forest not far from Korvosa’s walls where the nearby Shoanti who haven't assimilated all reside. Telmayne has from time to time said that she senses senses a strong connection to her people within the market, maybe she has some answers for us."

"Also, would you be dears and do something with those Aspis thugs? I don't really care what, just get them out of here."

CLW on Quiella: 1d8 + 4 ⇒ (4) + 4 = 8

* * *

Searching the two Aspis thugs in armor, you find 10 magical arrows, two magical suits of scale mail, 2 greatswords, 2 longbows with 20 arrows, and two magical cloaks

Identifying arrows, Spellcraft DC 20:

These are Sleep Arrows.

Identifying Scale Mail, Spellcraft DC 18:

These are +1 Scale Mail armor .

Identifying Cloaks, Spellcraft DC 20:

These are Cloaks of Resistance +1.

On the robed Aspis figure, you discover a bag of magical dust, a magical rod, a magic wand, a masterwork dagger, and a magical ring.

Identifying dust, Spellcraft DC 18:

The bag holds three uses of Dust of Tracelessness.

Identifying rod, Spellcraft DC 32:

This is a lesser selective metamagic rod.

Identifying wand, Spellcraft DC 16:

This is a Wand of Grease (10 charges, CL 1).

Identifying ring, Spellcraft DC 24:

This is a Ring of Force Shield.

Using Detect Magic on the remains of the shambling mound and the quickwood, you discover that parts of those creatures are also magical. An apple, two hot peppers, some broccoli, and a banana are magical, as well as are three vines. A branch off of the quickwood also radiates magic, leading you to believe if you cut it off and trim it, it could be a magical quarterstaff. Lastly, 20 oak leaves on the tree have been transformed into platinum and if you collect them are probably worth about 100 gp each as exotic art objects.

Identifying apple, Spellcraft DC 20:

If you eat it, it acts as a potion of Speak with Plants. Although it is fruit, it acts in all ways as a potion.

Identifying hot peppers, Spellcraft DC 18:

If you eat one of these, it acts as a potion of Resist Energy (fire). Although it is pepper, it acts in all ways as a potion.

Identifying broccoli, Spellcraft DC 18:

If you eat it, it acts as a potion of Tree Shape. Although it is vegetable, it acts in all ways as a potion.

Identifying banana, Spellcraft DC 20:

If you eat it, it acts as a potion of Rage. Although it is fruit, it acts in all ways as a potion.

Identifying vines, Spellcraft DC 29:

These are Shambler Vines.

Shambler Vine

Aura strong transmutation; CL 12th

Slot —; Price 600 gp; Weight 1 lb.

DESCRIPTION
A shambler vine resembles a leafy green plant vine about 6
feet long, wrapped in a coil. If touched, it writhes as if alive.
Up to three vines can be stored in a small sack, though the
price is for one. When thrown at an opponent, a vine grows
in midair, and acts as a rope of entanglement. It can reach
20 feet forward or 10 feet upward to entangle the target.
The entangled target can break free with a DC 20 Strength
check or DC 20 Escape Artist check.

A shambler vine has AC 22, 12 hit points, hardness 10,
and damage reduction 10/slashing. It does not repair
itself, and if it is severed (all 12 hit points lost to damage),
it is destroyed. The vine lasts for a single use before
withering away, and if left on a target that is unable to get
free, the vine withers after 1 hour.

CONSTRUCTION
Requirements Craft Wondrous Item, entangle, plant growth,
vine must be from a shambling mound; Cost 300 gp

Identifying quarterstaff, Spellcraft DC 21:

If you cut and trim this, it acts as a +1 Ghost Touch/Mwk Quarterstaff.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

As the threat vanishes, Val directs the air elemental to sweep the refuse into a pile to be easily disposed of. Then Valandil will look through the items.

Just taking ten is simple here and gives him 27
He lists off the various items, only pausing at the vines and the small rod.

