DystopianGM's PFS 5-08 The Confirmation (Inactive)

Game Master DystopianDream

Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations.

Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.

Maps

Init:

[dice=Korosh]1d20+4[/dice]
[dice=Bethany]1d20+2[/dice]
[dice=Kennaniah]1d20+1[/dice]
[dice=Shota]1d20+4[/dice]
[dice=Mask]1d20+4[/dice]
[dice=Bolty]1d20+5[/dice]

Perc:

[dice=Korosh]1d20+5[/dice]
[dice=Bethany]1d20[/dice]
[dice=Kennaniah]1d20+5[/dice]
[dice=Shota]1d20+3[/dice]
[dice=Reffu]1d20+8[/dice]
[dice=Mask]1d20+4[/dice]
[dice=Bolty]1d20+6[/dice]


1 to 50 of 199 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Open for dotting.

The Exchange

Human Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5

O

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Dot

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

Dash

Grand Lodge

m Human Unchained Barbarian 1 | HP 20/20 | AC 14; Tch 10; FF 12 | F +5; R +3; W +5 | CMB+6; CMD 15 | Speed 30 ft | Init +4 | Greataxe: +6 (1d12+11/x3) | Perc +5 | RAGE 3/6

Alright i'm here. Sorry for being late, drinking and smashing can be time consuming.

Grand Lodge

Male Human Oracle/1

I am here to dot.


The invitation delivered last night was remarkably simple, especially given the importance of the occasion: “Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.”

The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table.

“Welcome! Welcome, my students! Please, have a seat!” With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder. “Can you believe it? It all started here years ago—well, over four hundred of them at least. Under this very roof the Pathfinder Society was born.

“But today! Today you will begin your Confirmation! Master Farabellus, Master Zey, and I all agree you each have shown your worth and dedication to the Society, so there’s no better time to see if you can handle becoming full field operatives. Allow me to introduce you to Janira Gavix,” he says as he motions for an excitable halfling woman to approach. She wears a large backpack and carries all manner of tools, pouches, and scroll cases around her waist. Shaine continues, saying, “Janira here will be going with you on your Confirmation. She was one of my brightest pupils and will no doubt be an invaluable resource on your journey, for she discovered the caves you are about to explore during her own Confirmation.”

Janira speaks up in an enthusiastic and cheerful voice, “Greetings, aspiring Pathfinders! Six months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the gillmen.”

Master Shaine hops to his feet. “Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well.” With these parting words, the Master of Scrolls jumps off the table and strolls out of the building while humming to himself.

--------------------------------------------------

For information regarding the Isle of Kortos:

Knowledge (geography) 10:

At the center of the Isle of Kortos stand the Kortos Mounts, the points on the island.

Knowledge (geography) 15:

Entire tribes of centaurs, harpies, and minotaurs constantly vie for territory up and around the Mounts, with harpies being the most common at higher altitudes and centaurs controlling the lower slopes and foothills.

--------------------------------------------------

For information regarding the Gillmen:

Knowledge (history) 15:

Also known as the Low Azlanti, the gillmen are an amphibious humanoid race believed to be the last descendants of the ancient Azlanti people.

Knowledge (history) 20:

During Earthfall, the Starstone struck Golarion and destroyed the human empires of Thassilon and Azlant. It is said that gillmen’s ancestors survived the cataclysmic event because they received the blessing of an aquatic entity that allowed them to breath underwater.

Knowledge (history) 25:

Most scholars believe the terrifying aboleths were responsible for the gillmen’s transformation. Any alliance between them appears to have fallen apart over the millennia, however, and the gillmen are now an independent people.

Please make your introductions and ask any questions you wish and we'll be underway soon. See the Maps link at the top for images of Janira and Kreighton. Just waiting on the last member to check in.

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

untrained geography, max 10: 1d20 + 0 ⇒ (16) + 0 = 16

A Garundi sailor strolls into the pub, gets a cheap drink and joins Kreighton Shaine and others at the table.

"Bolty here, mostly been training under Mr. Farabellus, so 'squce me fer being so rough, but what's a Gillman?"

The Exchange

Human Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5

An old man with most of his hair missing, as well as most of his teeth, shuffles up to the assembled Pathfinders.

"Hillmen in caves? That's not too surprising...there are caves in hills. But we will find them!" the old man says. "I'm Mask Arachno. I can infiltrate anywhere!" he says too loudly.

