GM Endless Forms' PFS 02-21 The Dalsine Affair (Inactive)

Game Master Mike Tuholski

A 1-7 PFS scenario played at the 1-2 tier. Maps!


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The Flaxseed Pathfinder Lodge

The Lodge is abuzz with rumors of something monumental happening in Oppara. In the formal briefing, you are informed that transport has been arranged and the team of agents is being sent to the Oppara Lodge.

A swift boat ride, a quick trip through Taldor’s gilded capital, and a coded knock at the front door lead to the unassuming, windowless Pathfinder Society lodge masquerading as a bait and tackle shop called Rods and Reels. The strong smell of old fish permeates the dwelling, which has somewhat of a ill cared-for, haphazard appearance. The light of a single, whale-oil lantern forms strange shadows on the floor among the nets and buckets that fill the lodge’s ground floor.

Grand Lodge

DEAD

Frunobulax spends the boat ride, swift though it may be, lying on his back with his face a pale ashen hue. Next to him is a bucket that is regularly emptied of his sick.

"Urgh. I do not care for sea travel."

Once on land and in the lodge, the half-orc stands as near as he can to a window for want of fresh air.

Liberty's Edge

Male Elf Two-Handed Fighter 1 | HP -4/12 | AC 17 t14 ff13 | +3f +4r +1w (+2 v enchant) | CMD 17 | Init +4 | Percep +7, llv

Haven't spent that much time aboard a ship in a long time. Never much liked it. The pay is lousy and the rum is so watered you can't even taste it.

Grand Lodge

Late Gentleman Former Half-Orc

On the boat ride over, Dr. Gunter introduces himself with an adjustment of his monocle and a wiggle of his impressive mustache and mutton chops. He seems especially interested in talking to the other half-orc, but holds off until the man is able to stand.

Once in the lodge, he buzzes around the man like a fly on a rotten fruit. "Yes, sea travel can be rather rough on a body. I say, Frunobulax, care to explain what these tattoos mean?" he pesters. "I find these remnants of Orc culture just fascinating, don't you? Oh, what am I saying, you must, or you wouldn't have these, eh? Such savage power!" he exclaims.


The Flaxseed Pathfinder Lodge

The middle-aged venture-captain who runs the lodge—a ruddy-skinned and pockmark-faced man named Muesello—emerges from the narrow spiral stairs to the lodge’s second floor and addresses you:

“Thank you for coming on such short notice, Pathfinders. Let me bring you all up to speed. It seems that I may have gotten myself, and by extension the Society, into a bit of hot water. You see, lately the Taldan government has been growing particularly protective of what it considers its national treasures. Grand Prince Stavian seems to have taken a personal interest in anything older than last week’s fish stew, imposing heavy tariffs on any antiquities being sent out of the country.”

The grey-haired man lets out a deep sigh and his shoulders slump. “This is where my own idiocy comes in. I thought that I could save the Society a few pieces of gold by smuggling items out of the city, using my contacts in a secret cult of local Sarenites known as the Dawnflower Blossoms. They receive significant support from people in Qadira, and oversee regular shipments to and from Katheer.

“Everything went very smoothly until last night. A group of local guards known as the Porthmos Militia conducted a violent raid on one of the cult’s safe houses here in the neighborhood of Westport. A man named Chalfon Dalsine, a minor noble who was himself nearly a Pathfinder in his youth, led the attack. This gang slaughtered half the members of the cult, even those who didn’t fight back—it was horrible. A few members were able to escape, but the rest were either slain or captured and dragged away for interrogation.

Muesello goes on to explain that while the deaths were tragic, his primary concern is that he had given the Sarenites several parcels for transport just last week. The parcels included a number of notes written in a personal cypher, but anything involving codes eventually makes its way to the Lion Blades, the secret spies of the Taldan government. It’s only a matter of time before they crack the code or use some divination magic to track him down. Muesello continues his explanation.

