DaWay's PFS Rats of Round Mountain (Inactive)

Game Master DaWay


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Lantern Lodge

Male

The Sundered Path

Pathfinder Society Master of Spells Aram Zey stands impatiently in front of the Hao Jin Tapestry in the bowels of the Grand Lodge in Absalom. The extraplanar realm within the frayed cloth has been the talk of the Society since it was recovered as a prize at the Ruby Phoenix Tournament earlier in the year, and the fact that the Pathfinder leader waits here to deliver the assignment implies the mission will take place within the tapestry. Once the entire party is assembled before him, Zey begins speaking in a terse, no-nonsense tone.

“Behind me is one of the greatest treasures to come into the Society’s hands in decades—an entire demiplane containing some of Golarion’s greatest treasures, whisked away from the Material Plane by the legendary Tian sorceress Hao Jin. It should be ours alone to explore, but the Aspis Consortium has found another way into the isolated pocket dimension, and they’ve already begun plundering the treasures within with reckless abandon for the secrets they might contain.

“A recent expedition to observe one of the Consortium’s encampments uncovered a fact we must act upon quickly. Aspis Consortium agents within the tapestry are currently, or will shortly be, meeting with a tribe of ratfolk in a place called Round Mountain in order to form some sort of alliance. These ratfolk are incredibly powerful within the tapestry, and their influence stretches far beyond the mountain itself. If the Consortium allies themselves with such a dominant organization within the tapestry, our efforts to rid the demiplane of their encroaching filth will be all that much more difficult.

“Thus, you must stop them. Get to the ratfolk stronghold—a place known as the Pagoda of the Rat in a cavern at the center of the mountai —and prevent the Consortium from negotiating an alliance with the ratfolk there. Form such an alliance yourselves if you can, but your priority is preventing official cooperation between the ratfolk and the Aspis Consortium within the Hao Jin Tapestry. Prepare yourselves for a long journey, Pathfinders, because I fear you will not be able to easily return here until your entire mission is complete. I trust you will take the necessary precautions, but if you must return early, simply step back into the extraplanar eddy that will appear behind you when you arrive.”

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

A tall willowy figure steps forward, long graceful elven ears protruding from an ornate mask shaped to resemble an arrow head. His movements are slow an exact as if every step was planned. Under a velvet lined cloak flashes of gold can be seen hinting at some form of armor made of liquid metal. He bows to the Master of Spells before speeking, his voice little more than a wisper.
I am Awveyen Thillvahna and yo have my word that we shall not fail in this mission, Master Zey. Before we embark what information can you tell us of these "ratfolk" and their culture? What about the environment in which they live? Also do we have any information on who from the Aspis Consortium will be heading the opposition?
Knowledge (Local):1d20 + 10 ⇒ (9) + 10 = 19
Knowledge (Geography):1d20 + 10 ⇒ (18) + 10 = 28
Knowledge (History):1d20 + 10 ⇒ (9) + 10 = 19
Knowledge (Planes):1d20 + 10 ⇒ (14) + 10 = 24

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

In the room stand a massive Ulfen with terrible scars, tressed black hair, huge black beard, a strange golden skin and white glowing eyes.
He was dressed in a fullplate armor with a mighty symbol of Gorum on it, two greatsword on his back.

He saluted all in the room and said with the voice of a mountain

Trade Prince Ragnar Gurnisson, follower of Gorum, our Lord in Iron, here.

with a smile he added But you can all call me Ragnar, he !

Then he adress to Aram Zey

Do the society provide us with food or something or we need to buy these ourself ? And have we time to buy things for this trip ?

Sovereign Court

Male Human Samurai 10

Among those gathered is a middle-aged man from Tian, wearing a slate grey kimono with light grey hakama pants. Through his sash he wears a pair of exquisitely made swords of eastern manufacture. His hair is black and short, his face stern and clean-shaven.

(You may have seen his trusty mount, Yukikaze, with his banner, in the Lodges' stables. The rest of his war-gear waits in his quarters)

When entering, he exchanged a few words in tien with Ceric, greeting an old friend. He bows and pays his respect to the Master of Spells before introducing himself, with a short bow, to the others present as Junichiro, from the Goemoto family.

