GM BPC TK2's Excellent PFS Adventure

Game Master Black Powder Chocobo

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Fort Inevitable Map map Gardens map

Welcome to the new gaming thread for a new set of adventures!

Grand Lodge

dot


Fort Inevitable Map map Gardens map

As new (or relatively new) members of the Pathfinder Society, you've heard of the chance to explore ancient ruins, discover lost history, and recover treasures of priceless value. Today marks your first adventure to make a name for yourself as a new recruit.

Nestled within the River Kingdoms of Avistan is the Emerald Spire. A strange tower of supposed Azlanti origin, it has been a landmark for millennia within the region known as the Echo Woods. While many people have dared to seek out the mysteries and relics within the tower, few have ever returned. Still, an Azlanti ruin of this notoriety cannot hold back those with the adventurous spirit, and Ambrus Valsin has tasked you to survey the Spire.

"The Decemvirate has been interested in this area for a while.", Valsin noted, the memory of your meeting still fresh in your minds even after the long journey north from Absalom. "One team of Pathfinders successfully mapped and recorded one Azlanti lair of the cruel wizard Nhur Athemon. But a more famous ruin, the Emerald Spire, has been out of our grasp, claimed by the Hellknights at Fort Inevitable for years." Valsin pauses, a sly grin now appearing on his otherwise stoic face. "Until now, that is. Lady Commander Drovust, the one in charge of Fort Inevitable, is allowing us limited access to the Emerald Spire. While their price was steep: 20% of the value of any goods taken from the site, it is still an opportunity to investigate the Spire without having a legion of Hellknights upon us."

That was two weeks ago. Now, taking a southern road from the closest waterway to Fort Inevitable, the tall walls and stooping tower are in clear site despite the mile distance between you and this strange bastion of civilization in the otherwise unruly area. What the town holds and the ruins have to offer is anyone's guess, but figuring that out will hopefully prove interesting.

Grand Lodge

For the entire trip on the road, the Chelish Human has remained quite, concentrating on the surroundings and assessing each one of you. It has made you quite uncomfortable; due to the fact you can't tell whether he is going to kill you in your sleep or save your hide. He has gone over his sawtooth sabres with a whetstone religiously, same as oiling his leathers.


Fort Inevitable Map map Gardens map

Any other PC's ready to rock and roll, all night long, sweet Suzie?"

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Walking warily along the road is a handsome man in quite clean traveling clothes of acolyte or caster of some sort. He looks to be in his late 20s or early 30s and seems reasonably healthy and spry, if slight of build. He carries both staff and cudgel but does not need to lean on either.

His attempts to engage Kristoff in the politics of Cheliax has likely pushed him towards the "kill in your sleep" end of the spectrum, but he is unrelenting. I still maintain that a devil is not a good long term tool. Too many possible loopholes. Its like a gambling hall - the house always has the advantage. Sooner or later, if you play you loose.

Note that I likely need to better equip for a two week journey as currently Art has less than a gold remaking and has not purchased food. Was hoping we might start in a town. He still might be ok if there is someone who can hunt as the group travels.

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Artemus looks about at his traveling companions. You lot are a sorry bunch for conversation, you are. he concludes. Not a word form the lot of you all this way here.

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Nilfyr stares back at Artemus. "I was spending my time in quiet reflection of Desna. As the goddess of travelers, I felt it was her due."


Fort Inevitable Map map Gardens map

Thank you all for your patience. We will get started on Monday, Dec 1st. I did email Auke and if he joins in with a PC, then cool. If not... then take care and don't be afraid to bravely run away away!

Feel free to RP with each other; I'll post an update of Fort Inevitable soon!

Grand Lodge

Human

(I'm here, I'm just a bit busy as I started a new job and got a Legacy of the Stonelords event coming this weekend. As I played part I already I feel uncomfortable to join for part I, but I'll probably be able to join you for part II+! If you screw up really bad, I might be convinced to help out! ;-) Just need to have enough of a break to think of and work out a new character)


Fort Inevitable Map map Gardens map

No problem Auke; good luck with your new job! Just have a level 2 character ready, either to aid the party or to play in level 2+.