Perception DC 16:
The man is older, but isn't as old as he's letting on. He's also wearing false missing teeth for some reason.

dice:

disguise: 1d20 + 4 ⇒ (12) + 4 = 16

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Perception Check:
Perception: 1d20 + 5 ⇒ (19) + 5 = 24

A tall good looking young man, wearing Desna's holy symbol on a chain around his neck looks over at Mask and says in a voice a bit louder than normal "Gillmen not hillman, elder, there's something strange going on when a Gillman goes into a cave in the hills."

He smiles and nods. "I'm Ken, humble worshiper of Desna."

Grand Lodge

m Human Unchained Barbarian 1 | HP 20/20 | AC 14; Tch 10; FF 12 | F +5; R +3; W +5 | CMB+6; CMD 15 | Speed 30 ft | Init +4 | Greataxe: +6 (1d12+11/x3) | Perc +5 | RAGE 3/6

After finishing his drink(which was full moments earlier) a large man turns to the group. "Gillmen or Hillmen, they all end up the same when Korosh is done with them."

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

Already seated at the table is a Kellid man in his twenties. He's tall as a giant and seems to be aware of it, judging by his somewhat stooped posture. He wears dark-blue pleated skirts and a simple leather vest with not much else, showing several tattoos on his torso. He's clean-shaven, but his dark hair is a mass of unkempt curls. At his feet rests a small fox, prowling under the table for scraps of food.The Kellid listens attentively to first the Master of Scrolls, and then to Janira Gavix.

When the man speaks, he speaks slowly and deliberately, thinking before he speaks. "Glad I am for this opportunity, Master Shaine. Thank you for the confidence in me. In us." He looks around the table. "I am Shota. Greetings." He spares an extra moment for the cleric. "An honor it is to travel with a devout of Desna, Ken." He bows his head and touches a silver pendant around his neck that shows a face in green swirls. (Holy symbol of Pulura).

He digests the information that the halfling gave them. He adds his agreement to the Desnan. "Indeed, gillmen. I have heard of them. They are a race of the water." He tries to apply some reasoning to Janira's story. "Are the Kortos Mounts not far from the sea? How long would it take to travel there? For us, or a gillman from the sea?"

--

Knowledge Geography, untrained: 1d20 + 3 ⇒ (11) + 3 = 14
Knowledge History: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 3 ⇒ (5) + 3 = 8

The Exchange

Female Half-Elf (Pass for Human) Magus (Bladebound, Kensai) 1 | AC 13 Touch 13 Flat 10 CMD 14 | Fort +2 Ref +2 Will +2 | HP 8/8

Bethany is a beautiful red-haired human [half-elf, with pass for human feat] woman, wearing black and yellow Calistrian priestess garb that can best be described as a dominatrix outfit.

Linked photo is originally from Champions of Balance.

Knowledge Geography, untrained: 1d20 ⇒ 10

Pass for Human disguise check, if necessary: 1d20 + 12 ⇒ (17) + 12 = 29

"Hello, boys." She looks in Mask's direction as she says boys, and smiles. "I'm Bethany. Can't say I've ever met a gillman, nor been to the Isle of Kortos. This should be interesting!"


Janira pipes up, "Yes, very good Shota! The gillmen are a humanoid race much like humans save for the three piscine gills on
both sides of their necks. They’re a little secretive but not outright hostile. Most live in or near the water.”

Janira pulls out a large leather-bound journal and opens it on the table. “Before we set out, we should all get to know each other and review our plan. After all, the most important factors that determine whether an expedition will be a success are cooperation and preparation! I’ll go first! I grew up in Eastgate right here in Absalom. I'm the oldest of seven, and when I came of age I signed up for the Pathfinder Society to see the world and sample everything it had to offer. I trained with each of the Masters: Farabellus (who gave me more bruises than I can count in training, right Bolty?), Aram Zey, and Master Shaine there. One day, I hope to have my work published in one of the Pathfinder Chronicles."

She takes a look around at each member of the party. "What about you? What made you decide to join the Pathfinder Society?"

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

Shota gives Bethany a nod of his head in greeting, with averted eyes.

