Beginners Arc Table C (Inactive)

Game Master Awenydd83

Beginners Arc: The Confirmation, Masters of the Fallen Fortress, and Wounded Wisp

MAPS

HANDOUTS

Initiative:
Argor [dice=Initiative]1d20[/dice]
Aerian [dice=Initiative]1d20+4[/dice]
Black Sun [dice=Initiative]1d20+4[/dice]
Cyclic [dice=Initiative]1d20+6[/dice]
Jundu [dice=Initiative]1d20+5[/dice]


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Silver Crusade

Kellid Druid 2 HP: 17/17 AC:17 FF:16 T:11 F:+6, R:+2, W:+6 Perception +8 (Effects:None)

I only failed two right? So I should only take 8.

Grand Lodge

Female Gnome Oracle(Nature)/5 N/N | C-HP: 47/47| M-HP: 43/43 | AC/FF/Tch: C-24/19/18 22/17/16 M-24/21/15 20/17/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35/50 ft | Diplomacy +6, Intimidate +9, Kn Nature +5, Kn Religion +5, Perception +5, Ride +6, Sense Motive +4, Spellcraft +5, Survival +4 | Active Conditions: None

Remember that if you are sickened you take a -2 to your STs

"Oh my gosh! We have to get down there right away!"

Note: Aeron has feather fall which can be used on anyone within range and save one of them before they fall, or it can be used to get down there and cast healing.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Argor: each floor is 15 ft, so by failing 2 saves, you dropped 30 ft which makes it 3d6.

Silver Crusade

Kellid Druid 2 HP: 17/17 AC:17 FF:16 T:11 F:+6, R:+2, W:+6 Perception +8 (Effects:None)

Ah ok.

Stabilize DC11: 1d20 + 2 ⇒ (11) + 2 = 13

Dark Archive

CN female Wayang Chaokineticist 5
Spoiler:
|AC 20, T 15, FF 16|HP: 48/48 (5 nl)|F +8, R +8, W -1 (+2 vs shadow/MA/emotion, +1 vs reptilian EX abilities)|Init +4, Perc +8|CMB 0 CMD 13|Burn 1/7, Light and Dark 1/1, Voices Say 1/1, Shadow Speaker 3/4

Reflex save, Shadow Speaker: 1d20 + 9 ⇒ (3) + 9 = 12
folio reroll: 1d20 + 9 ⇒ (8) + 9 = 17

Watching Black Sun appear to leap directly backward, almost as if backward in time, is as fascinating as it is unnerving to behold.

She turns her attention to Cyclic, willing gravity away from her ever so slightly that she may descend the crumbling tower more safely.

That's Basic Chaokinesis to grant Cyclic +4 to Acrobatics checks to made to jump. I can only give that to one target at a time.

Grand Lodge

Female Gnome Oracle(Nature)/5 N/N | C-HP: 47/47| M-HP: 43/43 | AC/FF/Tch: C-24/19/18 22/17/16 M-24/21/15 20/17/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35/50 ft | Diplomacy +6, Intimidate +9, Kn Nature +5, Kn Religion +5, Perception +5, Ride +6, Sense Motive +4, Spellcraft +5, Survival +4 | Active Conditions: None

Cyclic has a -4 Acrobatics roll. Even with the gravity assist there is no way she is jumping down.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Argors manages to stop himself from bleeding, but still lies in the dust and debris not moving.
Black Sun leaps from the dustcloud, clawing frantically for her friends.. it seems at first she may not make it.. but at just the last moment, a gust of wind blows her fingertips within reach of the crumbling floor. The little wayang hangs there for a moment before climbing up to rejoin her friends.