Junichiro briefly contemplates the tapestry with almost meditative attention, admiring the masterpiece, and paying respect to its creator.

He also listens intently to Aram Zeys explanation with great care and attention. His expression sombers upon the mention of Aspis agents threatening one of the great treasures of both his homeland and the society.

You can count on me in this matter, Esteemed Master Zey. Skilled Mistress Hao Jin's work shall be kept from those who would abuse it, to that I pledge my swords and strength.

Would it be possible convey my mount into the demiplane as well, as unseemly as it may be to lead a horse indoors?

Junichiro turns to the more knowledgeable members of the party and asks:
Learned scholars, would you have any recommendations on what special supplies we would need within the tapestry besides the usual?

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

A tall elf with black hair, a Fu-machu mustage on his face and long fingernails wearing a green silk robe which is embroidered as is orange and yellow flames are licking up from the bottom is talking to Junichiro before greeting the others in the room with a simple nod and introduces himself as Ceric.

He then listens to what is said absorbing the information.

Lantern Lodge

Male

Knowledge History (19) gives you that Round Mountain was created over 500 years ago as an attempt to stop a ratfolk invasion of the Tian empire of Lung Wa

Knowledge Geography (28)Nar-Voth is the uppermost layer of the Darklands and consists of countless caverns connected by winding secondary and tertiary tunnels. The stone that makes up Round Mountain is likely to have come from this layer of the Darklands.
Common denizens of Nar-Voth include brain oozes, cave giants, dark folk, derro, duergar, gremlins, seugathi, and troglodytes. Ratfolk are not generally present on this layer, preferring the deeper layer of Sekamina.
Some of the Darklands’ fiercest predators are well known for setting traps within frequently traveled tunnels, using the terrain to trap or weaken their prey.

The Master of Spells, Aram Zey addresses the Ulfen in a matter-of-fact tone, The Soceity seems to have provided for you well enough, I am sure the spoils you collect from this mission will more than cover any out of pocket expenses on your part prior to your departure into the Tapestry.

Turning to Junchiro he says It is your mount and companion you may take the beast wherever you wish. Know that the quarters will be cramped going through the cavern tunnels but ultimately it is your decision.

There is more History available to those learned in the subject.

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Ceric tries to see if hearing any of this brings back some forgotten piece of information he might posses

Knowledge (History): 1d20 + 11 ⇒ (8) + 11 = 19

(Nope, just confirmation of what he already knew)

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Awveyen relays the what information he has to the rest of the part, Given the area we are about to explore there are a number of hazards we should prepare for.
The warrens that no doubt riddle this mountain will be difficult to traverse, are any of you, by chance, adept at tracking or at navigating these types of environments?
While I do posses keen senses and have practice finding traps I do not have the ability to disarm them.
Finally, many of the creatures that inhabit the Darklands have the ability to create magical darkness, so I advise that everyone should prepare to either adapt or overcome this challenge.

Sovereign Court

Male Human Samurai 10

If we are entering the caverns directly, I agree that it would be unwise to bring a mount. From looking at the tapestry I had however assumed that some overland travel might be needed to reach them.

It shows a landscape, right?

Thank you for your knowledge, Awveyen. I will bring some potions of darkvision, as they will allow us to navigate the caverns without drawing too much attention. I do believe some of the creatures you mentioned are allergic to light, are they not? Daylight might be an asset, although I myself lack the means to produce it. I am considering the purchase of a shining wayfinder or a wayfinder of revelation.

I have alkali flasks with me, they will be quite useful against oozes, and I will treat my weapons and armor with bladeguard, and suggest you do the same for your equipment.

Considering Awveyens' explanation, Junichiro tries to recall more:
knowledge (history): 1d20 + 4 ⇒ (10) + 4 = 14
Even though it is about his homeland, the samurai doesn't know more.

Lantern Lodge

Male

Having made your preparations and returned to the basement where the Tapestry of Hao Jin is stored, Aram Zey says some words of power and gestures in Non-Euclidian geometric forms until the fabric of reality splits. One by one at the request of Master Zey you push your way through. Not through the tapestry but as if you are ripping into time and space folding upon itself and emerge out the other side. The queasy feeling lasts for but a moment and before you lies a massive hemisphere of stone rises out of a wide lake, as though a ball had been dropped from a great height and the dent left in the ground had filled with water over time. A set of wide switchback stairs has been carved into the mountain’s face, climbing the impossibly steep slope in a dizzying series of twists, turns, and reversals. A blur of green far above indicates that vegetation thrives atop the dome, where it finally levels out enough to hold their roots.