As Janiven introduces herself, he speaks with empathy a tinge of jealousy "Six siblings. And home in Absalom. A lucky woman you are, Janiven." Since he commented on her introduction, Shota feels compelled to answer her query first. He speaks again in the pondering, thoughtful method, while looking around the group. "I trace my history back to Sarkoris, although the details are lost. It is now called the Worldwound. Being refugee, we are never at home. So travel is easier, the loss is not so keenly felt. It is a comfort to look up, and know that the same constellations are visible over once-beautiful Iz. It is the old ways, of Pulura, the North Star. She guides me, he says as he touches the silver medallion dangling from its chains around his neck, "and I keep the old ways alive. Great shamans and witches there were. Much is lost. The Society helps me with knowledge, I hope."

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

"For me being a Pathfinder Society member is both an answer to my Lady's call to service and a devotion to her." Kennaniah speaks up touching his holy symbol. "She urges many of her followers to go, do, and see. For me being a Pathfinder is the best way to do that."

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

Bolty responds "Ship I was on had an unfortunate encounter with Venture Calisro Benarry. Found some inspiration and it sure beat the alternative. Got tired of just sailing though and actually went to joint he society. Finally finished my training and am ready to get out there."

The Exchange

Female Half-Elf (Pass for Human) Magus (Bladebound, Kensai) 1 | AC 13 Touch 13 Flat 10 CMD 14 | Fort +2 Ref +2 Will +2 | HP 8/8

"I grew up in Galt, and while being a courtesan is fun and rewarding, I felt I wanted to do more. That, and one of my regular clients left me for Razor Jenni. I figured that was my cue to get the Hell out of Edme before she and her boys took an interest in me. I met a Venture-Captain on the way out of the country who suggested I join the Society, so here I am." she says.

The Exchange

Human Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5

Mask laughs and considers the question.

"There was this beautiful young lady who was a Pathfinder," he says wistfully. "I spent my entire life involved in petty achievements while she spent her life exploring. I always felt I should have joined with her," he says. "It's never too late, though!"

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

Shota can sympathize with Bethany for having had to leave her country, but he doesn't make the right connection. "Razor Jenni? She was a colleague, or competitor or yours?" He still tries not to look at the red-haired woman as little as he can, probably embarrassed by her state of (un)dress.

He looks at the old Mask curiously. With as much tact as he can muster, he asks. "I would not doubt the Masters for sending you on this Conformation. But are you not a bit... elderly to start the life of a professional adventurer?"

Grand Lodge

m Human Unchained Barbarian 1 | HP 20/20 | AC 14; Tch 10; FF 12 | F +5; R +3; W +5 | CMB+6; CMD 15 | Speed 30 ft | Init +4 | Greataxe: +6 (1d12+11/x3) | Perc +5 | RAGE 3/6

After finishing the second drink the large black bearded man speaks up,"Korosh is from mountain village. When Korosh was younger during a gathering of villages, entire village die from poisoned water. Korosh survive thanks to ale. Society gives opportunity to drink more ale, and travel to far lands to drink and fight."


“How exciting, such different people brought together under one banner! Well now, on to the details of the mission at hand,” Janira says with an eager grin. “After reviewing my mission reports personally, Master Shaine believes it is no coincidence that each time they entered the caves it was during a full moon, so it is also no coincidence that you have been called here now, just a day before the moon is full again. We both believe that tomorrow night is our best chance to find out why these caves are important and what exactly the gillmen are doing in there.

“The caves we’ll be travelling to lie under the base of the Kortos Mounts. We’ll need to spend every minute of daylight possible to reach the caves by foot, crossing over the Cairnlands, taking the paths to Diobel, and finally making our way through the wilderness. With any luck we won’t run into any of the local inhabitants. Once in the caves, we’ll need to work together to explore and determine whether any gillman are present or have been recently. Keep an eye out for any other clues that might hint at the caves’ significance, too.”

“Now, before we head out, if there aren’t any more questions, we should take a moment to go through your gear and make sure nothing important gets left out.”

To Bolty she says, ”I see you’ve got your weapons and armor, Bolty, but you might consider a grappling hook, rope, chalk, and a torch or lantern, too.”

To Mask, Kennaniah, and Korosh she says, ”Well, you three are quite prepared! I have nothing to critique.”

To Shota she says, ”The only thing I notice missing is rope and a grappling hook here. Good, good.”