1d3 ⇒ 1
The almost forgotten swarm shifts itself, encompassing Aerian in the massive swarm of spiders once more.
Swarm Dmg: 1d6 ⇒ 3

Aerian fort save last round: 1d20 ⇒ 4
Aerian fort save this round: 1d20 ⇒ 6
2d2 ⇒ (1, 1) = 2

Bold May Post
Jundu- Sickened

~Swarm
Aerian- 7 dmg, -3 Str, next round: 1 Fort save or 1d2 str dmg
Balenor
Black Sun- 4 dmg,
Cyclic
Argor- Sickened, -1 hp
Ajax- REFLEX SAVES

Dark Archive

CN female Wayang Chaokineticist 5
Spoiler:
|AC 20, T 15, FF 16|HP: 48/48 (5 nl)|F +8, R +8, W -1 (+2 vs shadow/MA/emotion, +1 vs reptilian EX abilities)|Init +4, Perc +8|CMB 0 CMD 13|Burn 1/7, Light and Dark 1/1, Voices Say 1/1, Shadow Speaker 3/4

Black Sun takes the weight of the crumbling building and concentrates it on the spiders...

gravity blast, courage, Shadow Speaker: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 1d6 + 4 ⇒ (6) + 4 = 10

Grand Lodge

Female Gnome Oracle(Nature)/5 N/N | C-HP: 47/47| M-HP: 43/43 | AC/FF/Tch: C-24/19/18 22/17/16 M-24/21/15 20/17/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35/50 ft | Diplomacy +6, Intimidate +9, Kn Nature +5, Kn Religion +5, Perception +5, Ride +6, Sense Motive +4, Spellcraft +5, Survival +4 | Active Conditions: None

Cyclic pulls out an acid flask and tries to hit its southwest corner.

Ranged Touch: 1d20 + 0 + 1 + 1 ⇒ (1) + 0 + 1 + 1 = 3

Oh well. At least there will be splash.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Black sun fires a blast of gravity at the swarm, but just barely misses. Meanwhile, Cyclic tosses off a flask of acid, but it catches on her fingers and turns into more of a fumble than a throw. The flask bursts right at Black Suns feet, splashing her and Jundu, as well as the swarm.
Where'd it go?: 1d8 ⇒ 3

Bold May Post
Jundu- Sickened, 1 dmg

~Swarm- 1 dmg
Aerian- 7 dmg, -3 Str, next round: 1 Fort save or 1d2 str dmg
Balenor
Black Sun- 5 dmg,
Cyclic
Argor- Sickened, -1 hp
Ajax- REFLEX SAVES

Grand Lodge

Dwarf Fighter 1 HP 15/15 | AC19 T12 FF17 | CMD17 | F+4 R+2 W+1 | Init+2 | Perc+6| SM+1 | Active Conditions None

Reflex Save: 1d20 + 2 ⇒ (3) + 2 = 5
Reflex Save: 1d20 + 2 ⇒ (8) + 2 = 10
Reflex Save: 1d20 + 2 ⇒ (6) + 2 = 8

stabilization check: 1d20 + 4 ⇒ (10) + 4 = 14

Silver Crusade

male kitsune bard 2 | HP 19/19, bardic performance 10/10 | AC 17, T 13, FF 14 | F +2, R +6, W +4 (+4 saves vs sonic/language-dependant) | CMB -1, CMD 12 | Spd 30' | Perc +7 | Init +5

Jundu also attempts to throw acid on the swarm's far side, hoping to prevent more splash back.

ranged touch-sickened: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
acid damage: 1d6 ⇒ 3


|Ruins |WBGoblins|RotRL| Emerald Spire|

Ajax: I need one more reflex save to see if you were able to catch the last level above the ground. As for the stabilization check, you roll a 1d20-Your negative HP total.

Ajax disappears into the cloud of dust with a terror filled scream.

Jundu pulls out a flask of acid and tosses it at the swarm, but it doesn't do enough to disperse the mass of spiders.

Bold May Post
Jundu- Sickened, 1 dmg
~Swarm- 1 dmg
Aerian- 7 dmg, -3 Str, next round: 1 Fort save or 1d2 str dmg
Balenor
Black Sun- 5 dmg,
Cyclic
Argor- Sickened, -1 hp
Ajax- REFLEX SAVES

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

fort save: 1d20 ⇒ 9

i'm back, thanks for your patience... gotta go back and reread so I know what's happening.

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

Aerian steps out of the swarm of spiders, pulls out an alchemist fire and tosses it into the swarm.

ranged touch: 1d20 + 2 ⇒ (12) + 2 = 14
[dice dmg if hits]1d6[/dice]

Silver Crusade

Kellid Druid 2 HP: 17/17 AC:17 FF:16 T:11 F:+6, R:+2, W:+6 Perception +8 (Effects:None)

I'm unconscious and stable, so you can take me out of init until I get healed or I take more damage.