Well, I guess we'll start today or Friday, depending on how things go on my end. Thank you all again for waiting and we'll get this party started!

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

I shall be camping this weekend and will be away from technology for much of Friday and Saturday. This is a tradition for me. I have camped with friends this weekend for more than 30 years. Wow. That makes me feel old. lol.


Fort Inevitable Map map Gardens map

Heh, no worries. We'll start officially on Monday.

Dark Archive

AC18/T12/F16/CMD16|HP12[12]F.+4 R.+4 W.+1||Init.+2|Percept. +5 Tiefling Slayer 1

Tektite/Jostrum here. Sorry for the delay.

Istralanix stays quiet throughout the journey, keeping his thoughts to himself.


Fort Inevitable Map map Gardens map

Excellent! Officially is now SOON!

Grand Lodge

marco


Fort Inevitable Map map Gardens map

They party makes their way into Fort Inevitable, getting a few glances at you, but at least visually confirming that you aren't local bandits and definitely not the rabble from Thornkeep, they grunt a welcome as you cross the portcullised gate.

The town is surprisingly bustling as various traders drop off goods and material while a soldier is on patrol in almost any direction you look.

Your immediate goal is to seek the Commander's office and get your writ of passage as well as a map to guide you to the Spire. However, if there are any businesses or services you wish to seek, give me a DC 14 Kn: Local or Diplomacy check

Map will be added later today; this one's a bit finicky

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Nilfyr looks around, temporarily stunned by the press and bustle of the city streets. So many people moving about, but are they really going anywhere? Desna, please guide my feet, and make me ever mindful of my destination. His frame of reference assured, he looks around. "Let us find this commander quickly."

Grand Lodge

diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9

The man with the sawtooth sabres hangs out away from the group.


Fort Inevitable Map map Gardens map

@Kristoff: Indeed, there is a nice, wide berth of space from the strange looking man armed with such exotic weapons.

2d2 ⇒ (1, 1) = 2

It takes about twenty minutes for the party to make their way to the keep.

An imposing structure of signature Chelish gothic design, the citadel of Fort Inevitable makes its presence noticeable within the town. The octagonal building stands nine stories with rotund turrents to provide excellent field of vision in and outside of the town's walls. A pair of glaive-wielding Hellknights stop your entry, but explaining your case, one of them asks you to wait before entering the keep. Although only a single Hellknight stands in your way, it feels like another dozen eyes are upon you as several minutes pass. Finally, the other guard returns with a man in dark robes, armed with a quill and parchment.

"Ah, you must be the Pathfinders sent by Valsin! We have been expecting you!", comments the man, much more cheerily than you'd consider from someone working with Hellknights. "I am the chamberlain of the citadel, Erron, and will handle the paperwork on behalf of Commander Drovust.", he explains as you enter the courtyard of the citadel.

This area is no-nonsense with only a few tables and barrels of water nearby an open battleground for training. The man smiles as he sits down, motioning for you to join him. The guards return to their post, leaving you alone with the bureaucrat.

"So for expedition rights into the keep, I believe there is a surcharge of... 25 per... wait, scratch that, twenty percent....", the man reviewing the parchment once more. "Alright! All I need you to do is for each of you to sign here as representatives of the Pathfinder Society!"

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

The archaist walks through the city appreciating its orderly layout. He is not so good talking with strangers and does not try. Instead he decides where he thinks where the keep should logically be and tries to steer the group that way. This city was planned by the Chellish so it should be orderly and make sense. he says.

He confirms to the chamberlain that they are indeed the Pathfiders he has been expecting. When asked to sign Artemus looks up sharply. I trust you will not mind if I take a moment and read this document before affixing my nam to it? If there is no objection he reads it carefully, taking whatever times is required to do so. He is well aware of the reputation of the Chellish and their contracts.


