GM Endless Forms' PFS 07-24 Dead Man's Debt (Inactive)

Game Master Mike Tuholski

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

Tactical Map


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The Flaxseed Pathfinder Lodge

You are waiting for the briefing with your fellow agents.

Please introduce yourselves!

Lantern Lodge RPG Superstar 2015 Top 16

Dot for now; probably going to play either my Tengu Barbarian/Fighter or my tengu elemental ascetic kineticist depending on tier.

@EF: Going to make it part of the PbP GD 5?

Grand Lodge

Active Buffs:
--
HP: 46/46 | AC 16 | T 12 | FF 14 | Fort +4 | Ref +4 | Will +6 | CMD 10 | Initiative +2 | Perception +0 | Acrobatics +4 | Diplomacy +17 | Kn.(Arcana)/Spellcraft +12 | UMD +16
Resources:
Spells: 1st: 8/8; 2nd: 6/6 | Sacrifice: 9/9 | Rally: 1/1

The doors to the Venture-Captain's waiting room open and reveal a man in quite the regalia. Eyeglasses sit on the man's face as he moves forward to the desk of the secretary with purpose and pride. "Greetings, sir. I have arrived to speak with the Venture-Captain about a mission." he says with a flourish and a bow.

"I am Barnaby Williams, Pathfinder Extraordinaire!" he says, giving the man a wink as he finishes.

Silver Crusade

Male Aasimar (Angelkin) Paladin (Hospitaler) 2 Oracle 2 | HP 40/40 | AC:20 T:10 FF:20 CMD:16 | F+12 R+5 W+11 (+2 vs death) | Init +0 | Perc +0 (darkvision)

A towering warrior clad in shining steel enters the room, his chin high. His armor is adorned with a bleeding angel, undoubtedly an obscure reference to an Empyreal lord of some kind. A broad, curved sword rests on the knight's back, and the helm - a steel protection covering the entire face - looks like an angel's face crying tears of blood, and rests for now under the warrior's arm. His face is incredibly pure and even, almost flawless, yet the result is somehow disturbing and akin to alien.

"Well met." he utters in a deep, even voice. "I am Bardiel, Knight-Paladin of Vildeis, and representative of the newly-founded Greengold Lodge, in Kyonin. It is my honor to fight at your side."


The Flaxseed Pathfinder Lodge

Despite the sweltering heat of the midday sun, the marketplace outside Sharrowsmith’s Exports is bustling with customers. Merchants stand in the shade under colorful awnings behind enticing displays of all manner of goods, from fresh fruits to intricate works of art. In the center of the marketplace, two large, vaguely humanoid statues rise from a fountain. Water pours from their gaping mouths as they stare up at the sun. A dark-skinned woman with gold-colored eyes sits on a bench under the fountain surveying the scene. As she catches sight of the newest arrivals, she rises and strides toward the market’s entrance, the crowd parting to allow her past. She speaks in hushed tones.

“Greetings, Pathfinders,” she says. “I’ve been expecting you. For those of you whom I have not yet had the pleasure of meeting, I am Aya Allahe. There is much to discuss, but here is not the place. Follow me, please.” She leads you through the crowd to an immense stone building decorated with carvings of fierce apes, giants, and reptilian figures. The heat inside the building is far less stifling than in the market outside. Allahe opens the door to a small, private meeting room. She presses a hidden switch on the wall, revealing a doorway into a well-appointed lounge.

“Welcome to the Nantambu Pathfinder Lodge,” she says, gesturing widely with her hands. In contrast to her animated gestures, the expression in her eyes is weary. “As you have probably heard, the local venture-captain, Nieford Sharrowsmith, recently passed away on an expedition. His unexpected passing left behind many loose ends. I’ve done my best to help the Pathfinders with the day-to-day problems, but the current task is beyond my abilities to handle alone.

“Over the last few weeks, the local Ekujae elves have become... ” she pauses. “Well, they have become rather violent toward anyone they believe to be connected to Nieford or the Pathfinders. They have ambushed or abducted several travelers who fit that description, but have not yet killed any of them. Instead, they return their victims, beaten and severely bruised, near well-traveled roads. As I have been the Pathfinders’ primary contact in the area lately, these victims have come to me and reported their experiences.

“Mostly they speak of being questioned and threatened. The Ekujae claim that Nieford Sharrowsmith owes them a service, and that if he himself will not settle the debt, then his friends or associates will. I have searched what records I have of Nieford’s, but so far all I have found is a single entry in one of his journals describing a path he once followed to the Ekujae, although there is no mention of any deal. Given his penchant for secrecy and relying upon his own memory, however, I have no doubt there is something he said to the elves to strike a bargain. That the suspicious Ekujae were willing to make a deal with him at all speaks to his strength of character. He was an honorable, trustworthy man, and the Society is poorer for his passing.” Allahe pauses for a few moments, bowing her head in remembrance.

When she speaks again, her voice is clear and determined. She hands you a detailed map drawn on a scrap of paper. “Nieford drew this map to help him find his way to an Ekujae village. I ask that you follow this map as best you can and make peaceful contact with the insular elves. If you are not confident of your ability to navigate the jungle, I suggest you hire a guide. Once you arrive in the village, find out what it is that the Ekujae want, and if it is in your power to do so, fulfill Nieford’s bargain. While I doubt the Pathfinders could ever turn the Ekujae into full allies, they are dangerous foes.” Allahe shakes her head, “Let us learn from the Aspis Consortium’s mistakes and not antagonize them.”

You may know some details about the Ekujae elves already, or you might ask around about them.

DC 10 Diplomacy or Knowledge (local):
The elves of the Mwangi Expanse tend to distrust outsiders. They are hesitant at best, and fiercely xenophobic at worst.