Grand Lodge

Dwarf Fighter 1 HP 15/15 | AC19 T12 FF17 | CMD17 | F+4 R+2 W+1 | Init+2 | Perc+6| SM+1 | Active Conditions None

1d20 + 2 ⇒ (9) + 2 = 11
DC 15 stabilization Check: 1d20 + 4 ⇒ (12) + 4 = 16

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

dmg if hits: 1d6 ⇒ 3 [so with 50% more dmg for aoe, 4 pts?


|Ruins |WBGoblins|RotRL| Emerald Spire|

Aerian Str dmg: 1d2 ⇒ 1
Don't forget you are now -4 str, bringing you down to a 6.

Ajax: A stabilization roll is made with your negative HP as a negative modifier to your roll. In your case, 1d20-5. We will keep your base roll of 12, which means you did not stabilize.

Aerian stumbles as the spiders venom takes its toll on him, sapping his strength. He tries to toss a flask of alchemical fire, but fumbles with it as he tries to throw it.
Where'd it go, George?: 1d8 ⇒ 2
The flask bursts on the flagstones to the side, crisping just a bit of the swarm and burning himself.

The swarm changes direction and heads for Jundu and Black Sun, covering them in creepy crawlies nipping and biting.
Swarm Dmg: 1d6 ⇒ 4
Both please make a DC 11 Fort save or take Str Dmg: 1d2 ⇒ 1

Bold May Post
Jundu- Sickened, 5 dmg, need fort save

~Swarm- 2 dmg
Aerian- 8 dmg, -4 Str
Balenor
Black Sun- 9 dmg, need fort save
Cyclic
Argor- Sickened, -1 hp Unconscious/stable
Ajax- Unconscious, -5 HP, Need Stabilize

Dark Archive

CN female Wayang Chaokineticist 5
Spoiler:
|AC 20, T 15, FF 16|HP: 48/48 (5 nl)|F +8, R +8, W -1 (+2 vs shadow/MA/emotion, +1 vs reptilian EX abilities)|Init +4, Perc +8|CMB 0 CMD 13|Burn 1/7, Light and Dark 1/1, Voices Say 1/1, Shadow Speaker 3/4

Fortitude save: 1d20 + 5 ⇒ (4) + 5 = 9

Black Sun lurches away from the swarm and retaliates through the pain!

gravity blast, courage, Shadow Speaker: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d6 + 4 ⇒ (1) + 4 = 5

She looks blearily at Cyclic.

"Help...meeee...."

Grand Lodge

Female Gnome Oracle(Nature)/5 N/N | C-HP: 47/47| M-HP: 43/43 | AC/FF/Tch: C-24/19/18 22/17/16 M-24/21/15 20/17/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35/50 ft | Diplomacy +6, Intimidate +9, Kn Nature +5, Kn Religion +5, Perception +5, Ride +6, Sense Motive +4, Spellcraft +5, Survival +4 | Active Conditions: None

Cyclic responds by taking a step and casting CLW from her wand.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Silver Crusade

male kitsune bard 2 | HP 19/19, bardic performance 10/10 | AC 17, T 13, FF 14 | F +2, R +6, W +4 (+4 saves vs sonic/language-dependant) | CMB -1, CMD 12 | Spd 30' | Perc +7 | Init +5

fort: 1d20 + 2 ⇒ (16) + 2 = 18

Jundu runs away from the swarm, drawing out his own wand.

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

Aerian limps toward Jundu hoping to get some healing before the swarm gets to him again, if it even shows interest in him.

Grand Lodge

Female Gnome Oracle(Nature)/5 N/N | C-HP: 47/47| M-HP: 43/43 | AC/FF/Tch: C-24/19/18 22/17/16 M-24/21/15 20/17/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35/50 ft | Diplomacy +6, Intimidate +9, Kn Nature +5, Kn Religion +5, Perception +5, Ride +6, Sense Motive +4, Spellcraft +5, Survival +4 | Active Conditions: None

"Try to spread out!"


|Ruins |WBGoblins|RotRL| Emerald Spire|

And thankfully, this is indeed two rounds after concentration! Great timing, Black Sun!

