Intrigue in Taldor - Pathfinder Core -- DMs as players? (Inactive)

Game Master Chainmail

Taldor is beset by invaders from the south as all is quiet on the Eastern Front. What do the enemies of Taldor have in mind next?

Their latest plot takes aim at the very heart of Taldor. What starts out as a simple border watch assignment for the adventurers turns into a story of war, espionage and intrigue that will shake the nation to its foundation.
Current Map


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Dwarven Druid ~ HP 13/17 ~ AC16, tch 12, ff 15 ~ Fort+6, Ref+4, Will+7 ~ CMD 14 ~ Init+2 , Per+7 , Darkvision 60'

Dolleen rides to the right side of the caravan, and scans the area - as well as the terrain beyond. Jimbli stays near her side.

perception - focusing on right side: 1d20 + 7 ⇒ (10) + 7 = 17


Male Human Fighter 1 Current Hps 13/13, AC 21, T 13, FF 18, CMD 17, Saves: F +5, R +3, W +1, Init +2, Per +0

Halvor spent his advance on a horse and masterwork scale

Halvor rides with the caravan on the opposite side of Dolleen.

Perception - Left Side: 1d20 ⇒ 18


Shoanti Marked of Sarenrae; HP 40/40 4NL, AC16 T13 FF13, Saves: F+9, R+8, W+4, Initiative +3, Perception +9

Spear in hand, Kaelaah remains on the wagon he was riding in…standing, he surveys the scene before him.

Kaelaah, Perception: 1d20 ⇒ 3

...what happened here? Where are the bodies?...


Female Human Cleric of Serenrae 2; AC 15/17, T 11/13, FF 15/17; HP 16

Perception: 1d20 + 3 ⇒ (10) + 3 = 13

I stand up in the wagon I am riding in, and look over the scene...

I open my holy book...May the Dawnflower protect me... raise my free hand toward the sky, and then touch myself. A shimmering field surrounds me. Shield of Faith, +2 AC for one minute.


Male Taldan Rogue2 hp 15 | AC 17, T 14, FF 14 | F+2 R+7 W+0 | Init +3 | Perception +6

from before...

Sense Motive with Malin: 1d20 - 1 ⇒ (16) - 1 = 15

Noticing that Malin really wants to have a chat about past experiences, Fernand indulges him, as well as everyone else, in a tale from the southern front, before the Battle of the Ford which broke Taldan momentum. The story involves a time when Fernand and his company used the cover of darkness to liberate a border village and all its people from Qadiran captivity. Naturally, he embellishes the details a bit, in order to provide a rousing tale of chivalry and proper heroics.

"We keep using our heads and following our hearts, and we'll win this thing," he concludes. "They'll regret their envy of the light of the world."

***

Perception if needed: 1d20 + 4 ⇒ (12) + 4 = 16

Fernand looks around from atop his horse, considering who or what would have caused this...

From Fernand's experiences in the war, does he know whether the Kelish are fond of hauling away dead bodies? I assume not...

"Probably those lizardmen we were warned about," he comments, after noticing that the cargo was not taken. "Dolleen, does your pet smell anything slimy?"


Dwarven Druid ~ HP 13/17 ~ AC16, tch 12, ff 15 ~ Fort+6, Ref+4, Will+7 ~ CMD 14 ~ Init+2 , Per+7 , Darkvision 60'

"Mmm... good question. See what you can sniff out, Jimbli."
She gestures to the wreckage for her cougar to get a scent.
Jimbli walks over and sniffs. He then lies down and begins cleaning his paws.
perception to find scent?: 1d20 + 1 ⇒ (1) + 1 = 2
or do I just roll survival to find trail? Either way I think he's let us down for now.

"I swear... we just worked on this."


Fernand, Dolleen, and Halvor all notice nine bodies scattered under a small copse of nine evergreen trees. The mystery of the caravan personnel is solved. As you carefully approach, one of the figures in face down with a dagger protruding from his back with crimson handle. There appears to be an empty container in the hilt.