DC 15 Diplomacy or Knowledge (local):
Elves make up the largest non-human population within the Expanse and are themselves broken into many tribes. The most well known are the Ekujae tribes of the western Mwangi, the Kallijae of the northwestern jungles, and the Alijae of the northern jungles. Although it’s not clear why, every Ekujae on patrol carries a ceremonial club carved from yellowheart wood.

DC 20 Diplomacy or Knowledge (local):
The Ekujae tribe is divided into several scattered, self-sufficient communities. In times of strife, these groups band together against major threats. Recently, the Ekujae worked together to battle Aspis Consortium slavers operating out of Nightfall Station to the west. Aspis activity has not stopped, however, and rumors of sightings of Aspis agents south of Nantambu persist.

DC 25 Diplomacy or Knowledge (local):
The Ekujae see themselves as guardians of many ruins scattered throughout the jungle. They rarely explain why they guard them to outsiders. The few stories they have shared reveal that some of these places are connected to a “great darkness” that they were able to defeat but not destroy.

DC 30 Diplomacy or Knowledge (local):
Elves of the Ekujae tribes, like most other jungle elves, paint their faces and bodies with various patterns. Some indicate status or role in the tribe, while others are marks of accomplishment and achievement.

You may know about the jungles near Nantambu and the possible dangers therein.

DC 10 Survival or Knolwedge (nature):
Jungles are hot and full of dense foliage that makes traversing them a time consuming prospect. They are also teeming with a variety of animal life, including biting insects.

DC 15 Survival or Knolwedge (nature):
The insects around Nantambu are carriers for a variety of tropical diseases. The most prolific carriers, mosquitos, tend to cluster around stagnant water and flooded areas. The thick layers of plant life on the ground make finding footing particularly difficult for horses and most other mounts accustomed to flatter terrain.

DC 20 Survival or Knolwedge (nature):
Many of the most dangerous jungle predators set up their lairs or ambushes near natural features such as quicksand to give them an advantage.

DC 25 Survival or Knolwedge (nature):
Gold and ancient treasures are not the only highly valued commodities in the Mwangi Expanse; various fruits and other plant products can fetch a high price in the markets of major cities.

DC 30 Survival or Knolwedge (nature):
Paying close attention to animal calls can alert travelers to danger, as monkeys and birds often send out warnings about predators in the area.

Lantern Lodge RPG Superstar 2015 Top 16

Sorry guys, I'll have a level 1 PC ready by tomorrow!

Scarab Sages

Spoiler:
AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5

A plain but well-equipped half orc of moderate size nods towards his companions. "Greetings. I am Lanz, originally of Oenopion, although I am extensively traveled. I specialize in alchemical arts and... ah, physical security of archaeological sites. I am occasionally known by the appellation "the Barber" for my skills in surgery.

local: 1d20 + 4 ⇒ (3) + 4 = 7
nature: 1d20 + 7 ⇒ (19) + 7 = 26
survival: 1d20 + 5 ⇒ (5) + 5 = 10

Lanz comments after observing the map and hearing the tale. "We should take care in our travels; heat is a danger, and the insects of the area are known to carry malaria and similar diseases, especially near stagnant water. Likewise, we may encounter quicksand or other dangers which nearby ambush predators using such terrain to their advantage. Horses and most other large mounts are, of course, useless in the terrain. I might be able to prepare unguents to dissuade insects from attacking, but the suggested guide may in fact be wise for this expedition, as they would be familiar with the other local dangers."

"I will note, as a physician, that the plants here have various narcotic or medicianl properties of note, and are highly valued among certain select groups. Any expedition may be sweetened by acquisition of such botanical treasures, if we do not alienate the locals in the process. "

Silver Crusade

Male Aasimar (Angelkin) Paladin (Hospitaler) 2 Oracle 2 | HP 40/40 | AC:20 T:10 FF:20 CMD:16 | F+12 R+5 W+11 (+2 vs death) | Init +0 | Perc +0 (darkvision)

Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17

Bardiel speaks up. "I've met a man in a local tavern who told me stories about the Ekujae. The elves of the Mwangi Expanse tend to distrust outsiders. They are hesitant at best, and fiercely xenophobic at worst. Also, elves make up the largest non-human population within the Expanse and are themselves broken into many tribes. The most well known are the Ekujae tribes of the western Mwangi, the Kallijae of the northwestern jungles, and the Alijae of the northern jungles. Although it’s not clear why, every Ekujae on patrol carries a ceremonial club carved from yellowheart wood. I guess a guide who knows the Ekujae well would be an asset for us."

Then he asks Aya: "What do we know about this debt? Did Sharrowsmith leave any notes about it? On another matter, do you know of any local guides worth their salt? Especially one versed in the Ekujae customs."

Grand Lodge

Active Buffs:
--
HP: 46/46 | AC 16 | T 12 | FF 14 | Fort +4 | Ref +4 | Will +6 | CMD 10 | Initiative +2 | Perception +0 | Acrobatics +4 | Diplomacy +17 | Kn.(Arcana)/Spellcraft +12 | UMD +16
Resources:
Spells: 1st: 8/8; 2nd: 6/6 | Sacrifice: 9/9 | Rally: 1/1

Diplomacy-Take 10: 10 + 10 = 20

"I had heard that the Ekujae were combating Aspis..." Barnaby offers as he heard that same as Bardiel. "Perhaps these clubs are related to Aspis dealings and we might need to procure one."

With a gallant laugh, the man gives the thumbs up. "However, since I will be with you, this should be quite easy! I find that locals are always amenable to a bit of persuasion!" he offers with a wide-grin. "Especially from a well-traveled Pathfinder such as myself!"