Fort Inevitable Map map Gardens map

@Artemus: As you read the document, everything seems on the up and order: it states the written permission by authority of Lady Commander that the Pathfinder Society may chronicle and collect relics and artifacts from within the Emerald Spire. Anything collected must be presented to the Hellknights for evaluation and appraisal with a charge then being billed to the Society. Note, you guys don't have to pay for this as the Society will cover the gold cost later.

There are two interesting points though. One, the 20 percent levy on finds can be paid by anyone willing to support your work into the tower and what lies below. Two, the Hellknights are not bound by the exclusive authority and may venture into the Emerald Spire if it is deemed necessary for the safety of the area or for justice and order to be implemented.

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Satisfied with the contract, and pleased that there is no clause to allow seizure of items the Hellknights feel might be dangerous or "sacred" Artemus signs and encourages his compatriots to do likewise.

Everything seems to be in order my good sir. I have affixed my signature as requested. Later he will point out the two points to his group.

Dark Archive

AC18/T12/F16/CMD16|HP12[12]F.+4 R.+4 W.+1||Init.+2|Percept. +5 Tiefling Slayer 1

Istralanix grumbles, but signs the contract, none the less.

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Nilfyr, unwilling to defy the orders he was given, signs his name as well.


Fort Inevitable Map map Gardens map

Assuming Kristoff will have no problem signing to Chelish authority!

The party, having made their signatures, is given directions to the tower. "Head almost due northwest from here, about 2 miles. Shouldn't be too hard to find, although beware of bandits.", the man looking down as he binds the legal document. "But, if you do happen to remove some of the bandits along the way, bring back some proof and I'm sure the Commander would be willing to provide some sort of reward."

[ooc]Any supplies you wish to get before heading out?

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Don't think so, no.

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

6sp, 9cp. New character = no money. Ready to go.


Fort Inevitable Map map Gardens map

And we begin the fun part!

The trek to the tower is relatively simple although the sounds of the forest wane in and out as if some impending threat lurks near by.

GM Dice:

Artemus Survival: 1d20 ⇒ 5
Istralanix: 1d20 + 1 ⇒ (4) + 1 = 5
Kristoff: 1d20 + 6 ⇒ (9) + 6 = 15
Nilfyr: 1d20 + 2 ⇒ (20) + 2 = 22
Artemus Percep: 1d20 + 5 ⇒ (13) + 5 = 18
Istralanix: 1d20 + 5 ⇒ (10) + 5 = 15
Kristoff: 1d20 + 8 ⇒ (3) + 8 = 11
Nilfyr: 1d20 + 10 ⇒ (16) + 10 = 26

As the party approaches the green tower remains ahead, Kristoff and Nilfyr see a number of tracks: goblin ones given the numbers and small shape. Nilfyr can also determine that the tracks of goblin dogs and a much larger being exists, although those are more rare.

Approaching the tower from the east, there are two entrances into the grounds. There's an obvious winding path that everyone can see. Also, there appears to be a ruined stairway which is more direct, but will require climbing over some rubble. Eerily, though, no one except for Istralanix can see far into the ruins as it is almost as if a black haze around the 100 plus foot wide tower is eating all of the light coming from the sky above.

Istralanix:

The haze is enough that you do receive penalties to Perception checks, but you can see. Because of you being the only one with darkvision, I think I'm going to have a separate map for you compared to everyone else who is about to have a really bad time visually. I'll post the link in spoilers when the time comes.

Nilfyr, however, following the goblin tracks, also happens to spot that there is another trail that goes around from the south.

Map finally added! Right now, presuming you head from the east towards the winding path. Decide how you are going to breach the tower and we'll procede!

You are currently about 60 feet out from the map

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Artemus assesses the the rubled route before they close, eying the soundness of the ground and the steepness the rubble is piled at. Does he think that way is safe?