Black Sun fires off another blast of energy damaging the swarm but not enough. The team spreads out trying to get away from the damn things when the swarm seems to just fall in on itself, millions of spiders crawling out every which direction now that the magic calling them together has dissipated. The remaining team members breathe a sigh of relief in the sudden silence.

Argor is on the middle floor where the bats were, and Ajax is on the very ground floor outside of the tower. You can see him from where you are on the top floor.
Argor- -1 hp Unconscious/stable
Ajax- Unconscious, -5 HP, Need Stabilize

Stabilize: 1d20 - 5 ⇒ (6) - 5 = 1
Stabilize: 1d20 - 6 ⇒ (9) - 6 = 3
Stabilize: 1d20 - 7 ⇒ (11) - 7 = 4
Stabilize: 1d20 - 8 ⇒ (17) - 8 = 9
Stabilize: 1d20 - 9 ⇒ (3) - 9 = -6
Stabilize: 1d20 - 10 ⇒ (19) - 10 = 9
Stabilize: 1d20 - 11 ⇒ (10) - 11 = -1
Stabilize: 1d20 - 12 ⇒ (16) - 12 = 4
Stabilize: 1d20 - 13 ⇒ (10) - 13 = -3
Stabilize: 1d20 - 14 ⇒ (12) - 14 = -2

Ajax does not stabilize, but you have enough time to reach him if you haul some some butt and bring him some healing!

Dark Archive

CN female Wayang Chaokineticist 5
Spoiler:
|AC 20, T 15, FF 16|HP: 48/48 (5 nl)|F +8, R +8, W -1 (+2 vs shadow/MA/emotion, +1 vs reptilian EX abilities)|Init +4, Perc +8|CMB 0 CMD 13|Burn 1/7, Light and Dark 1/1, Voices Say 1/1, Shadow Speaker 3/4

DC 11 Fortitude save: 1d20 + 5 ⇒ (13) + 5 = 18

The spider venom has only token effect on Black Sun's unnatural constitution.

Silver Crusade

male kitsune bard 2 | HP 19/19, bardic performance 10/10 | AC 17, T 13, FF 14 | F +2, R +6, W +4 (+4 saves vs sonic/language-dependant) | CMB -1, CMD 12 | Spd 30' | Perc +7 | Init +5

"Hang on, Ajax!" Jundu goes running down the stairs to help his fallen comrade.

Using run action I should be able to get there in plenty of time.

clw: 1d8 + 1 ⇒ (3) + 1 = 4
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (6) + 1 = 7

I will use enough charges to get him back above 0. Let me know how many exactly that is.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Looks like 3 charges puts Argor at -1, 4 charges at +7

Jundu scurries his fur covered backside all the way down the tower, pulling out his wand of healing as he goes. The kitsune charges out of the stairway and through the rubble to Argors side and immediately begins resuscitation to bring his friend and companion back from the dead. After a couple of taps, the dwarf begins to come around, waking and peering around through bleary eyes!

That's a wrap, guys! You can RP the return to Absalom, and I will have this reported tonight and Chronicles posted by tomorrow. Any changes to the line up for Wounded Wisp??

Silver Crusade

male kitsune bard 2 | HP 19/19, bardic performance 10/10 | AC 17, T 13, FF 14 | F +2, R +6, W +4 (+4 saves vs sonic/language-dependant) | CMB -1, CMD 12 | Spd 30' | Perc +7 | Init +5

4 charges it is!

Jundu heaves a huge sigh of relief when Argor sputters and coughs and returns to consciousness. "I thought you were a goner when the floor gave way! Let's get out of here and get back to Absalom so we can get you patched up the rest of the way."

Thanks for the game again DevilDoc and all! Great job!

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

"That was not an easy run of confrontations... don't want to run into those stinky things again! Let's head back, I need to heal up too..."

Silver Crusade

Kellid Druid 2 HP: 17/17 AC:17 FF:16 T:11 F:+6, R:+2, W:+6 Perception +8 (Effects:None)

I think you mean Ajax.

Argor shakes the cobwebs out as he is awakened. "I'm made of tougher than that, but thank you. I need a drink too when we get back."