She looks Bethany over and says, ”Hrm, I’m not sure, do you have your pack nearby with your gear in it? I don’t see it anywhere.” I can’t see Bethany’s gear in her profile.

You can ask any follow-up questions and make any last-minute purchases you wish before the start of the journey.

The Exchange

Female Half-Elf (Pass for Human) Magus (Bladebound, Kensai) 1 | AC 13 Touch 13 Flat 10 CMD 14 | Fort +2 Ref +2 Will +2 | HP 8/8

Oh crap! I always forget equipment my first games (PFS and non-PFS). She'd have the basic adventuring gear and a holy symbol of Calistria with her... Um, anyone that can help me with what she'll need? Like I said, starting equipment has always been something I never remember...

EDIT: Okay, I grabbed my whip, a silver holy symbol, some silk rope, a grappling hook, a bullseye lantern, and a masterwork backpack (that +1 Str bonus for carrying capacity is worth it)... what else important am I missing?


For my first level characters, I usually go backpack, rope, grappling hook, chalk, weapon, armor, an alternate weapon (ranged/Melee), and if I have enough left over, a cold iron dagger or ammunition for DR.

-Posted with Wayfinder

The Exchange

Female Half-Elf (Pass for Human) Magus (Bladebound, Kensai) 1 | AC 13 Touch 13 Flat 10 CMD 14 | Fort +2 Ref +2 Will +2 | HP 8/8

Okay, armor that's the other thing I forgot... went with leather for now. Also, a dagger just in case we run into something with natural armor and my whip is ineffective. Should be done unless someone else has anything major to suggest.

Bethany takes her backpack from under the table. "My backpack's right here."

Oh btw, does PFS care about weight of gold? I use an auto-calculating character sheet that can reflect that if necessary.

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

Bethany If you want to carry around a bunch of cash in theory, but since you can freely buy/sell gems/letters of Abadarian Credit it mostly makes sense not to track weight for money.

Bolty nods and will pick up a fighter's kit on his way out of town.

Fighter's Kit:
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

The extra gear seems to weigh Bolty down quite a bit.

Bolty is now at medium encumbrance.

The Exchange

Female Half-Elf (Pass for Human) Magus (Bladebound, Kensai) 1 | AC 13 Touch 13 Flat 10 CMD 14 | Fort +2 Ref +2 Will +2 | HP 8/8
Bolty wrote:

Bethany If you want to carry around a bunch of cash in theory, but since you can freely buy/sell gems/letters of Abadarian Credit it mostly makes sense not to track weight for money.

Ah, okay cool, so then I can put my money in the 'wgt. n/a' column on my calculating sheet, or do I need to actually buy these gems, etc.?

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

I wouldn't bother doing any sort of tracking of how your money is stored, just turning off the weight for it is probably best. I'm not a GM for this table though so your millage may vary.

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

"Thank you for saying I'm well prepared Ms Gavix, but I'm sure you know that one of the rules of an expedition is that you always think of something else you need or want once you're on the road." Ken shakes his head in a rueful manner.

"I'm afraid as you were talking I realized I needed a few small things”

Looking around the room, Ken continues "I normally consider myself support if combat occurs, moving around healing and aiding my fellows. Today, however, I think that I may be the best armored person here so, I’ll most likely take a place in the frontline.”
Ken then pulls out two potions, from his backpack both are labeled cure light wounds in Common . ”These are healing potions. If I go down hopefully someone else who can heal will be able to get to me. If all of the healers go down get one these into one of us.”

Ken pulls some more flasks out of his backpack. ”Sometimes you run into things that require just the right solution to deal with. I’m not much of a ranged combatant but her are two flasks each of Holy Water, Alchemist’s Fire, and Acid. If any of you think you’ve got good aim you’re welcome to help yourself to any or all of these. If they don’t get used you can give them back to me."

purchases:
spring loaded wrist sheath (5gp), 2 vials vermin repellant (10gp), and a flask of bladeguard (40gp). Total 55gp

spell change:
It looks like I’ll have time to change my memorized spells, so I’m going to memorize a second divine favor in place of bless and true strike in place of longstrider.

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

Shota is silent as he considers Janira's points, and checks his bag. "You are right. I thought rope had been included in this 'adventuring kit' the merchant sold me. I will have to speak with him. And a grappling hook... If you think it will be of use, I will procure one." He then adds a point that had been bothering him earlier, as she spoke. "You mentioned local inhabitants. Anything in particular we should look out for?"