"I have no idea what these are. They may take some study to work out."

He gazes at the items again.

"I could certainly use that ring, but so could a number of you, I guess. " he picks up one of the cloaks.

"I've not yet acquired one of these either, so that would be handy. Apart from those, only the wand is of significant use to me."

Turning to Zeeva he asks "How far away are the woods? We have expended much power here today, and if there are threats within...may have some difficulty in dealing with them."


Gamemaster | CC Map | S4 Map

You can't take 10 on Spellcraft to identify magical properties. You have to concentrate on Detect Magic in order to identify something magical. This is a distracting task. You can't take 10 if you are distracted. Thus, you can't take 10 to identify magical objects.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

wall of rolls:

I've not seen it ruled that way before, but I'm happy to roll with it.
spellcraft arrows DC20: 1d20 + 17 ⇒ (12) + 17 = 29 ok
spellcraft scale DC18 : 1d20 + 17 ⇒ (8) + 17 = 25ok
spellcraft Cloak DC 20: 1d20 + 17 ⇒ (9) + 17 = 26ok
spellcraft Dust DC18: 1d20 + 17 ⇒ (11) + 17 = 28 ok
spellcraft rod DC 32: 1d20 + 17 ⇒ (10) + 17 = 27 fail
spellcraft Wand DC 16: 1d20 + 17 ⇒ (9) + 17 = 26 ok
spellcraft Ring DC 24: 1d20 + 17 ⇒ (3) + 17 = 20 fail
spellcraft apple DC 20: 1d20 + 17 ⇒ (10) + 17 = 27ok
spellcraft peppers DC18: 1d20 + 17 ⇒ (1) + 17 = 18 ok
spellcraft broccoli DC18 : 1d20 + 17 ⇒ (15) + 17 = 32 ok
spellcraft Banana DC20 : 1d20 + 17 ⇒ (16) + 17 = 33 ok
spellcraft Vines DC29: 1d20 + 17 ⇒ (3) + 17 = 20 fail
spellcraft Staff DC 21: 1d20 + 17 ⇒ (9) + 17 = 26 ok

The elf sorts through the large pile of gear, identifying all but the ring, the vines and the rod.


Gamemaster | CC Map | S4 Map

"The Skaldwood is just right outside the city. I hate to be a bother, but if you could talk to Telmayne as soon as possible that would probably be best. I don't want to see something like this happen again, especially not twice in the same day!"

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella takes the speak with plants apple. She smiles at Zeeva. "Yes, we will go see your friend as soon as we have had a few minutes to rest and recover." Quiella begins meditating, and soon her and Valik's wounds are almost entirely healed.

all the heals:

channel, Oracle: 2d6 ⇒ (6, 5) = 11
Quiella -15hp
Valik -27hp
Ophelia -2hp
applying life link to Valik

Quiella -20hp
Valik -22hp
Ophelia -2hp

channel, Oracle: 2d6 ⇒ (5, 2) = 7

Quiella -14hp
Valik -10hp
Ophelia full health

channel, Oracle: 2d6 ⇒ (3, 6) = 9

Quiella -1hp
Valik -1hp

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan materializes into view as the angry plants finally fall. He is sweating a bit and appears to be in a bit of pain and breathing heavy. Once he realizes he is once again visible the sorcerer takes in a sharp breath, wipes his brow and takes a moment to straighten out his appearance. He looks to Zeeva.

"It seems this Market has more hazards than an Osirian tomb." The Cheliaxian eyes Zeeva carefully. "As our mandate requires, we shall see to this shaman, though I admit a trip through the woods seems rather unenjoyable at the moment. Tell me, my Lady, though I understand that this is the first time such a commotion has occurred here, is there anything we must know about this place that you have not told us? Anything at all? Even the most innocuous detail to you may be of great importance." Heccan listens to her words and tries to weigh their veracity then examines the various magical items.