You face no challenge save for the weariness during your ascent up the stairs. The climb takes you nearly 10,000 feet above the lake's surface, and the view down to the ground is dizzying. A glance at the horizon shows a vast stretch of land spreading out in all directions. Despite the altitude acquired the air is temperate and plentiful, further evidence that the atmosphere here is not the same as that of Golarion.

Sorry, I added a little more to the text to try and convey more atmosphere to the game. If this is a problem let me know and I will stick to the straight text. I am also leaving it off here for a chance for you to get to know one another over the 10,000 ft. ascent.

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

I like extra fluff.
Would I have had a chance to swap out Extended Blur for Daylight before heading into the tapestry? Also I realized I accidentally had Light as one of my cantrips, I have a wayfinder so that was redundant, I swapped it out for Message.

Awveyen stands silently for a moment, taking in the view, before following the rest of the party to the base of the stairs. Before making the accent he removes a ornately carved longbow from his quiver and restrings it, testing its pull a few times before continuing.
During the climb he remains close to Ceric leisurely conversing with him on a number of topics.
It is not often I am able o share a mission with a fellow arcanist, what field of magic do you specialize in?
My concentration is primarily with Transmutation magic, specifically its use in a very intricate form of archery practiced in my home land, the Mordant Spire.
If you do not mind me asking, where is it that you Hail from?
How is it that you came to join the Pathfinder Society.
I was tasked with joining by my mentor Sephriel, in order to help strengthen the fragile relationship between the society and my people. Also I am here to observe and asses the methods and goals of the Society to determine if an alliance would indeed be mutually beneficial.

Again this is a leisurely conversation not a barrage of Q&A. Each statement would be given individually and he would wait patiently for a response before continuing. Also if Ceric is not interested in conversation Awveyen would not push the subject.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

I also like the extra stuff !

Gorum, gave me the possibility to light the battlefield like the Sun, don't worry about that comrade ! But, I suggest if you don't see in the dark to always have a potion of darkvision, just in case...

Dispite his heavy armor and his numerous blades, Ragnar don't seem to be tired by the march.

I have a question to the knowledgable people you are. If the mountain go as up as 10'000 ft. is it a risk of taking a cold or having the moutain's illness ? I don't have the spell who protetect from the most cold environment...

I will buy a Fortifying Stone before departure

Then he turned to Junichiro

You seems a warrior, may be you follow our Lord In Iron ? Father of Battle ?

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Thank you friend, I shall leave my spells unchanged then. I too have the ability to adapt to magical darkness, though thank you for the concern.
As for your concern of cold and altitude sickness I do not believe we need ot worry. You see we are now in a different dimension and as such the laws of nature do not function as they do on Golarion. The presence of vegetation at the top of the mountain and absence of a snow cap indicates that the area atop will be just as habitable as the base.

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Extra fluff is nice and I like it. (as long at it doesn't re-fluff/clutter up something that might be important later on)

Since we seem to have sufficient time to talk Ceric doesn't mind the line of inquiries from Awveyen as he takes a leisurely stroll.

"I myself am a specialist at teleportation magic, it's nice to get you around"
"I hail from Tien, I won't bother you with all the places I've lived in..since there's been so many seeing how I like to travel around...which is also part of the reason which led me to join the Society."

Ceric takes out a necklace that glows with a sort of twinkling light
(Normale necklace with continual flame cast on it, heightened to spell lvl 5. Since you are allowed to have one continual flame spell cast and permanently have with you, if we have time (either during or at the end of the scenario) - it's my understanding that I'm allowed to cast it on an item of your choice as well. If you want one. It will cost 50 gp worth of ruby dust. And all though you are not allowed to give money to other players I think you are allowed to give them consumables to use during play..so you can buy 50gp worth of ruby dust and hand it to me.
From the guide: All spells and effects end at the end of a scenario with
the following exceptions: A character may have one each of the following spells that carries over from scenario to scenario: continual flame, masterwork transformation, secret chest, and secret page. So I cast it this scenario and the spell I cast (with Heighten spell to spell lvl 5) caries over

"I hope this will be sufficient as a light source, all though I hope I don't have to use it....another favorite spell of mine is invisibility..and the light always seems to give me away."