“The Society is in a very delicate place at the moment, especially here in Taldor. The upheavals caused by the Shadow Lodge have only made things worse. If the government tracks those packages back to me, they might formally expel all Pathfinders from the country! Now what I need you to do is …”

A loud knock on the shop’s front door interrupts the venture-captain mid-sentence. A strong voice calls out from the other side, “Open this door! This is the Porthmos Militia. Open this door in the name of the Grand Prince!”

Venture-Captain Muesello looks worriedly at you. He plays up his age as he calls back, "Ah, oh, yes! Just let me find the key!" He motions for you to remain quiet as he loudly fumbles around the shop to make it sound as though he's searching for something as he whispers, "Ten of the escaped Dawnflower Blossoms members are hidden here in the lodge. I was able to rescue them after the raid. They’re all upstairs—five in my bedroom and another five in my supply room." He knocks over three hay bales along the room's east wall, revealing a trap door beneath. He flings it open to reveal a ladder descending into darkness.

“You’ve got to get those people out of here,” he pleads, gesturing frantically at the hatch. “In my basement there is a staircase leading down to the ancient catacombs under the city. At the bottom of that staircase, there is a large lever on the right, just a few feet down the connecting corridor. Once everyone is clear of the staircase, pull it down and it will collapse behind you. That should keep anyone from following you. Once you’re in the catacombs, just ask the cult members for directions; they should know their way around. Ask them to take you to the Vault of Sarenrae—it’s their last hiding place. Oh, and track down this Chalfon Dalsine, and see if you can find my parcels: two beautiful sets of armor crafted by the fey of the Verduran Forest. Last I heard, the Porthmos Militia had taken them back to Dalsine’s home.”[smaller]

The pounding on the door increases in volume and an annoyed voice calls out again. “We don’t want to break the door down, old man. Hurry up!”

“Yes, yes, I heard you. Hold on, I’ve got to find a candle.” Muesello turns back and whispers once more, [smaller]“I’ll hold them off as best I can. Please get the cult members out of here, or they’re all as good as dead, and please don’t try to kill the guards! This is a large group of serious guards who obviously mean business. Any lethal attacks or, gods forefend, a death could spell doom for the Society! These are city guards acting on the authority of the Grand Prince himself!”

Liberty's Edge

Male Elf Two-Handed Fighter 1 | HP -4/12 | AC 17 t14 ff13 | +3f +4r +1w (+2 v enchant) | CMD 17 | Init +4 | Percep +7, llv

Well, we gotta go up before we can go down. Rilamon heads toward the stairs leading to the upper floor where the cultists are hidden away.
Not sure how we're going to get a bunch of civilians back through this room once the guards get in though

Grand Lodge

DEAD

"Well Venture Captain, you must stall those guards long enough for us to bring these cultists out of harm's way." As Frunobulax speaks, he too heads up the stairs.

Grand Lodge

Late Gentleman Former Half-Orc

"Sounds like quite the pickle!" Dr. Gunter declares quietly. "Well, let's get these Sarenites out of here, then!" With that, the large monocle'd half-orc ascends the stairs and heads for the bedroom.

Sczarni

dead

Sorry! Wanted to make sure Tevaga was updated before I checked in.

Tevaga always enjoyed the travel to a mission. She spent much of the time looking over the edge into the water, searching for marine life, with a slight grin on her face.

At the tackle shop, when the banging begins, she watches the others go to fetch the Sarenite fugitives. While they take care of that, she opens the trapdoor and heads into the basement. She finds the staircase, and lights a torch for the fugitives to see by when they come down.