Ken's description is met by Shota with a nod of agreement. "Very sensible. I have a healing potion on my belt as well. For emergencies."

The Exchange

Human Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5
Shota Stargazer wrote:


He looks at the old Mask curiously. With as much tact as he can muster, he asks. "I would not doubt the Masters for sending you on this Conformation. But are you not a bit... elderly to start the life of a professional adventurer?"

"Elderly? I am a professional and have a lot of years left in these legs. Plus, it's never too late for love," the man winks.


@Bethany: Don't worry about it. PFS characters are assumed to have a home somewhere to store their unused gear and money, even if it's just a cubby hole at the Grand Lodge, so gold weight isn't counted. (That and there's always a Bank of Abadar in most cities).

Janira says to Kennaniah, "Right you are Ken! Swarms and ghosts and their like in particular make for nasty opponents for the unprepared."

To Shota, she says, “Centaurs control the lowlands and surrounding wilderness of the Kortos Mounts. The areas farther up the Mounts are controlled by minotaurs, and the icy peaks are home to tribes of harpies. They’re always vying for territory, but with any luck, we should be able to avoid them and reach the caves without conflict. Other than that, there’s always the chance we may run into bandits along the way, and there are dozens of kinds of predators in that forest. That’s why we should always be as prepared as possible.”

She smiles. "Well then, shall we be off?

Once ready, you depart the inn and weave your way through the streets of Absalom. The journey through the City at the Center of the World is swift and without incident, and the long trek across the Cairnlands provides ample opportunities for Janira to expound on Master Shaine’s class on the history of Absalom. Janira focuses most of her lessons on the ancient siege towers of the Cairnlands, the lands surrounding Absalom, and the long-ago wars fought outside the city’s walls. The path takes you East along the road to Diobel and then curves north towards the Kortos Mounts and the wilderness surrounding them. You camp for the night against a small outcropping of rock at the edge of the forest, tired from the constant walking.

(You have the chance to change spells if you wish.)

The next day, you rise early and begin the trek deeper into the forest. Here, the trees towering overhead begin to shield most of what remains of the day’s sun and the vegetation beneath grows denser. Janira pauses a moment and pulls out an intricate silver compass emblazoned with the Pathfinder Society logo: the Glyph of the Open Road. “I received this wayfinder when I successfully completed my Confirmation. Should we be successful on our journey, you will get your own as well.”

She flips open the device and holds it in front of her; the initials J. L. are engraved into the inside of the device’s lid. After studying the compass inside for a moment, she remarks, “We’re on the right path. We need to keep heading northwest past those large rocks up ahead.”

Most of the trees in this section of the forest have trunks that are too big for any creatures to share their space. Sporadic patches of light undergrowth provide areas for creatures to hide while restricting movement for those passing through. A large rock outcropping to the east rises nearly 20 feet above the forest floor, and a small sinkhole to the northwest drops off sharply, descending to the ground 10 feet below

Then, suddenly, you hear the undergrowth rustle around you, and you see three large insect-like creatures emerge, ready to attack.

Init:

Korosh: 1d20 + 4 ⇒ (19) + 4 = 23
Bethany: 1d20 + 2 ⇒ (9) + 2 = 11
Kennaniah: 1d20 + 1 ⇒ (1) + 1 = 2
Shota: 1d20 + 4 ⇒ (9) + 4 = 13
Mask: 1d20 + 4 ⇒ (13) + 4 = 17
Bolty: 1d20 + 5 ⇒ (18) + 5 = 23
Beasties: 1d20 + 2 ⇒ (20) + 2 = 22
Janira: 1d20 + 6 ⇒ (11) + 6 = 17

Bold may act.
Round 1

Bolty
Korosh
===========================
Red
Green
Yellow
===========================
Mask
Janira
Shota
Bethany
Kennaniah

Map is up at the link in the campaign description, and I've placed you in a marching order, but feel free to modify your position in this order.

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

Bolty steps to the SE to help spread out as he levels his crossbow and closes one eye. Bolty readies to fire both bolts once a bug clears the brush.

Map is currently view only

Ready for a clearshot within 30ft:

attack roll: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
damage: 1d8 + 1 + 1d8 + 1 ⇒ (8) + 1 + (1) + 1 = 11


Ah, should be good now.