"Let us get provisions and head out! I'm sure our fourth will catch up!" he says proudly as he makes his way to the market in search of some clothes for the hot weather.

Dark Archive

Tsuchihebi:
HP: 14/14 AC: 19 Touch: 13 FF: 16 F/R/W: +1/+7/+3 CMD: 16 Percep: +5, darkvision Init: +3
Nagaji Unchained Summoner/2 HP: 20/20 AC:19 Touch: 12 FF: 17 F/R/W: +2/+2/+3 CMD: 16 Percep: +7 Init: +2

Almost done with the profile, but figured I should post by now. Sorry for the delay and nice to PbP with you all :)

A robust, scaly man enters the room, followed by a rock-like serpent that dutifully stands next to him. "I apologissse for my lateness. Tshuchihebi still gets too many ssstrange looks.", eyeing the rock snake briefly.

After getting a recap, the nagaji nods. "I can underssstand that sentiment, although in my tribe blood oaths end with death. It makes me wonder what deal Sharrowsssmith agreed to that still must be honored?"


The Flaxseed Pathfinder Lodge
Bardiel wrote:
Then he asks Aya: "What do we know about this debt? Did Sharrowsmith leave any notes about it? On another matter, do you know of any local guides worth their salt? Especially one versed in the Ekujae customs."

Aya shakes her head and answers, "As I mentioned, their communication was only in the form of demands that the Pathfinder Society fulfill ‘the bargain’ and questions about the whereabouts of Nieford."

To Bardiel's next question, Aya has a more positive response. "I'm afraid I don't know any specifically. Finding guides is normally a simple matter, but you will need to find one who is willing to travel into Ekujae lands. I recommend asking around the marketplace."

Dark Archive

Tsuchihebi:
HP: 14/14 AC: 19 Touch: 13 FF: 16 F/R/W: +1/+7/+3 CMD: 16 Percep: +5, darkvision Init: +3
Nagaji Unchained Summoner/2 HP: 20/20 AC:19 Touch: 12 FF: 17 F/R/W: +2/+2/+3 CMD: 16 Percep: +7 Init: +2

"I sssee. Are there any customs you are aware about the Ekujae we should be aware of?"

Profile should be ready!

Silver Crusade

Male Aasimar (Angelkin) Paladin (Hospitaler) 2 Oracle 2 | HP 40/40 | AC:20 T:10 FF:20 CMD:16 | F+12 R+5 W+11 (+2 vs death) | Init +0 | Perc +0 (darkvision)

"Many thanks for your insight. We shall depart shortly, after we've found a guide." Bardiel bows gracefully, but politely waits until his companions have finished asking questions before leaving.

Scarab Sages

Spoiler:
AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5

Do we have an estimate on travel time?

Grand Lodge

Active Buffs:
--
HP: 46/46 | AC 16 | T 12 | FF 14 | Fort +4 | Ref +4 | Will +6 | CMD 10 | Initiative +2 | Perception +0 | Acrobatics +4 | Diplomacy +17 | Kn.(Arcana)/Spellcraft +12 | UMD +16
Resources:
Spells: 1st: 8/8; 2nd: 6/6 | Sacrifice: 9/9 | Rally: 1/1

Barnaby wanders around the market, searching for some gear to aid him in the upcoming mission. He visits a few tailors and finds the perfect thing!

---

Returning to the group, they see that the man has found a white linen suit, replete with sandals and a rose-colored pocket square and tie. "No one says you can't look good while you travel in the heat!" he comments with a grin, pushing his glasses back up his nose a bit.

Bought some Hot Weather Clothes!

"Are we ready to depart? Oh, you mentioned wanting a guide... Hmm..." he says as he ponders the predicament. "To the market!" he proclaims as he makes off towards his previous destination.

---

Stopping anyone who looks elvish, Barnaby asks the uncomfortable questions. "Can you help us find the Ekujae?"

"Can you help us find the Ekujae?"

Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21


The Flaxseed Pathfinder Lodge
Tsutanaga of the Thunder Tribes wrote:

"I sssee. Are there any customs you are aware about the Ekujae we should be aware of?"

"They are one of the tribes of jungle elves that live in the Mwangi Expanse. I personally do not know much about them other than they are fiercely territorial and shun outsiders. That they’ve gone out of their way to capture but not kill their victims is a hopeful sign, I suppose."

Lanz the Barber wrote:
"Do we have an estimate on travel time?

"I think that will depend on your guide, you can ask them."

---

Barnaby leads the way to the market. There are several guides willing to work with you. At first their rates are advertised as 30 gp but Barnaby works his magic to make them agree to just 15 gp for the whole trip.

Kubalu’s parents were thrilled when their son demonstrated an aptitude for magic at a young age. Young Kubalu reveled in his parent’s praise, and over time, he grew arrogant. Much to his classmates’ irritation, he developed a habit of using obscure knowledge as a weapon to prove himself superior to others. When he was accepted into the Magaambya to study arcane magic at the age of 16, he had no doubt that he would continue to excel. He did not cope well with being surrounded by peers and teachers who not only had little patience for his antics, but also could decisively beat him at his own game. After only a year, he took a leave of absence. In his time away, he found a job as a guide as a way to use his extensive knowledge. While he has matured in the two years since he started his leave, he has not lost his tendency to use unnecessarily big words in his speech, and he is prone to spouting extraneous facts at the slightest provocation.

Lisratak is well over 6 feet tall. Her dark skin has blue-black undertones, and she styles her long hair in an elaborate coif of tight curls that she keeps pinned close to her head. She was once a member of a Bekyar tribe that worshiped the demon lord Angazhan, but a horrifying incident that she refuses to speak about shook her to the core and inspired her to abandon her family’s traditions and wander off into the jungle in search of a new way of life. She does not follow any particular religious tradition anymore. She is interested in discussing religious traditions with the people she comes across, though she is somewhat distant with those who profess worship of demon lords. She has a dark sense of humor and a habit of cracking jokes to ease tension. She is well-versed in jungle diseases. She suggests that you purchase Nantambu’s vermin repellent if you haven’t already.

