PFS PbP - Master of the Fallen Fortress (lvl 1) (Inactive)

Game Master Revvy Bitterleaf

Map


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Scarab Sages

There was an earthquake a while ago and for some reason you were outside and you saw part of one of the towers on the edge of the city of Absolom crumble. The towers outside have been closed for years, so this would be a good time to explore what it's inside it..along the way there you meet up with some other people (feel free to introduce yourselves to each other) and decide that there's strength in numbers and you team up.

A wide field of shattered weapons, barrow mounds, and mass graves surrounds the city of Absalom, a vast plain known as the Cairnlands.
Rising from the war-torn earth like the grasping arms of the dead are countless siege castles, towers, and fortresses constructed over the millennia by would-be warlords who tried to take the great city and inevitably failed. Like forgot ten monuments to failed conquerors, the siege castles of Absalom beckon the brave, the fearless, and the foolish with the promise of adventure and untold treasures, ever ready to create heroes or to entomb the fallen.

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Seijiro, bright-eyed with wonder and excitement is thrilled to meet other adventurous souls who want to explore this long-sealed trove. He speaks with a heavy Tian accent as he introduces himself. "Hi! I'm Seijiro from Minkai, newly arrived in Absalom from the very far east."

HIs clothing indeed speaks of Minkai, as he wears a loose tunic sashed at the waist over loose-fitting trousers. While he doesn't dress like the typical adventurer, he does bear expected gear. A backpack, rapier, dagger, shortbow and arrows all speak of the usual expected equipment for a western traveler. His long reddish-brown hair is tied back in a ponytail, and his eyes sparkle. Something about him besides the accent however speaks of the exotic, though it's hard to pinpoint exactly what it is.

picture of Seijiro

Grand Lodge

Male Nagaji Cleric 1/Paladin (Chosen One) 3

An older halfling man huffs and puffs as he tries to keep pace with Seijiro, relying heavily on his staff.

"Figured you for new in town, but sometimes it's hard to tell. Kids these days wear pretty much anything, and I've particularly stylish myself."

A quick glance is enough to confirm that fact. His coat of scale mail is topped by an apron, and his shirt and trousers are made of well-worn, utilitarian fabric. A white flour handprint stains his left leg. He too is heavily equipped, a crossbow clattering against his armor at irregular intervals.

He pauses for a moment, to remove his backpack and fish something out. Returning with a small cloth parcel, he unfolds it, offering it to Seijiro, then the others.

"Welcome to the city at the center of the world! Want a muffin? They're still warm."

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

Standing almost 7ft tall, with rough angular features, and a very rigid posture Vohnkar is an imposing figure. His chest is mostly bear crossed here and there by thick leather straps that hold together his mismatched pauldrons and ragged kilt. His dark skin is tanned and covered with scars and dirt.
In low rubble of a voice , that any dwarf would be envious of, he greats the rest of the party,
I am Vohnkar, a man of harsh the north, and I too am new to this city. I have found though that this place very welcoming and its people very generous.
Smiling he bends down and retrieve a muffin from the halfling.
Thank you friend, I do not believe I caught your name.

DC 17 Perception:

take 10 disguise check to appear human
You notice that while Vohnkar's skin appears to be covered with scars and dirt it actually covered in a crude form of makeup. The dirt is actually his rocky skin showing through and the scars are concealed shards of amber crystal.

Picture

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

perc: 1d20 + 4 ⇒ (8) + 4 = 12

"Hi Vohnkar, I'm Seijiro... nice to meet you... Wow, you're really tall! and nice to meet you too!" he says to the halfling. "Thanks for the muffin," he says as he takes one and bites into it. "Iff feems mwe aww goin effplorin togevver. Essitin!!!" He swallows his mouthful of muffin. "I wonder who else will be going with us."

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

Perception: 1d20 - 1 ⇒ (20) - 1 = 19

Markas takes note of the three individuals now huddled around a little fellow's backpack.

The tall one looks to be very strong. Probably best not to anger him, as there appears to be something different about him.

Having been born and raised in Absalom, Markas isn't unaccustomed to seeing unusual folk around. Markas strolls toward the group making more noise than expected as his warhammer bounces against his scale mail.

"Hello! My name is Markas Songsteel. It appears we are all interested in finding what has remained inside these towers for so long."