Lantern Lodge

Male

You finally approach the end of the switchback stairs, some of you aching to breathe will others breathe easy. Where the entrance to the Sundered Path should be stands a thirty-foot-tall stone fortress. Its black granite exterior is covered with a dozen arrow slits, and two looming iron doors bar entry into the tunnels beyond. The heavy portcullis that normally blocks access to the doors stands open allowing you to approach the heavy wooden doors.

A small unpleasant voice calls through in common followed immediately by tian, Who goes there? What do you want? Friend or Foe? It sounds as though he is upset and even more irritated that he has to repeat himself in two languages.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Before answering to the bored voice Ragnar turned to his comrades

Oh ! I forgot to tell you ! When I'm stress I spoke and understand only Celestial or Aklo... So if you want me to do something special during a stressful event don't forget to spoke to me in one of these two languages.

Then he activated his inherited wayfinder Enhanced Diplomacy and said

Greetings friends ! We are travellers from beyond this world, hoping to find shelter and friends in this citadel.

Lantern Lodge

Male

Diplomacy rolls please

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Ceric will wait for someone with more skill at speaking to people to take the lead while trying to appear non-aggressive.

Attempt to provide assistance on Diplomacy: 1d20 ⇒ 4

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Diplomacy: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

It seems Ragnar is the only one with rank in diplomacy :P

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Awveyen nods to Ragnar and replies Understood my friendin Celestial
Might as well give it a try:
Aid another Diplomacy:1d20 - 2 ⇒ (19) - 2 = 17
I do seem to role well when doing diplo checks

My comrade speaks the truth , we are friends to those who mean us no harm.

Diplo Total= 26.

Sovereign Court

Male Human Samurai 10

As my Ulfen friend says, we are friendly travelers. We seek to establish a good relationship with those within the pagoda

Diplomacy: 1d20 + 12 ⇒ (19) + 12 = 31

Lantern Lodge

Male

With some well placed flattery Ragnar is able to turn the hostile situation and turn a battle to merely unfriendly and terse words. Junchiro is able to improve the mood further to where they agree to let you speak to their captain. The heavy, iron barred doors open to greet you to 6 ratfolk armed with bows. While they still hold them in their hands they are not at the ready to attack. You are escorted immediately into an office.

This austere room sports little decoration aside from a single wool tapestry on its east wall. The only furniture here is a simple wooden desk and chair, and a pair of chairs opposite the desk for visitors.

The man in charge seems to be in a meeting with three of his more senior officers. He turns and address the group, Yes, what is so important that you mess in the affairs of folk that are none of your concern?
His initial attitude is unfriendly which you can gather from the short, terse words and the body language

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Junichiro talking Tian and being better than him to spoke with people Ragnar let him took the lead, helping him with the ratfolk, hopping to arrive at a peacefull resolution.

He activate his wayfinder before speaking.

We are here on the behalf of the Pathfinder Society. To find a way to ally our two tribes together. I hope you will listen to your offer dispite your short schedule.

Diplomacy (Aid DC10): 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

We also seek to stop a deadly enemy of ours. According to our information they plan on manipulating the powerful influence you have in the area for their own purposes.

Lets see if my luck holds:
Diplomacy Aid:1d20 - 2 ⇒ (13) - 2 = 11
Yup, just barely but Junichiro gets another +2

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

"We are not here to cause you any problems, we are merely here to help ."

Assist on Diplomacy: 1d20 ⇒ 6

Lantern Lodge

Male

waiting for junchiro

Sovereign Court

Male Human Samurai 10

my post got eaten by the forum, it seems

As my Ulfen colleague here says, we are friendly travelers, looking to establish a good relationship with the inhabitants of the Pagoda.

Diplomacy1: 1d20 + 12 ⇒ (13) + 12 = 25

Lantern Lodge

Male

The ratfolk captain looks at you in surprise with the eloquence and tact displayed in this manner. So much so that he not only unlocks the door to go deeper into the sundered path but asks you to wait for a moment in order to provide you with a note stating his permission for you to enter.