Gwendolyn notices the bodies as well as the tracks of orcs leading into the woods.

Fernand:
Fernand recognizes the dagger as belonging to the Crimson Blades. A legendary society of assassins that hire themselves out to the highest bidder. Their society has been known to destabilize entire governments. The thieves' guild is very wary of this group and attempts to stay out of their way--they are extremely dangerous.

As the body is rolled over, Jasmalus gasps.

Perception DC20:
You note a family resemblance in the face of Jasmalus and the fallen man.

Sense Motive DC15:
Jasmalus is shocked to see the face.


Malik has the caravan workers begin to collect the scattered goods. Bolts of materials, hides, and papyrus. He grimly produces a few shovels and hands them to Halvor when the bodies are discovered, and resumes directing the teamsters to collect the goods.

Emerald and Jasmalus grimly examine the dead in the thin trees.

Jasmalus insists on burying the bodies and comments about the man stabbed in the back.
"This is Jetero, a merchant who frequents this area. He was a great source of information about the outer lands and Kelesh."

Sense Motive DC 20:
He is not telling all he knows about this man.

Malik wants to hurry up, and tells Jasmalus so.


Female Human Cleric of Serenrae 2; AC 15/17, T 11/13, FF 15/17; HP 16

I move over to the location of the bodies and try to determine their cause of death:

Heal: 1d20 + 7 ⇒ (18) + 7 = 25
Survival: 1d20 + 3 ⇒ (4) + 3 = 7
Sense Motive: 1d20 + 3 ⇒ (3) + 3 = 6


Dwarven Druid ~ HP 13/17 ~ AC16, tch 12, ff 15 ~ Fort+6, Ref+4, Will+7 ~ CMD 14 ~ Init+2 , Per+7 , Darkvision 60'

"I'll lend a hand with the shovelin'."
After Dolleen gets to work, she pauses and points to the dead man, Jetero.
"Fellow looks a fair bit like Jasmalus." After a glance to Jasmalus, she leans in to Amarisa as she inspects the injuries... "Don'tcha think so?"
She shrugs it off since Jasmalus surely would have said as much if they were kin.

perception: 1d20 + 7 ⇒ (18) + 7 = 25
sense motive: 1d20 + 3 ⇒ (8) + 3 = 11
sense motive: 1d20 + 3 ⇒ (2) + 3 = 5


Shoanti Marked of Sarenrae; HP 40/40 4NL, AC16 T13 FF13, Saves: F+9, R+8, W+4, Initiative +3, Perception +9

...it is right to honour the dead in this way...to afford them a burial...quiet reflection of their passing into the next life...rather than leaving them as carrion...

Lost in his thoughts, Kaelaah assists with the burial in any way that he can; when Malik tries to hurry things along he flashes the man an angry scowl...

...and when the time comes for you to leave your mortal remains behind, would you not want them interred away from the wolves, crows and other beasts who would feed upon your flesh?

...and continues with the cold task of burial.


"There's what look like orc tracks here y'all!" Grendolynn announces. She shows them to anyone who's interested. My father's folk being about never's a good omen. Wonder how many of us are going to die out here? "Reckon we ought to go after 'em?"


Female Human Cleric of Serenrae 2; AC 15/17, T 11/13, FF 15/17; HP 16

I with to offer a last rite for these unfortunate souls.

Sarenrae teaches temperance and patience in all things. Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be. Yet there are those who have no interest in redemption, who glory in slaughter and death. Before us lie the cruel results of such evil actions.

The Dawnflower abhors the cruelties born in the hearts of mortals, and therefore her doctrines preach swift justice delivered by the scimitar's edge. May she grant a peaceful repose upon those who met such a cruel and heartless fate, and may she grant us the will and patience to bring their murderers to justice!