Wearing a scale mail shirt that shows little wear and tear, Markas appears to have little experience in combat. He is however prepared. Dangling from his belt is a warhammer and scimitar and strapped to his back is a large shield. His boyish face suggests that he has just reached manhood.

"I don't believe I caught any of your names."

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Seijiro gulps down another mouthful of muffin before speaking this time. "Hullo Markas. I'm Saketa Seijiro, but you can just call me 'Jiro. That's what most folks do." He bows slightly as he introduces himself. He, too, looks barely out of childhood. He gives Markas an impish grin. "You must be a great warrior, with all those weapons and such fine armor."

Grand Lodge

Male Nagaji Cleric 1/Paladin (Chosen One) 3

"Jiro it is, then. Pleased to meet you as well, Markas and Vohnkar. I'm Chima. After giving his companions a chance to grab a second muffin, he refolds the cloth and returns it to his bag.

Eyeing Vohnkar, he continues. "Glad your stay's been pleasant so far. Once we get back to town, I can help you settle in a bit more if you like. Set you up with a place for a nice hot bath, maybe?"

Perception: 1d20 + 4 ⇒ (9) + 4 = 13

You out-of-towners might not be familiar with the local history. You see, people have a bad habit of trying to invade our lovely city. This mess you see before you is what's left of a dozen failed sieges. If I'm not mistaken, this tower was..."

He pauses, wracking his brain, trying to remember anything about this tower in particular.

Knowledge Local: 1d20 + 4 ⇒ (14) + 4 = 18

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Seijiro grabs a second of the proffered muffins and tucks it away for later. He listens intently as Chima shares his knowledge of the local area. Then he wracks his memory for whatever he might have learned of these towers in general and this tower in specific since he arrived in Absalom.

know local: 1d20 + 5 ⇒ (18) + 5 = 23

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

"WAIT UP!"

A cry from the distance is heard. As everyone looks back to see where the voice is coming from, they all see a human running toward them. Dressed in an outfit that befits an entertainer, but judging by the cheap material and simplicity, he's either fairly new to the trade or not very good at it. Still, as he arrives and catches his breath, everyone immediately feels invigorated and strangely inspired by his appearance.

"I'm sooooooo glad I caught y'all. Y'all are going in the right direction. You MUST be the individuals that set out to explore the Tower ruins! I was sharing a story with some easily entertained... ok, they were drunk... patrons at the inn just outside the Pathfinder lodge, and heard of several adventurers heading to the ruins. I'm not hero material, but I would love nothing more that to immortalize your adventure and witness the greatness of true adventurers. I promise I will not be a burden on you, and would gladly offer up any help I can as you perform your magnificent feats.

The sidekick bard adjusts some of the gear he's wearing along with a compelling smile. Then he shows a sudden look of panic...

"Oh, I do apologize. My name is Fronar Gossamar."

Fronar does an elaborate twirl, ending an impressive bow.

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Seijiro returns the bow, but without flourishes. "Hi there! I'm Seijiro though most folks just call me 'Jiro. Which is confusing because that's my brother's nickname too, but since he's not here, I'm sure I'll know you're talking to me. Nice to meet you. You definitely have the look of an entertainer. I look forward to hearing your songs and tales as we travel along. And never say you're not hero material until you've tried it. I don't think I am either, but I'm willing to give it a try. I'm not nearly the warrior that Markas or Vohnkar are, for example, but I believe i can carry my own weight. At least I hope so. And Chima here has some pretty awesome muffins... better grab one while there's some left."

Scarab Sages

As you are trying to remember anything you might have heard about the tower all you can come up with is that the city of Absolom is surrounded by left behind siege engines from when it was attacked a long time ago. some of these towers were build to be staging posts for the attack..or perhaps as defenses. Most of the ones still standing haven't been able to be opened for a very long time, so they might contain treasures. Having one cracked open by an earth quake means that attention from explores is soon to follow..so you'd better hurry to get there first.

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

"Well, since we know little about this tower other than it's initial use, and time seems to be of the essence, since others may want to beat us to the punch, let's go!" Seijiro says, eyes bright with excitement.

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

"Hail, adventurers, and well met. My name is Daniloth Winterglen. I, too, spied the tower from afar and came to explore. As there is strength in numbers, might one more be welcomed to your party?"

Daniloth stands tall and proud, but clearly well worn. With a shortbow slung across his back and a shortsword dangling at his side, he cuts an imposing figure. He is dressed in the drab gray of an explorer or a scout, sporting black locks with dark, unruly facial hair.