Grand Lodge

Female Gnome Oracle(Nature)/5 N/N | C-HP: 47/47| M-HP: 43/43 | AC/FF/Tch: C-24/19/18 22/17/16 M-24/21/15 20/17/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35/50 ft | Diplomacy +6, Intimidate +9, Kn Nature +5, Kn Religion +5, Perception +5, Ride +6, Sense Motive +4, Spellcraft +5, Survival +4 | Active Conditions: None

"I felt so useless when I could not get down to help. I'm going to have to start training in climbing or get some decent gear for it."

Thanks to rebuild rules, I can do that in a jiffy sacrificing one point in perception! Though with her strength and no extradimensional container a climbing kit is too heavy for her.

Indeed, during the trip back, Cyclic is scrambling up and down ropes and things, practicing her climbing skills.


|Ruins |WBGoblins|RotRL| Emerald Spire|

You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission of utmost importance. Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents. Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.

Coming to the meeting place—an odd choice of venue, as it is a street corner far from the Grand Lodge—a lone beggar garbed in baggy robes approaches. The only figure visible in the constant drizzle, the beggar sticks out his hands for currency. “Have you any coin to spare, fine folk?”
The question hangs in the air for only a scant moment before the figure pulls back his hood to reveal the wizened face of Venture-Captain Drandle Dreng. He gives a crooked smile, soaked head to toe from his unprotected time in the rain. His clothes smell faintly of cabbage.
“Sorry about that,” he says with a wink. “I always like to play a little joke on agents when I stumble across them during my jaunts into town. Now, why did I summon you fine folk here again…?” Dreng shakes his head from side to side, as though trying to knock water out of his ears, despite the constant downpour.
“Ah yes, the Wounded Wisp! I’m undercover now and can’t stray far from the site I’m watching, but I need someone to retrieve a package for me from that fine establishment. It’s among Absalom’s most storied taverns, you see, and one that holds a special place of privilege in the Society’s lore as the place where the organization began. Well, I could drone on and on about it, but standing out in the rain is doing none of us any favors.” As if anticipating agreement, the bedraggled venture-captain produces a small slip of folded paper from one of his many stitched pockets. Dreng quickly shows a glimpse of the page’s contents: a map detailing the location of the Wounded Wisp bar.
“The bartender is a woman by the name of Heryn Gale, a fine lady who came to own the Wisp after the passing of her father from —oh, bah, it’s really getting too cold for me to give a proper history lesson! If you could just go to the Wisp, and tell Heryn you’re there to pick up my parcel, it would be most appreciated. I’ll be around here for several more hours at least.”

K. History DC 10+:
The Wounded Wisp was a bar once frequented by the original members of the Pathfinder Society before the Society was even formed. Inside the Wisp, acquaintances would share stories about their adventurous exploits with one another.

K. History DC 15+:
Many volumes of the Pathfinder Chronicles came together under the Wisp’s roof. Famous Pathfinders like Eando Kline and the Seeker Osprey often stopped by for a drink while they relaxed in Absalom between assignments. Though not officially affiliated with the Society, the bar maintains good relations with Pathfinders, offering discounts and prompt service. The owners have always kept themselves and the Wisp afloat through the generosity of Society agents who spend coin at the establishment.

K. History 20+:
Selmius Foster was one of the founding members of the Pathfinder Society, known to have frequented the Wisp often and
occasionally taken up residence in a spare room between his travels. His celebrated exploits first appeared in Volume 1 of the Pathfinder Chronicles.

K. History 25+:
Following the death of Selmius Foster on the island of Bhopan, his assistant Adolphus made several donations to maintain one of his mentor’s favorite sites. The exact arrangement between Adolphus and the owners of the Wisp was never disclosed, but it is said that some of this gold came from the same fortune that Adolphus used to found the Pathfinder lodge in Quantium.

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

know hist: 1d20 + 8 + 1d6 ⇒ (12) + 8 + (2) = 22

Aerial will recount all he can recall about the place. on phone so csnt type too well.. feel free to read 1st three spoilers.

Grand Lodge

Female Gnome Oracle(Nature)/5 N/N | C-HP: 47/47| M-HP: 43/43 | AC/FF/Tch: C-24/19/18 22/17/16 M-24/21/15 20/17/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35/50 ft | Diplomacy +6, Intimidate +9, Kn Nature +5, Kn Religion +5, Perception +5, Ride +6, Sense Motive +4, Spellcraft +5, Survival +4 | Active Conditions: None

"Indeed! I do love a good history lesson. Appeals to a gnome without personal history like myself."

