GM Endless Forms' PFS 07-14/16/18 Faithless and Forgotten Parts I, II, and III (Inactive)

Game Master Mike Tuholski

A 1-5 PFS scenario arc played at the 1-2 subtier (4-player).

Briefing | Tactical Map


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Dark Archive

Zahaz AC 17 [T 11 FF 16] | HP 16/16 | F +4 R +2 W +3 Init +1 | Perc +4, SM +4 -- Samaeon HP AC 14 [T 12 FF 12] HP 40/40 | F +5 R +3 W +3

Zahaz crosses his arms and taps his claws against his armor. "Samaeon, why don't you join the buffoon." He grumbles softly to his servant.

Samaeon looks horrified, but does not refuse, quickly casting a minor spell to help the Dandy Hobo, then adding his voice in support.

Guidance on the Hobo for +1, and an aid another check for +2 more.
Perform (aid another): 1d20 + 3 ⇒ (14) + 3 = 17

Liberty's Edge

Human Aerokinetist 2 | HP 26/26 | AC 17;TCH 13; FF 14; F +8; R +7; W+4; CMB -1; CMD 12; INIT +5
Consumables:
Burn 7/7 | Wands CLW 44/50

Perform Aid another: 1d20 - 1 ⇒ (11) - 1 = 10

Jace barely recognizes the tune from when he was a child. Though it takes him awhile he lightly hums the beat of the instrumentals to himself, without realizing he is helping to keep the song in beat.


The Flaxseed Pathfinder Lodge

At first it doesn't seem The Hobo has the confidence to pull of the braggadocio of a Chelish opera but with some support from the others, he is able to pull off a fairly respectable recitation of Stamp, stamp, where did I put my stamp?

After the song, Mavius’s attention turns to the Pathfinders and their exploits. “Tell me about this expedition you are embarking upon. I have heard a little about it here and there—enough to get me intrigued. I’d love to know more.”

Bluff, Diplomacy, or Perform (oratory) can be used here. More than one person needs to succeed; if only one person is explaining everything, Mavius cajoles everyone else to contribute.

Dark Archive

HP: 17/17 | AC 15 | T 10 | FF 15 | Fort +5 | Ref +0 | Will +2 | CMD 13 | Init. +0 | Craft (Dolls) +6 | Intimidate +10 | Kn. (Arc.) +6 | Sense Motive +4 | Spellcraft +6 | UMD +10
Resources:
Spells: 3/3
Active Buffs:
--

"Look, we were sent by the Society to do a bunch of shitty investigation work." the Mother says quite crassly. "We do not need to keep trying to impress some Chelaxian noble in order to go harvest some pumpkins again."

Dark Archive

Zahaz AC 17 [T 11 FF 16] | HP 16/16 | F +4 R +2 W +3 Init +1 | Perc +4, SM +4 -- Samaeon HP AC 14 [T 12 FF 12] HP 40/40 | F +5 R +3 W +3

"Indeed." Zahaz nods at Chrysalis' assessment of the situation. "We're it not for unexpected talent of the singing berk here this would be a waste of your time. The Society knows little of the dark within Cheliax, and this is little more then a fishing expedition."

Bluff: 1d20 + 12 ⇒ (3) + 12 = 15

Liberty's Edge

M Human? (Kitsune) Mysterious Avenger 2/ Lore Warden 1 HP: 25/25 AC 18 Touch 13 FF 15 F/R/W +3/+6/+1 CMD 16 Init +4 Perception +6 Panache 3/3

Dandy follows along with Zahaz's setup, secretly thanking him for his aid in his performance.

"Yes, fishing for history into the reaches of Cheliax's empire at its height."

Bluff: 1d20 + 9 ⇒ (1) + 9 = 10
Hmm... nope, dice hate me. Unless that goes for an aid...

Liberty's Edge

Human Aerokinetist 2 | HP 26/26 | AC 17;TCH 13; FF 14; F +8; R +7; W+4; CMB -1; CMD 12; INIT +5
Consumables:
Burn 7/7 | Wands CLW 44/50

Bluff: 1d20 - 1 ⇒ (1) - 1 = 0

There is far better things that I could be doing, but the Society wishes us to explore, report and cooperate which lately just seems to be using us to rub some aristocrats shoulders and tell him it will be alright. They believe that same tactic will work in Cheliax but they really have no clue.


The Flaxseed Pathfinder Lodge

It's just not your adventure so far!

Mavius clearly doesn't find our explanatinos very interesting or convincing; he idly waves a hand and makes another suggestion: "I have heard some wild tales about the exploits of Pathfinders. I’d like to hear more of your adventures, or perhaps you’d like to showcase your considerable skills!"

Maybe this one will be better. You can us basically any skill, ability, or attack roll if you justify it with some RP. Alternatively, since you haven't done so hot so far you could use Intimidate with any dirt you may have learned about him to coerce Mavius into cooperating.

Liberty's Edge

M Human? (Kitsune) Mysterious Avenger 2/ Lore Warden 1 HP: 25/25 AC 18 Touch 13 FF 15 F/R/W +3/+6/+1 CMD 16 Init +4 Perception +6 Panache 3/3

"My confirmation, the final initiation test to become a Pathfinder, involved a deadly duel with a minotaur! I had to use my lightning-fast whip skills to disarm the beast of its massive axe and tie the creature down while my allies peppered it with arrow and spear!", Dandy ending his soliloquy with a flourish of his whip.