"I'm both a fine tracker and scout, and I can hold my own with a bow. And, ranging throughout the lands of Golarion, I have picked up a fair amount healing. Well....what say you?

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

"Welcome and doubly welcome... healing is always a good thing! As is a strong arm with blade or bow. I'm Seijiro, nice to meet you." He gives a little bow to welcome the newcomer.

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

Despite his size, it takes Vohnkar the longest to finish his muffin, since he takes small bites and chews very slowly. Once finished he brushed he crumbs from his hands.
Well met. Markas, Fronar, Daniloth, I am Vohnkar. The small one is Jiro and the smaller one is Chima, he has muffins. We are missing one more, then we should go.
Revvy & All, is it cool if I kind of play it up like I was the one to gather the group? Also with 7 in the party I'm willing to kind of sit back till things look really tough. That way the new players can let their characters shine. I might look into changing my character a bit too, fill more of a support roll since we now have a lot of melee, if that OK.

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

I don't mind if you want to have gathered the group... works for me.. As for changing your character, you might want to do that only in a roleplay sense, as the next game you're in with him, you might want him as he is now... up to you though. Is it possible to have too much melee skill in a party? lol


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

Amazed Mosi looked around to the other people who had gathered, driven with the same hunger for adventure and/or money. You would think he would be the one standing out but they all looked so different maybe these people wouldn’t look down on him for his outlandish appearance.

Still Mosi pulled his cloak tighter, trying to conceal his bald head with stomps, reddish skin.

Under his cloak Mosi wore a scale mail, longsword on his belt and a longbow and wooden shield on his back.

From under his hood he said Hi I’m Mosi, nice to meet y'all.

He was a bit disappointed about another archer like him tagging along but maybe that would be a blessing in disguise. As he had learned his skills by himself this could be an excellent time to learn new things from another of his trade.

I pray to Erastil we will all find in those ruins what we seek.

Shall I take the rear in this little group so we won’t be surprised from behind?

From the rear he could keep his eyes on the most combat-able persons, Markas, Vohnkar and the scout.

When he thought no one was looking he let his tail out from under his cloak, just to feel the feint breeze for a couple of seconds.

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

"It appears our little group continues to expand."

Markas adjusts his gear while looking over the newcomers to the group. He reaches for a muffin prior to Chima storing them away.

"Thank you for the muffins! Welcome Fronar, Daniloth, and Mosi! I agree with 'Jiro and think we better start moving before the countless others approach that will be interested in this tower."

Markas adjusts his gear once more and positions himself between the group and the tower.

"Vohnkar, you appear to be a strong fellow. What say you and I lead the group into the tower and allow our bow-wielding friends, Mosi and Daniloth, to take up the rear?"

Scarab Sages

Vohnkar - ERW wrote:
Revvy & All, is it cool if I kind of play it up like I was the one to gather the group? Also with 7 in the party I'm willing to kind of sit back till things look really tough. That way the new players can let their characters shine. I might look into changing my character a bit too, fill more of a support roll since we now have a lot of melee, if that OK.

Fine by me, as long as nobody objects

@Mosi, could you select an avatar when you are have some time? You don't really need one for posting..but once we get to a map it means I either pick one for you..or you go around the map as a blue smiley face ;)

Scarab Sages

As the party meets up (around Vohnkar) and get's nearer to your destination you can see the tower you are heading for get bigger and bigger as you move closer.

The ruined siege castle now being called the Fallen Fortress rises out of the churned earth of the Cairnlands. No doors or windows mar the otherwise smooth expanse of the tower’s walls. The tower is quatrefoil in plan; its eastern wing has largely collapsed, exposing the interior floors to the open air. Only the topmost level seems whole, though its eastern portion hangs precariously over the mountain of rubble left by the collapse. At ground level, the rubble frames a gaping hole in the side of the building that provides access to the tower’s darkened interior.
The tower stands 80 feet tall and its exterior walls are amazingly smooth.


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

As we approach the rubble I make a quick scan of our surroundings.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

If I don’t see anything out of the ordinary I will start to look for any ( recent ) tracks around the hole in the building.