The Flaxseed Pathfinder Lodge

There is a map but I don't think it's necessary here because this basically works as follows: unassisted, the Sarenites* will take 12 rounds to get down to the basement. It will not take the guards that long to get frustrated and force their way in. You can be creative in helping them get out faster. Some suggestions are:

  • assisting Muesello: verbally stalling the guards using Bluff against the Captain's Sense Motive
  • blocking the door: drag things in front to increase the DC to break it in, effectively stalling them for at least a round
  • directly fighting off the guards
  • evacuating the cultists: simply doing this action will speed them up by 1 round; if you have at least 1 rank in Bluff, Diplomacy, or Intimidate, you will speed them up by 2 rounds.
  • magic: use other means to hasten the cultists' departure or slow the guards' entry

    *remember that in Taldor worship of Sarenrae is illegal, which is why Muesello referred to them as cultists

  • Grand Lodge

    Late Gentleman Former Half-Orc

    "Right, you lot. I'm not exactly a people person--well, I mean I'm an expert on the Orcish peoples--although certainly they are not like other peoples--er, anyway, I am an academic, and I convince through journals, not speeches. But I have a little something that should help with this door situation," the Doctor bumbles, withdrawing a small vial from his pocket. He drinks it down quickly, and starts growing to twice his size. Using his new, even more massive bulk, he starts to pile large items of furniture against the door, and holds it shut with his own weight as well.

    Using an extract of Enlarge Person. Size is now large, strength is now 20, and his weight (if it matters for bracing against the door) is 1872 lbs (before equipment).

    Liberty's Edge

    Male Elf Two-Handed Fighter 1 | HP -4/12 | AC 17 t14 ff13 | +3f +4r +1w (+2 v enchant) | CMD 17 | Init +4 | Percep +7, llv

    Rilamon heads into whichever room is farther from the stairs (the bedroom or the supply room) and starts yelling at the cultists.

    The city guard is here to arrest you lot. Get your asses in gear; head down to the basement right now. We've got someone waiting in the basement to escort you. Leave your belongings, there's no time for you to waste carrying everything out of here. GO GO GO.

    Assuming they cooperate, Rilamon then follows them toward the stairs, stops at the other room and repeats himself.

    Anyone who wastes time arguing or gathering up belongings gets a more personal treatment.

    What part of RIGHT NOW do you not understand? Move your ass or I'll move it for you. If they still don't start moving, Rilamon will drag / push / carry the laggard.

    Grand Lodge

    DEAD

    Frunobulax clears his throat before announcing, "My elven friend is correct. You must vacate the premises swiftly." Noticing that he is not getting the desired results, he breaks out in a booming voice, "You will move, or I shall toss one of you to the guards to buy the rest of us more time!"

    He draws his ax and brandishes it menacingly.

    I've got a rank in intimidate. Do the effects from different characters stack?

    Grand Lodge

    Male Elf (Tower Elf) Conjuror/8 HP 37/37| AC 12/T12/FF10| F: +3/R: +4/W: +7; +2 vs. enchantments|Init: +2| Perc: +1| Sense Motive +9/+11 hunch

    The heretofore silent elf wizard heads for the room not taken by his fellow. "The guards are at the door--it is time to go. Hurry, if you would."

    Two ranks in Diplomacy.

    Sczarni

    dead

    Tevaga returns to the ground floor with her lit torch. She looks around, and decides it's best to stay out of the way of the others already corralling the Sarenites. Instead, she whispers to the venture-captain. "You're going to have to come along, too. When they break through and find all this furniture set against the door, you won't have a good story. Considering their methods, they'll arrest you or worse. Come with us, and we can set fire to this place on the way out. They may not even come in until we're long gone."


    The Flaxseed Pathfinder Lodge

    Dr. Gunter flops down in front of the door as the guards continue to pound on it. Everyone else heads upstairs and motivates the cultists, who begin to move much faster to grab their things and run towards the basement. The party follows close behind them down the ladder and slams the trap door shut.

    Following Muesello’s instructions and descending down the tight spiral staircase takes you and cultists to a narrow tunnel that connects to the ancient catacombs below Oppara. Just as the venture-captain promised, there is a lever a few feet down this hallway. Pulling it triggers the stairway to collapse with a reverberating rumble, filling the chamber with dust, but sealing off the way up.