Heccan shares his findings with the group and picks up the wand. "If no one objects, I would like to hang on to this. It may come in very handy if we need to put someone, or something, off balance." Heccan slips the wand into a pocket of hsi robs. He lets out a long sigh. "Well, if you all are ready, I suppose we can begin our glorious march into the woods...and dirt."

all the rolls:

Sense Motive: 1d20 + 12 ⇒ (5) + 12 = 17
In order of listed DCs
Spellcraft: 1d20 + 13 ⇒ (15) + 13 = 28
Spellcraft: 1d20 + 13 ⇒ (11) + 13 = 24
Spellcraft: 1d20 + 13 ⇒ (18) + 13 = 31
Spellcraft: 1d20 + 13 ⇒ (18) + 13 = 31
Spellcraft: 1d20 + 13 ⇒ (4) + 13 = 17
Spellcraft: 1d20 + 13 ⇒ (18) + 13 = 31
Spellcraft: 1d20 + 13 ⇒ (4) + 13 = 17
Spellcraft: 1d20 + 13 ⇒ (16) + 13 = 29
Spellcraft: 1d20 + 13 ⇒ (2) + 13 = 15
Spellcraft: 1d20 + 13 ⇒ (5) + 13 = 18
Spellcraft: 1d20 + 13 ⇒ (6) + 13 = 19
Spellcraft: 1d20 + 13 ⇒ (6) + 13 = 19
Spellcraft: 1d20 + 13 ⇒ (14) + 13 = 27

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Melufiuos Benidictus slinks back into the market, head held low. "I hate when they do that to me! Sorry.". Still, he mostly avoids making eye contact with anyone.

He recovers his rapier and wand before heading over to help look through the stuff. Looks like everything is already identified, right?. He wraps the other magical cloak around himself and jokes half-heartedly, "Maybe a security blanket will make me braver." He keeps it unless anyone else objects.

Mel is against going anywhere today. "It was something about our fight that triggered the haunt, I'd guess that it will not happen again today. Plus the consortium is still an issue. We cannot just run off on another adventure while Zeeva is in danger. And we still have not questioned that dude in the robe."


Gamemaster | CC Map | S4 Map

Quiella, who are you life linked with?

Mel, the ring, the rod and the vines were not identified.

Zeeva apologizes for not knowing any more, but encourages you yet again to go see the Shoanti shaman due to a possible connection. Heccan detects no dishonesty from her.

What are you doing with the Aspis agents? If you are healing them to consciousness, please indicate how you are doing so. Once I know your general plan here, we can progress to the next section. Leaving them all tied up in the market to question later is also an option.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

"I suggest leaving the Apsis on the street for the garbage collectors." says the droll elf. A careful eye would note that he has checked them over to make sure they are not likely to bleed to death first.

"Zeeva...are you able to identify any of these things?" he asks, pointing to the ring, rod and vines.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

ring: 1d20 + 15 ⇒ (4) + 15 = 19

rod: 1d20 + 15 ⇒ (7) + 15 = 22

vines: 1d20 + 15 ⇒ (20) + 15 = 35

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

just Valik for now. I'll take requests, but the damage output we've been dealing with has me nervous about going all in on life link.


Gamemaster | CC Map | S4 Map

"This is rather embarrassing, but I did not prepare a spell to detect magic today, otherwise I would be happy to help." Zeeva replies apologetically to Valandil's request to identify the remaining magical items.

* * *

Leaving the unconscious and soon to be bound Aspis agents behind for now, the group makes it way to the Skaldwood. Following Zeeva Foxglove's directions, you easily find the copse of trees outside the city proper, which has been converted to a semi-permanent campground for the non-assimilated Shoanti of the area.

After inquiring about Telmayne Fire-Eyes, you are directed to a tall, athletic young woman with a scarlet bandanna covering her shaved head. As you make your introductions and explain the situation, she listens with an indifferent expression. Once you all have finished, she says in Common, "I suppose I could tell you some of the history and stories of my people. Maybe it would help you. Maybe it would not. The telling is free—but answer me this: After my people were driven from our lands, why should I?"

