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.


1,151 to 1,200 of 1,475 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>
Sczarni

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 attentively and then asks And what is the nature of this artifact we will be carrying? Is it some item of power we should take special care with?


Drendle Drang says, "The relic we are giving up seems to be part of a collective, or perhaps a fragment of a larger object. Without its companion pieces it is worthless. As for the Low Azlantis’ relic, I am not entirely sure, but our diviners believe obtaining it is in our best interest."

"The Aspis are an evil consortium that sadly uses similar practices to our own. They recruit adventurers and take jobs for prominent people as we do, although their methods tend to be much more brutal and ruthless. Use as much force as needed to keep the mission safe. If they want to talk, then talk, but if they interfere with our deal in any way, I authorize—and encourage—the use of deadly force. If the Aspis complete the deal first then we fail. It should take you no more than 7 or 8 days to reach Escadar, giving us at least another 20 days to complete the deal. If we cannot agree on a deal by then, we never will and the Consortium has already won."

Dark Archive

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

And the Appraiser? This Nester Rees? What can you tell us of him?


"Master Rees is an appraiser and relic broker and friend of the Pathfinder Society; he is a middle-aged man of Garundi descent who has worked with us for some time now. While he tried going on field missions as a Pathfinder in his youth, his weak constitution limits his ability to travel. He has a very sharp mind, however, and the ability to identify genuine Azlanti relics. We have used Rees’s expertise on many occasions, and he has always come through."

Grand Lodge

Male Dwarf Barbarian 1

If they interfere, I'll have no problem crackin their skulls!

Liberty's Edge

Male Human Sorcerer 1

Into the room walks a neatly-dressed young man of Andoran heritage. Arriving at the beginning of the Venture-Captain's explanation, he nods to the other Pathfinders, although he seems wary of the heavily armored man from Cheliax. He waits patiently until the briefing is finished and a few questions have been asked. After bowing to the Venture-Captain and the noblewoman, he introduces himself.

Josef Jakovian is my name. I'm a simple shepherd, but the Pathfinder Society has found some of my... other talents... to be of use. I was asked to assist in this venture on behalf of the Andoran Faction. Pleased to make your acquaintances. I think I might've had a run-in with some of these Aspis fellows in the past - they sound like just the sorts of people who might ambush Pathfinders in dark alleys.

I've also been having dreams of gillmen the last few nights, so it's hardly surprising that I'm here. I think I'll leave that out of the conversation, though, with that Cheliax brute in the room.

Sczarni

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

I've found him to be rather lawful but other than that, good company. The two of us are the remaining initiators. He is brave, well armored, and knows when to assist (all too rare). But his player seems to have had a bit of bad luck with his attack dice of late. :) Here is wishing him future success.

The Exchange

Dwarf Druid (Urban) 10 | HP 93/93 | AC 15 | T 11 | FF 13 | CMD 18 (22 vs. bull rush/trip) | F +13 | R +8 | W +18 | +2 vs. spells/SLAs/SU, +2 vs. divinations, -2 vs. light effects | Init +2 | Perc +23 (Stonecunning +25, darkvision 90 ft.) | Sense Motive +24 | Storm Bolt 10/10 | Reroll 1/1 | Active Spells: None

That it? Travel and negotiate? Harauk lets out a hardy laugh. Bahaha! Seems simple enough.

This Rees or Nees or whatever better be able to keep up. I don't like carrying luggage around.

Liberty's Edge

Male Human Sorcerer 1

Hey, Vermin, that italics was supposed to be Josef's thoughts, not a whisper. Unless your character is a mind-reader you may want to edit your post. - Saan

Sczarni

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

Oh, I know, but I wanted to take up for the Cheliaxian. :) Way too late to edit.

Grand Lodge

Male Dwarf Barbarian 1

Well spoken Harauk!