    The cultists thank you for your help. In all, there are 10 refugees: five human women (Charito, Ionnia, Nellina, Pasara, and Xene), two halfling women (Piria and Sophone), and three human men (Marcian, Narces, and Theodric).

    You have some time to travel with them and speak with them if you wish.

    Liberty's Edge

    Male Elf Two-Handed Fighter 1 | HP -4/12 | AC 17 t14 ff13 | +3f +4r +1w (+2 v enchant) | CMD 17 | Init +4 | Percep +7, llv

    So. Saranrae huh? What's her take on alcohol as a reward for people who save her worshippers from religious persecution?

    Grand Lodge

    Male Elf (Tower Elf) Conjuror/8 HP 37/37| AC 12/T12/FF10| F: +3/R: +4/W: +7; +2 vs. enchantments|Init: +2| Perc: +1| Sense Motive +9/+11 hunch

    Vanyel smiles. "As I understand it, the alcohol has to be flaming to count."

    Grand Lodge

    Late Gentleman Former Half-Orc

    Dr. Gunter, now shrunk back to his normal size, motions for the rescue party to stop after collapsing the stairway. "Now hold on just a moment, chaps, I need to prepare another one of those. Won't take a moment!" he promises.
    Spending 1 minute to make another extract of enlarge person.

    While Dr. Gunter prepares his alchemical brew, he asks their refugees, "So, remind me why the worship of Sarenrae is illegal here? I'm afraid religion (and for that matter, politics) isn't really my area of expertise. I assume it's the usual sort of tribal squabbling?"


    The Flaxseed Pathfinder Lodge
    Dr. Gunter wrote:
    "So, remind me why the worship of Sarenrae is illegal here? I'm afraid religion (and for that matter, politics) isn't really my area of expertise. I assume it's the usual sort of tribal squabbling?"

    Piria answers, "Because of the goddess’s close association with the nation of Qadira—Taldor’s most hated enemy—her worship has been outlawed in this country for 2 centuries. Despite this, her faithful exist throughout the old empire, generally organized into small, independent, and highly secretive cults."

    DC 15 Knowledge (history or religion):
    The worship of Sarenrae has been illegal in Taldor since the Great Purge of 4528 ar. The degree to which her followers are persecuted has waxed and waned over the last 200 years.

    DC 20 Knowledge (history or religion):
    Sarenrae worship is much more common outside of Taldor’s major urban centers (Cassomir and Oppara), and away from the xenophobic southern border region (which includes the city of Zimar).

    DC 25 Knowledge (history or religion):
    The brutality of the recent raid on the Dawnflower Blossoms does not reflect the current government’s attitude toward Sarenites within Taldor’s borders. It is more likely to be the result of a single, ultra-patriotic zealot.

    DC 30 Knowledge (history or religion):
    Worship of Sarenrae was
    once quite popular in Taldor, although never as central to national identity as the veneration of Aroden. Numerous large Sarenite temples and cathedrals once existed throughout the empire, one of which was built of gold-plated bricks, rumors say.

    DC 15 Knowledge (dungeoneering or history):
    The catacombs of Oppara are a mix of ancient sewer lines, natural caves, and old city streets and buildings buried centuries or even millennia ago. The ground beneath the city is literally honeycombed by countless tunnels and chambers. The catacombs have been used throughout Oppara’s history as a meeting place for secret organizations.

    DC 20 Knowledge (dungeoneering or history):
    Oppara was supposedly founded over 6,000 years ago by the last descendants of ancient Azlant, and its catacombs are said to contain a few deep ruins dating back to this time.

    DC 25 Knowledge (dungeoneering or history):
    Countless entrances into the catacombs once existed from the surface. Most were destroyed or bricked up centuries ago, following a nasty torble infestation that was believed to have originated in the catacombs.