The Sundered Path has seen heavy traffic by the ratfolk who now inhabit Round Mountain’s central chamber, and as such its primary tunnels are generally wide and clear of obstacles. The tunnel runs steadily downward at varying inclines, twisting and turning as it descends. Tunnel segments range from 10 to 25 feet in width, with ceilings from 15 to 30 feet in height. The spacious caverns they connect can stretch to as much as 50 feet in height and with lengths and widths of over 100 feet. There are no light sources in the tunnels.

After you travel to your best guess 2 miles down the Sundered Path, along a number of snaking, switchback tunnels greatly extending the length of the passage the winding tunnels of rough-hewn rock open to a large cavern painted blue by the soft glow of bioluminescent fungi. Flickering in the distance, the warm light of eight lit torches stands in stark contrast to the endless darkness of the Sundered Path as they line a narrow passage through the cavern wall.

After you approach the tertiary tunnel and can see the area beyound you can see rising from a natural ledge in the center of the room is a four- foot-tall, six-legged rat carved from a single piece of obsidian.

If you want to identify the statue a knowledge religion roll is necessary. Please let me know if you go into the room with the statue/shrine.

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Knowledge Religion:1d20 + 10 ⇒ (16) + 10 = 26
As we head down the tunnels Awveyen casts some preperatory spells.
Extended Mage armor - AC 20
Flame Arrow

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

May be it's something sacred to these ratfolk ? And we're not allowed to go ?

asked Ragnar while trying to remember something useful about what the statue represent.

Know. Religion: 1d20 + 8 ⇒ (9) + 8 = 17

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

As we make out way through the tunnels Ceric will also take some precautionary actions.

Since there is no light in here Ceric will put on his necklace.

Casting extended mage armor and ablative barrier on myself and activating my Sihidron Brand (Endurance) to give myself 20 temp hp.

Assuming we can identify it from a distance
Knowledge Religion: 1d20 + 19 ⇒ (4) + 19 = 23

"We were not told not to go to certain places were we?."

Sovereign Court

Male Human Samurai 10

Religion is not my area of expertise. To your earlier question, Ragnar, I do not follow one god in particular. I pay my respects to any shrine or temple of gods who mean well to the living creatures of this world, as is proper and polite, and I try to live an honorable life so that I might be looked upon favorably when I face my ancestors one day.

Sensing the caution in his comrades, Junichiro takes out his shining wayfinder to illuminate the room, and surveys his surroundings.

Perception: 1d20 ⇒ 12

Lantern Lodge

Male

Awveyen, Ceric:
The statue in the center of the room to be a representation of Lao Shu Po, the Tian goddess of night, rats, and thieves.

The fungi throughout both caverns provide just enough illumination to cause dim lighting conditions beyond the lit torches. The cavern ceiling extends to a height of 20 feet at its highest points; large stalactites cling to its surface throughout.

A pair of dark folk worshipers are in the western chamber. One behind th e statue which lies 25' in front of you, and providing partial caover. The other lies 50' south with no direct path.

I apologize for the lack of map. I am posting from my phone as I am out of town working at the moment.

Dark Folk Initiative
1d20 + 6 ⇒ (11) + 6 = 17
1d20 + 5 ⇒ (11) + 5 = 16

Go ahead an post initiative and state your actions and I will order everything, then we will follow posting in the initiative order.

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Initiative:1d20 + 5 ⇒ (6) + 5 = 11
Knowledge Check to identify the creatures:1d20 + 10 ⇒ (14) + 10 = 24

Awveyen move to within 30ft of the creatures and tries to line up a clean shot.
+1 Longbow w/ Flame Arrow, point blank shot, focused shot, arcane strike, deadly aim
Attack:1d20 + 12 ⇒ (17) + 12 = 29
damage:1d8 + 1d6 + 12 ⇒ (8) + (6) + 12 = 26

If he can not make it to within 30ft in a single move action he moves 30ft and uses Minor Spell Mastery to cast Gravity Bow

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

वह क्या है? (celestial):
What's that ?

Said Ragnar seeing the two creatures. He added

रहो मेरे चारों ओर, मैं बुराई के खिलाफ एक जादू सर्कल डाली जाएगी! (Celestial):
Stay around me, I will cast a magic circle against evil !