Mitarat is a Bonuwat man with ashen-brown skin, and he keeps his head meticulously shaved. He wears simple, loose clothing with many pockets, many of which contain decorative trinkets, rare plants, or other small but valuable items. He is typically sparing with words, and he prefers to listen to everyone else’s perspective and then pause before speaking. Despite his taciturn nature, his keen sense of people makes him a skillful salesman, and he makes a humble but secure living as a trader. He is one of the few people in Nantambu who has engaged in successful trades with Ekujae in the past.

Silver Crusade

Male Aasimar (Angelkin) Paladin (Hospitaler) 2 Oracle 2 | HP 40/40 | AC:20 T:10 FF:20 CMD:16 | F+12 R+5 W+11 (+2 vs death) | Init +0 | Perc +0 (darkvision)

Bardiel brings his question to all three guides as he interviews them. "How long do you think our journey might be?"

"Have you dealt with Ekujae in a peaceful manner before?"

"What can you tell us about the dangers we're bound to find on our journey?"

To Lisratak specifically: "What is that repellent you speak of? Can it be bought easily here?"

After reviewing all three guides available on the marketplace, Bardiel confers with his companions.

"As our solid information on the Ekujae is a bit sparse for now, I'm more enclined to be interested in what Mitarat has to offer. Lisratak could also help us surviving the jungle dangers, I think. If Barnaby can lower their fee to 15 gp each, perhaps we could hire these two? The vermin repellent should also be a good investment."

Dark Archive

Tsuchihebi:
HP: 14/14 AC: 19 Touch: 13 FF: 16 F/R/W: +1/+7/+3 CMD: 16 Percep: +5, darkvision Init: +3
Nagaji Unchained Summoner/2 HP: 20/20 AC:19 Touch: 12 FF: 17 F/R/W: +2/+2/+3 CMD: 16 Percep: +7 Init: +2

"I agree, both Lisratak and Mitarat have my favor. The former would do better to survive our journey to the Ekujae and the latter for dealing with the Ekujae in the first place." The nagaji pauses for a moment before continuing. "But if we can only get one, then Lisratak has my vote."

Grand Lodge

Active Buffs:
--
HP: 46/46 | AC 16 | T 12 | FF 14 | Fort +4 | Ref +4 | Will +6 | CMD 10 | Initiative +2 | Perception +0 | Acrobatics +4 | Diplomacy +17 | Kn.(Arcana)/Spellcraft +12 | UMD +16
Resources:
Spells: 1st: 8/8; 2nd: 6/6 | Sacrifice: 9/9 | Rally: 1/1

Barnaby and Kubalu seem to hit it off wonderfully as the pair exchange over-wordy stories of their adventures. "This one time, many fortnights prior, I was able to coalesce a single thought into the baroness' subconscious." Barnaby states, laughing before finishing. "I'm always too hot." he says gleefully.

"Needless to say, the baroness begins the long, arduous task of erecting a grandiose monument to sunbathing in the plaza and deemed that she would be the inaugural patron!" he giggles. "The baron's face when she shucked her robes from her shoulders! The servants still tell whispers of how the man's face has not lost the incarnadine blush, though we cannot tell as he hasn't left his manor since!"

Based on the descriptions, Barnaby would side with choosing Kubalu.

---

"Pish-posh. We should bring Kubalu. The man knows his way around a good joke and seems quite bright!" Barnaby remarks to Bardiel.

Silver Crusade

Male Aasimar (Angelkin) Paladin (Hospitaler) 2 Oracle 2 | HP 40/40 | AC:20 T:10 FF:20 CMD:16 | F+12 R+5 W+11 (+2 vs death) | Init +0 | Perc +0 (darkvision)

We can bring more than one. In fact we should take all 3 if you're interested in taking Kubalu.

-Posted with Wayfinder

Dark Archive

Tsuchihebi:
HP: 14/14 AC: 19 Touch: 13 FF: 16 F/R/W: +1/+7/+3 CMD: 16 Percep: +5, darkvision Init: +3
Nagaji Unchained Summoner/2 HP: 20/20 AC:19 Touch: 12 FF: 17 F/R/W: +2/+2/+3 CMD: 16 Percep: +7 Init: +2

I guess that's the question: how many guides can we get at once GM? :P


The Flaxseed Pathfinder Lodge
Bardiel wrote:
Bardiel brings his question to all three guides as he interviews them. "How long do you think our journey might be?"

All guides give you the same approximation, which is that the first 80 miles follow jungle trails and takes about five days, after which you'll have another 12 mile trek over two days to reach the village. The whole route is fraught with dangers though and on such journeys delays should be expected unless the party is really top-notch. It is possible to shave a day or so if you're lucky.

Bardiel wrote:
"Have you dealt with Ekujae in a peaceful manner before?"

Mitarat boasts of successful trades with Ekujae in the past and the other two guides confess that they do not have have strong contacts in the village but have always gotten along with the Ekujae when their paths crossed.

Bardiel wrote:
"What can you tell us about the dangers we're bound to find on our journey?"

Kubalu is very well versed on the life of the jungle and the dangers to be found within. Whether this translates to practical knowledge is unknown but he certainly sounds like he knows what he is doing.

Lisratak again warns of diseases pests and suggests vermin repellent. She at least seems aware of some of the poisonous and disease-ridden creatures and plants to be found along the way.

