First Steps
Game Master
CRobledo
In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge.
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
Whoa! Fung flinches, Hey! Did you do that on purpose?
Sense Motive 1d20 + 7 ⇒ (11) + 7 = 18
AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1
Harper drops his scimitar as a free action and b!~ slaps the man.
1d20 - 2 ⇒ (6) - 2 = 4
Say what again!
Vermy...thanks for getting my back earlier!
Moves away from the statue.
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
To be fair, Vermin will do a sense motive on that to see if he thinks it was intentional. A high roll here could save this things live IF it was unintentional...
Hey, you burned my friend again! Vermin looks suspiciously at the creature.
Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21
Edit: I am a dice god today. Bring on the fight. :)
Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank
Griff moves over to heal Harper, but doesn't stay in the apparent "fire path" of the statue.
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1
Thanks Griff! That guy is trying to burn my rope!
SM says he is telling the truth
I promise! please. What does Fletzer have to do to be let go?
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
What is that way, indicating the South exit, What dangers can we expect to face?
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
Anything special about the Katana? Magical perhaps?
To the south, more kobolds. Rebels! They want me dead. The green dagger, definitely not a weapon. Not made of metal, you see.
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
We have much more to find, though our mission for Amara Li is complete. We have the Qadiran's request as well. What do you guys think?
AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1
Agreed noble Fung! I say we carry on. We still need to find documents and eradicate this lair of undeath. May I see the katana?
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
Luccinus nods as Harper asks for the Katana.
I am happy to push on
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
Well then, little Fletzer... let us not see you again, Fung says with a sly smile.
Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2
"Should we not bring this fellow with us - or at least subdue him in some way?"
AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1
*Inspects the katana*
*Casts detect magic*
Appraise check: 1d20 + 0 ⇒ (3) + 0 = 3
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Addressing his party, but talking at the creature Vermin comments Well, he has not given us munch information of value, not even the name of his kind. We could give him to those Kobolds in revolt to answer for his crimes against them...
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
Fung flinches at the thought, I'd say let him leave with the knowledge that if he sees us again, he will meet his end...
Between Fung and Harper, they inspect the Katana. It has a blade made of pure jade instead of metal, and it will probably break quite easily if used in combat. It is also not magical.
After Fung says he doesn't want to see Fletzer again, he starts bolting for the well.
Any of you can try to stop him if you want.
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
Let's finish this, Fung seems relieved, letting out a breath as he puts a hand on Harper's shoulder, You guys ready to go?
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Vermin starts to take his AOO on instinct, but then has a change of hart and lets the creature run. Agreed. Lets finish this.
Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank
Through the south door to the so-called "rebels"?
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
Sounds good, let's get this done... Fung begins walking toward the South door.
New Map
At the back of the room, 4 kobolds are piled on the back. The three up front have spears drawn, just pointed at you. The do seem more defensive than offensive with them though. They are chattering loudly at you.
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
Taking a defensive stance as well, Fung carefully tries to look unthreatening, Easy there little ones... we don't want to fight you...
Charisma check: 1d20 + 1 ⇒ (11) + 1 = 12
Looking quickly around the room, does it look like we will need anything from this room?
Perception 1d20 + 7 ⇒ (14) + 7 = 21
This large room is an aged gallery. Its once-decorated walls have been stripped of the original mosaics and its decorations replaced with Draconic graffiti, crudely etched into the walls. Other than the scrawl on the walls, the chamber is noticeably cleaner and less dusty than the dungeon’s other rooms.
The kobold in the very back says: Ooh. Common. I, common speak. We kobold. Hate fire speaker. Fire speaker away tribe take. You, how get past fire speaker?
The grafitti on the wall spells:
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
We beat him, and chased him off... your fellow tribe members are hurt but will live. We left them in the other room, Fung speaks slowly and carefully, not used to being the diplomat, We need to find some papers and we will leave your territory. Can you help us?
Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank
We mean you no harm if you do not mean to harm us. We did not come here to kill kobolds. Please, lower your weapons and we can talk.
Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Vermin listens to the Kobold speaking common and responds. Fire Speaker tricked you. Anyone can make statue breath fire. Just say the word 'Fisshae' and you will see. Thinking for a moment Vermin adds You speak good Common. You must be very smart Kobold. You should be new chief.
We no friends of other kobolds. They, heretics. We no fight big folk. We see papers before. In stinky room. Other papers in center room. Kobolds not care for paper. I tried read. Hard words. If evil fire speaker gone, kobolds re-take altar room! We close well!
They seem to be somewhat cheering and lowering spears now.
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
Many thanks, friend. We will get our papers and be on our way then. Can you tell us what dangers we might encounter that way? Fung gestures, pointing to the South.
AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1
*Harper lowers his weapon and begins to celebrate with the kobolds (attempting to mimic their celebration)*
We no go to south room. Funny noise. Sounds as bad idea. That why we trapped in room. Now we can go altar room! Other places here... Slimy thing near stinky room. Weird ugly big folk woman outside. Some bugs.
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
We have ended the weird ugly big folk woman outside. She was already dead, but not smart enough to stop walking around. We... convinced here to lay still.
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
What do you guys think? I think based on the map, we could get to the central room from going back around... it seems like we may have some obstacles to the South. I am up for the South, but only if you guys want to...
AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1
I agree Fung. I say we backtrack and then head north in the middle.
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank
S..seems reasonable. Lead the way.
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
Fung leads the way to the Southern passage, Harper, your lights will be welcome.
EDIT: Fung waves to the kobolds, Farewell, my new friends!
Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank
FYI, from before, the potions that the "fire speaker" gave us, I had a 10 Spellcraft on the first potion and a 23 on the second potion.
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
It may be a good idea, Friend Griff, if you renewed the light source on my shield also
After having the spell renewed, I will return to marching order and lead the way.
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
By all means, Sir Luccinus, Fung allows him by and resumes his spot behind the armored warrior.
You go back around and get to the small hallway depicted on the poor undead's map. You have a door to your left and a door to your right. At the end of the narrow hallway, another of the Kelish statues looks at you, this time a three-headed hydra.
ill get the potions in the morning
Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)
Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
potions are blur and CLW
At the end of this corridor sits a sinister-looking fountain in a rounded alcove. A four-headed hydra, displayed in cross formation, protrudes from the middle of the rounded wall. The hydra’s heads all face directly down the hallway. Its top head’s mouth is firmly shut, its socketed eyes staring darkly down the corridor, and its head fin is flared and up. On that head fin, a single Kelish word is carved into the stone. The other three heads have toothy mouths open wide and reclined head fins; these obviously served as spouts for the fountain. Just below the mouths is a ceramic basin. The basin has been dry for many long centuries now.
The door to the left, is stuck.
Harper and Vermin's passive perception tells you: it seems to have been wedged shut on purpose, not just fallen into disrepair, and also that you can probably try to pry it open with force.
AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1
Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Vermin will move forward and try to open the door.
Open Door: 1d20 + 4 ⇒ (17) + 4 = 21
Vermin is indeed able to open the door. With a loud cracking sound, the door is open and now un-stuck. Some clicking and hissing noises come from inside the room, and an eerie, fiery glow fills the halls...
R1 Order will be:
BBEG
Harper
Xavier
Griff
Vermin
Fung
Luccinus
A glowing giant beetle steps to E3 in front of Vermin, and takes a bite!
ATK: 1d20 + 1 ⇒ (10) + 1 = 11
DMG: 1d4 ⇒ 4
That does not bite a flatfooted Vermin. Harper up.
Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2
Posting now - I'll be out most of the day.
Xavier mutters a few words and enchants his staff with arcane power. He then steps up and attacks the beetle with a two-handed strike from his quarterstaff.
Quarterstaff Attack: 1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8 for 1d6 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11
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