Then casted a spell

Spellcraft DC18:
magic circle against evil

and followed Awveyen.

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Init: 1d20 + 4 ⇒ (10) + 4 = 14

"Ragnar wants us to stay close to him"

Ceric speaks Celestial

Ceric moves behind Ragnar and then will use his rod of lesser metamagic dazing, and casts a flaming sphere. You mentioned 50 ft with no direct path for the second one, but since we can see it I assume we can target it with spells?

Summoning forth an orb of flames around one of them (I prefer the one furthest away, The spell has 170ft reach..but if that's not possible going for the one behind the statue) Fire damage: 3d6 ⇒ (3, 3, 2) = 8 (reflex save DC 19 to avoid, if the save if failed and any damage is taken also dazed for 2 rounds).

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Just to clarify my earlier post: Awveyen will move to a positions where he has a clear shot on one of the creatures while also maintaining a distance of at least 15ft. Also I forgot to add Point Blank to the damage for that would be a total of 27.

Sovereign Court

Male Human Samurai 10

Initiative: 1d20 + 3 ⇒ (4) + 3 = 7

Noone mentions what the statue represents?

As he won't reach either creatures with his 20ft movement, and does not yet knows their intentions, Junichiro advances drawing his katana. He will position himself in such a way as to be able to 5ft-step next to the closest creature in the next round, and hopefully also block charge-paths and provide cover for one of the casters. (If he can be close to Ragnar, that's a bonus)

Can you please post (a picture of) the map DaWay? It would be a lot easier to visualize positions

He readies to strike a hostile creature that steps within his reach.

Readied attack with the katana: 1d20 + 17 ⇒ (12) + 17 = 291d8 + 10 ⇒ (1) + 10 = 11

Should a hostile enemy advance to within 20ft of Junichiro before his turn, he will move there and use the above attack. Should one come within 5ft or closer, the samurai will draw both his blades and full attack. In case that happens, I will post new rolls for that then.

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Looks like its them then us.
@Junichiro,
Sorry Awveyen didn't say anything about the statue since he didn't think it was important.
@ DaWay,
I have this scenario (never ran or read it} if you want throw up a map on google docs.

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

@Junichiro; Ceric also hasn't mentioned the statue yet since combat took priority. And DaWay said he was posting from his phone and couldn't put up a map (yet)

Lantern Lodge

Male

Map At the beginning you were centered at the middle passage way.

Dark Folk 1 (17) Stays behind the statue and touches the podium in front of him sinking the entire room into a pitch black abyss of darkness.

Dark Folk 2 (16) is unseen and actions will be spoilered

perception 22:
1d20 + 17 ⇒ (5) + 17 = 22 he moves to the north to engage the party and is now within 20'

Ceric (14) casts a flaming sphere in the direction he previously saw the darkfolk but it only seems to give off a dim light. 1d20 + 14 ⇒ (9) + 14 = 23 the shadows seem to indicate that he moved and you can see his sillouette closing to attack seemed like as good a reason as anything to state why the one to the south avoided the damage

Awyeven (11) aligns himself with the dark stalkers and takes a shot. I will be a nice GM and since a flaming sphere has been cast will give you dim light. That means there is a miss chance of 20% (1-20 will be bad for you) 1d100 ⇒ 7 and misses his shot.

Ragnar (9) speaks in celestial and casts a spell

Junchiro (7) (assuming) is informed of the enemy movement and moves 20' south to engage. [ooc] Same rules as for Awyeven. 1d100 ⇒ 43 And expertly slashes the dark folk across the abdomen as he raises his hands. 11 damage

Dark Folk 1 (0 damage) moves to engage Awyeven 1d20 + 12 ⇒ (12) + 12 = 241d6 + 4 ⇒ (1) + 4 = 5 DC15 fort save or 1d2 ⇒ 1 STR damage

Dark Folk 2 (11 damage) takes a step back and then casts a ray of enfeeblement (DC17) on Junchiro.