CMB Disarm attempt for display: 1d20 + 8 ⇒ (13) + 8 = 21

Much better!

Liberty's Edge

Human Aerokinetist 2 | HP 26/26 | AC 17;TCH 13; FF 14; F +8; R +7; W+4; CMB -1; CMD 12; INIT +5
Consumables:
Burn 7/7 | Wands CLW 44/50

Unfortunately this is one of my first missions. Atanxi says. [b]Though i have been hired for a very specific skill he says as he pulls out his dagger.

Motioning everyone to back up a little bit Atanxi grits his teeth with a determined look in his eyes. Within moments a vicious wing begins to whip about him. Small stone and board game pieces begin to hover and circle about his body. The wind and small arcs of lightning shift and coalesce, concentrating into pure energy down his arm as it merges into a single beam of white light, cutting a large hole in the Siege board.

Kinetic Blade Touch attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Expelling the beam the Siege pieces and small rocks fall harmlessly back to the ground.

Dark Archive

HP: 17/17 | AC 15 | T 10 | FF 15 | Fort +5 | Ref +0 | Will +2 | CMD 13 | Init. +0 | Craft (Dolls) +6 | Intimidate +10 | Kn. (Arc.) +6 | Sense Motive +4 | Spellcraft +6 | UMD +10
Resources:
Spells: 3/3
Active Buffs:
--

The Mother waits patiently as she watches to others leap and dance for the aristocrat. She contemplates just holding her scythe to his throat, but sees that this display might achieve the same result.


The Flaxseed Pathfinder Lodge

"Haha! Well done!" Mavius says as he claps for both The Dandy Hobo and Atanxi. "You may not have been entirely clear about your expedition, but I have no doubt that you possess the skills for any such an adventure! Yes, yes, I will support your efforts and get you the travel permit you require. Do not worry about the fees, either. It will be available tomorrow morning."

The night concludes with Mavius happy that you provided him with such entertainment and you are secure in the knowledge that you not only procured the appropriate permits but also made a valuable ally in Khari.

---

The next morning, you overland journey is safe and uneventful, thanks to the carefully notated map provided by the Athenaeum. However, as the last rays of the setting sun light up a bluff to the southeast that towers over the desert, ruined buildings and leaning towers jut up from the plateau on its top as ominous clouds loom to the south of Ibhir—a sandstorm roars across the desert toward the ruins.

First, a DC 20 Survival check to notice the signs of the storm early enough, which lowers all other DCs by 2. Only one person needs to make this check.

The only cover in sight is the Chelish camp’s sandstone building, and you need to reach it before the storm reaches you. Doing so requires a series of three skill checks that all of you must attempt but only half need to pass.

First, you must hurry your mounts toward the bluff with a successful DC 13 Ride check.

Second, you need to lead your mounts along the treacherous path that snakes up the side of the bluff, requiring a successful DC 16 Ride check or DC 14 Handle Animal check.

Finally, at the top of the bluff, you must navigate the stinging sand and locate the Chelish camp with a successful DC 17 Perception check.

Liberty's Edge

M Human? (Kitsune) Mysterious Avenger 2/ Lore Warden 1 HP: 25/25 AC 18 Touch 13 FF 15 F/R/W +3/+6/+1 CMD 16 Init +4 Perception +6 Panache 3/3

"I am glad your eyes see promise in our skills. We shall make good use of them in our venture!"

As the party travels...

Survival?: 1d20 + 1 ⇒ (10) + 1 = 11

Dandy doesn't notice a thing.

When the storm hits, he tries his best to hurry his mount.

Ride!: 1d20 + 3 ⇒ (3) + 3 = 6
But the horse will only go as fast as it wants to go.

He then tries to gently push his steed along the path.

Handle Animal: 1d20 + 3 ⇒ (12) + 3 = 15
Successfully, he gets his mount, Maximus, through the cliffside.

Finally, can he find the camp through the winds?

Perception: 1d20 + 6 ⇒ (11) + 6 = 17
His hat keeps enough sand out of his eyes that he succeeds!

Liberty's Edge

Human Aerokinetist 2 | HP 26/26 | AC 17;TCH 13; FF 14; F +8; R +7; W+4; CMB -1; CMD 12; INIT +5
Consumables:
Burn 7/7 | Wands CLW 44/50

Survival: 1d20 + 2 ⇒ (7) + 2 = 9

Atanxi remains oblivious to the raging storm until it is too late. Seeing how quickly it is moving across the land he kicks the camel into moving faster.

Ride: 1d20 + 1 ⇒ (11) + 1 = 12

Atanxi looks down the side of the bluff and pats the side of the camel. Leaning down he whispers in it's ear. You kill me here and I am taking you with me beast.

Handle Animal: 1d20 - 1 ⇒ (3) - 1 = 2

Holding his hand over his face he squints his eyes. He only ends up just getting more sand in them than anything else.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Dark Archive

Zahaz AC 17 [T 11 FF 16] | HP 16/16 | F +4 R +2 W +3 Init +1 | Perc +4, SM +4 -- Samaeon HP AC 14 [T 12 FF 12] HP 40/40 | F +5 R +3 W +3

Survival Zahaz: 1d20 + 4 ⇒ (11) + 4 = 15
Survival Samaeon: 1d20 - 1 ⇒ (7) - 1 = 6

Neither Zahaz or Samaeon notice the incoming weather in time to do anything about it.

