GM Tektites PFS First Steps Group C (Inactive)

Game Master Hawkwen Agricola

Asad's Keep Map


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You've all been summoned to Skyreach, the heart of Pathfinder headquarters and instructed to meet with Venture Captain Drandle Dreng in his office. Upon entering, Dreng welcomes you and introduces a lady, who is sitting on a sofa, as Lady Gloriana Morilla. The Taldan woman tilts her head slightly in acknowledgement of the introduction, but otherwise makes no move to greet anyone. Oblivious to any social slight on the lady’s part, Dreng goes on. “Recently, a contact from the Low Azlanti embassy in Escadar approached us with an offer. It seems they have discovered a unique relic of Azlanti origin on the Inner Sea’s floor that we have a unique opportunity to add to our collection for study. In return, however, we must deliver one of our catalogued items to Escadar in exchange. The Low Azlanti drive a hard bargain, so we need you to escort a relics broker to Escadar so he can authenticate the Azlanti item and mediate a fair deal on the Ten’s behalf."

He walks over to a sideboard and grabs some coldcuts and a roll, stuffing them in his mouth. He motions to the sideboard. Coldcuts and cheese? he says over a mouthful of food. He takes a gulping drink from a tankard and wipes his mouth with the back of his sleeve. The problem is, we aren't the only interested party. The Apsis Consortium has a hand in this as well. They have tendered a counteroffer that the Low Azlanti have accepted if we can't close our deal in thirty days. He grabs a pickle and shoves it in his mouth. Here's the crux, the Apsis have a warship patrolling outside the harbor here and will likely board any ship we send to Escadar. He pauses, lost in thought, staring at you, flecks of food on his beard.

Lady Morilla stirs from her silence and speaks in a strong, demanding voice. “I have used some of the Empire of Taldor’s most skilled operatives to plant a false crew manifest and course plans with the harbormaster, ensuring that the Aspis Consortium spies who certainly keep an eye on such matters believe we are moving our relic to Escadar on a ship tomorrow morning. This decoy should occupy the Consortium sufficiently for you to travel overland to Escadar with plenty of time to make the final agreement with the gillmen before the Society’s window of opportunity runs out.”

Dreng stands, grinning. Yeah, what she said. Um, so you need to go down to the Siphons and see Tor..er Grandmaster Torch he says, rolling his eyes. He's got a map for you that details an old smuggler's trail. It should allow you to move safely and secretly across to Escadar. The takes another swig from his tankard and nearly chokes. Oh, nearly forgot, you'll be accompanied by an appraiser by the name of Nestor Rees. He'll verify the authenticity of the gillmen’s relic. He'll meet you here at the Lodge after you see Torch.

He walks over and stuffs some more food in his mouth. Any questions?

Grand Lodge

Phalanx Soldier 1; Hp 12/12; AC 21/T 13/FF 19; F +4/R +1/ W +1; CMD 16; CMB +5; Melee +5; Per +0; Init +1; Speed 20 ft

Great, another fetch me job.

"So where can we find this Torch?"

Liberty's Edge

Female Half-elf Barbarian 1 - HP 14/14 - AC 15, Touch 11, FF 14 - CMD 15 - F/R/W +4/+1/+1 (+2 vs fear) - Perception +10

"No questions here. Doesn't seem too complicated."

Grand Lodge

Wizard || AC 12 - Tch 12 - Ff 10 || HP 6/7 || Fort/Refl/Will +1/+2/+3 || CMD 12 || Perception +8

"I agree with Lia. We'll do our best to get this done as soon as possible, and return safely."

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom was happy to be back at eat. At Dreng's offer, Bom jovially replies, "No, but I will take some of the ale." The Ulfen ranger moved gracefully across the room. His small spiked shield hanging off the human's leg, might have suggested the ranger had a bristling personality, but quite the oppose. Bom seemed to smile and laugh at the slightest joke or good humor. Bom's black hair was not common among the fair-haired Ulfen's, but Bom's blue eyes were common enough. As was Bom's intellect, but the ranger was wiser than most.