Survival: 1d20 + 6 ⇒ (4) + 6 = 10

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

I agree Markas. Vohnkar moves to the front of the party with Markas. During the march Vohnkar is stoic but speaks up again once they approach the tower,
This is it. Some of you will need light to see inside. Mosi and Daniloth look for tracks and see if we are indeed the first to arrive. Jiro you will stay near the front and make sure are path is clear of ancient traps.
For some reason I thought Mosi was melee, so I'll keep my character as is. Also just to let everyone know, I'm playing my character as still not knowing a lot about societal interactions (see backstory). One of the ways I'll RP this is that he doesn't know how to ask questions, everything he says will be as a statement. Feel free to rp this as being rude but just know as a player I'm not actually being rude and I won't take offence to it if you call Vohnkar out on it. If this starts to bother you let me know and I'll tone is down.

Scarab Sages

As Mosi is looking around he notices that a pack of stray hungry looking dogs is approaching you. They growl and seem ready to tear into you, just to get a bite of food.

init Vohnkar: 1d20 + 1 ⇒ (16) + 1 = 17
init Mosi: 1d20 + 4 ⇒ (20) + 4 = 24
init Markas: 1d20 + 2 ⇒ (6) + 2 = 8
init Seijiro: 1d20 + 4 ⇒ (6) + 4 = 10
init Daniloth: 1d20 + 4 ⇒ (13) + 4 = 17
init Fronar: 1d20 + 4 ⇒ (5) + 4 = 9
init Chima: 1d20 + 3 ⇒ (10) + 3 = 13
init Dogs: 1d20 + 1 ⇒ (9) + 1 = 10

init
Vohnkar, Mosi, Daniloth, Chima, Seijiro
Dogs
You guys

Map is linked at the top of the page

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Seijiro grumbles something under his breath in Tian

tian:
how rude!

He draws his short bow and looses an arrow at the closest dog to him. the one straight ahead with no cover to worry about

to hit: 1d20 + 4 ⇒ (8) + 4 = 12
dmg if hits: 1d6 ⇒ 6

of course if I'm gonna roll decent damage my to hit roll will suck... maybe since they are flatfooted? lol

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

Vohnkar readies his spear to attack the first dog that gets within 5ft.

Attack:1d20 + 5 ⇒ (6) + 5 = 11
Damage:1d6 + 4 ⇒ (6) + 4 = 10
Right there with you Jiro

Scarab Sages

Seijiro fires his bow at one of the dogs and is able to hit it almost square in the skull....it's staggering around after getting hit

Vohnkar readies his spear for when one of the dogs comes close enough

init
Mosi, Daniloth, Chima(+Readied Vonkar)
Dogs
You guys

Damage Blue: 6


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

Nice shot.

Mosi steps to right of Markas and aims for the dog on the left and lets his arrow fly.

Lets make those mongrels regret they attacked us.

Attack: 1d20 + 5 ⇒ (20) + 5 = 25

Damage: 1d8 + 3 ⇒ (5) + 3 = 8

@Revvy I actually like the blue smiley face!

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

Markas readies his warhammer and shield in preparation to attack a dog within 5 feet.

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 ⇒ 6

I know I'm not due up until after the dogs, but in the event that everyone's actions are posted I didn't want to be the one holding things up

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

"Erastil guide my arrow," Daniloth mutters to himself before sliding to his left, loosing an arrow, and nocking another.

Daniloth fires at the red dog

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 ⇒ 6

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

after dogs...

Fronar speaks with great enthusiasm as he is excited to see how this group of strangers works together for the 1st time, "May your actions be great, and not need embellishment, when ther are retold throughout the years!" Fronar then begins a series of twirls, hops, plus arm and hand flourishes.

Fronar starts a bardic performance of inspire courage

+1 attack, +1 damage to all for this and the next 2 rounds

Seeing someone "dancing" in combat seems a little odd by the newly formed adventuring party, but for some reason all who can see Fronar feel a burst of confidence and ability from his inspiring moves. He also manages to pull an item from his belongings (Move action = retrieve tanglefoot bag). "Those puppies don't look to friendly, I don't suggest anyone try to pet them!"

Scarab Sages

Mosi aims his bow and takes out the dog to the left with one arrow.
Daniloth also aims his bow and manages to hit another of the dogs in the head ..stagerring it The red dog is the one to the left, which Mosi just took down..moved your damage to the green one

init
Chima(+Readied Vonkar)
Dogs
You guys again (with actions from Markas and Fronar already posted)

Damage Blue: 6
Damage Green: 6

Grand Lodge

Male Nagaji Cleric 1/Paladin (Chosen One) 3

Chima lines up his light crossbow for a shot at the dog on the right.