Amarisa performs a touching ceremony as Jasmalus and a teamster help the group bury the dead.

As the burial proceeds in earnest.......

Perception DC 10:
There is a loud snap in the woods, and you glimpse an orc spying on your activities. Concerned he may have been detected he moves slowly back into the woods (at half speed=full stealth) trying to stay concealed. He is following a game trail and still visible. Orc is marked on the map.


Shoanti Marked of Sarenrae; HP 40/40 4NL, AC16 T13 FF13, Saves: F+9, R+8, W+4, Initiative +3, Perception +9

Head bowed in silent contemplation...

Kaelaah, Perception: 1d20 ⇒ 1

...Kaelaah finds himself lost in thoughts of his old tribe; of life in the Mindspin Mountains of Varisia... a happy life but one that was never far from duties to the dead brought to his tribe's burial grounds...


I'm afraid I don't really understand the map at all beyond the road and wagons. I don't see an orc or any of us, just a bunch of green and black squares.

Perception (FE): 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13

Grendolynn rides after the orc, drawing her sword.

Double move towards it, run if possible.


Set the map up now. I assume you were not on your horse for while digging. Anyone making the perception check has a std before initiative.


I never said I was burying anyone, but okay. Where is my horse then? I'm not going to catch him on foot in armor, and not that great at ranged combat. Or maybe someone has a spell that can keep it from getting away or something? We don't want him telling his friends we're here.


Initiative
Fernand1d20 + 3 ⇒ (16) + 3 = 19
Gwen1d20 + 2 ⇒ (12) + 2 = 14
Kaelah1d20 + 2 ⇒ (15) + 2 = 17
Halvor1d20 + 2 ⇒ (17) + 2 = 19
Dolleen1d20 + 2 ⇒ (9) + 2 = 11
Amarisa1d20 + 0 ⇒ (15) + 0 = 15
Enemy 11d20 + 2 ⇒ (10) + 2 = 12

Order of Action
Fernand
Halvor
Kaelah
Amarisa
Gwen

Orc
Entire Party
Orc

All but Dollen up Round 1 -- anyone making a perception check DC10 gets a surprise round. Your mounts are very close (5' step). DC20 Ride check to mount as free action or else you can use your std surprise round. Post in any order--you do not need to wait for others.

Jasper announces: "I will guard the wagons!!"


Female Human Cleric of Serenrae 2; AC 15/17, T 11/13, FF 15/17; HP 16

Perception: 1d20 + 3 ⇒ (11) + 3 = 14

I point off into the woods, There's an Orc over there!

I raise my holy symbol on high and cast bless! Courage comrades!

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Lasts 10 rounds.


"On it!" Grendolynn cries, leaping onto her mount.

Surprise Round
Free action: 5' step to mount.
Ride check: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10 Fail
Move action: Mount horse.

Round 1
Full round action: Double move on horse 80' towards orc, drawing falchion as I go.


Male Taldan Rogue2 hp 15 | AC 17, T 14, FF 14 | F+2 R+7 W+0 | Init +3 | Perception +6

Perception: 1d20 + 4 ⇒ (3) + 4 = 7

Fernand is inspecting the dagger when he hears the news about an orc in the distance. He draws his rapier and crouches behind a tree to get a closer look.

Draw rapier, move to I32, done.

"Any more out there, Gwen?" he asks.

Yes, Fernand said "Gwen" instead of "Grenn" or "Grendel" or "Grendolynn."


Amarisa casts a blessing, and the Dawnflower's power fills the air.

Still have your full round action left too!


Dwarven Druid ~ HP 13/17 ~ AC16, tch 12, ff 15 ~ Fort+6, Ref+4, Will+7 ~ CMD 14 ~ Init+2 , Per+7 , Darkvision 60'

perception: 1d20 + 7 ⇒ (15) + 7 = 22
Surprise round: Mounting horse
"Hey wait up!" Dolleen grunts and groans trying to mount quickly.