Responding to Lady Morilla,"You said we'd be traveling over land. Can you tell me about the region we'll be traveling through? Swamp, desert, forest? What types of creatures are common to the land we must travel through?" Bom was smart enough to see the wisdom in preparation.


Dreng smiles Lecky as he stuffs more food in his mouth. The Siphons are down in the Puddles District in the southwest corner of the city.

Lady Gloriana seems to talk past Bom as she answers him. If my geography serves me, the center of the island is dominated by the tall Kortos Mountains. So I assume you will be crossing those. Other than that, I have never made the trip myself. Perhaps Torch's map will shed more light on the subject. She smooths the creases in her gown. As far as creatures? I assume any creatures that are found in the wilderness. She finishes speaking and appears to try to stand, but her ample buttocks are firmly sunk in the sofa.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom attempts to recall what he can about creatures that might be found in the local Kortos Mountains as well as what he knows about the Kortos Mountains and their natural hazards.

Taking 10 on Knowledge Nautre for a 14 on all creatures common to mountain regions. Rolling a K. Geo to see what else I might know about the region and its inhabitants

K. Geography: 1d20 + 4 ⇒ (13) + 4 = 17

Grand Lodge

Phalanx Soldier 1; Hp 12/12; AC 21/T 13/FF 19; F +4/R +1/ W +1; CMD 16; CMB +5; Melee +5; Per +0; Init +1; Speed 20 ft

"Very well my Lady, I will consult with Torch and if my fellow pathfinders don't have any more questions, I will bid farewell. I hope I bring good news the next time we meet."

That being said, Lecky will proceed to the place where he can meet Torch.

Grand Lodge

Wizard || AC 12 - Tch 12 - Ff 10 || HP 6/7 || Fort/Refl/Will +1/+2/+3 || CMD 12 || Perception +8

"You have been kind to us, dear sir. We will seek out Master Torch as you instructed, and be on our way as soon as me and my companions are readied for travel. We will deliver the message, and we will deliver it on time."

Talathel will follow Lecky, after greeting his host.


Bom:
The usual creatures in mountainous regions include but are not limited to; bugbear, cloud giant, eagle, giant eagle, orc, silver dragon, tengu and the usual mundane animals.

Not able to rise on her own, Lady Gloriana extends an arm for assistance to rise from the sofa.

Grand Lodge

Wizard || AC 12 - Tch 12 - Ff 10 || HP 6/7 || Fort/Refl/Will +1/+2/+3 || CMD 12 || Perception +8

I have left, so it's up to you guys.

"Lecky, i will acompany you, if you don't mind."

Liberty's Edge

Female Half-elf Barbarian 1 - HP 14/14 - AC 15, Touch 11, FF 14 - CMD 15 - F/R/W +4/+1/+1 (+2 vs fear) - Perception +10

Lia offers her hand to help Gloriana get up, then joins the others to meet Torch.


Lady Gloriana smiles in gratitude when Lia helps her stand.

Lia:
When you withdraw your hand from helping Gloriana, you find a small, folded piece of paper in your hand. When you unfold the paper, it reads: Dearest Pathfinders,
As you know, the people of Taldor share a proud history that traces their blood to the ancient Azlanti who founded our great nation. I have a letter that I ask you to deliver to the gillman embassy in Escadar, so my request requires no additional effort on your part other than carrying a simple envelope and delivering it when you reach your final destination. I have no hesitation in telling you the letter asks the gillmen to consider an alliance with the nation of Taldor—if the letter finds its way into an influential gillman’s hands, it would please me greatly.

A new dawn will rise over Taldor,
Lady Gloriana Morilla

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom shares his knowledge with the others.

Liberty's Edge

Female Half-elf Barbarian 1 - HP 14/14 - AC 15, Touch 11, FF 14 - CMD 15 - F/R/W +4/+1/+1 (+2 vs fear) - Perception +10

Once the group is on the way to meet Torch, Lia shows the note she received to the others.