Mitarat seems less interested in the dangers of the jungle, waving them off and telling you that the real hard part is making friends with the Ekujae, which he has already done.

Bardiel wrote:
To Lisratak specifically: "What is that repellent you speak of? Can it be bought easily here?"

"Of course. Any good market vendor should have some on sale."

The guides are willing to travel together with you, but they are not particularly amenable to the idea, not out of any dislike for each other but because they feel it would be a waste of their time to have more than one guide on an expedition when each of them could find other groups to lead. The first guide you decide to hire offers a discount of 15 gp but if you wish to hire the others, they request their normal rate of 30 gp each.

Silver Crusade

Male Aasimar (Angelkin) Paladin (Hospitaler) 2 Oracle 2 | HP 40/40 | AC:20 T:10 FF:20 CMD:16 | F+12 R+5 W+11 (+2 vs death) | Init +0 | Perc +0 (darkvision)

"Mitarat, I'd like you travelling with us even though Kubalu will already guide our steps in the jungle. During that trip, I'd love to learn everything you can tell me about the Ekujae. See, I was raised among elves in Kyonin, and part of my mission here is to report to Venture-Captain Kynrac Chronarion what I can about these secluded elves' cultures and traditions." explains Bardiel.

I'll pay Mitarat's pay (30 gp) from my own pocket for RP reasons. I'll also purchase the local vermin repellent. What's its price for the whole journey and back?

My other purchases include: reselling my scale mail (too hot for the jungle, -50), buying a lamellar leather armor (60), hot weather outfit (8), longbow (75), 50 cold iron arrows (5), 50 cold iron blunt arrows (10).

Dark Archive

Tsuchihebi:
HP: 14/14 AC: 19 Touch: 13 FF: 16 F/R/W: +1/+7/+3 CMD: 16 Percep: +5, darkvision Init: +3
Nagaji Unchained Summoner/2 HP: 20/20 AC:19 Touch: 12 FF: 17 F/R/W: +2/+2/+3 CMD: 16 Percep: +7 Init: +2

"Good ideas... need preparations."

As long as Lisratak is part of the team, Tsutanaga is pleased. I'll chip in my fair share of course.

"We do believe that each of you possess skillsss and talents that would be useful on our journey."

I'm sure we're already sorta trying go off the scenario by wanting all 3 guides. Good times, right GM? :)

Purchasing vermin repellent, antitoxin, and antiplague, 1 each. Also getting a potion of endure elements. Total of 155gp.


The Flaxseed Pathfinder Lodge

Vermin repellent

Yeah, a bit. It assumes you only hire one of them but doesn't explicitly say you that you have to.

All three guides are pleased to have found work, even if they feel that all of them together on one small expedition is a bit overkill and redundant.

Mitarat nods to Bardiel. "Very good, sir! I can promise you that once we find them I can make an introduction. Hopefully that will get you on your way."

Giving the others a bit more time to prepare or chip in if they need it.

Silver Crusade

Male Aasimar (Angelkin) Paladin (Hospitaler) 2 Oracle 2 | HP 40/40 | AC:20 T:10 FF:20 CMD:16 | F+12 R+5 W+11 (+2 vs death) | Init +0 | Perc +0 (darkvision)

GM:
Actually I meant the local vermin repellent that lasts for the whole scenario (and created for the sake of the scenario), not the 1-hour long one.

Grand Lodge

Active Buffs:
--
HP: 46/46 | AC 16 | T 12 | FF 14 | Fort +4 | Ref +4 | Will +6 | CMD 10 | Initiative +2 | Perception +0 | Acrobatics +4 | Diplomacy +17 | Kn.(Arcana)/Spellcraft +12 | UMD +16
Resources:
Spells: 1st: 8/8; 2nd: 6/6 | Sacrifice: 9/9 | Rally: 1/1

Barnaby sees his fellow Pathfinders purchasing various sundries and peers over their shoulders as they buy gear. "Oh! That sounds worthwhile!" remarks the Pathfinder Extraordinaire as he adds on. "I'll take one of each of those as well, Shopkeep!"

Purchasing antitoxin, antiplague, and vermin repellant for 105 GP.

Ready!

Scarab Sages

Spoiler:
AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5

I'll add 30 gp to the guide pot, 6 gp on food, and two more vermin repellents (I already had two ). No more money :)

"Is it useful to secure some manner of gift or offering for the Ekujae? Tools, or some other token of civilization that they might be grateful for?"

Grand Lodge

Active Buffs:
--
HP: 46/46 | AC 16 | T 12 | FF 14 | Fort +4 | Ref +4 | Will +6 | CMD 10 | Initiative +2 | Perception +0 | Acrobatics +4 | Diplomacy +17 | Kn.(Arcana)/Spellcraft +12 | UMD +16
Resources:
Spells: 1st: 8/8; 2nd: 6/6 | Sacrifice: 9/9 | Rally: 1/1

Barnaby plinks down fifteen gold pieces onto the table in front of Kubalu with a smile. "Gotta help you get through magician's school, mate!" he says as he claps the man's back.


The Flaxseed Pathfinder Lodge

Sorry! I had a thesis committee meeting to prepare for. I should have warned you but I honestly thought I'd have time to update this weekend.

Sorry, I totally missed this little nugget buried in the text:

Merchants in Nantambu sell an alternative repellent made from local herbs and animal fats. A pot of repellent that is sufficient to last one person for the entire journey costs 10 gp. Protecting a companion creature of size Small or larger requires a second pot of repellent, but tiny or smaller creatures, such as most familiars, can share with their master.

---

The hot, humid jungle is full of streams, bogs, fallen trees, and thick underbrush. Numerous hills, valleys, and cliffs require you to take a somewhat circuitous route. Like clockwork, heavy rains begin at 4 p.m. each day and last until the following morning.