That's some fine shooting, folks!

Targeting Blue
attack: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 ⇒ 1

Scarab Sages

The arrow that Chima fires at one of the dogs is enough to put him over the edge. As the arrow slams into it he slumps over and small puddle of blood starts to form under it's body.

The last remaining dog driven mad by hunger moves forward and tries to sink it's teeth into Vonkar but before he can get there Vonkar swings his spear between him and the dog...but the dog just barely manages to avoid the sharp tip.

The dog then tries to shut it's jaws around Vonkar's leg.
To hit Vonkar AC: 1d20 + 2 ⇒ (7) + 2 = 9 but due to blood loss he is unable to get enough force behind it's bite to deal any damage..then the blood loss is too much for it and it topples over on the ground...unconscious.

Out of combat

Let me know what you want to do and we'll pick it up from there.

Grand Lodge

Male Nagaji Cleric 1/Paladin (Chosen One) 3

With the immediate threat over, Chima spares a glance at the pitiful dog by Vohnkar's feet.

"Poor things were probably half-starved. They'd have to be to go up against such a big group." With a word in Halfling, a bolt of white energy touches the nearest dog, slowing its bleeding, and bringing its irregular breathing to a more stable rate.

Casting Stabilize on green. Unless we end up in initiative again in the next ~30 seconds or so, or there's a strong objection from someone else, Chima will proceed to cast Stabilize on the others as well.

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

no objections here.

"What are you doing, Chima?" Seijiro asks curiously as Chima hits each dog in turn with a green ray. He walks over to each dog in turn to check if it's wearing a collar or any other signs of 'ownership'.

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

"I agree with Chima," Daniloth says. "Sometimes nature is its own enemy." Daniloth moves to the stabilized creature and works on it with his healing kit.
Healing: 1d20 + 8 ⇒ (11) + 8 = 19
I don't know if this is possible, but if healing is successful and Chima didn't already have the intention, then I would also like to roll for Handle Animal and try to befriend the dog. I would like the dog to become my companion, not as a combatant, but just as an animal companion.
Handle Animal: 1d20 + 4 ⇒ (10) + 4 = 14
Let me know if this works or is even possible, or if I need to provide more information.

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

Vohnkar stands over the dog as Daniloth works on it with his healer's kit.
Healing these animals will take too long.

If Daniloth continues:

While Daniloth works on the dog Vohnkar makes no further objections but continues to watch. As the ranger struggles with the bandages, Vohnkar kneels down and adds pressure to stop help stop the bleeding.
Aid Another Heal: take 10 +1 = 11
@Daniloth,
Heal check of DC 20 to 'Treat Deadly Wounds' uses 2 uses of your healer's kit and takes 1 hour. According to your profile you have a +8 heal check not a +4, with my aid that gets us up to 23, if we can get to 25 with another aid the dog with heal 1 hp + your wisdom mod (+2)

If we leave these creatures here they will just be killed by another beast, or starve. It would be better to end their pain.
Vohnkar does not move towards the dogs but waits for the rest of the part to have their say.

If the party agrees that putting the dogs (minus one if Daniloth want ts save it) down would be the humane thing to do Vohnkar will do it, but he will carry the creatures to a place where the rest of the party does not have to watch.

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

"Vohnkar, I understand your concern, and we should away, but I am bound by Erastil to honor these creatures. I must try. But..." Daniloth hesitates before continuing, "I will only try with this one. If he heals, then I will take responsibility for him. He will be my burden."
Yeah, I added the +8 to my heal roll. The +4 was for my Handle Animal roll. I really don't want to slow the group down, but having a dog would be kind of cool. If the leader challenges me, then I'll back down.

Scarab Sages

Heal to stablize them so they won't die will work, but Chima's spells will do the same. If you actually intend to heal them of Hp's it's

Treat Deadly Wounds DC 20 heal check:

Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack.

When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.

Time: 1 hour.


Rear a Wild Animal - handle animal DC15+HD:

To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once.

A successfully domesticated animal can be taught tricks at the same time it’s being raised, or it can be taught as a domesticated animal later.

Action

Varies. Handling an animal is a move action, while “pushing” an animal is a full-round action. (A druid or ranger can handle her animal companion as a free action or push it as a move action.) For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.

Try Again

Yes, except for rearing an animal.