Liberty's Edge

Male Male Human (Varisian) Magus (Hexcrafter) 2 HP 3/17; Init +1; AC 15, Touch 11, Flat 14; Fort +4; Ref +1; Will +3; Perc +6

I am on travel. Will be able to get in on this Monday

Grand Lodge

Wizard || AC 12 - Tch 12 - Ff 10 || HP 6/7 || Fort/Refl/Will +1/+2/+3 || CMD 12 || Perception +8

"I suppose we could do that, if everyone agreed and wanted to. Did she say anything while giving it to you?"

Grand Lodge

Phalanx Soldier 1; Hp 12/12; AC 21/T 13/FF 19; F +4/R +1/ W +1; CMD 16; CMB +5; Melee +5; Per +0; Init +1; Speed 20 ft

"Could it be that this is our real mission? Anyway let's make sure it goes into the right hands."


Moving on then?

The party takes their leave from Dreng and Gloriana. Making their way through Absalom, they eventually enter the Puddles District. Winding through the half-flooded streets they finally find the sewer access that leads to the Siphons, where they find a gruff looking half-orc guarding the door to Torch's residence. He nods and motions you in, as if you were expected. The party enters a large stone audience chamber, magically sealed from the flood waters and moisture so prevalent everywhere else.

Torch, a dark-haired, burn-covered man in his late-middle years sits in a large bathtub, and two attendants continually pour cool water over his
cursed, festering wounds. His half-orc bodyguards eye the party warily as the Grandmaster rises, fully nude, to greet them and speaks. “Well met, Pathfinders. I see you have survived as the Decemvirate’s pawns thus far, and for that I commend you. This next task they have for you is more dangerous than the venture-captain may have told you, so let me give you a word of warning. The man picks absently at a scab on his arm. I have made it my life’s work to ensure Pathfinder agents are given all the tools they need to return home from their myriad adventures, and this map is the tool I give you. He points to a table with a map laying on it. Follow the directions on my map as strictly as you can. Deviate from this path and you may encounter challenges far beyond your abilities. Many would paint me and those who believe like I do as betrayers of the Society, but it is the corps of the organization that I am completely loyal to. Each and every one of you. “If you believe you have been mistreated by the Ten or their representatives, don’t hesitate to let me know upon your return from Escadar. My network of agents and spies if vast, and I am a powerful ally to have on your side. ”Now be off. You have a long journey ahead of you. And remember, don’t deviate from this map—it’s designed to get you there and back safely!”

Grand Lodge

Wizard || AC 12 - Tch 12 - Ff 10 || HP 6/7 || Fort/Refl/Will +1/+2/+3 || CMD 12 || Perception +8

"We thank you, master Torch, for your words and this gift. However, taking your advice into consideration, would it not be wise to question your words aswell? I have to say your name carries weight, but I am unaware as to why. I hope you don't think of me as impertinent by asking why this is. Are you one of the Venture Captains?"

He keeps his tone friendly and not agressive as best as he can.


Torch smiles at Talathel. Very wise of you elf. No I am not a Venture-Captain, but I lead the Shadow Lodge Faction of the Pathfinders. The Shadow Lodge see it's mission as looking out for the field operatives doing the dangerous, dirty work of the Decemvirate.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom, knowing preparation was important asked the same questions of their newest contact. Having no desire to view the man's equipment, Bom smiles to his companions as he speaks,"Grandmaster, can you tell of us any dangers that we might encounter along the way?"

Grand Lodge

Phalanx Soldier 1; Hp 12/12; AC 21/T 13/FF 19; F +4/R +1/ W +1; CMD 16; CMB +5; Melee +5; Per +0; Init +1; Speed 20 ft

"I agree with Bom, this map was not made out of theorycrafting. Somebody took this route and deemed it safe, can we ask if there's anything else that 'somebody' found significant?"