Ride Zahaz: 1d20 + 1 ⇒ (1) + 1 = 2
Ride Samaeon: 1d20 + 2 ⇒ (18) + 2 = 20

Mostly because Zahaz is sitting atop a wide-eyes horse completely confused by the armored humanoid's untrained commands. Samaeon eventually reminds him that horses are stupid animals that do not understand verbal threats, in the common, or infernal, tongue.

Handle Animal Zahaz: 1d20 ⇒ 17
Handle Animal Samaeon: 1d20 + 3 ⇒ (6) + 3 = 9

Zahaz has better success when pushing (intimidating) his animal, but Sameon is too timid to influence his.

Zahaz Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Samaeon Perception: 1d20 - 1 ⇒ (9) - 1 = 8

Forging ahead, Zahaz spots the camp!

Dark Archive

HP: 17/17 | AC 15 | T 10 | FF 15 | Fort +5 | Ref +0 | Will +2 | CMD 13 | Init. +0 | Craft (Dolls) +6 | Intimidate +10 | Kn. (Arc.) +6 | Sense Motive +4 | Spellcraft +6 | UMD +10
Resources:
Spells: 3/3
Active Buffs:
--

Survival-Son: 1d20 + 0 ⇒ (8) + 0 = 8 Can't make it on Mother.

The familial pair slowly clops along as the storms rage unnoticed.

Ride-Mother: 1d20 + 0 ⇒ (11) + 0 = 11
Ride-Son: 1d20 + 2 ⇒ (6) + 2 = 8

The horses lazily move along, not heeding their rider's kicks and shouts once they notice the impending weather anomaly.

Handle Animal-Mother: 1d20 + 4 ⇒ (12) + 4 = 16
Handle Animal-Son: 1d20 + 1 ⇒ (12) + 1 = 13

The Mother is able to coax her beast along the treacherous path but the Son has trouble.

Perception-Mother: 1d20 - 1 ⇒ (14) - 1 = 13
Perception-Son: 1d20 + 4 ⇒ (17) + 4 = 21

Conversely, the Son is the only one of the pair able to see through the stinging sand as the Mother shields her eyes.


The Flaxseed Pathfinder Lodge

nonlethal damage: 2d3 ⇒ (2, 3) = 5 And -2 Perception for 24 hours

The party is a bit slow in making it to the camp and the sand starts to sting your eyes. Sand gusts into the building through the open door to the west and the southwest corner of the canvas roof, where the broad tarpaulin has broken free at one end. The canvas strains violently in the wind as the rest of the bindings begin to pull loose. Only half of the building’s original oor still exists to the south. A ladder descends ten feet to a ledge below, and another ladder descends further into a jagged crack in the ground. A campsite sprawls across both ledges, and several bloodied corpses are scattered throughout.

Securing the canvas requires climbing the fragmented walls (Climb DC 15) and then succeeding at a DC 12 Strength check as a full-round action to reattach the tarpaulin. You have 10 rounds to fix it before it flies away and leaves you exposed. I'll update the map later.

Liberty's Edge

Human Aerokinetist 2 | HP 26/26 | AC 17;TCH 13; FF 14; F +8; R +7; W+4; CMB -1; CMD 12; INIT +5
Consumables:
Burn 7/7 | Wands CLW 44/50

All Aid another

Climb: 1d20 - 4 ⇒ (1) - 4 = -3
Strength check: 1d20 - 2 ⇒ (7) - 2 = 5

Climb: 1d20 - 4 ⇒ (16) - 4 = 12
Strength check: 1d20 - 2 ⇒ (3) - 2 = 1

Climb: 1d20 - 4 ⇒ (12) - 4 = 8
Strength check: 1d20 - 2 ⇒ (20) - 2 = 18

Climb: 1d20 - 4 ⇒ (1) - 4 = -3
Strength check: 1d20 - 2 ⇒ (19) - 2 = 17

Climb: 1d20 - 4 ⇒ (12) - 4 = 8
Strength check: 1d20 - 2 ⇒ (5) - 2 = 3

Climb: 1d20 - 4 ⇒ (6) - 4 = 2
Strength check: 1d20 - 2 ⇒ (8) - 2 = 6

Climb: 1d20 - 4 ⇒ (8) - 4 = 4
Strength check: 1d20 - 2 ⇒ (19) - 2 = 17

Climb: 1d20 - 4 ⇒ (15) - 4 = 11
Strength check: 1d20 - 2 ⇒ (10) - 2 = 8

Climb: 1d20 - 4 ⇒ (18) - 4 = 14
Strength check: 1d20 - 2 ⇒ (4) - 2 = 2

Climb: 1d20 - 4 ⇒ (5) - 4 = 1
Strength check: 1d20 - 2 ⇒ (14) - 2 = 12

Knowing that he is not much for being able to physically do this on his own Atanxi helps where he can on bringing the tarp back down. Just as he gets it down the wind catches it once again ripping it from his hands. Did noone check the seers for the weather before we left?

Dark Archive

Zahaz AC 17 [T 11 FF 16] | HP 16/16 | F +4 R +2 W +3 Init +1 | Perc +4, SM +4 -- Samaeon HP AC 14 [T 12 FF 12] HP 40/40 | F +5 R +3 W +3

"Samaeon, secure that." Zahaz commands his servant.