I'll need a Diplomacy or Bluff check here. Also, please respond in character, don't just make a dice roll even if you are aiding. If your character happens to be Shoanti, please let me know.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

"We believe that what happened in the market is caused by an ancient spirit, and likely one of your own people. It was upset by violence. Surely you would want to help quiet one of your own restless dead?"
suggests Valandil.

diplomacy(aid): 1d20 + 3 ⇒ (8) + 3 = 11

While never especially good with words to affect people, his recent training with the arcanists of the Magaambyan had helped him at least understand some of their motivations and understand there was a magic to even mundane words. If only you knew how to say them right.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel knows to be quiet when diplomacy is needed. He just tries to make himself small and unnoticed.

I have a scroll of identify if anyone wants me to use it on any of the items. Back before we left, I assume.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

What happened in the peaceful market was unfortunate, and what happened to your people was unfortunate as well. All we are wanting is a peaceful resolution if possible. There has been enough sadness already, I don’t want to add to it if it can be reasonably avoided

aid diplo: 1d20 + 5 ⇒ (1) + 5 = 6

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

"Putting these spirits to rest is a small act of restitution for the Injustice your people have suffered. But it is something. Please help us."

diplomacy, one aid: 10 + 18 + 2 = 30


Gamemaster | CC Map | S4 Map

Mel, if you want to use a scroll of Identify retroactively, that's fine.

Telmanye considers your words for a few silent moments before nodding in agreement. "There was once a great shaman who dedicated himself to unity and peace among the Shoanti quahs. The Chelish invaders executed him centuries ago, and buried his shrine to remove any memory of the peace he once preached."

"The shaman was known as Galdron Greenheart, a name he adopted when he set aside the warlike ways of our quah. History recounts that he was moved by an ancient legend that spoke of unity between the clans to lay down his weapons and provide a place of peace where all Shoanti were welcome. Without weapons, however, he could not defend himself against the Chelish invaders who saw him as a potential threat for his ability to inspire and unite his people.

"Galdron Greenheart’s shrine was located near where the Green Market now stands—likely buried beneath the current marketplace. I have felt his spirit there even today, and his rage at the violence between yourselves and your rivals is likely what motivated the strange events you described. Only by calming him can you restore balance in the Green Market. Locate his shrine and place upon it a Shoanti symbol of peace; seven broken klar blades in the shape of a star is traditional among my people."

"When you uncover his shrine, Galdron will likely lash out at you as he did before. If he manifests with fire, he has forgotten that he left the Sklar-Quah, the Sun People. He wanted to be of all quahs and none—the Green Heart. You see, he left this world a man of peace, not a man of war. Your best hope might be to make him remember that."

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

"Thank you" nods Valandil.

"How would we find the shrine? I doubt we would be popular in digging up the entire green market."

And while I have some protections against fire, I'm not sure about my allies.

Looking around he asks "Who has a way to protect themselves from his flames?" he asks "If there is a wizard in town, I may be able to secure some additional protections for us all. This may take a day, but is likely worth the effort."

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan listens to the words of the Shoanti woman with great interest. The words of turning a man of war into a man of peace seem to effect the sorcerer. "To calm the fire...sounds quite nice actually."[b] Heccan shakes his head and quickly resumes his normal flippant manner. [b]"yes, well I have a certain tolerance for fire by chance, though I assure you it is by no means total. Wise idea to make precautions Valandil. As for the shrine, let us speak to the Lady Zeeva. Perhaps she may have an idea where this shrine may be located. I cannot put my finger on it, but I have a gut feeling the Lady is hiding something from us."

"Now, shall we see about meeting this Galdron?"

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella bows to Telmanye. "Thank you for aiding us."