    DC 30 Knowledge (dungeoneering or history):
    Although Oppara’s catacombs are extensive, the areas used today are relatively close to the surface. Most of the oldest areas have been underwater for millennia.

    Liberty's Edge

    Male Elf Two-Handed Fighter 1 | HP -4/12 | AC 17 t14 ff13 | +3f +4r +1w (+2 v enchant) | CMD 17 | Init +4 | Percep +7, llv
    Vanyel wrote:
    Vanyel smiles. "As I understand it, the alcohol has to be flaming to count."

    I can work with that. Cash rewards are also acceptable.

    Sczarni

    dead

    "Don't bite the hand that feeds you, Ril. I don't think the Society expects us to extort our charges." Tevaga turns to the refugees. "The VC said we should head to the Vault of Sarenae. That you all would know the way."

    Liberty's Edge

    Male Elf Two-Handed Fighter 1 | HP -4/12 | AC 17 t14 ff13 | +3f +4r +1w (+2 v enchant) | CMD 17 | Init +4 | Percep +7, llv

    's not extortion Tev. I'm not gonna leave them behind or anything. Just, y'know, letting everyone know I'm open to perks is all. Like how city guards never have to pay for coffee because all the coffee places 'preciate them being around 'n such.

    Grand Lodge

    Male Elf (Tower Elf) Conjuror/8 HP 37/37| AC 12/T12/FF10| F: +3/R: +4/W: +7; +2 vs. enchantments|Init: +2| Perc: +1| Sense Motive +9/+11 hunch

    Vanyel listens to the history lesson with interest, that being a topic he isn't yet familiar with. "Perhaps best to hurry. This is far from being the only entrance to these catacombs, and the guards may know them better than we do."

    Grand Lodge

    Late Gentleman Former Half-Orc

    "I concur, we should get moving." Dr. Gunter approaches the halflings, twiddling one end of his mustache. "Piria, Sophone, any idea of what kind of dangers we might face down here, besides the possibility of ensuing guards?"

    Grand Lodge

    DEAD

    Knowledge (Religion): 1d20 + 4 ⇒ (2) + 4 = 6

    "Bah, I do not care for Sarenrae or for Taldor's problems with those that worship her. She cannot hold a candle to the great Gorum. However, my superior has asked for us to protect you." Frunobulax lets out a exasperated sigh through his nostrils.

    Knowledge (Dungeoneering): 1d20 + 4 ⇒ (3) + 4 = 7

    Frunobulax points to one of the men (let's say Theodric). "You, what do you know of these caverns? Can you lead us towards an exit?"


    The Flaxseed Pathfinder Lodge
    Dr. Gunter wrote:
    "I concur, we should get moving." Dr. Gunter approaches the halflings, twiddling one end of his mustache. "Piria, Sophone, any idea of what kind of dangers we might face down here, besides the possibility of ensuing guards?"

    "I don't come down here often but I've never run into anything along the way."

    Frunobulax wrote:
    "You, what do you know of these caverns? Can you lead us towards an exit?"

    "Xene and Sophone know the way quite well."

    ---

    The catacombs twist and turn, the passages ranging in width from narrow five-foot crawlspaces to massive twenty-foot avenues. The walls and floors vary in material from rough-hewn stone to cobblestone to moldering wooden boardwalks. The current stone passage spans a width of twenty feet and features dozens of smaller, five- and ten-foot-wide, round tunnels branching off every few yards. The air is dry and still.

    gm rolls:

    fruno: 1d20 + 6 ⇒ (7) + 6 = 13
    dr. gunter: 1d20 + 5 ⇒ (14) + 5 = 19
    vanyel: 1d20 + 1 ⇒ (16) + 1 = 17
    tevaga: 1d20 + 6 ⇒ (19) + 6 = 25
    rilamon: 1d20 + 7 ⇒ (17) + 7 = 24
    spider: 1d20 + 11 ⇒ (15) + 11 = 26

    spider: 1d20 + 3 ⇒ (7) + 3 = 10
    fruno: 1d20 + 2 ⇒ (4) + 2 = 6
    dr. gunter: 1d20 + 2 ⇒ (17) + 2 = 19
    vanyel: 1d20 + 2 ⇒ (19) + 2 = 21
    tevaga: 1d20 + 2 ⇒ (17) + 2 = 19
    rilamon: 1d20 + 4 ⇒ (2) + 4 = 6

    Surprise Round!