Grand Lodge

m Human Unchained Barbarian 1 | HP 20/20 | AC 14; Tch 10; FF 12 | F +5; R +3; W +5 | CMB+6; CMD 15 | Speed 30 ft | Init +4 | Greataxe: +6 (1d12+11/x3) | Perc +5 | RAGE 3/6

"Finally." Korosh charges the red insect creature, screaming in a fit of rage.

charging attack:
attack: 1d20 + 8 ⇒ (15) + 8 = 231d12 + 11 ⇒ (10) + 11 = 21


Korosh charges into the brush and cleaves one of the insects in two. Another of the insects attempts to charge Kennaniah, but Bolty looses two bolts from his crossbow in response, and though the bolts have trouble getting past the creature's tough carapace, they embed enough to bring it crashing to the ground, dead. The final creature weaves through the forest toward the group intent on feeding.

Bold may act.
Current party buffs: inspire courage, +1 attack/dmg, +1 saves vs charm/fear
Round 1

Bolty
Korosh
===========================
Yellow
===========================
Janira
Mask
Shota
Bethany
Kennaniah

Let's see how the rest do, Janira thinks.

She begins to chant: “Let us remember the sacrifice of the fabled Yasmin bint Faroud, favored of the Ten, who gave her life distracting Zythrustianax, draconic scourge of the Society, so dozens of junior agents could survive. Her act of benevolence is the epitome of cooperation within the Society.”

All party members gain inspire courage, +1 attack/damage and +1 on saves against charm and fear effects.

EDIT: modified initiative order, Janira actually goes before Mask due to her higher initiative modifier.

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Ken moves forward and strikes at the bug coming straight forward. What is this thing? He thinks.

attack:
1d20 + 3 ⇒ (18) + 3 = 21 1d8 + 3 ⇒ (5) + 3 = 8

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

"Got one!" Bolty shouts out in congratulations to himself.

The Exchange

Female Half-Elf (Pass for Human) Magus (Bladebound, Kensai) 1 | AC 13 Touch 13 Flat 10 CMD 14 | Fort +2 Ref +2 Will +2 | HP 8/8

Bethany moves closer to the bug (I moved a total of 30ft, since I had to move down a row... turning costs 5ft of movement, right?) tries using her whip, but isn't sure if it will be effective against this bug... bugs usually have hard carapaces, right?

Whip Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Whip Damage (Nonlethal): 1d3 + 1 ⇒ (2) + 1 = 3

Really need to see about getting a scroll of Shocking Grasp... Can't believe I forgot that spell.

The Exchange

Human Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5

Mask looks at the large bugs coming toward the group. With speed that belies his age, a pair of blades appear in his hands, and he moves around to stab at the yellow-hued bug from behind.

"Be gone, critter!" he yells as he stabs.

Rapier: 1d20 + 4 ⇒ (8) + 4 = 121d6 ⇒ 4

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

Shota moves up next to Janira. He's obviously impressed by his companion's ability to deal with these creatures. "Well done, Bolty. Koresh. I think I recognize these insects. " He chants some words in Hallit, invoking the magic of old Sarkoris. "It's only a cantrip, of course, but the day is still long."

--

Knowledge Nature to identify: 1d20 + 7 ⇒ (16) + 7 = 23
Casting Ray of frost.
Ranged touch attack on yellow, inspire, in melee: 1d20 + 2 + 1 - 4 ⇒ (15) + 2 + 1 - 4 = 14
Cold damage: 1d3 ⇒ 2


Mask's rapier skates off the insect's carapace, unable to find purchase while Shota is able to correctly identify the creatures as giant fleas and knows most anything about them. (DR 5/slashing, immune mind-affecting/disease, and bite attack carries disease). Shota's ray then strikes cold deep into its mid-section, causing it to shiver. Bethany's whip attack snaps into the dirt next to the insect, and Kennaniah moves up and strikes the final blow to the flea with a swing of his morningstar.

Out of combat!

Janira wipes her brow and says, ”Well done on surviving your first combat together! I do hope all battles go this well for you in the future. It doesn't seem anyone requires healing, so we should be off as soon as we are able. We must reach the cave by tonight, for any gillmen there may leave after the full moon.”