Gamemaster | CC Map | S4 Map

Telmanye shrugs at Valandil's question, "That you will have to find out for yourselves, but the answer should be easy to discern."

You'll note that ritual requires 7 traditional Shoanti weapons called klars. Let me know how you want to acquire those. Remember,the Green Market doesn't sell weapons.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

"It sounds like a shopping trip into town will be required for these Klar." says Valandil. "I will use the time to look for a colleague who knows some communal resistance and protection from elements spells."

Would like to spend the time to copy these from a fellow wizards spellbook. Unless we are going to try the ritual today, in which case I'm pretty low on spells...

Cost for the ink etc will be 90gp for the level 3 communal resist energy; and 160 for the level 4 communal protection from energy. Cost for access is half that so full cost would be 250+125=375gp. And I'll need to make a pair of spellcraft checks to see if I can learn them, but I can easily do that with take ten.

The real question is whether we have time to do this.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan appears deep in thought as the party begins to make plans for the ritual. Prior to leaving the Shaonti, Heccan speaks to Telmayne.

"Once again, thank you for sharing your history with us. Your wisdom and kindness is well needed and will not be forgotten. I wonder though...you mentioned klar blades. Those are not so easy for us city people to procure. May I inquire, do you know of any tribes that would trade with us for these blades?"

Diplomacy: 1d20 + 24 ⇒ (1) + 24 = 25

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I'm fine with buying the klars


Gamemaster | CC Map | S4 Map

Valandil, Zeeva will want to start the digging immediately. If you don't convince her to let you rest first (see below), it'll take a few hours to dig far enough, so I'll allow you to learn the Communal Resist Energy. Although if you don't have an empty spell slot, then it'll be of little use in subsequent encounters.

"With that I can help you." Telmayne replies to Heccan's request for weapons, "We can provide you with some klars that are no use to us as weapons, you'll need 7 in total."

A little while later, the shaman produces the 7 klars—a blade mounted to a giant lizard skull, which can serve as both a weapon or a shield—although all specimens appear to be damaged and/or ceremonial. These klars have both the broken and fragile qualities.

* * *

Making your way back to Zeeva Foxglove, you find that the Market is already bustling with trade again as if your fight with the Aspis hadn't occurred only a couple of hours ago. With the tree moved outside and most of the mess cleaned up, it seems the shoppers either haven't heard about the fight or don't care.

Explaining the situation to Zeeva, she seems eager to find the site of the shrine and begin digging immediately, even providing the necessary shovels from a nearby stall.

I'm going to need a Knowledge (geography), (history), or (local) to find the shrine site. If you want to talk Zeeva into postponing the digging until the morning so the spell casters can refresh their spells, I'll need a Diplomacy check. Just to give you some guidance on how you want to proceed, if you do rest the night then I'll include the optional encounter, if you don't I'll move to the final encounter.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Valandil approaches Zeeta.

"We do not know what we will find down there. To rush in may be to unleash a larger problem than that you face today." notes Valandil.

"We would be better served holding off until tomorrow when I can refresh my powers and our wounds are all healed. We have learned that the spirit here may wield powers of fire, and we I would prefer to be able to protect us all. Surely you would not want to risk the market burning down ?"

diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22
geography: 1d20 + 10 ⇒ (9) + 10 = 19

Up to the rest if we want to skip the optional (assuming the roll is good enough). I'll mostly just be firing missiles from my staff at whatever we face if we don't rest, as Valandil used most of his summons and other spells in the first battle.
Spells I have left - most of my level 1s; some level 2 buffs (invisibility, bulls strength); an open level 3 (could be handy for that communal resist energy); and black tentacles at 4th - which depending on what we face can vary from awesome to useless.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

"A fine suggestion Valandil. I find myself a bit taxed as well. I certainly could press on, but would prefer to start fresh in the morning. It has been a rather trying day"

I'm cool with the optional but have no strong preference either way.