    Out of one of the dark tunnels a giant spider shoots a web as Fruno walks by!

    ranged touch: 1d20 + 5 ⇒ (10) + 5 = 15
    entangled!
    As a standard action you can break free with a DC 12 Escape Artist check or burst the web with a DC 12 Str check. Other people can make the Str check to burst you out but if you try to burst yourself out you are at a -4 penalty.

    Initiative:

    1. Vanyel, Dr. Gunter, and Tevaga
    2. Spider
    3. Rilamon and Fruno

    Vanyel, Dr. Gunter, and Tevaga are up!

    Grand Lodge

    Male Elf (Tower Elf) Conjuror/8 HP 37/37| AC 12/T12/FF10| F: +3/R: +4/W: +7; +2 vs. enchantments|Init: +2| Perc: +1| Sense Motive +9/+11 hunch

    Round 1:

    Vanyel steps up to give himself a clear line of sight on the spider and conjures forth a tiny glob of corrosive liquid...which splashes harmlessly against the wall behind the creature.

    Acid splash ranged touch attack: 1d20 + 3 ⇒ (2) + 3 = 5

    Grand Lodge

    Late Gentleman Former Half-Orc

    Round 1

    "Egads! A vile arachnid! Let's dispatch this horror!" Dr. Gunter exclaims, moving in front of Vanyel and drawing his scorpion whip. He lashes out with the wicked tip, and punishes the wall like the elf before him.

    Scorpion whip: 1d20 + 5 ⇒ (5) + 5 = 10

    Grand Lodge

    DEAD

    Frunobulax cries out, "G'ha! I'm walking into spiderwebs!" But within a moment, he realizes what has happened. "Lousy spider!"

    Sczarni

    dead

    Tevaga steps between the spider and Frunobulax, drawing her heavy mace. She swings at the eight-legged vermin.

    2-H power attack: 1d20 + 4 - 1 ⇒ (10) + 4 - 1 = 13
    Damage: 1d8 + 4 + 3 ⇒ (7) + 4 + 3 = 14


    The Flaxseed Pathfinder Lodge

    Vanyel tries to through a glob of acid at the spider but misses.

    Dr. Gunter tries to whip it good but also misses.

    Tevaga moves up and swings but the spider jumps out of the way.

    ---

    The spider tries to bite Tevaga!

    bite: 1d20 + 2 ⇒ (11) + 2 = 13
    damage: 1d6 ⇒ 3
    DC 14 Fort save against poison or take 1d2 ⇒ 1 Strength damage

    Initiative:

    1. Vanyel, Dr. Gunter, and Tevaga
    2. Spider
    3. Rilamon and Fruno

    You guys are up!

    Grand Lodge

    DEAD

    STR: 1d20 + 3 ⇒ (20) + 3 = 23 (Wow! An uncharacteristically good roll for Fruno.)

    "Hurrrraugh!" Frunobulax shouts out a grunt as he bursts through the webbing. Once he's free of the spider's web, he draws his great axe and mutters, "Soon you'll be just a greasy spot on the floor; a gift to Gorum."

    Grand Lodge

    Male Elf (Tower Elf) Conjuror/8 HP 37/37| AC 12/T12/FF10| F: +3/R: +4/W: +7; +2 vs. enchantments|Init: +2| Perc: +1| Sense Motive +9/+11 hunch

    Unable to fire effectively into the melee, Vanyel delays.