Silver Crusade

Kellid Druid 2 HP: 17/17 AC:17 FF:16 T:11 F:+6, R:+2, W:+6 Perception +8 (Effects:None)

Argor listens to what Aerian knows about the tavern. "Indeed. We can learn much from the past. Let's get this job done."

Silver Crusade

male kitsune bard 2 | HP 19/19, bardic performance 10/10 | AC 17, T 13, FF 14 | F +2, R +6, W +4 (+4 saves vs sonic/language-dependant) | CMB -1, CMD 12 | Spd 30' | Perc +7 | Init +5

Jundu is somewhat perplexed by the developments. Who is this Drang and why would he give us such a strange assignment in such a bizarre manner? he thinks to himself. Out loud, he replies, "Yes, let's get moving fellows."

I'm updated and ready to go now!


|Ruins |WBGoblins|RotRL| Emerald Spire|

After Aerian relates his knowledge of the history of the tavern, the team quickly moves out through the rain, hoping to get this over quickly.

The Wounded Wisp is located in the Foreign Quarter district of Absalom, close to the grounds of the Grand Lodge. You have no difficulty finding the establishment with the map Dreng provided and as you arrive, you realize that almost every initiate or member has heard of or seen the building at some point. Built from dark, discolored wood, the exterior of the Wounded Wisp is the image of an iconic dive bar. Stained and barred windows obscure direct vision into the establishment, though ruddy yellow light bleeds from a window in the front hall. The only distinguishing feature on the Wisp’s exterior is a thick wooden sign hanging from above the bar’s entrance. A brass ring fitted onto the sign anchors a lantern— referred to by the staff as “the wisp” that hangs there during the evening hours.

You quickly move through the front door seeking cover from the incessant rain, and find yourselves in the entry hall. This long wooden hallway leads north into the building, and the walls are covered in numerous decorations and trophies left by successful Pathfinders who've donated minor paraphernalia to the bar. Moving down the hall, you find yourself in the main room. Tables fill the main floor of the Wounded Wisp where patrons sit with colleagues and share stories over drinks. Three sets of stairs lead up to a raised dining area behind and to your left, while the bar sits against the wall in front of you. A door leads off to your left, while an open area passes back through to the kitchen in the far back right of the room.

The smell of smoke and spilled ale assails the senses in this wide-open area. Walls of dark-stained wood make up the sides of the Wounded Wisp, while well-used wooden tables are spread throughout the space. A raised area in the back of the establishment houses several additional tables and eating areas for groups seeking more than just a good drink. An austere bar supported by kegs instead of wooden panels commands the northern end of the room. A stained-glass cabinet stands behind the bar, its dark panes cracked in several spots, yet not so opaque as to conceal the several dozen types of hard liquor within.

There are several groups sitting here and there around the common room, as well as a very harried looking barmaid tending the bar. As you begin to make your way into the room, a familiar looking halfling woman looks up, does a double take, and calls for your group! "Hey there!" Janira calls. "Fancy seeing you guys here! Got a minute to share a few rounds?" Janira asks.

Silver Crusade

Kellid Druid 2 HP: 17/17 AC:17 FF:16 T:11 F:+6, R:+2, W:+6 Perception +8 (Effects:None)

"It is good to see you. But we are here on assignment. Little time for reverie."

Dark Archive

CN female Wayang Chaokineticist 5
Spoiler:
|AC 20, T 15, FF 16|HP: 48/48 (5 nl)|F +8, R +8, W -1 (+2 vs shadow/MA/emotion, +1 vs reptilian EX abilities)|Init +4, Perc +8|CMB 0 CMD 13|Burn 1/7, Light and Dark 1/1, Voices Say 1/1, Shadow Speaker 3/4

"At least it's better than the Pig's Paunch...."

Black Sun goes up to the Small people's section of the bar.

"Do you have...spirit of millet with rosewater?"