The journal fragment that Allahe gives you is simple
enough to follow, showing a general southeasterly route into
the jungle around the major cliffs. The guide ensure that you do not get lost.

Besides purchases are there any other precautions you'd like to take or any other special notes you'd like to make about your travel plans?

Dark Archive

Tsuchihebi:
HP: 14/14 AC: 19 Touch: 13 FF: 16 F/R/W: +1/+7/+3 CMD: 16 Percep: +5, darkvision Init: +3
Nagaji Unchained Summoner/2 HP: 20/20 AC:19 Touch: 12 FF: 17 F/R/W: +2/+2/+3 CMD: 16 Percep: +7 Init: +2

Guess I'll buy 2 of those, 10 more gp spent :)

"Thisss reminds me of home, yet, is different. The humidity is ssstifling, not life-giving.", Tsutanaga quips.

Silver Crusade

Male Aasimar (Angelkin) Paladin (Hospitaler) 2 Oracle 2 | HP 40/40 | AC:20 T:10 FF:20 CMD:16 | F+12 R+5 W+11 (+2 vs death) | Init +0 | Perc +0 (darkvision)

That's the one. I'll buy one, of course, and use it for the whole journey.

Bardiel proves a dedicated student of whatever bits of wisdom the guides can provide. He attempts to put these teachings into action, using the vermin repellent as well as hot weather gear, removing and selling his metallic armor in the process not only to feel more at ease, but also to walk more quickly in the jungle. Lastly, he pays attention not to get lost, though he gladly leaves this determination to someone more skilled than he is.

"Torrid weather indeed, but again that's part of the job description." he muses.

Scarab Sages

Spoiler:
AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5

Lanz, slightly annoyed at being ignored, repeats his question. "What, if anything, can we bring the elves that will win their favor and, perhaps, make them ever so slightly less likely to shoot us?" He directs the question to Mitarat in particular.


The Flaxseed Pathfinder Lodge
Lanz the Barber wrote:
Lanz, slightly annoyed at being ignored, repeats his question. "What, if anything, can we bring the elves that will win their favor and, perhaps, make them ever so slightly less likely to shoot us?" He directs the question to Mitarat in particular.

Mitarat waves his hand. "You can bring them any sort of gift if you wish, but that's not necessary. It's more about earning their trust and making a good impression so that they are willing to trade with you."

---

The jungle is stiflingly hot and humid. Mosquitos, ants, and other biting insects provide constant irritation in most parts of the jungle.

Three Fort saves from everyone.

You get a +2 if you have the Nantambu’s vermin repellent.
Everyone gets a +2 for having Lisratak as a guide.
Bardiel gets another +2 for removing his metal armor for something lighter. Anyone else who does so gets the same bonus, but he's the one that made a point of saying something about it.
You can also get another +2 if one of your companions offers you some assistance with a DC 13 Heal check.

Silver Crusade

Male Aasimar (Angelkin) Paladin (Hospitaler) 2 Oracle 2 | HP 40/40 | AC:20 T:10 FF:20 CMD:16 | F+12 R+5 W+11 (+2 vs death) | Init +0 | Perc +0 (darkvision)

Fort: 1d20 + 6 + 2 + 2 + 2 ⇒ (17) + 6 + 2 + 2 + 2 = 29
Fort: 1d20 + 6 + 2 + 2 + 2 ⇒ (10) + 6 + 2 + 2 + 2 = 22
Fort: 1d20 + 6 + 2 + 2 + 2 ⇒ (14) + 6 + 2 + 2 + 2 = 26
Heal DC 13 to help my companions: 1d20 ⇒ 20

Bardiel's learning seems to have paid off. Not only does he offer a stark resistance against the various diseases and pests the jungle carries, but he offers his guidance to his companions, somehow alleviating their burden.

Dark Archive

Tsuchihebi:
HP: 14/14 AC: 19 Touch: 13 FF: 16 F/R/W: +1/+7/+3 CMD: 16 Percep: +5, darkvision Init: +3
Nagaji Unchained Summoner/2 HP: 20/20 AC:19 Touch: 12 FF: 17 F/R/W: +2/+2/+3 CMD: 16 Percep: +7 Init: +2

Fort: 1d20 + 2 + 2 + 2 ⇒ (15) + 2 + 2 + 2 = 21 Fort: 1d20 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8
Fort: 1d20 + 2 + 2 + 2 ⇒ (19) + 2 + 2 + 2 = 25

Rats :p

-Posted with Wayfinder

Scarab Sages

Spoiler:
AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5

fort: 1d20 + 7 + 2 + 2 ⇒ (15) + 7 + 2 + 2 = 26
fort: 1d20 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16
fort: 1d20 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17

During the travels - which Lanz accepts readily, having lived in such harsh environments most of his life- the half-orc tries to earn his namesake and apply the healing arts to his companions.

heal: 1d20 + 8 ⇒ (3) + 8 = 11
+2 to someone - Tsutanaga I guess

Dark Archive

Tsuchihebi:
HP: 14/14 AC: 19 Touch: 13 FF: 16 F/R/W: +1/+7/+3 CMD: 16 Percep: +5, darkvision Init: +3
Nagaji Unchained Summoner/2 HP: 20/20 AC:19 Touch: 12 FF: 17 F/R/W: +2/+2/+3 CMD: 16 Percep: +7 Init: +2

@Lanz: Thanks for the thought, but I botched that roll pretty good. Even if Barnaby makes it, I'll be just shy :P The joys of being level 1 newbies.


The Flaxseed Pathfinder Lodge

Results to come later....

Several days into their journey, you come across a soggy, muddy pool of stagnant water that cuts across the trail. Kubalu is quick to note that the muddiest section of the track looks to be quicksand and he recommends avoiding it.