    Liberty's Edge

    Male Elf Two-Handed Fighter 1 | HP -4/12 | AC 17 t14 ff13 | +3f +4r +1w (+2 v enchant) | CMD 17 | Init +4 | Percep +7, llv

    C'mon now you lot, quit messin' about. I's jus' a spider; swat it so we can get mov'n'

    Rilamon draws the elegant elven blade - surprisingly clean and shiny given its owner - and makes a single powerful, precise movement with it.

    Power Attack: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
    slashing: 1d10 + 3 + 3 ⇒ (9) + 3 + 3 = 15

    ...and smacks the wall near the surprisingly elusive spider. (I'm assuming)

    Sczarni

    dead

    Tevaga dodges the spider's bite, and retaliates with a solid strike on the spider. She then backs up to make room for another Pathfinder to step in and take a swing.

    2-H power attack: 1d20 + 4 - 1 ⇒ (19) + 4 - 1 = 22
    Bludgeoning: 1d8 + 3 + 1 + 3 ⇒ (7) + 3 + 1 + 3 = 14
    5-ft step away.

    Grand Lodge

    Late Gentleman Former Half-Orc

    Taking advantage of the space Tevaga has made, Dr. Gunter drops his whip on the floor, and moves up to the arthropod with drawing a longsword. He brings it around in a wide arc toward the creepy crawly with gentlemanly war cry of "What, ho!"

    Longsword: 1d20 + 5 ⇒ (1) + 5 = 6

    "...Drat."


    The Flaxseed Pathfinder Lodge
    Frunobulax wrote:
    STR: 1d20 + 3 ⇒ (5) + 3 = 8 (Wow! An uncharacteristically good roll for Fruno.)

    Fruno breaks free of the webbing but tears a hole in his pants in the process!

    Rilamon deals a devastating blow to the wall next to him.

    While Dr. Gunter holds the wrong end of his longsword, Tevaga smashes in one of the legs of the spider

    ---

    The spider bites at Dr. Gunter!

    bite: 1d20 + 2 ⇒ (4) + 2 = 6
    damage: 1d6 ⇒ 6
    DC 14 Fort save against poison or take 1d2 ⇒ 1 Str damage

    Initiative:

    1. Vanyel, Dr. Gunter, and Tevaga
    2. Spider
    3. Rilamon and Fruno

    S: 14 dmg

    You guys are up!

    Grand Lodge

    Male Elf (Tower Elf) Conjuror/8 HP 37/37| AC 12/T12/FF10| F: +3/R: +4/W: +7; +2 vs. enchantments|Init: +2| Perc: +1| Sense Motive +9/+11 hunch

    Vanyel continues to delay.

    Grand Lodge

    DEAD

    Frunobulax feels a draft and looks down, "What? Arrrgh! Not again." He looks up and realizes that he cannot reach the spider with his great axe, so he steps back and tries to keep himself from hanging out of his pants.

    Sczarni

    dead

    Unable to get to the spider, Tevaga checks on Fruno. "Mind yourself, man! We're traveling with halflings!"

    Liberty's Edge

    Male Elf Two-Handed Fighter 1 | HP -4/12 | AC 17 t14 ff13 | +3f +4r +1w (+2 v enchant) | CMD 17 | Init +4 | Percep +7, llv

    Okay. This time, I'm lookin at what I'm doin'

    PA ECB: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
    Slashing: 1d10 + 3 + 3 ⇒ (3) + 3 + 3 = 9

    Grand Lodge

    Late Gentleman Former Half-Orc

    "I say, mind your manners, bug!"

    Two-handed Longsword Attack: 1d20 + 5 ⇒ (17) + 5 = 22
    Damage: 1d8 + 6 ⇒ (1) + 6 = 7

    "...What was that ripping sound? Are there enemies behind us?"


    The Flaxseed Pathfinder Lodge

    Rilamon and Dr. Gunter take down the spider!