"Ain't no Gwenn here! Call me Lynn," Grendolynn growls over her shoulder. "Anyway, nah, just the single sumb%#%!. That's gonn' change real fast we don't cut him down, though!"


Male Taldan Rogue2 hp 15 | AC 17, T 14, FF 14 | F+2 R+7 W+0 | Init +3 | Perception +6

"I'll wager that you and your boneslicer are in a great position for that, Lynn," he responds.


Shoanti Marked of Sarenrae; HP 40/40 4NL, AC16 T13 FF13, Saves: F+9, R+8, W+4, Initiative +3, Perception +9

Kaelaah, with no horse to ride, stays with the wagons.

...someone ought to stay behind to make sure that there aren't other orcs hiding in wait...

Kaelaah, Double Move then Perception: 1d20 ⇒ 1

Amazing!!! As a GM I cant help but murderise my players with 15+ most of the time... Other side of the screen, two 1's in a row!!!


All die rolls tend to even out, you have two crits waiting!!

Recap -- Encounter 1 -- Burial in the Pines
The grisly burial detail was almost wrapping up as the cleric was saying some words of power and consecrating the ground and the spirits of the interred. It seemed fitting to bury each of bodies under an evergreen tree in the scattered copse of trees. Jasmalus, obviously moved, seemed to control some strong emotions, his face a grim mask of determination.

With the snapping of a twig, the lone orc spying on them was spotted, and he quickly tried to retreat down a game trail into the dense forest. The multicolored leaves in the forest providing a varied background that has made the retreat of the orc easy to follow. On alert, each of you with horses kept them close by, having grown accustomed to the instant mobility they provided.

The ranger reacts quickly and begins chasing down the lone orc. Fernand draws his rapier and looks for more orcs by the trees; Kaelah by the wagons does the same. Amarisa's blessing inspires all as Dolleen mounts up and prepares to move out too.

As the ranger plunges into the forest, she shouts a curse. It appears the wily orc has set up defenses.

Gwendolyn make Perception DC 20 +2 for racial enemy:

The ranger ducks a nasty log trap triggered as the horse passes, ducking close to the horse as it passes over her head and moves to avoid a nasty pit trap.

Gwendolyn miss Perception DC 20 +2 for racial enemy:

A nasty log trap triggered as the horse passes, swings to strike you a glancing blow. Your horse falls into a nasty spiked pit. Ride DC10 to stay mounted.big log to hit/damage: 1d20 + 10 ⇒ (7) + 10 = 171d10 ⇒ 1

Order of Action -- bold yet to go std surprise + full round
Fernand
Halvor
Kaelah
Amarisa
Lynn
Orc
Entire Party
Orc


Female Human Cleric of Serenrae 2; AC 15/17, T 11/13, FF 15/17; HP 16

I jump down from the wagon and begin moving toward the forest (end movement at I-30).


Perception: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25


Male Human Fighter 1 Current Hps 13/13, AC 21, T 13, FF 18, CMD 17, Saves: F +5, R +3, W +1, Init +2, Per +0

Perception: 1d20 ⇒ 14

Halvor sees the orc and goes to chase the orc down while affixing his shield and drawing his weapon. Surprise round move and double move round 1. Moved my name


Green forest = difficult terrain -- game trail is not

The ranger notices a log and pit trap on the trail and skillfully maneuvres the horse of the trail to avoid it. The orc continues to withdraw, but more pressing threats emerge.

Halvor or Gwendolyn DC 12 Perception:
You notice the orc seems to be moving in a careful zig-zag pattern. It would take a small feat of agility DC10 acrobatics to duplicate his footsteps--impossible to do mounted.

A group of four orcs moves to the front of road with flaming arrows on their shortbows and lauch a volley at the wagons. The four orcs manage to hit each of two forwadmost wagons once. One of the arrows fail to catch, but one wagon begins to burn profusely and two teamsters rush to try to beat out the flames. The orcs seem to have a brace of fire arrows to fire.