Looks like no more questions? Moving on to Grandmaster Torch

You leave the Grand Lodge and head to the Siphons to meet this information broker called Grandmaster Torch, who operates out of a network of subterranean tunnels beneath the water-logged Absalom district of the Puddles. Finding the Siphons requires no special skill but does take the Pathfinders though the Puddles’ rough-and-tumble, flooded streets and into the sewers below. A gruff half-orc guard grants you entry into Torch’s audience chamber in the Siphons, a large stone room that has been magically rid of all standing water or even airborne moisture. Torch, a dark-haired, burn-covered man in his late-middle years sits in a large bathtub, and two attendants continually pour cool water over his cursed, festering wounds. His half-orc bodyguards eye the PCs warily as the Grandmaster rises to greet them and speaks.

"Well met, Pathfinders. I see you have survived as the Decemvirate’s pawns thus far, and for that I commend you. This next task they have for you is more dangerous than the venture-captain may have told you, so let me give you a word of warning. I have made it my life’s work to ensure Pathfinder agents are given all the tools they need to return home from their myriad adventures, and this map is the tool I give you. Follow the directions on my map as strictly as you can. Deviate from this path and you may encounter challenges far beyond your abilities. Many would paint me and those who believe like I do as betrayers of the Society, but it is the corps of the organization that I am completely loyal to. Each and every one of you.

"If you believe you have been mistreated by the Ten or their representatives, don’t hesitate to let me know upon your return from Escadar. My network of agents and spies if vast, and I am a powerful ally to have on your side.

"Now be off. You have a long journey ahead of you. And remember, don’t deviate from this map—it’s designed to get you there and back safely!"

Dark Archive

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

Very well GrandMaster Torch

Sczarni

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 nods, ready to go.

Grand Lodge

Male Dwarf Barbarian 1

Map? I'm a dwarf! I don't need no map! Rorgrim roars as he looks around obviously a little confused. Hey...which tunnel leads us out of here. I can't ever find my way around in this dadgum place.. Rorgrim carries on grumbling, but it is incoherent.

Dark Archive

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

Friend Vermin, I suggest we let our new friends lead the way - I'd hate to be on the wrong side of two angry dwarves.


You now have time to supply if you need anything.

During this time, a man who introduces himself as Nester Rees approaches you and introduces himself. "Friends, please make the preparations you need. I will be ready to depart whenever you are ready to do so. May I suggests that we travel light to speed our journey across the island
to the village of Pier’s End?"

Rees is a man of Garundi descent who walks with a cane, claiming he suffers from a malady of the heart that has left his right side weakened. Rees struggles a bit to keep up with you while getting supplies but never complains.

Grand Lodge

Male Dwarf Barbarian 1

Nothing to buy here.

Got a bad ticker do ya?! I'll tell ya how to fix that...Dwarvish Ale!! You gonna be able to make this long trip? What are we waiting for? Let's get this show on the road!!

The Exchange

Dwarf Druid (Urban) 10 | HP 93/93 | AC 15 | T 11 | FF 13 | CMD 18 (22 vs. bull rush/trip) | F +13 | R +8 | W +18 | +2 vs. spells/SLAs/SU, +2 vs. divinations, -2 vs. light effects | Init +2 | Perc +23 (Stonecunning +25, darkvision 90 ft.) | Sense Motive +24 | Storm Bolt 10/10 | Reroll 1/1 | Active Spells: None

Not buying anything.

He'll make it because otherwise it'll be our fault. As long as he's truckin', you won't hear any complaints from me.

I already love playing a dwarf.

Dark Archive

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

Lets hit the road

Sczarni

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

Master Rees, I am Vermin. If I might be of assistance on this trip you need only ask. My back is strong and if there is anything you wish me to carry I will do so. Vermin purchases a few scrolls in the city and then indicates to the others that he is ready to go.

I will add some scrolls to my character tomorrow.

Sczarni

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

Having now looked at the map provided by Torch Vermin has a recommendation for the group. The burned man's map has us taking a route through the mountains. Mountains can be cold, even in the summer. I recommend everyone bring warm clothing.