    Out of combat!

    The Sarenites are a bit shaken but are glad to have had you along; they might not have fared so well by themselves, being unarmed.

    About an hour after the spider ambush, you finally arrive at the Vault of Sarenrae.

    In the center of this large, natural cavern, easily more than forty feet in height, stands the ruin of a truly ancient temple constructed of chipped grey and white marble. Its domed roof collapsed long ago, but the structure is otherwise in remarkably good shape. Where doors must once have hung, a small campfire now burns, surrounded by piles of ragged but neatly folded bedding.

    Seven people sit huddled around the small campfire to ward off the damp and cold of the cavern. As soon as they spot the approaching party, they pick up wooden clubs and leap to their feet suspiciously. One of the cult members calls out, “Well met by moonlight, sisters and brothers, but soon the dawn will come!” Upon hearing the coded greeting, the cultists by the fire set down their weapons and welcome the party and their fellow Sarenites to the camp.

    Grand Lodge

    DEAD

    Frunobulax eases his stance as the group around the campfire greet the party and the Sarenrites. He stays near the back of the party, and takes the first opportunity to draw our a needle and thread to fix his trousers.

    "Pardon me a moment." Fruno quickly repairs the tear - it is obvious this is a task that he had performed several times.

    With the repair finished, the inquisitor stands and addresses the group of Sarenrites, "So, what is the plan now for you children of the dawnflower?"

    Grand Lodge

    Male Elf (Tower Elf) Conjuror/8 HP 37/37| AC 12/T12/FF10| F: +3/R: +4/W: +7; +2 vs. enchantments|Init: +2| Perc: +1| Sense Motive +9/+11 hunch

    Too bad I didn't prepare a spell to repair his pants. The elf shakes his head slightly at Frunobulax's question. "Perhaps we don't need to know that right now. We have another task ahead of us, do we not?"

    Sczarni

    dead

    "Yeah, do y'all know where this 'Dalsine' fellow lives? And what's the difference between this 'Porthmos Militia' and the rest of the guard? They an official force within the city guard or just a crooked clique?" Tevaga turns to the other Pathfinders, "And when we do find Dalsine's place, assuming we can wait till he goes out, which of us can get us in? I'm learning to pick locks, but I ain't there yet."

    Grand Lodge

    DEAD

    "I apologize, I did not mean to suggest that we are helping these people anymore than we already have. I was just attempting the 'small talk' that many people seem to enjoy engaging in."

    Frunobulax looks to his fellow Pathfinders, "We are supposed to catch this Dalsine fellow, yes?" He turns back to the group of cultists.

    "The people that attacked you, do you know anything of them? I know one of them is Dalsine, do you know where is place of residence is? Any help would be appreciated, and I promise to bring Gorum's vengeance upon the heads of those that attacked you."

    Diplomacy: 1d20 ⇒ 6

    Sczarni

    dead

    "Nah. Just retrieve the confiscated packages that these guys were smuggling when they were raided. Should probably avoid Dalsine if we can, since he's a member of the guard. But the stuff is at his house."

    Grand Lodge

    Male Elf (Tower Elf) Conjuror/8 HP 37/37| AC 12/T12/FF10| F: +3/R: +4/W: +7; +2 vs. enchantments|Init: +2| Perc: +1| Sense Motive +9/+11 hunch

    Vanyel manages to suppress the urge to roll his eyes at the inquisitor's bluntness. The raven on his shoulder, though, hops from foot to foot and gives a squawk followed by a word or two in Elvish. "I apologize if my colleague gave offense; it is only that we are not used to being chased into unknown catacombs by some noble's private guard. Tevaga's questions are good ones; it would certainly help us black Dalsine's eye were we able to recover the confiscated goods and perhaps exact some revenge on those who slew your fellows."

    Diplomacy check, add +2 if this is considered Gathering Information: 1d20 + 7 ⇒ (6) + 7 = 13

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