Emerald seems calm, Malik screams like a girl as one of his wagons burns.

orcs:

4d20 ⇒ (1, 1, 10, 20) = 323d20 ⇒ (18, 16, 13) = 47

Orcs added to map, wagon on fire with red fire marker

Party is up round 2


Dwarven Druid ~ HP 13/17 ~ AC16, tch 12, ff 15 ~ Fort+6, Ref+4, Will+7 ~ CMD 14 ~ Init+2 , Per+7 , Darkvision 60'

end of Round 1

Dolleen urges her mount around the little copse of trees, and up beside Kaelaah. She growls to steel herself.. preparing to charge forward.
Jimbli gets a few feet ahead - only slightly entranced by the flying balls of fire.

"Archers! Flamin archers! Lets rrruuun 'em down!"


Grendolynn continues to chase the orc down the path, then veers off slightly into the tree line to follow it. She swings her heavy blade down at the orc's head as she rides up behind it. "RAAAAAAAAAAAAAr!"

Move action; move 40' to orc.
Attack (Bless, PA, FE): 1d20 + 5 + 1 - 1 + 2 ⇒ (12) + 5 + 1 - 1 + 2 = 19
Damage (FE, PA): 2d4 + 6 + 3 + 2 ⇒ (2, 4) + 6 + 3 + 2 = 17


Lynn Perception: 1d20 + 6 ⇒ (14) + 6 = 20
The ranger follows the orc off the trail, and a large hundred square foot net with rocks for counterbalance appears under her mount. Capable of completely engulfing a lone figure, it yanks the forequarters of the horse off the ground.
Ride DC 18 to avoid being thrown and skewer the orc
It appears the forest is laced with traps and pitfalls.


Recap -- Encounter 1 -- Burial in the Pines
Halvor and Lynn continue to pursue the orc into the woods. Pitfalls and trap abound in this woods. The ranger has avoided two nasty traps, the old swinging log and the pit, but a net trap tries to dismount her from her horse as she lines up a lethal swing at the orc fleeing her wrath.

Dolleen moves to confront the archers while the caravan team prepares to put out fires from the orc fire archers.


Shoanti Marked of Sarenrae; HP 40/40 4NL, AC16 T13 FF13, Saves: F+9, R+8, W+4, Initiative +3, Perception +9

Kaelaah curses under his breath and, moving forwards, dives to the floor and loads his crossbow.

…too far away and too many of them…

Kaelaah moves 30 foot, drawing crossbow, going prone and loading crossbow


Hooboy...

Ride check: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18

Oooh yeah.


Male Taldan Rogue2 hp 15 | AC 17, T 14, FF 14 | F+2 R+7 W+0 | Init +3 | Perception +6

If the green blocks on the map are not difficult terrain...

Fernand emerges from the patch of trees and quickly takes cover behind another tree, watching both the north and the east for any signs of more orcs.

Double-move to S27, done.

Perception if needed: 1d20 + 4 ⇒ (17) + 4 = 21

If the green blocks on the map are in fact difficult terrain...

Fernand quickly emerges from the patch of trees and resumes a mounted position, ready to ride towards the archers.

Ride to quick mount: 1d20 + 3 - 1 ⇒ (11) + 3 - 1 = 13 - so it's a move action.

Move to get to horse, move to get atop it, done.


In a massive display of horsemanship, the ranger watches her horse flipped in the air, spins it around without losing her saddle and keeping her horse from falling using centrifugal force, and unheads the astonished orc with a single swipe of her blade.

The only down side is the orc archers are not there to witness such an incredible display of riding. Horse and rider are unharmed and unentangled.

Kaeleh positions himself on the ground with his crossbow while Fernand realizes the trip to the difficult forest is slower, and mounts his horse. Dollen moves her mount and animal friend into a better position.