Samaeon Climb: 1d20 - 2 ⇒ (5) - 2 = 3
Samaeon Climb: 1d20 - 2 ⇒ (7) - 2 = 5

Samaeon pathetically claws at the wall in a couple attempts to scale it before Zahaz orders him away from the task.

"Useless berk. Must I do everything?"

Zahaz Climb: 1d20 + 4 ⇒ (13) + 4 = 17
Zahaz Strength: 1d20 + 4 ⇒ (12) + 4 = 16

Zahaz easily climbs up and handles the situation.

Dark Archive

HP: 17/17 | AC 15 | T 10 | FF 15 | Fort +5 | Ref +0 | Will +2 | CMD 13 | Init. +0 | Craft (Dolls) +6 | Intimidate +10 | Kn. (Arc.) +6 | Sense Motive +4 | Spellcraft +6 | UMD +10
Resources:
Spells: 3/3
Active Buffs:
--

Hmm... so many skill checks for niche skills. Perfect...

The Mother sees the flighty man attempt it as the small creature with the half-orc tries to help. She deigns to help as she waves with her hand to the wall.

The Son moves quickly, deftly grabbing handholds before he is perched at the top. The Son is a bit surprised to see that the half-orc Zahaz is quickly behind him. He moves over to allow room for the half-orc at the top.

Climb-Son: 1d20 + 1 ⇒ (18) + 1 = 19

Zahaz reaches out to grab a rope as the Son snatches another and the pair gives a quick tug, using their immense strength to secure the tarpaulin.

Strength-Son: 1d20 + 1 ⇒ (15) + 1 = 16

"Not bad, Zahaz." says the son as his body dematerializes and sinks through the stone before emerging at the base of the wall.

The Son strides to the Mother and bows. "It is done." she pats him on the head idly as she looks out into the sandstorm.


The Flaxseed Pathfinder Lodge

Luckily Zahaz and the Son have things under control and are able to get the canvas back in place before the storm worsens any more. As the place begins to darken, however, you hear a distinct clinking of bones as some of the bodies discarded about the site begin to rise....

DC 18 Knowledge (history):
You can determine that the tattered uniforms they wear date back to the Everwar.

Gm rolls:

sk: 1d20 + 6 ⇒ (15) + 6 = 21
Chrysalis: 1d20 + 0 ⇒ (1) + 0 = 1
Atanxi: 1d20 + 5 ⇒ (6) + 5 = 11
Zahaz: 1d20 + 1 ⇒ (8) + 1 = 9
The DH: 1d20 + 4 ⇒ (2) + 4 = 6

Before you can react, two of the skeletons nearby stand up and swing at Crysalis and Atanxi:

broken longsword on Crysalis: 1d20 + 1 ⇒ (13) + 1 = 14
damage: 1d8 ⇒ 2
DC 11 Fortitude save or be afflicted with a desiccation aura for 1d3 + 1 ⇒ (1) + 1 = 2 rounds. At the start of the target’s turns, it takes 1d3 nonlethal damage as the arid air draws out his vital fluids.

broken longsword on Atanxi: 1d20 + 1 ⇒ (19) + 1 = 20
damage: 1d8 ⇒ 6
DC 11 Fortitude save or be afflicted with a desiccation aura for 1d3 + 1 ⇒ (2) + 1 = 3 rounds. At the start of the target’s turns, it takes 1d3 nonlethal damage as the arid air draws out his vital fluids.

A other from the lower ledge rises and climbs to the top of the ladder!

Initiative:

1. Skeletons
2. Atanxi, Zahaz, The Dandy Hobo, and Chrysalis

You guys are up!

Liberty's Edge

Human Aerokinetist 2 | HP 26/26 | AC 17;TCH 13; FF 14; F +8; R +7; W+4; CMB -1; CMD 12; INIT +5
Consumables:
Burn 7/7 | Wands CLW 44/50

Fort Save: 1d20 + 6 ⇒ (11) + 6 = 17

Aanxi screams in pain as the jagged blade tears him open. His eyes show fear. More undead?! Out here?

He lets the fear lead him to anger as small bits of sand begin to rise around him and whip in a miniature controlled storm. The energy manifests into his dagger as the bright beam of white energy erupts from the blade striking at the skeleton.

Gather Power (Move action) to negate 1 burn

Kinetic Blade; touch attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Liberty's Edge

M Human? (Kitsune) Mysterious Avenger 2/ Lore Warden 1 HP: 25/25 AC 18 Touch 13 FF 15 F/R/W +3/+6/+1 CMD 16 Init +4 Perception +6 Panache 3/3

Kn: History: 1d20 + 5 ⇒ (6) + 5 = 11

Dandy withdraws his whip and lashes at the feet of the skeleton against the ledge. @GM: Since it's in a weird corner, if I trip it, is there a chance of it falling down? :)

Trip @ Green: 1d20 + 7 ⇒ (14) + 7 = 21


The Flaxseed Pathfinder Lodge

Whoops, almost forgot you guys only have four players. Removed the skeleton climbing up the ladder. I'll have to redirect TDH's trip on one of the others.

Atanxi's beam of energy slides past the skelton as The Dandy Hobo puts one of them back on the ground!