However, as soon as you move past the wettest sections two giant mosquito-creatures fly up from behind to attack!

gm rolls:

s: 1d20 + 4 ⇒ (18) + 4 = 22
Barnaby: 1d20 + 2 ⇒ (4) + 2 = 6
Bardiel: 1d20 + 0 ⇒ (11) + 0 = 11
Lanz: 1d20 + 2 ⇒ (17) + 2 = 19
Tsutanaga: 1d20 + 2 ⇒ (1) + 2 = 3

The stirges fly straight for Bardiel!

touch: 1d20 + 7 ⇒ (20) + 7 = 27 Attached!
touch: 1d20 + 7 ⇒ (10) + 7 = 17 Attached!

A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage.

So, 2 Con damage....

Initiative:

1. Stirges
2. Lanz, Bardiel, Barnaby, Tsutanaga

You guys are up!

Scarab Sages

Spoiler:
AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5

"Those are rather exquisitely large specimens. However, let's save the study, no?" Lanz flails at a strige with... well, a flail.

blue: 1d20 + 4 ⇒ (9) + 4 = 13
1d8 + 2 ⇒ (4) + 2 = 6

Dark Archive

Tsuchihebi:
HP: 14/14 AC: 19 Touch: 13 FF: 16 F/R/W: +1/+7/+3 CMD: 16 Percep: +5, darkvision Init: +3
Nagaji Unchained Summoner/2 HP: 20/20 AC:19 Touch: 12 FF: 17 F/R/W: +2/+2/+3 CMD: 16 Percep: +7 Init: +2

Added an icon for Tsuchihebi, my eidolon! Because it's intelligent, I'm ok with it either sharing my init or having its own.

Pulling out his mace, the nagaji swings it at the closest bug, his faithful companion also lashing out with bite and tail.

@GM: My eidolon does have the reach - bite evolution, so it can get AoO's. None now due to being flat-footed, but typically so.

Tsuchihebi bite @ Red Stirge: 1d20 + 4 ⇒ (7) + 4 = 11
Damage on hit: 1d6 + 1 ⇒ (1) + 1 = 2
Tail slap @ Red: 1d20 - 1 ⇒ (17) - 1 = 16
Damage on hit: 1d6 + 1 ⇒ (2) + 1 = 3

Tsutanaga mace @ Red: 1d20 + 3 ⇒ (11) + 3 = 14
Damage on hit: 1d8 + 4 ⇒ (8) + 4 = 12

Silver Crusade

Male Aasimar (Angelkin) Paladin (Hospitaler) 2 Oracle 2 | HP 40/40 | AC:20 T:10 FF:20 CMD:16 | F+12 R+5 W+11 (+2 vs death) | Init +0 | Perc +0 (darkvision)

Bardiel, hampered by both stirges stinging him and remaining attached, can only do his best to help his companions hit the stirges by presenting the right side. He draws one of his arrows and uses it to force the stirge to reach a more exposed situation.

Iirc I'm grappled, so I can't use a two-handed weapon. I'll aid another to lower the red stirge's AC by 2:
Aid another (combat), AC 10: 1d20 + 3 ⇒ (17) + 3 = 20

Grand Lodge

Active Buffs:
--
HP: 46/46 | AC 16 | T 12 | FF 14 | Fort +4 | Ref +4 | Will +6 | CMD 10 | Initiative +2 | Perception +0 | Acrobatics +4 | Diplomacy +17 | Kn.(Arcana)/Spellcraft +12 | UMD +16
Resources:
Spells: 1st: 8/8; 2nd: 6/6 | Sacrifice: 9/9 | Rally: 1/1

@EF: Barnaby isn't wearing armor, so I guess he gets the +2 for that as well. Also, does this stack with the +2 from Hot Weather Gear?

Fort w/ Hot Weather Gear Bonus: 1d20 + 1 + 2 + 2 + 2 + 2 ⇒ (15) + 1 + 2 + 2 + 2 + 2 = 24
Fort w/ Hot Weather Gear Bonus: 1d20 + 1 + 2 + 2 + 2 + 2 ⇒ (11) + 1 + 2 + 2 + 2 + 2 = 20
Fort w/ Hot Weather Gear Bonus: 1d20 + 1 + 2 + 2 + 2 + 2 ⇒ (10) + 1 + 2 + 2 + 2 + 2 = 19

---

As the group trudges through the muddy areas, two giant mosquito-like creatures assault Bardiel and the worldly man with the glasses recoils from the scene. "Ugh! Those have been festering in these swamps for centuries if they are that big!" he says, thinking them to be common mosquitoes. "Quick, squash them!" he adds in disgust.

Barnaby tries to help by using his arcane prowess to Daze one of the weird creatures.

Barnaby would wait until after the group went to see if one was squashed first. Daze Cantrip @ Whichever is still up with a DC 16 Will Save (18 Charisma, +1 from Kitsune, +1 from Spell Focus).


The Flaxseed Pathfinder Lodge

@Barnaby: Hot weather gear gives you a bonus against heat, but this is not specifically just about heat so I don't think it applies.

As the stirges are stuck to Bardiel's body and have limited mobility, they are quite easy to hit. And, as it turns out, just as easy to kill. Lanz and Tsutanaga swing at the giant bugs and send blood and ichor oozing all down Bardiel's front.

Out of combat!

The guides are concerned about Bariel but after looking over the wounds they reassure him that after a good night's sleep he'll feel much better. That night they find a nice dry spot to set up camp about an hour earlier than usual and the night passes uneventfully.


The Flaxseed Pathfinder Lodge

The next day you continue your travels. It is hot and muggy as always and the insects are a constant annoyance, even with your repellents and other protections.