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

Aerian waves to Janira "Perhaps in a moment... can I get you something to drink, Janira?" After getting her response, he walks to the bar and asks, "I'd like a glass of white wine. and are you Heryn? if so, we're here to pick up a package. Do you need further information?" If she answers 'yes', he will write out a quick note detailing who sent them, as it's no one else's business. After ordering for Janira as well, and getting an answer to his query, he'll take his drink(s) and walk over to Janira.

"It's so good to see you again, you look much less harried then when we saw you last. I'm glad we all survived that minotaur. Are you between assignments now?"

Grand Lodge

Female Gnome Oracle(Nature)/5 N/N | C-HP: 47/47| M-HP: 43/43 | AC/FF/Tch: C-24/19/18 22/17/16 M-24/21/15 20/17/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35/50 ft | Diplomacy +6, Intimidate +9, Kn Nature +5, Kn Religion +5, Perception +5, Ride +6, Sense Motive +4, Spellcraft +5, Survival +4 | Active Conditions: None

Cyclic moves through the hallway slowly, curiously inspecting the various items of historical interest, asking questions about things as she goes. Eventually she makes it into the tavern area and finds herself a seat near the bar as the others mill about asking questions and making orders. For the moment she is content to listen and observe.

Cyclic is an odd looking gnome. She is in varying stages of growth and decay. Parts of her form look wasted or diseased, while others look like freshly grown baby's skin. Her hair has bleached streaks and vibrant patches, though she acts quite sane - almost humanly so. She wears a breastplate and carries a shortspear.

Silver Crusade

male kitsune bard 2 | HP 19/19, bardic performance 10/10 | AC 17, T 13, FF 14 | F +2, R +6, W +4 (+4 saves vs sonic/language-dependant) | CMB -1, CMD 12 | Spd 30' | Perc +7 | Init +5

Jundu waves at Janira with a smile. "This little one took on a minotaur by herself! She is a true Pathfinder," he tells a random bar patron.


|Ruins |WBGoblins|RotRL| Emerald Spire|

As The group moves into the room, Argor holds off the excited halfling as the others make their way to meet with the bartender.

The bartender hurries over to begin taking your orders, but once Aerian mentions a package in such a mysterious manner, she lets loose with a guffaw of laughter. "Old Dreng still sending his newbies out on "Secret Quests for his latest shipments of wine, huh? That'll never get old! Tell ya what, here are your drinks.. this round'll be on the house. Give me a few minutes to get this crowd settled in and find someone to cover the bar, and I'll take you down stairs!" She finishes drawing the wines and the ales and the Spirit of Milliet with rosewater and passes them over before moving on to the next group, still chuckling to herself.

The group moves over to where Janira is sitting with several other people and they join the group.
"Well, it seems that despite being onn duty, you do have a few moments!" she jokes with the stern faced Druid.
Turning to Aerian, she says "Well, yes and now. I am beginning to compile all of my research with your notes and documents, and as soon as all of that is done, I will be leading a much longer term exploration out to the caves so that we can learn more about that shrine! And hopefully without the minotaurs!!" she finishes expressively.
"Tonight though, I am just relaxing and rubbing shoulders with some other Pathfinders of note and allied people. May I introduce Aram bin Kaleel, owner and Proprietor of Kaleel's Curiosities over in the Coins District. He sometimes chooses to help young Pathfinders on their way."
At this introduction, a man wearing a flowing robe and lighht colored headpiece gives a short bow before interjecting "All I do is give a bit of guidance. It is important for young people such as yourselves to learn to stand on your feet."

Janira continues around the table to point out "This is Yargos Gill. He isn't a Pathfinder, but he has helped us plenty in his work as a military historian." With a nod the man acknowledges your presence while inspecting you with his keen eyes. "You never know when the past may surface to help the future." he says.

Turning back to your group, the spry halfling continues. "Take a seat! And thanks for the drink.. I appreciate it. I've been spending most of my time around here or at the lodge just trying to peice everything together. What have you been up to?!"

Grand Lodge

Female Gnome Oracle(Nature)/5 N/N | C-HP: 47/47| M-HP: 43/43 | AC/FF/Tch: C-24/19/18 22/17/16 M-24/21/15 20/17/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35/50 ft | Diplomacy +6, Intimidate +9, Kn Nature +5, Kn Religion +5, Perception +5, Ride +6, Sense Motive +4, Spellcraft +5, Survival +4 | Active Conditions: None

Cyclic joins the group with Janira and answers her.