You guys are up

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

@DaWay:

Ceric's has his necklace on which has the continual flames (bumped up to a 5th level spell)cast on it. As long as the spell the Dark folk cast wasn't 6th level or higher the darkness is negated in a 40ft radius (the first 20ft is normal light and the rest is dim light). Awveyen would have waited for a clear shot which would have included readying an action to shot once the one dark folk was in the normal light radius, or if he didn't see the Darkfolk by his initiative he would have cast gravity bow.
Also Ray of Enfeeblement is a ranged touch spell

Any chance I identified them enough to get some good info?
Fort:1d20 + 8 ⇒ (19) + 8 = 27

Awvyen takes a step back from his attacker and fires an arrow.
+1 Longbow w/ Flame Arrow, point blank shot, focused shot, arcane strike, deadly aim
Attack1d20 + 12 ⇒ (9) + 12 = 21
Damage1d8 + 1d6 + 13 ⇒ (8) + (2) + 13 = 23

Lantern Lodge

Male

Thanks for clearing that up. The shot does not miss. You are in dim light and normal light thanks to Ceric's necklace. Dark Folk 2's touch vs. Junchiro 1d20 + 10 ⇒ (13) + 10 = 23 If save fails 1d6 + 2 ⇒ (4) + 2 = 6 penalty to strength for 6 rounds.

They suffer light blindness, and it's body will implode on the moment of death. They also have the supernatural ability to see in darkness and many can cast minor spells at will.

Dark Folk 1 (50 damage)
Dark Folk 2 (11 damage)

Sovereign Court

Male Human Samurai 10

Thank you for the map. Sorry, I didn't read your previous post carefully enough

Junichiro cannot allow himself to become weakened while there are still enemies to fight, and calls upon his resolve to shake of the ray of enfeeblement's effects. (3 uses remaining)

Fortitude: 1d20 + 9 ⇒ (15) + 9 = 24
Fortitude: 1d20 + 9 ⇒ (10) + 9 = 19
roll twice, use higher

The samurai withstands the attack.

As a swift action, he challenges Dark Folk 2. As a free action, he then draws his wakizashi. (samurai weapon expertise) He then 5ft steps up to the creature, meeting it with a whirlwind of blades.

Katana: 1d20 + 15 ⇒ (13) + 15 = 281d8 + 16 ⇒ (1) + 16 = 17
Wakizashi: 1d20 + 14 ⇒ (1) + 14 = 151d6 + 16 ⇒ (5) + 16 = 21

Katana: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 16 ⇒ (5) + 16 = 21
threat!
to confirm: 1d20 + 11 ⇒ (5) + 11 = 161d8 + 7 ⇒ (3) + 7 = 10 anatomist trait: +1 to confirm - I don't think I get my challenge dmg (9) bonus twice on a crit

Wakizashi: 1d20 + 9 ⇒ (3) + 9 = 121d6 + 16 ⇒ (5) + 16 = 21

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Far away from the fight and seeing not much, Ragnar moved to join his comrade, drawing his adamantium greatsword.

double move

पर क्या हो रहा है, क्या ये प्राणी हैं ? (Celestial):
What's going on, what are these creature ?

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Ceric answer Ragnar's question(Celestial) "Since they are attacking us, they are enemies"

I'm going to assume that I can reach a target with my flaming sphere when I move it 30ft (without it first moving over one of my party members)

With a flick of his wrist Ceric sends the flaming sphere to envelop one of the darkfolk again Fire damage: 3d6 ⇒ (2, 4, 4) = 10(reflex save DC 19 to avoid, if the save if failed and any damage is taken also dazed for 2 rounds).

Ceric will ready to send a barrage of magic missile into the next darkfolk that starts to cast a spell (mentally exchanging color spray for magic missile). Force damage: 5d4 + 5 ⇒ (1, 1, 2, 3, 2) + 5 = 14 (and a concentration check if it takes any damage).

(Taking a 5ft step if needed to either get away from one of them or to move closer to the action).

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

है कि मैं यह आंकड़ा! लेकिन क्या वे कर रहे हैं? (Celestial):
That's I figure ! But what are they ?

responded Ragnar

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Celestial:
Dark folk, denizens of the Darkland, capable or creating and seeing in complete darkness. Also bright lights will blind them and they will implode once slain.

Junichiro, take care, these creatures implode when slain.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

don't forget, all people at 10ft. of Ragnar are under [i]protection from evil

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