As you continue to travel through the wilderness, you find trails blocked by fallen objects, shortcuts overgrown, and other minor delays that cost you time. The path becomes ever tangled, undergrowth thickening with every step, and you have to find a way through without losing ground.

Survival checks to find your way.

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

Bolty nods and gets his crossbow all set back up before heading out.

survival: 1d20 + 6 ⇒ (12) + 6 = 18

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

"Desna smiles!" Shota remarks when the last of the creatures is dealt with. "You really were quite lucky, Bolty. Their armor usually protects them from bolts and arrows. Guess you caught a weak link in its skin." He then turns to Janira. "So, I'm just glad we don't have to step in Yasmin's footsteps just yet. Would be unfortunate, not even being full members." He chuckles at his own joke, then makes ready for walking again.

Shota then takes the lead, easily forging a way through the undergrowth and around blocks in the path. He isn't to proud to let Bolty have his say, though. "You know your way in the wilds. That's not common for a sailor, is it?" He also checks something with the others, looking at Ken and Janira in particular. "This thing with the moon... Do you think the Gillmen are driven by the night sky? Do they have some kind of connection to it?"

--

Survival: 1d20 + 6 ⇒ (20) + 6 = 26

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

Bolty responds "Not gettin' lost is pretty key when out to sea. Paying attention to the angle of the sun to keep you pointed in the same direction. Paying attention to the wind, etc. Nature always has her tells."

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

Shota's eyes fondly glaze over and he smiles. "She does, doesn't she...?"


Janira says, “I know what you might be thinking, but I have no reason to believe the gillmen activity has anything to do with lycanthropy. Other than that, I'm not sure, and neither is Master Shaine. That’s exactly what you are being asked to find out. The only known permanent surface settlement of the gillmen is in Escadar. Why they’re venturing into the foothills of the Kortos Mounts is a mystery.”

Bolty and Shota are able to easily maneuver around the obstacles and put the group back on track. After much walking, the dense forest opens to a wide clearing at the base of a sheer cliff. Thick vines cover the surface of the cliff stretching 30 feet overhead. “Here! The cave entrance is behind those vines,” Janira says with a broad smile as she walks to the cliff’s face. She pulls back several layers of vegetation to reveal a narrow crack in the cliff’s surface. “This is where I saw the gillmen enter.” As she motions toward the aperture, the surrounding woods come alive with the sound of small animals fleeing some unseen danger and a large creature crashing through the undergrowth.

The halfling worriedly remarks, “Quick, take cover before whatever it is spots us!” As if she’d summoned the creature with her words, a massive horned monstrosity emerges from the trees. Standing eight feet tall on a pair of cloven hooves and wielding a tremendous axe, the bull-headed creature roars with unbridled anger when it spots the group.

Wisely assessing that a minotaur is beyond her charges’ capabilities, Janira screams, “A minotaur! There’s little chance we can stand against it. Take this bag,” she continues, pulling off her backpack, “and head deeper into the caves. Finish your mission. I’ll lead it away from the caves, lose it in the forest, and join you as soon as I can. Now go! GO!” She heaves her backpack into the cave, casts a spell, and darts off toward the minotaur before turning to lure it away.

Survival DC 15:

Near the cave's entrance, you spot several footprints in the soil left by a web-toed humanoid who traveled this way only hours before.

The Exchange

Human Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5

Mask draws his blades and prepares to help the halfling, but seeing her determination to lead the Minotaur away, he sheathes them again.

"Bah...I couldn't run fast enough to help, anyway."

Looking into the cave entrance, he squints. "Looks dark. Anyone bring a torch?"

He begins rummaging through his own bag for a light source.

survival: 1d20 ⇒ 14

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

Bolty follows Mask into the cave before tossing Mask a torch from his new kit, before pulling out flint and steel.

Grand Lodge

m Human Unchained Barbarian 1 | HP 20/20 | AC 14; Tch 10; FF 12 | F +5; R +3; W +5 | CMB+6; CMD 15 | Speed 30 ft | Init +4 | Greataxe: +6 (1d12+11/x3) | Perc +5 | RAGE 3/6

"Such a creature would be a good fight. Not fighting makes Korosh thirsty, but so does fighting."

Korosh is visibly disappointed but follows into the cave while drinking from his stash of ale.

Survival: 1d20 + 5 ⇒ (12) + 5 = 17

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