Vermin purchases a cold weather outfit for 8 gp. He also buys 1 scroll each of Touch of the Sea, Obscuring Mist, Feather Step, and Faerie Fire.

The Exchange

Dwarf Druid (Urban) 10 | HP 93/93 | AC 15 | T 11 | FF 13 | CMD 18 (22 vs. bull rush/trip) | F +13 | R +8 | W +18 | +2 vs. spells/SLAs/SU, +2 vs. divinations, -2 vs. light effects | Init +2 | Perc +23 (Stonecunning +25, darkvision 90 ft.) | Sense Motive +24 | Storm Bolt 10/10 | Reroll 1/1 | Active Spells: None

With that, the next chance Harauk gets, he'll prepare an endure elements instead of burning disarm.

Grand Lodge

Male Dwarf Barbarian 1

Rorgrim will purchase cold weather gear.

Dark Archive

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

There may be something in what you say.

Luccinus will also purchase C/Weather gear (-8gp).


Back from London! Moving on.

The Cairnlands, a broken landscape of blood-salted earth and the ruins of countless failed assaults on Absalom’s walls, soon yields to open fields and fertile ground. Ahead, a vast forest covers the foothills of large range of snow-capped mountains. The well-trodden road soon ends at a tall wall of trees, signaling the end of civilization.

Suddenly, three centaurs pop from outside the treeline, and circle your party. They have bows out, but are not cocking arrows. One of them steps closer to the group. "Travelers! Why are you so far from your city! We are on a dangerous hunting missions, and don't want your interference. We hunt a... great cat. A beast in this lands. A panther! Be wary travelers, for she roams these lands."

Dark Archive

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 hold up an empty right hand in greeting, though his shield is bought slightly up and to the front, ready to defend himself as may be. Hail to thee... we are grateful for the warning. This Panther, it holds significance for thee? Or it is merely eliminating a threat?

Diplomacy
1d20 + 4 ⇒ (12) + 4 = 16

Sense Motive (want to understand if they have another agenda here)
1d20 + 3 ⇒ (18) + 3 = 21

I love being a fighter who has some out of class skills

Sczarni

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

Using his staff as a walking stick Vermin appears at best lightly armed. He considers the centaurs and adds. We travel to the mountains there. indicating the distant rise. We will try not to interfere, and will gladly assist you if we may.

Diplomacy aid: 1d20 - 2 ⇒ (12) - 2 = 10


" significance? No. Just a predator that has been spotted recently. It has been terrorizing our usual hunting spots and thanks to it it has been harder to hunt for food for our people. We just wanted to warn you. We don't often... See travelers from the big city to the south. "

They finish circling to once again, and decide to continue on on the same hunting path they were going before meeting you.

Grand Lodge

Male Dwarf Barbarian 1

Rorgrim calls out after them. If we see it, it won't leave happy! We will kill him and feed his carcass to the carrion birds for you!!

Rorgrim carries on hoping to get to a place of rest from his travels.

My back is sorer than a swift kick to the cajones!


Continuing on your journey, the sound of running water echoes ahead, and several beams of light pierce the thick forest canopy. Soon the dense forest opens, revealing a river that blocks the way forward. A large felled tree trunk offers a way over the swift moving river. With the exception of the rushing sound of the water, an eerie silence pervades the area, as does the fresh smell of death.


New map up at site.

Further up from you, you see a carcass on the ground. It looks fresh.

Marked with a C on the map

Sczarni

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

Weapon in hand, Vermin will move up to the carcass and examine it.

First to identify it

Knowledge Nature: 1d20 + 6 ⇒ (7) + 6 = 13

Then to try to figure out what killed it

Heal Check: 1d20 + 2 ⇒ (3) + 2 = 5

And finally he will look around for any threat

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Dark Archive

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

(Perception check as I scan or Danger)

1d20 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Male Dwarf Barbarian 1

Seeing everyone tense up, Rorgrim holds his hammer ready to pounce.

Perception 1d20 + 5 ⇒ (5) + 5 = 10


Vermin:

The carcass is a deer, and you see rake marks, suggesting a powerful feline felled the animal.