Initiative:

1. Skeletons (bl: prone)
2. Atanxi, Zahaz, The Dandy Hobo, and Chrysalis

Zahaz and Chrysalis are up!

Dark Archive

Zahaz AC 17 [T 11 FF 16] | HP 16/16 | F +4 R +2 W +3 Init +1 | Perc +4, SM +4 -- Samaeon HP AC 14 [T 12 FF 12] HP 40/40 | F +5 R +3 W +3

"Samaeon, armor!" Zahaz commands, and his servant obliges with a spell. mage armor - AC 21

With such close quarters hampering the use of his glaive, Zahaz resorts to rending the red skeleton apart with his claws.

Claw - PA: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Claw - PA: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16
Damage: 1d4 + 6 ⇒ (2) + 6 = 8


The Flaxseed Pathfinder Lodge

Zahaz's claws prove quite effective and swatting away some of the bones!

Initiative:

1. Skeletons (bl: prone, rd: 8 dmg)
2. Atanxi, Zahaz, The Dandy Hobo, and Chrysalis

Chrysalis is up!

Dark Archive

HP: 17/17 | AC 15 | T 10 | FF 15 | Fort +5 | Ref +0 | Will +2 | CMD 13 | Init. +0 | Craft (Dolls) +6 | Intimidate +10 | Kn. (Arc.) +6 | Sense Motive +4 | Spellcraft +6 | UMD +10
Resources:
Spells: 3/3
Active Buffs:
--

Fortitude: 1d20 + 4 ⇒ (19) + 4 = 23

The Mother is pierced by the broken longsword, but he hardy nature fends off the desiccation aura. "You snivelling twit." she scowls as she draws her scythe and takes a swing.

Scythe @ Blue-Prone: 1d20 + 3 + 4 ⇒ (14) + 3 + 4 = 21
Damage: 2d4 + 3 ⇒ (1, 3) + 3 = 7

The Son, seeing that the Mother has it in hand, decides to quickly deal with the blue-clothed skeleton.

Slam @ Red: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


The Flaxseed Pathfinder Lodge

The Mother hits the skeleton and knocks a few bones loose as the Son obliterates the other! The prone skeleton mindlessly tries to stand (provoking from the Mother) and tries to swing at her again (if it's still up)

broken longsword: 1d20 + 1 ⇒ (16) + 1 = 17
damage: 1d8 ⇒ 5
DC 11 Fortitude save or be afflicted with a desiccation aura for 1d3 + 1 ⇒ (1) + 1 = 2 rounds. At the start of the target’s turns, it takes 1d3 nonlethal damage as the arid air draws out his vital fluids.

Initiative:

1. Skeletons (bl: 2 dmg prone)
2. Atanxi, Zahaz, The Dandy Hobo, and Chrysalis

You guys are up!

Dark Archive

HP: 17/17 | AC 15 | T 10 | FF 15 | Fort +5 | Ref +0 | Will +2 | CMD 13 | Init. +0 | Craft (Dolls) +6 | Intimidate +10 | Kn. (Arc.) +6 | Sense Motive +4 | Spellcraft +6 | UMD +10
Resources:
Spells: 3/3
Active Buffs:
--

GM:
Scythe AoO: 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
Damage: 2d4 + 3 ⇒ (2, 2) + 3 = 7

Fortitude: 1d20 + 4 ⇒ (6) + 4 = 10
Non-Lethal: 1d3 ⇒ 1

Scythe: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 2d4 + 3 ⇒ (3, 4) + 3 = 10

If it is a standard skeleton, I think I kill it with my regular hit. I'll let you adjudicate though.

The Mother retaliates as the skeleton rises up, but the close quarters makes the scythe and unwieldy option.

Dark Archive

Zahaz AC 17 [T 11 FF 16] | HP 16/16 | F +4 R +2 W +3 Init +1 | Perc +4, SM +4 -- Samaeon HP AC 14 [T 12 FF 12] HP 40/40 | F +5 R +3 W +3

"Stop toying with it Mother." Zahaz growls as he recovers his glaive.

Samaeon fumbles out a wand and begins to use it on Chrysalis.

Wand of infernal healing on Chrysalis.

Liberty's Edge

Human Aerokinetist 2 | HP 26/26 | AC 17;TCH 13; FF 14; F +8; R +7; W+4; CMB -1; CMD 12; INIT +5
Consumables:
Burn 7/7 | Wands CLW 44/50

Atanxi shifts around closer to the skeleton. He reaches his hand out releasing sharp gusts of wind and force into the skeleton.

Kinetic Blast Ranged Touch: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


The Flaxseed Pathfinder Lodge

The skeleton is able to stand but then Atanxi and the Mother quickly take it down!

Out of combat!

Now protected from the storm and free of harassing undead, you can get a better look around. A discarded potion of cure moderate wounds and a coil of iron rope lie in the eastern tent.

Dark Archive

Zahaz AC 17 [T 11 FF 16] | HP 16/16 | F +4 R +2 W +3 Init +1 | Perc +4, SM +4 -- Samaeon HP AC 14 [T 12 FF 12] HP 40/40 | F +5 R +3 W +3

Zahaz brushes bone dust from his claws as Samaeon scans the area with a spell to detect magic.