Bom are you going to go ranged?

Grand Lodge

Wizard || AC 12 - Tch 12 - Ff 10 || HP 6/7 || Fort/Refl/Will +1/+2/+3 || CMD 12 || Perception +8

Talathel nods and keeps an eye on everyone as Torch is talking.


Here's the map Torch gave you

Map

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom notes the forest, swamp, and open water that the group is going to travel through and calls upon his knowledge to remind of monsters they might prepare for along the way. Bom also tries to remember if there are any natural hazards or unusual inhabitants in the stated regions.

Taking 10 on K. Nature regarding monsters like I did for the mountains = 14 (especially interested if insect swarms are common to swamps or forests in this area. Rolling K. Geo for each region.

K. Geo forest: 1d20 + 4 ⇒ (17) + 4 = 21
K. Geo swamp: 1d20 + 4 ⇒ (6) + 4 = 10
K. Geo water: 1d20 + 4 ⇒ (8) + 4 = 12

Bom turns to the others, "Anyone know enough about the local areas to see if any nasty bandits or outlaws have set up camp along the trail? Maybe we should take a few hours and gather some information?"

Liberty's Edge

Male Male Human (Varisian) Magus (Hexcrafter) 2 HP 3/17; Init +1; AC 15, Touch 11, Flat 14; Fort +4; Ref +1; Will +3; Perc +6

"Thank you Grandmaster, it is sad that the goal of keeping pathfinders safe from themselves needs an advocate such as you, but be sure that we will take your words to heard and use your tool wisely."

Once the party is on their own
Having examined the map, Stullun interjects, "I can see no disadvantage to this route and if it might be safer, than I vote we follow the grandmaster's advice. Better safe than sorry..."

Grand Lodge

Wizard || AC 12 - Tch 12 - Ff 10 || HP 6/7 || Fort/Refl/Will +1/+2/+3 || CMD 12 || Perception +8

Talathel will ponder while looking at the map.
T10 for 18 on Knowledge (nature)


Talathel and Bom confer over the map and they combine their recollections of the various beasts in the respective environments.

Forest: assassin vine, bat, boar, centaur, dire boar, dire tiger, dire wolf, dryad, ettercap, giant mantis, giant scorpion, giant stag beetle, giant wasp, goblin, goblin dog, green dragon, half-celestial unicorn, hawk, kobold, nymph, owl, owlbear, pixie, pseudodragon, satyr, shambling mound, tiger, toad, treant, unicorn, wasp swarm, wolf, worg, yellow musk creeper.

Swamp: boggard, chuul, dire tiger, dracolisk, froghemoth, giant flytrap, giant frog, giant leech, giant slug, goblin dog, green hag, harpy, hydra, leech swarm, lizardfolk, medusa, ochre jelly, shambling mound, spirit naga, stirge, will-o'-wisp

Water: aboleth, crab swarm, dire shark, dolphin, dragon turtle, giant crab, giant octopus, giant squid, kraken, merfolk, octopus, sahuagin, sea hag, sea serpent, shark, skum, squid

And of course the mundane fauna and flora.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom shares what he knows about each of the creatures, "I recommend some cheap vermin repellent in case we encounter swarms. Air crystals are also an option in case someone falls over board on the boat or gets caught by quicksand. I imagine dye in the water might also provide some concealment if someone falls in."

Liberty's Edge

Female Half-elf Barbarian 1 - HP 14/14 - AC 15, Touch 11, FF 14 - CMD 15 - F/R/W +4/+1/+1 (+2 vs fear) - Perception +10

I don't mind mountains or swamps, but both in the same day?
Lia nods in reluctant agreement with the others. "If somebody's gone to the trouble to make sure this route is safe, I suppose we should use it."

Grand Lodge

Phalanx Soldier 1; Hp 12/12; AC 21/T 13/FF 19; F +4/R +1/ W +1; CMD 16; CMB +5; Melee +5; Per +0; Init +1; Speed 20 ft

"and a plastic bag for me in case I get seasick."