. You can off course do so..but you can't keep the dog after this scenario - unless you buy a dog - due to the nature of organized play. If you want to roleplay it, you can stablize the dog and leave it some food and it will wait for you when you get back outside and it will be thankful to you and lick your hand and become your best friend. But if you want to do that before entering the tower it will take over an hour ...which might mean that something inside the tower will notice you...or some other explorers might enter the tower before you do. And your handle animal check wasn't enough to befriend it..so it will wake up and then growl and bark at you (There's 2 more dogs to try on though if you really want to).

Grand Lodge

Male Nagaji Cleric 1/Paladin (Chosen One) 3

Chima explains to Seijiro "Just stopping the bleeding. They've suffered enough as it is."

Pausing for a moment to think, the halfling chimes in "You're right, we really must rush. But I don't think killing them is wise either. All sorts of nasty creatures might be drawn to a freshly killed meal. Perhaps we can find a place among the rubble to hide them, and our half-elven friend here," gesturing to Daniloth, "can come back and tend to them when our task is completed."

With that, he grabs the nearest hound by its hind legs and pulls, slowly dragging the creature towards the tower.

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Seijiro nods at Chima's wisdom and helps move dogs so they don't have to be dragged, but carried instead.

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

Daniloth, shaking his head, resigns himself to the wisdom of the group. "I, too, will help." After helping move the dogs, Daniloth takes up his position in the rear and scans the area.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Thanks for the rules clarification and thank you, everyone, for being patient with me while I figure out what works and doesn't in a PbP, PFS format.

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

Blood has been spilled, the smell with bring the scavengers. Inside the tower will be the safest place for these creatures. We can leave them once we have secured a room.
Vohnkar stoops and picks up the dog in front of Daniloth with one arm. He then moved over and scopes up a second dog in the other arm and begins to make his way towards the gaping hole in the tower.
Daniloth and Mosi take point and check out the two doors ahead, see if one looks safer than the other. Markas and Fronar back them up.

@Daniloth, No worries, I always love to RP tough moral situations like this. Plus I totally understand, Its always cooler to get something from a scenario that will be a good RP topic later.
FYI: Lap dog costs 15gp, Guard dog costs 25. you can say you spent the money getting rid of fleas and having it fixed or something.


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

I don’t care what happens to these dogs. Only the strong survive. Jungle law.

He steps over the corpse of the last dog and walks to the opening into the building and takes a look inside.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Let’s see if there are really things that go bump in the night. He laughs while stepping into the darkness.

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

Markas watches as 'Jiro, Daniloth, and Chima move the dogs.

"It's a good thing we have some experienced individuals with a bow amongst us. Nice shooting"

Looking at Chima, Mosi, Daniloth, and 'Jiro, Markas gives them all a curt nod of approval.

"Vohnkar, I am ready to move forward if you are, and think we should be moving soon. The longer we linger the more likely someone else makes it inside before us."

This is of course considering that Daniloth doesn't see anything with his perception check

Scarab Sages

Now that you have some time to take a closer look at the tower without being distracted by dogs you see;

The northern wing of the tower seems to have escaped the worst effects of the collapse, but rubble still litters the floor and everything is covered in a thick layer of stone dust. Thick cobwebs cloak the ceiling and hang down the walls like gossamer tapestries. A single archway stands open in the southwest wall.
While most of this room escaped the collapse, enough rubble still covers the floor to make the entire room difficult terrain.

Neither Daniloth or Mosi is able to spot anything that arouses their sense of danger.

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

"I am in awe. I must write this all down. What a humanatarian group of non-humans this group is. I've never heard of pathfinders healing and caring for the survival of wild beasts that they were attacked by before! Well met."

Grand Lodge

Male Nagaji Cleric 1/Paladin (Chosen One) 3

"No need to do any more harm than necessary, especially when we're acting in the Society's name. I get tired of people thinking we're just a band of roving fighters."

Chima moves toward the archway, making slow progress due to his bad leg. He stops for a moment, passing his magical gaze over the area.

Detect magic. Scan for auras (aside from the party), continue to focus on anything applicable.

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

"As you say, Vohnkar." Daniloth moves to the tower's entrance and scan's the doorway to see if it is structurally sound.

Towers and cities, he thinks, I much prefer the Verduran to this.

Knowledge(Dungeoneering): 1d20 + 5 ⇒ (20) + 5 = 25

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