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

I still have most of my prepared spells left, so I'll go with what the group says.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

It sounds like I can still scribe the spell and at least get us a communal resist fire that at my level will stop 20 points of fire damage. Assuming the hint provided is accurate. But aside from some buffs (STR for a melee type who doesn't have a belt?) I probably won't be contributing a lot in combat. Still, 7 points a round adds up, slowly.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan has fire resistance 5, would that stack?

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Not with resist fire. Valandil has a limited built in fire resistance from firewalkers meditation and that wouldn't stack either. resist fire/20 is enough better that five to put some on him if we do this though.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I'm down for the optional encounter! If I didn't like combats I probably wouldn't play Pathfinder


Gamemaster | CC Map | S4 Map

It looks then like the group will be resting. I'll post an update after Christmas.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Sorry for the delay in posting. Yes, I'm down with resting and the optional encounter.

Also, Mel will switch out some spells. Dropping Expeditious Retreat and Hydraulic Push for chill touch and corrosive touch for first level spells. For second level, he'll swap glitter dust for frigid touch. He'll also change out the spell in the rapier. He will recall shocking grasp with his perl of power and then cast the empowered version into the sword.

I assume that we are resting long enough for all of the X times/points per day are reset to max. I won't change the spell in the rapier if they are not resetting.

ALSO... if we have time to buy three scrolls of identify, Mel will pay for them and then identify the three items we have not figured out yet. He'll still have one left (porter is carrying it) in case we need it in the hole.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

"How likely do we all feel that this dead shaman will lash out with fire? I can layer a pair of protections on each of it, but each will substantially reduce my offensive powers."

Okay, spells adjusted for resting. I'm at the moment assuming I should be taking both protection from energy, communal, and resist energy, communal. The resist won't do anything until the protection is burnt through (hahaha). Of course if it does do fire damage and burns through 96 points of fire protection we are in a seriously bad situation anyway.


Gamemaster | CC Map | S4 Map

Valandil can find someone to copy off of for the proper amount of gold. Once you cast the spells, I believe then everyone absorbs 96 fire damage before the resist energy protects them from 20 fire damage from every attack.

Melufiuos can switch out spells and buy 3 Identify scrolls. Please make the the spellcraft rolls with the extra +10 if you want to identify the ring (24), rod (32), and vines (29). I believe others can assist you.

Everyone gets the benefits of a night's rest. Quiella currently has a life link with Valik.

After convincing a very skeptical Zeeva Foxglove to wait until the group has rested before attempting the ritual, the group returns in the morning to commence digging.

Using his knowledge of geography, Valandil locates what he believes is the proper spot for the buried shrine. After a few hours of labor, you all uncover a low stone altar under which lies a bare human skeleton. The remains of a rusted spear head penetrate the skeleton’s chest and ribs, with a rotted wooden spear haft still attached.

As you place the first klar blade upon the altar, the ground begins to shift in several places in the dirt as 8 human-sized crystalline creatures that resemble scorpions emerge from the dirt in aggressive postures.

It's a Knowledge (planes) roll to identify these creatures.

The map has been updated, it's the same one we've been using. The creatures are represented by different colored diamond shapes on the map.

PC Initiative
Heccan's Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Melufiuos' Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Ophelia's Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Quiella's Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Valandil's Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Valik's Initiative: 1d20 + 7 ⇒ (19) + 7 = 26

GM Screen:

C Init: 1d20 + 1 ⇒ (15) + 1 = 16

Initiative (Round 1)
Valik <= Up
Melufiuos <= Up
8 crystal monsters
Ophelia
Quiella
Valandil
Heccan

Valik and Mel are up first!

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik takes up his usual defensive posture as the strange crystalline creatures emerge from the dirt. He moves out of the precarious position and than punches at the one in front of him.

vs gray, magic/silver/cold iron, ac 31: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Timing wise Valandil will cast the protections just before we try placing the Klar

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