You turn the bend in the trail and suddenly come face-to-face with a danger you did not expect to encounter out here: three Aspis bronze agents sitting about a small campsite drinking some type of fermented drink, with more supplies piled up nearby. Two of the Aspis are humans wearing studded leather and the third is a half-elf not wearing any armor. "Well, what do we have here?" the half-elf calls out. "Pathfinder scum, is it?"

gm rolls:

a: 1d20 + 2 ⇒ (8) + 2 = 10
Barnaby: 1d20 + 2 ⇒ (5) + 2 = 7
Bardiel: 1d20 + 0 ⇒ (1) + 0 = 1
Lanz: 1d20 + 2 ⇒ (3) + 2 = 5
Tsutanaga: 1d20 + 2 ⇒ (18) + 2 = 20

Initiative:

1. Tsutanaga
2. Aspis
3. Barnaby, Lanz, and Bardiel

Tsutanaga is up!

Dark Archive

Tsuchihebi:
HP: 14/14 AC: 19 Touch: 13 FF: 16 F/R/W: +1/+7/+3 CMD: 16 Percep: +5, darkvision Init: +3
Nagaji Unchained Summoner/2 HP: 20/20 AC:19 Touch: 12 FF: 17 F/R/W: +2/+2/+3 CMD: 16 Percep: +7 Init: +2

"Thank you for your aid.", Tsutanaga thanking the guides for their help so far.

When the party comes across the Aspis agents, Tsutanaga draws his spear. "It seems they do not wish to talk nisssce."

He then casts a spell, creating a slippery substance on the jungle floor!

Yellow dotted area is grease. DC 13 Reflex or fall prone

Tsuchihebi then approaches, striking at the closest Aspis scum.

Tsuchihebi bite @ Aspis Red: 1d20 + 4 ⇒ (16) + 4 = 20
Damage on hit: 1d6 + 1 ⇒ (1) + 1 = 2

Reminder that Tsuchihebi has 10' reach with its bite, so it's currently treatening both of the greased area Aspis.

Grand Lodge

Active Buffs:
--
HP: 46/46 | AC 16 | T 12 | FF 14 | Fort +4 | Ref +4 | Will +6 | CMD 10 | Initiative +2 | Perception +0 | Acrobatics +4 | Diplomacy +17 | Kn.(Arcana)/Spellcraft +12 | UMD +16
Resources:
Spells: 1st: 8/8; 2nd: 6/6 | Sacrifice: 9/9 | Rally: 1/1

"Scum!?" bellows Barnaby. "How dare you speak to me in such a manner!"

"I am Barnaby Williams! I am a Pathfinder Extraordinaire who will rise to the highest of ranks in the Society, potentially even filling in the gap for the missing Master!" he boldly states.


The Flaxseed Pathfinder Lodge

The map is down right now for some reason so I'm guessing the half-elf and one of the bandits is in the grease. I'll adjust things later if needed, I'm flying blind right now.
Ref: 2d20 ⇒ (4, 19) = 23

Tsutanaga's grease puts the half-elf on the ground as Tsuchihebi bites into the other man. He steps away from the grease and pulls out a rapier to stab back:

rapier: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 + 1 ⇒ (5) + 1 = 6

Meanwhile the other draws a bow to fire at Tsuchihebi:

composite longbow: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d8 + 1 ⇒ (7) + 1 = 8

Meanwhile the half-elf stays on the ground and takes out a scroll to create 1d4 + 1 ⇒ (4) + 1 = 5 images of himself.

Initiative:

1. Tsutanaga
2. Aspis
3. Barnaby, Lanz, and Bardiel

half-elf: prone, 5 images
red: 2 dmg

You guys are up!

Silver Crusade

Male Aasimar (Angelkin) Paladin (Hospitaler) 2 Oracle 2 | HP 40/40 | AC:20 T:10 FF:20 CMD:16 | F+12 R+5 W+11 (+2 vs death) | Init +0 | Perc +0 (darkvision)

Earlier
Bardiel accepted his bleeding at the (metaphorical) hands of the stirges rather easily. As his wounds seep with blood, he takes some of this blood with his fingers, and draws tears of blood on his face. "Vildeis, guide us through sweat and blood towards our goal."

In the days to come, despite the wounds resorbing themselves, Bardiel keeps this strange bloody makeup.

Here and now
At the sight of the Aspis, the aasimar draws his curved blade as he closes in on the nearest bronze agent. "Your evil is not welcome here. Begone, and never return."
Falchion @Red: 1d20 + 4 ⇒ (13) + 4 = 172d4 + 4 ⇒ (4, 3) + 4 = 11

Dark Archive

Tsuchihebi:
HP: 14/14 AC: 19 Touch: 13 FF: 16 F/R/W: +1/+7/+3 CMD: 16 Percep: +5, darkvision Init: +3
Nagaji Unchained Summoner/2 HP: 20/20 AC:19 Touch: 12 FF: 17 F/R/W: +2/+2/+3 CMD: 16 Percep: +7 Init: +2

Odd, the map came up for me.

@GM: You are right, the half-elf and the red bandit are in the greased. Because of grease rules, the red bandit has to make a DC 10 Acrobatics to move through the area; failing that means he must make another DC 13 Reflex or be prone, or failing by 5+ on the Acrobatics makes him automatically prone. Also, this means that he has to use a move action and not a 5', which means AoO shenanigans.

Also, I know that you had problems seeing the map, but the half-elf is within Tsuchihebi's reach, which means he needs to cast defensively if he doesn't want to provoke from the earth snake.

Lastly, does the Blue bandit that fired the longbow have precise shot? Need to know as that'll determine if he goes poof or not if grease bandit red is indeed stuck in the grease one way or another!

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