"Where do you get those Bom? Can you give me a quick 'ranger' tutorial?"

Lecky will follow Bom and heed his advice.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom leads Lecky and anyone else to the first store that sells vermin repellent and other substances.

Grand Lodge

Wizard || AC 12 - Tch 12 - Ff 10 || HP 6/7 || Fort/Refl/Will +1/+2/+3 || CMD 12 || Perception +8

"Pick me up some supplies aswell Bom. You look like the kind of guy that knows what is important. Just don't overdo it. I have a small errand to run." Talathel says as we walks in a different direction.

DM:
I would like to add some spells to my spellbook, but am uncertain how this works in PFS. Could you aid me?"


Talathel:
No problem, there are mulitple way, siuch as buying a scroll and transcribing it, but the cheapest way is copying from an NPC spellbook, which is legal. The cost is half the cost of normally witing a spell. So 10 gp for a 1st level plus half equals 15 gp and ink, plus the Spellcraft check, but yours is high enough you can just Take Ten and Auto Succeed. You do need to buy an inkpen and ink. Let me know what you want to transcribe and I'll note it on your Chronicle at the end.

Liberty's Edge

Male Male Human (Varisian) Magus (Hexcrafter) 2 HP 3/17; Init +1; AC 15, Touch 11, Flat 14; Fort +4; Ref +1; Will +3; Perc +6

Stullun grins at his friend's suggestion and says, "Bom, I'll tag along with you if thats alright... and then you can tell me what this city-boy needs for a cross-country trek."


Just list what gear you've picked up, in Discussion, and let me know when you're ready to move on.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom, happy to have an audience, takes on a feigned tone of a learned scholar, "Well, the forest and swamps are home to many unfriendly creatures. A Pathfinder prepares for the worst and hopes for the best." Unable to hold the gag, Bom laughs at himself and continues in his normal voice,

"Vermin repellent is pretty cheap and last for hours, never leave the Lodge without it. Antitoxin and antiplague are relatively cheap insurance if you can afford. If you have extra cash and have trouble swimming, air crystals are also an option."

I think...

Anti-plague/toxin are 50gp each. +5 on poison and disease saves after you drink them for an hour. So drink them before combat if you know you are fighting something that can poison or infect you. Vermin repel is 5 gp and requires swarms to make a DC 15 Fort check to be in your square. and last for 4 hours, and air crystals are 50 gp for 1 minute of air.

Might have to double check some of that info.


The party moves through Absalom gathering needed supplies. Toward the end of the day, making their way back to the Grand Lodge, the party is approached by a tall man of Garundi descent. Well met Pathfinders. I am Nestor Rees. It seems that our paths will be the same for the week. Allay any fears you might have, I can care for myself. I will meet you here at the Lodge gate at the first hour of dawn. Is that acceptable?

Grand Lodge

Phalanx Soldier 1; Hp 12/12; AC 21/T 13/FF 19; F +4/R +1/ W +1; CMD 16; CMB +5; Melee +5; Per +0; Init +1; Speed 20 ft

"That will do."

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom eyes Nestor with a fake suspicion and a half smile, "You aren't going to lead us into danger are you?"

Sense Motive on the answer: 1d20 + 2 ⇒ (5) + 2 = 7

Grand Lodge

Phalanx Soldier 1; Hp 12/12; AC 21/T 13/FF 19; F +4/R +1/ W +1; CMD 16; CMB +5; Melee +5; Per +0; Init +1; Speed 20 ft

"I doubt that unless he is a spy of the other party, since we are hired to escort him, but who knows?" Lecky whispers to Bom.


The party assembles in the morning, meeting up with Nestor Rees. The group heads out of the northern gate and travels north on a road leading into the Cairnlands. The Cairnlands, a broken landscape of blood-salted earth and the ruins of countless failed assaults on Absalom’s walls, soon yields to open fields and fertile ground. Ahead, a vast forest covers the foothills of large range of snow-capped mountains. The well-trodden road soon ends at a tall wall of trees, signaling the end of civilization.