I think we are missing some posters -- looks like we slip a day on our schedule. Lynn would get a grit point or hero point for that if we weren't doing it old school without those things!!

ORDER
Amarisa
Halvor

Orcs


So my horse is dead or has broken legs, right?


Female Human Cleric of Serenrae 2; AC 15/17, T 11/13, FF 15/17; HP 16

I run east, drawing my scimitar (double move to U-31)
Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24
You still have time to flee, worthy foes...you bring destructive flames, but I bring the Healing Flame! Turn now and run, before you endure our swift justice!


Cool! In most games I've been in mounts last about 1 combat. :p


Male Taldan Rogue2 hp 15 | AC 17, T 14, FF 14 | F+2 R+7 W+0 | Init +3 | Perception +6

"Excellent maneuvering, Lynn!" Fernand announces as he settles into the saddle of his own horse.


The orcish fire archers continue to fire their shortbows at the wagons. Two fire arrows hit the rear wagon and one burns out of control and sets it ablaze. Two more groups of four orcs converge on the rear of the wagons. These eight orcs rush from the way you came wielding falchions, greatswords, and greataxes. The ones on the forest side of the road pause to take cover behind the trees. Jasper points out four more on the other side of the road attacking the caravan. The cunning and timing of the ambush become quite apparent as the orcs are operating in three groups with a decoy, now dead.
Map update with more orcs and fire
Malik shouts: "To the caravan!!"

orcs:
attack/save: 4d20 ⇒ (18, 3, 19, 16) = 564d20 ⇒ (1, 9, 16, 8) = 34
ACTION ROUND 3
Party to go

12 active orcs


Shoanti Marked of Sarenrae; HP 40/40 4NL, AC16 T13 FF13, Saves: F+9, R+8, W+4, Initiative +3, Perception +9

From his prone position, Kaelaah lets loose with a bolt towards the gathering orcs…but, with the smoke from the wagons starting to obscure vision, it falls well short.

Round 3

Kaelaah, Crossbow (90ft range / 1 range increment) vs Orc: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3, missing

Kaelaah, Move Action to Load Crossbow


Male Human Fighter 1 Current Hps 13/13, AC 21, T 13, FF 18, CMD 17, Saves: F +5, R +3, W +1, Init +2, Per +0

Halvor moves around the pit and tries to keep up with the fleeing orc


Dwarven Druid ~ HP 13/17 ~ AC16, tch 12, ff 15 ~ Fort+6, Ref+4, Will+7 ~ CMD 14 ~ Init+2 , Per+7 , Darkvision 60'

end of Round 2

Dolleen and Jimbli advance on the orc archers. Dolleen drops from the horse, and uses it for cover. With an intense frown of concentration, she begins imbuing her staff with the force of nature. She tests its "pow" against her palm, and peeks around her mount's rump.

Advance on horse, dismount, cast Shillelagh.


Male Taldan Rogue2 hp 15 | AC 17, T 14, FF 14 | F+2 R+7 W+0 | Init +3 | Perception +6

After what he had already been through, there was no way Fernand was going to be brought down by a band of orc bandits.

"Gwendolynn, Halvor, over here!" he shouts, before making a quick decision and placing himself between one of the groups and the caravan, hoping that his horse felt the same way...

I'm assuming a light warhorse. Stop me if I'm wrong. Also, I've never really done a character with an animal companion, so I might be butchering this part.

Handle Animal: 1d20 + 2 ⇒ (7) + 2 = 9 to get the horse to attack - fail

Horse moves to E42, Fernand attacks the orc south of him with his rapier...

Rapier: 1d20 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11 for damage: 1d6 + 3 ⇒ (2) + 3 = 5 - ugh.


Female Human Cleric of Serenrae 2; AC 15/17, T 11/13, FF 15/17; HP 16

I continue to advance on the group at the front of the wagons, doing a double-move to AG-31.

I can sense your evil...prepare to receive the punishment for your wrongdoings!

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