You notice a black feline with purple eyes watching you from the other side of the river.

Luccinus:

You do not notice anything out of the ordinary.

Rorgrim:

You do not notice anything out of the ordinary.

Anyone may also do a survival check near the carcass

Grand Lodge

Male Dwarf Barbarian 1

Survival: 1d20 + 5 ⇒ (11) + 5 = 16

Sczarni

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

Moving so that his back is towards the beast as he further inspects the kill Vermin very quietly whispers under his breath to those around him. He is there, watching us. The cat. Hidden, across the water.

Grand Lodge

Male Dwarf Barbarian 1

At Vermin's warning, Rorgrim tightens his grip on his hammer and scans the area Vermin indicated awaiting the cat's attack.

Dark Archive

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

Nothing here, says Luccinus, who stands with the rest rather than Vermin near the carcass, who is looking TOTALLY in the wrong direction.

The Exchange

Dwarf Druid (Urban) 10 | HP 93/93 | AC 15 | T 11 | FF 13 | CMD 18 (22 vs. bull rush/trip) | F +13 | R +8 | W +18 | +2 vs. spells/SLAs/SU, +2 vs. divinations, -2 vs. light effects | Init +2 | Perc +23 (Stonecunning +25, darkvision 90 ft.) | Sense Motive +24 | Storm Bolt 10/10 | Reroll 1/1 | Active Spells: None

If we get close to the body....

Survival: 1d20 + 7 ⇒ (5) + 7 = 12

Heal: 1d20 + 5 ⇒ (15) + 5 = 20


Harauk:
You note that fresh paw indentations in the forest's dirt floor leading to a large oak tree trunk that bridges the gap over the river.

At the other side of the river, you see a black flash of movement, that darts north past the trees.

Grand Lodge

Male Dwarf Barbarian 1

If I can make a perception check on his new location: 1d20 + 5 ⇒ (8) + 5 = 13

Sczarni

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

The half orc moves to the log at the river's edge, and removing a rope from his backpack secures one around his waist and offers the other to Luccinus. . Lets cross carefully. I recommend we use ropes. You spot me as I cross and once on the side I can help spot people from my side as well.

Dark Archive

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

Done Friend Vermin.

Luccinus anchors the rope by wrapping it around his waist a few times then wraps it around his arm and grasps it fast. He then re-hangs his morning star and brings up his shield.

Sczarni

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

belaying rope from Luccinus, Vermin begins to cross at the log, pausing occasionally to look at the spot he saw the creature.

Not sure if I need a skill roll but am guessing climb or acrobatics if needed. And maybe the rope gives some bonuses.

Climb: 1d20 + 4 ⇒ (13) + 4 = 17

Acrobatics: 1d20 - 2 ⇒ (15) - 2 = 13

Darn those armor check penalties!


To everyone's surprise, Vermin's acrobatics get him across the trunk and onto the other side!

Grand Lodge

Male Dwarf Barbarian 1

I'm not some damn acrobat! This is ridiculous. Rorgrim grabs the rope that is anchored to both sides and slowly starts to make his way across the makeshift bridge.

Acrobatics: 1d20 - 1 ⇒ (12) - 1 = 11


Rorgrim feels like he almost fell into the river, but made it past fine.

The Exchange

Dwarf Druid (Urban) 10 | HP 93/93 | AC 15 | T 11 | FF 13 | CMD 18 (22 vs. bull rush/trip) | F +13 | R +8 | W +18 | +2 vs. spells/SLAs/SU, +2 vs. divinations, -2 vs. light effects | Init +2 | Perc +23 (Stonecunning +25, darkvision 90 ft.) | Sense Motive +24 | Storm Bolt 10/10 | Reroll 1/1 | Active Spells: None

Harauk grumbles. Urr. I don't like rivers.

Acrobatics: 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12

1,151 to 1,200 of 1,475 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Nel's First Steps Series All Messageboards

Want to post a reply? Sign in.