Spellcraft (if needed): 1d20 + 5 ⇒ (2) + 5 = 7

Dark Archive

HP: 17/17 | AC 15 | T 10 | FF 15 | Fort +5 | Ref +0 | Will +2 | CMD 13 | Init. +0 | Craft (Dolls) +6 | Intimidate +10 | Kn. (Arc.) +6 | Sense Motive +4 | Spellcraft +6 | UMD +10
Resources:
Spells: 3/3
Active Buffs:
--

The Mother's wounds slowly heal as Zahaz's spell seals the stab marks. As she cuts it down, she spits on the bones. "Dead should stay dead."

"Where to now?" she asks as her Son hoists the iron rope onto his shoulder for mule purposes.

Liberty's Edge

M Human? (Kitsune) Mysterious Avenger 2/ Lore Warden 1 HP: 25/25 AC 18 Touch 13 FF 15 F/R/W +3/+6/+1 CMD 16 Init +4 Perception +6 Panache 3/3

"Hmm... let's see if there is anything else left within this camp, although I was expecting to see some of the other archaeologists here..."

Perception: 1d20 + 6 ⇒ (7) + 6 = 13


The Flaxseed Pathfinder Lodge
The Dandy Hobo wrote:
"although I was expecting to see some of the other archaeologists here..."

Well, there are a few other bodies around here. :(

The only way forward seems to be down:

This cold, dark stone chamber has walls covered in ancient markings that the ages have worn to the point of illegibility. The higher portion holds a dried-up well, a ladder leading up, and descending stairs to the north. The lower portion to the south has two ancient buildings and a collapsed passageway. The floor has fallen near the east wall, exposing another chamber below. A robed corpse lies at the bottom of the ladder. The Athenaeum archaeologist’s bag contains a scroll of resist energy.

DC 15 Craft (stonemasonry) or Knowledge (dungeoneering or engineering):
You can determine that the collapse was recent and does not appear to have been an accident. Clearing passage would take at least a week of labor.

DC 16 Perception:
You notice something gleaming at the bottom of the dried-up well.

You have two archaeological finds to inspect here. The first archaeological item mentioned in the report consists of broken pots.

DC 14 Knowledge (history):
These are actually Taldan pots.

DC 14 Craft (pottery) check, a DC 18 Appraise or Knowledge (geography) check, or exceed the Knowledge (history) check by 5 or more:
You identify the type of clay as inconsistent. These pots could denote long-distance trade, but they are relatively plain and were unlikely valuable enough to serve as mercantile goods.

The second archaeological item from the report is a well-preserved ancient home.

DC 15 Knowledge (history):
You confirm that the architecture is of the right style for the period.

DC 14 Appraise or Knowledge (engineering) check, a DC 20 Perception check, or exceed the Knowledge (history) check by 5 or more:
You deduce the false nature of the painted stucco; it only painted to appear weathered but is actually quite new.

Dark Archive

HP: 17/17 | AC 15 | T 10 | FF 15 | Fort +5 | Ref +0 | Will +2 | CMD 13 | Init. +0 | Craft (Dolls) +6 | Intimidate +10 | Kn. (Arc.) +6 | Sense Motive +4 | Spellcraft +6 | UMD +10
Resources:
Spells: 3/3
Active Buffs:
--

Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Perception-Son: 1d20 + 4 ⇒ (20) + 4 = 24

"Mother... There is something at the bottom of the well." says the Son.

The Mother glares annoyed at him. "Well, why aren't you getting it then?" she asks with a bit of irritation in her voice.

Dark Archive

HP: 6/6 | AC 18 | T 12 | FF 16 | Fort +3 | Ref +2 | Will +2 | CMD 14 | Intimidate +5 | Perception +4 | Sense Motive +4 | Stealth +6
Active Buffs:
Shield - 1 minute

The Son bows and quickly moves to the well and descends to the bottom.

Take 10 for an 11 to climb to the bottom of the well.

Dark Archive

Zahaz AC 17 [T 11 FF 16] | HP 16/16 | F +4 R +2 W +3 Init +1 | Perc +4, SM +4 -- Samaeon HP AC 14 [T 12 FF 12] HP 40/40 | F +5 R +3 W +3

Samaeon craft stonemasonry (untrained): 1d20 + 1 ⇒ (20) + 1 = 21

"The collapse here. It was no accident." Samaeon says, staying just behind his master.

Zahaz Perception: 1d20 + 4 ⇒ (11) + 4 = 15

"Hmm." Zahaz replies as he toes some clay pots, clearly annoyed that the mysteries of the site haven't stepped forth to reveal themselves.

Samaeon craft pottery (untrained): 1d20 + 1 ⇒ (13) + 1 = 14
Samaeon appraise (untrained): 1d20 + 1 ⇒ (5) + 1 = 6

Quickly bored with the first area, he moves to inspect the house.

Zahaz Perception: 1d20 + 4 ⇒ (14) + 4 = 18

"This is tedious." His voice echoes from within. "Let us move on. Hopefully there are more deaders lurking about further on."

Liberty's Edge

Human Aerokinetist 2 | HP 26/26 | AC 17;TCH 13; FF 14; F +8; R +7; W+4; CMB -1; CMD 12; INIT +5
Consumables:
Burn 7/7 | Wands CLW 44/50

Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge History: 1d20 + 1 ⇒ (9) + 1 = 10
Knowledge History: 1d20 + 1 ⇒ (20) + 1 = 21
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Atanxi looks over the painting. This seems pretty accurate for this period. It was only painted to look weathered but rather is actually quite new.