"We managed to get a local mission exploring a run down fort not too far from here. It seemed like every time we advanced a yard there was some sort of animal or troglodyte that wanted to have us for dinner. We all survived, but I think even the least fastidious of us took multiple showers after that. Nasty business, Nasty smelly business if you know what I mean. But worth it! We found old temple of Nethys."

As always, her body seems to morph slowly over time, new growth replacing old growth and vice versa. Rather disturbing, though one gets used to it after a while. Her voice, for the moment, has an odd warble to it for no apparent reason.

Silver Crusade

Kellid Druid 2 HP: 17/17 AC:17 FF:16 T:11 F:+6, R:+2, W:+6 Perception +8 (Effects:None)

"Yes, they had captured a fellow agent. But their leader was destroyed so it was a successful mission."

Dark Archive

CN female Wayang Chaokineticist 5
Spoiler:
|AC 20, T 15, FF 16|HP: 48/48 (5 nl)|F +8, R +8, W -1 (+2 vs shadow/MA/emotion, +1 vs reptilian EX abilities)|Init +4, Perc +8|CMB 0 CMD 13|Burn 1/7, Light and Dark 1/1, Voices Say 1/1, Shadow Speaker 3/4

"The tower fell apart with us inside it...."

@DM: She's talking about "spirit of millet," i.e. grain alcohol, not some fancy proper noun thing.

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

"It was an awful place, that abandoned tower... I suppose it was quite nice at one time, but as said, the troglodytes made it a horrid place to be... the stench was disgusting... I think I was sick more than not while there." Aerian shakes his head slowly... shrugs. "DIdn't think it was possible to throw up that much without turning inside out!"


|Ruins |WBGoblins|RotRL| Emerald Spire|

Black Sun: Ahh.. lol.. I've never heard of it, so I was just running with what I saw typed lol. Though looking at that link, I have to say I am intrigued.. Whiskey is normally my drink of choice..

Janira oohs and ahhs at your story, completely captivated. "Oh dear!!" she exclaims. "That must have been equal parts wonder and terror with a thick coating of disgusting!! I hope you included all of that in your formal Chronicle reports to the Society! I would love to see some of those artifacts, wouldn't you Yargos? That seems right up your alley!"


|Ruins |WBGoblins|RotRL| Emerald Spire|

Assuming everyone has had a chance to interact if you wished to do so..

After several more minutes of chit chat, Heryn appears at the table. "If you all are finished with your drinks, lets get that package for Dreng. I know that the sooner you get it to him, the sooner you can get out of this rain!"
The party follows Heryn back through the kitchen and a pantry to some wooden stairs leading down to the cellar. "Mind your step here.. We had to have all this rebuilt and strengthened after a significant donation by one of the original members and his assistant, but it got damaged a few years later during the quake of 4698." Heryn chatters as you move through the stone walled cellar. It is packed full of barrels, crates, and cases of various sundries and items necessary to run such a busy inn and tavern. Foodstuffs, drinks, and various other items line the walls and are piled under the stairs as you move through a solid door into the next room.
"This used to be a meeting room where the staff could relax during our breaks, but it suffered significant damage during that quake I was just talking about." the animated bartender continues.
Looking about, you see that several fissures split the floor, leading down to an equally damaged section of the city's sewer system. "We just don't have the time or resources to fix this up, so we lay these boards across the cracks and replace them as we need to. Watch your step.. I've been needing to get down here and work on this, but haven't had any time lately do get it done!" Heryn cautions, pointing out the thick wooden plank that serves as a bridge across the 10 foot deep fissure. Looking down, you can see the uneven and broken bottom of the crack, and that the sides provide numerous handholds and rough areas.

DC 15 Perception:
This wooden plank is indeed rather unstable, and is unlikely to accommodate more than one medium person at a time, and only if they move slowly at that. However, you may be able to adjust or otherwise strengthen the board with a little bit of work. 1/4 speed for medium creatures, 50% chance to break. Small creatures can move across with no difficulties, but if you and your gear weigh more than 250, the board will break immediately. DC 20 Disable Device to reposition or fix the board for better strength and stability

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