Knowledge Engineering: 1d20 + 8 ⇒ (18) + 8 = 26

The path with the rubble would be harder for goblin dogs to run through. he muses as he studies the choices.


Fort Inevitable Map map Gardens map

@Artemus: You assume that it shouldn't collapse under, although it will take some effort (DC 10 Climb check) to scale.

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Nilfyr points to the south. "Desna has graced us - she has shown me a path that the goblins use. I suggest that they may know something we don't about the area; we should follow it."


Fort Inevitable Map map Gardens map

One for the southern path and one for the rubbled stairs. Next vote may decide it!

Dark Archive

AC18/T12/F16/CMD16|HP12[12]F.+4 R.+4 W.+1||Init.+2|Percept. +5 Tiefling Slayer 1

1: Southern 2: Rubble: 1d2 ⇒ 2


Fort Inevitable Map map Gardens map

Hey guys! I apologize for being out of it for a while... but with the new year nearly upon on, it is time to tackle the spire!

The party makes their way to the ruined stairway. While climbable, the pathway is made up of a number of loose glass shards, smooth from weathering, as well as various stone fragments.

It's a DC 10 Climb check; assuming the party will eventually make it via T10 or use of rope

GM Dice:

Commando Percep: 1d20 + 7 ⇒ (10) + 7 = 17
Istralanix: 1d20 + 2 ⇒ (10) + 2 = 12
Nilfyr: 1d20 + 3 ⇒ (8) + 3 = 11
Artemus: 1d20 + 2 ⇒ (3) + 2 = 5
Kristoff: 1d20 + 6 ⇒ (13) + 6 = 19

This foyer seems to have been the main tower entrance, but the grand doorway leading outside is a broken mass of glass rubble. Darkness envelopes the area despite the bright daylight that exists outside of the spire area.

Tower Grounds map updated!

Istralanix:

With your darkvision, you can see far better than the others. Crumbling archways provide exits to the north and south. A goblin, riding a lanky rat-like creature, heads from the southeast. Spotting the party, it appears to be ready to bolt the other direction.
Your map
Yes, you get this area in easy mode. And yes, it is going to suck for the non-darkvision people :) When you move, feel free to just move on the main map and I'll mark it accordingly on the other, unless you want to do both.

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

I have requested access to your map Mr. GM.

Shall I conjure a light?


Fort Inevitable Map map Gardens map

Nor for that map, only Istralanix geta that one due to his superiot vision.

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

I'm assuming we're using the "Tower Grounds map"?

Nilfyr makes his way up the steps and casts his gaze about. "I will do so, regardless. Desna ever blesses our paths, but being able to see it makes her job easier..." With those words, he conjures a light on a small pebble.


Fort Inevitable Map map Gardens map

Correct. The illumination grows, but the darkness seems to eat majority of the light, leaving only 5 ft of clear visibility before the area disappears into a hazy black.

Within 5' is good, concealment between 5 and 10 ft, and total concealment extends beyond. Low-light vision incteases these distances by 5'

Dark Archive

AC18/T12/F16/CMD16|HP12[12]F.+4 R.+4 W.+1||Init.+2|Percept. +5 Tiefling Slayer 1

Istrlanix follows the party into the spire and peers around.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

The light is not responding as it should in this area. What foul magic is this?

Artemus first conjures Dancing Lights, forming them into a 10' square, and them moves them forward in the direction of their planned path. He observes them carefully and then casts Detect Magic to study the area.

Knowledge Arcana: 1d20 + 8 ⇒ (7) + 8 = 15


Fort Inevitable Map map Gardens map

Istralanix:

You spot the rat-thing-riding goblin heading to a door nearly south of your location. He opens and frantically points in your direction.

Istralanix DC 10 Sense Motive:

Looks like he's talking to someone that you are here.

The goblin then appears to look towards the party and readying a shortbow, unaware that you can actually see him.