As the party approaches the woods, you all hear the distinct sound of hooves galloping through the woods. Suddenly a group of three creatures with the head and torso of men, but the lower halves of horses, break through the underbrush and hail the party. Ho travelers! What brings a small party as this into these parts? These woods are not safe to travel for a party such as yours. What is your business here?


Bom, Rees seems completely trustworthy.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

I was worried you'd say that :)

Upon hearing the hooves coming towards him, the ranger pulls his wand of Longstrider and casts it on himself and then stows the wand.

Bom takes a second to study the creatures Take 10 on Nature = 14, "Greetings, we mean you no ill will. We are simply passing through and have no plans to remain in these parts any longer than necessary. I will ask my companions to help us reassure you that we are no enemy. My name is Bom, with whom do I have the pleasure of speaking?"

If the creatures seem Indifferent or Unnfriendly, Bom will take 10 on Diplomacy = 15 to change their attitude. Bom is inviting the rest of the group to use Aid Another on Diplomacy to change the attitude of the centaurs if they are Unfriendly. Just need three people to beat a 10.

If the centaurs are clearly Hostile, Bom will roll his Diplomacy Diplomacy only if clearly Hostile: 1d20 + 6 ⇒ (4) + 6 = 10

Liberty's Edge

Female Half-elf Barbarian 1 - HP 14/14 - AC 15, Touch 11, FF 14 - CMD 15 - F/R/W +4/+1/+1 (+2 vs fear) - Perception +10

Never having seen a centaur before, Lia is a bit startled by the appearances of the creatures, but she recovers and offers a friendly wave.

Assist on Diplomacy: 1d20 + 2 ⇒ (4) + 2 = 6

Liberty's Edge

Male Male Human (Varisian) Magus (Hexcrafter) 2 HP 3/17; Init +1; AC 15, Touch 11, Flat 14; Fort +4; Ref +1; Will +3; Perc +6

"As my friend Bom stated, we are travelers who are merely passing through this region. We are peaceful and hope to find the same in thos we encounter."

Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20

Grand Lodge

Phalanx Soldier 1; Hp 12/12; AC 21/T 13/FF 19; F +4/R +1/ W +1; CMD 16; CMB +5; Melee +5; Per +0; Init +1; Speed 20 ft

Lecky will bow to the centaur, acknowledging a mighty warrior before him.

"My apologies if we happen to trespass on your territory. We are travelers on a mission and we are merely passing thru your lands. We mean no harm, and as such we ask your permission to let us thru."

Aid Diplomacy: 1d20 ⇒ 14

Grand Lodge

Wizard || AC 12 - Tch 12 - Ff 10 || HP 6/7 || Fort/Refl/Will +1/+2/+3 || CMD 12 || Perception +8

"We mean you no harm, but have business on the other side." Talathel sincerely and calmy, his arms in his sleeves.
"We do not want to impose on you, but maybe Desna smiles upon us both. You wouldn't happen to be going in the same direction? We can share tales and drink, and will have strength in numbers, wouldn't you say?"

Diplo aid: 1d20 + 0 ⇒ (7) + 0 = 7


The lead centaur bows his head at the party. I am called Urdel Thunderhoof, well met. You are free to travel where you must, we live here but do not claim this land. There has been a large, dark cat, likw a panthar, seen in the woods the past two weeks. We have bee sent out to hunt it, though I do not think it is a normal cat. The past two our party has felt as if it has been followed and herded. He holds a longspear out to Bom. If you are continuing, take this, it could serve you well.

Urdel motions to another of the centaurs and she moves forward toward Lecky. She smiles coyly at the fighter and hands him a small pouch. Take those. say Urdel they are enchanted berries to help you along the way.

Goodberries:
Casting goodberry makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

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