He leans down and grabs the scroll from the robed body. Any of you able to use this?

Dark Archive

Zahaz AC 17 [T 11 FF 16] | HP 16/16 | F +4 R +2 W +3 Init +1 | Perc +4, SM +4 -- Samaeon HP AC 14 [T 12 FF 12] HP 40/40 | F +5 R +3 W +3
Atanxi wrote:

...grabs the scroll from the robed body. Any of you able to use this?

Samaeon meekly raises a clawed hand. "I might be able to..."


The Flaxseed Pathfinder Lodge
Chrysalis Black, Loving Son wrote:
The Son bows and quickly moves to the well and descends to the bottom.

At the bottom of the 30-foot-deep well is a masterwork cold iron dagger with a raven-headed pommel.

DC 15 Appraise or Knowledge (history):
You can identify the dagger as being Jistkan in design.

---

To the north, a winding stairway descends to the dim chamber below. Four alcoves hold marble statues of grim soldiers from ages past, two on either side of a faintly glowing statue of a regally appointed man who towers in front of the southern wall. Two golden lion statues stand at guard in front of the god. The roof has collapsed at the northwest corner, where a large stone slab lies on the floor below the opening.

The first thing of note in this room is of course the quartet of Taldan statues occupying the alcoves. Each statue represents a noteworthy figure in Taldan history.

DC 15 Knowledge (history) or Profession (soldier):
You can identify them as military leaders who served in Taldor’s Third Army of Exploration under General Coren. Unfortunately, all four died before the founding of Corentyn, which supposedly served as a launching point for the group that founded this colony.

DC 14 Appraise, Craft (stonemasonry or sculpture), or Knowledge (engineering):
You can ascertain from the minimal wear and discoloration that the statues were likely carved in the last century.

The next archaeological item from the report is the pair of golden lion statues.

DC 15 Appraise check or a DC 20 Perception:
You can uncover some fabrications here. Originally these depicted something else, but someone augmented the original sculptures with plaster to resemble lions and covered them with a thin gold coating that has been tarnished with paint to appear aged.

After the above check:

DC 13 Knowledge (planes):
You identify that the statues depict hellhounds once the false parts have been removed.

The final archaeological item of note is a large, ancient statue of the god Abadar.

DC 20 Knowledge (arcana) and detect magic:
You identify the aura as an illusion. Making this revelation allows you to attempt a DC 17 Will save to disbelieve the illusion and recognize a set of double doors behind the statue.

---

General notes:

DC 18 Perception:
The corpse of a Chelish soldier from the Everwar is concealed beneath a portion of a collapsed roof. The broken skeleton wears a platinum ring adorned with the head of a hound.

Dark Archive

HP: 17/17 | AC 15 | T 10 | FF 15 | Fort +5 | Ref +0 | Will +2 | CMD 13 | Init. +0 | Craft (Dolls) +6 | Intimidate +10 | Kn. (Arc.) +6 | Sense Motive +4 | Spellcraft +6 | UMD +10
Resources:
Spells: 3/3
Active Buffs:
--

Dice Rolls:
Perception-Mother: 1d20 + 1 ⇒ (12) + 1 = 13
Perception-Son: 1d20 + 4 ⇒ (4) + 4 = 8

Perception-Mother: 1d20 + 1 ⇒ (20) + 1 = 21
Perception-Son: 1d20 + 4 ⇒ (3) + 4 = 7

The pair of familial Pathfinders surveys the new room as the Son climbs out of the well with his elaborate dagger.

"You took your time. Go fetch that ring from the corpse over there." the Mother says as she points to the fallen Chelish soldier.

To the rest of the party, she scans the room. "This appears to be the end of the exploration."

Liberty's Edge

M Human? (Kitsune) Mysterious Avenger 2/ Lore Warden 1 HP: 25/25 AC 18 Touch 13 FF 15 F/R/W +3/+6/+1 CMD 16 Init +4 Perception +6 Panache 3/3

Taking 10 for Kn: History, have to make the other rolls, doing them in order presented.

Appraise: 1d20 + 1 ⇒ (12) + 1 = 13
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
2nd Perception: 1d20 + 6 ⇒ (13) + 6 = 19

"Interesting, the dagger is of Jistkan design."

Dandy looks over the rest of the room, his head cocked as he looks over the lion statues. "These have been modified; they weren't lions originally, but someone covered them in plaster and a thin layer of gold paint to try and make them look as such. I wonder what they originally were..."

Liberty's Edge

Human Aerokinetist 2 | HP 26/26 | AC 17;TCH 13; FF 14; F +8; R +7; W+4; CMB -1; CMD 12; INIT +5
Consumables:
Burn 7/7 | Wands CLW 44/50

Knowledge History: 1d20 + 1 ⇒ (1) + 1 = 2
Knowledge History: 1d20 + 1 ⇒ (14) + 1 = 15
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Atanxi points to the set of four statues. These were the military leaders who served in Taldor’s Third Army of Exploration under General Coren. Unfortunately, all four died before the founding of Corentyn, which supposedly served as a launching point for the group that founded this colony.

Atanxi looks under the collapsed roof. Hey, Over here. He waves. Help me lift this off. There is a body under here. The broken skeleton wears a platinum ring adorned with the head of a hound. He grabs the ring and pulls it from the finger to show everyone.