Dark Archive

AC18/T12/F16/CMD16|HP12[12]F.+4 R.+4 W.+1||Init.+2|Percept. +5 Tiefling Slayer 1

Sense Motive T10: 10 + 1 = 11

Istralanix whipsers to his companions in a furious whisper. "Goblin to the south, perhaps more!" He then takes a step into the room while drawing his bow, studies his mark and firea at the goblin.

Attack: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Fort Inevitable Map map Gardens map

@Istralanix: The goblin, shocked at your quick action, shouts out, in Goblin as the arrow plunges into his chest.

Goblin or DC 10 Linguistics:

"The ugly longshanked hurted me!"

Inits:

GC 1: 1d20 + 3 ⇒ (1) + 3 = 4
GC 2: 1d20 + 3 ⇒ (20) + 3 = 23
Artemus: 1d20 + 2 ⇒ (19) + 2 = 21
Istralanix: 1d20 + 2 ⇒ (18) + 2 = 20
Kristoff: 1d20 + 3 ⇒ (7) + 3 = 10
Nilfyr: 1d20 + 3 ⇒ (14) + 3 = 17

Init Order (bold = up!)
Mounted Goblin Blue
Artemus
Istralanix
Nilfyr
Kristoff
Mounted Goblin Red (8 damage)


Fort Inevitable Map map Gardens map

The sounds of scraping footpads rapidly moving can be heard as a goblin riding a rat-like creature dashes across the lit area before disappearing five (or ten) feet away in the distance.

Terrain: Now that things are getting interesting, any square more than 50% covered in green is difficult terrain as those squares are covered in green glass shards and fragments. Currently, everyone is standing on this. Curiously, the mounted goblin had no problem had no trouble traversing the terrain.

Lighting. Remember, you and the target have to be adjacent (or within 5' for those with low-light vision) to have the light source be effective for you. Otherwise, concealment rules will apply. I'll try to do my best to update the map appropriately based on your movement (which is harder in a PbP format for this particular scenario).

Creatures: Istralanix will tell you that there are 2 mounted goblins, the one that went by, and the one to the south that he just shot at.

Map updated with locations where your tiefling ally has pointed out goblins.

Istralanix:

Init Order (bold = up!)
Mounted Goblin Blue
Artemus
Istralanix
Nilfyr
Kristoff

Mounted Goblin Red (8 damage)

Dark Archive

AC18/T12/F16/CMD16|HP12[12]F.+4 R.+4 W.+1||Init.+2|Percept. +5 Tiefling Slayer 1

"Directly to my south! It's wounded, get it!" Istralnix says as he moves north to chase the fleeing goblin, firing off a parting shot at the southern goblin.

Attack vs Blue: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25
Artemus Jarm wrote:

The light is not responding as it should in this area. What foul magic is this?

Artemus first conjures Dancing Lights, forming them into a 10' square, and them moves them forward in the direction of their planned path. He observes them carefully and then casts Detect Magic to study the area.

[dice=Knowledge Arcana]1d20+8

You did not respond to my questions GM?


Fort Inevitable Map map Gardens map

@Artemus: You know, I remember typing something for that... not sure where that went!

The entire ruin you stand on has some strange evocation magic that seems to absorb light. It doesn't completely extinguish light sources, but greatly reduces its effectiveness. The effect seems to be almost like a bubble as looking up you cannot see the sun's light either.

The rules for illumination are:

Normal vision
5' OK
10' concealment
Past that: total concealment

Lowlight vision
10' OK
15' concealment
Past that: total concealment

Darkvision
See OK

@Istralanix: Your arrow hits the new goblin's armor, but doesn't penetrate enough to wound him as he shrieks from the impact.

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

OK. So with Dancing Lights I can form a 10' square with light at the corners. With normal vision can I see 15' using that light?

Unable to see the enemy, Artemus will use his turn to cast Mage Armor upon himself.


Fort Inevitable Map map Gardens map

If you have the lights within 5' of you, yes. Better than a light spell on something, but smart use between all of you casters can do some good here :)

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