Dark Archive

Zahaz AC 17 [T 11 FF 16] | HP 16/16 | F +4 R +2 W +3 Init +1 | Perc +4, SM +4 -- Samaeon HP AC 14 [T 12 FF 12] HP 40/40 | F +5 R +3 W +3

"Get to work." Zahaz orders his minion. Samaeon bobs his head and helps examine the room and the artifacts within using magic to guide himself.

Guidance for +1
Samaeon Appraise (untrained) on Dagger: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Samaeon Appraise (untrained) on Taldon Statues: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Samaeon Appraise (untrained) on Lion Statues: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16
Zahaz Perception on Lion Statues: 1d20 + 4 ⇒ (12) + 4 = 16

"Strange..." Samaeon murmurs as he inspects the lions. "Originally these depicted something else, but someone augmented the original sculptures with plaster to resemble lions and covered them with a thin gold coating that was tarnished with paint to appear aged."

Zahaz looks at them. "What are you talking about. I don't see it."
Samaeon takes some time to point out his observations clearly to his master.

After Zahaz takes 20 on the Lion statues and with guidance from Samaeon...
Knowledge Planes: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
"Hmmm.. These were hell hounds in their original form. Someone clearly failed to see the beauty in such noble creatures."

Sameon Knowledge Arcana: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Will Save: 1d20 + 3 ⇒ (16) + 3 = 19

In a final examination of the room with a spell to detect for magic, Samaeon points excitedly at the statue of Abadar. "That is a false image master! It is an illusion that conceals a door!"

"Is that so." Zahaz steps forward to test the words of his minion...

Will: 1d20 + 3 ⇒ (18) + 3 = 21

... And passes through the statue!

Dark Archive

HP: 17/17 | AC 15 | T 10 | FF 15 | Fort +5 | Ref +0 | Will +2 | CMD 13 | Init. +0 | Craft (Dolls) +6 | Intimidate +10 | Kn. (Arc.) +6 | Sense Motive +4 | Spellcraft +6 | UMD +10
Resources:
Spells: 3/3
Active Buffs:
--

The Mother and Son see illusory statue and follow through it.

Assuming that I just get to keep retrying, aka Take 20.

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

Behind the illusory statue and hidden doors, shadows cast by a blazing brazier behind a metal lattice to the south flitter across the wall paintings, which grants the images the illusion of haunted animation. A seven-foot-tall statue of a hunched, robed figure with three eyes and a mouth ringed with tentacles stands before the lattice.

DC 18 Knowledge (history):
The paintings portray a battle between the troops and div allies of Ancient Osirion and the artificers and constructs of the Jistka Imperium. These two powerful nations clashed for several hundred years around 3000 AR, and the Jistkans eventually lost the prolonged conflict.

The metal lattice is no longer properly attached and you can easily move it aside and let yourselves past into the short hall beyond. The fiery brazier at the end of the chamber makes the air uncomfortably hot and acrid. An eight-foot-tall statue of a devil with large, curved horns stands at the west end. Across from the metal lattice is a collapsed, descending staircase. An ancient skeleton is partially buried under the rubble.

DC 15 Perception:
Near the body lies a carved, broken rod.

After the Perception:

DC 22 Knowledge (arcana or history) or Spellcraft with detect magic:
The rod is actually a broken ivory baton, which the Jistkan artificers of old used to control their constructs.

Around the curving staircase, you come to another chamber. The echoing, lightless hall has a dark pol that extends most of its length. A walkway runs above the pool, bu much of it has collapsed, leaving only the support pillars below. In the south, upon a platform at the end of the hall, stands a seven-foot-tall statue of a horned humanoid with a large, cryptic disk mounted upon its back. The hall turns to the west before the platform.

Liberty's Edge

Human Aerokinetist 2 | HP 26/26 | AC 17;TCH 13; FF 14; F +8; R +7; W+4; CMB -1; CMD 12; INIT +5
Consumables:
Burn 7/7 | Wands CLW 44/50

Knowledge History: 1d20 + 1 ⇒ (6) + 1 = 7
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Knowledge History: 1d20 + 1 ⇒ (17) + 1 = 18

Atanxi passes the statue. Well, that is creepy. What sort of dig site did he saythis was again?

Atanxi begins to dig through the rubble and finds a carved, broken rod and holds it up for everyone to see.

At the large pool of water Atanxi takes his time and leaps from pillar to pillar as he follows it along to the west.

Take 10 for 15 on Acrobatics.

Liberty's Edge

M Human? (Kitsune) Mysterious Avenger 2/ Lore Warden 1 HP: 25/25 AC 18 Touch 13 FF 15 F/R/W +3/+6/+1 CMD 16 Init +4 Perception +6 Panache 3/3

"Strange! What lurks behind those doors?", a curious Dandy pipes up before following the others inside.

Kn: History: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Kn: History 2: 1d20 + 5 ⇒ (19) + 5 = 24

"Ahh, I have heard of those!", Dandy pointing to the broken rod. "It's called an ivory baton and the ancient Jistkan artificers used them to control their constructs.", the foppish man grabbing it for the historical interest. "But this makes two Jistkan relics in this Taldan colony... and the way this was tucked behind what was the site is peculiar indeed, won't you agree dear fellows?"

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