GM Harker's PFS Season 4 Campaign

Game Master Justin L. Warren

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Gamemaster | CC Map | S4 Map

It's been longer than three minutes since the beach, yes. As with Valik, you can use the armor buff if you were expecting trouble back at the reception.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

no mage armor, doesn't feel right. Does the bad guy have a weapon drawn? Can I climb on top the table to get to him?

climb: 1d20 + 1 ⇒ (12) + 1 = 13
acro: 1d20 + 12 ⇒ (14) + 12 = 26

I would have went diagonal to climb, then tumble past the dretch straight ahead to get to the main baddie

Valik, draws his weapon as he tumbles up to the main threat. He attacks while protecting his vital areas.

ac 19: 1d20 + 4 ⇒ (1) + 4 = 51d10 + 1 ⇒ (7) + 1 = 8

Silver Crusade

Pld 4/Orl 1 [ HP 36/36 | AC 21 T 11 FF 20 | CMB +7 CMD 18 | F +9 R +5 W +8 | Init +3, Per +4, Speed 20ft]

When the group returns from the beach Moadis makes a point to warm Hamaria that at least one of the twins have tried to switch places with the other figuring out that their mother would know which one is which.

I should have guessed that anything involving people as rotten as the blakros would always end up in melee, even a wedding. He thinks with a sigh when the combat starts at the cerimony. The paladin draws his sword, steps forward an attacks the demon.

Smite + P.Attk: 1d20 + 6 + 3 - 1 ⇒ (11) + 6 + 3 - 1 = 19
Dmg: 1d8 + 3 + 2 + 6 ⇒ (1) + 3 + 2 + 6 = 12


Gamemaster | CC Map | S4 Map

Valik, Arastrax does not currently have a weapon drawn, but you do see a halberd and heavy flail on him.

Ophelia moves closer to Arastrax, while Valik climbs up on a table and adeptly rolls past the dretch to attack the man, but his attack does not quite hit.

Moadis moves forward to smite the demon in front of him. With a single blow he destroys the creature and it pops out of existence.

GM Screen:

1d20 + 5 ⇒ (8) + 5 = 13

Quiella's player was off the computer this weekend, I'll give her a bit longer to post.


Gamemaster | CC Map | S4 Map

Quiella draws her greatsword and advances on Arastrax, putting more power into the blow at the expense of accuracy. The man manages to side steps her sword, and it merely leaves a crack on the stage.

Quiella Greatsword - Power Attack: 1d20 + 4 ⇒ (12) + 4 = 16

Arastrax then draws his heavy flail and swings it at Valik, hitting the monk in the chest. Apparently quite proficient in combat, the man takes a second swing at Valik, but the monk dodges the other blow. Valik takes 5 damage from the first attack

GM Screen:

Heavy Flail 1: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d10 + 3 ⇒ (2) + 3 = 5
Heavy Flail 2: 1d20 + 9 ⇒ (9) + 9 = 18

Initiative (Round 2)
Arastrax
Moadis <= Up
Valik [10 Dmg] <= Up
Melufiuos <= Up
Halkale <= Up
Quiella <= Up
Ophelia <= Up

Party Up!

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella steps to the south. "Valik, move behind him; we'll surround him!"

Crunch:
readying an attack action once Valik steps to flank.

Cold Iron Greatsword, attack, power attack, flanking: 1d20 + 5 - 1 + 2 ⇒ (19) + 5 - 1 + 2 = 25
Critical confirm: 1d20 + 5 - 1 + 2 ⇒ (16) + 5 - 1 + 2 = 22

Cold Iron Greatsword, damage: 1d10 + 6 ⇒ (8) + 6 = 14
Cold Iron Greatsword, critical damage: 1d10 + 6 ⇒ (10) + 6 = 16

darn. Missed by an hour. I was going to pop Shield but it looks like attacking was a better move.

-Posted with Wayfinder

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik, seeing an opportune moment, moves to flank with Quiella.

ac 19: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 101d10 + 1 ⇒ (4) + 1 = 5


Gamemaster | CC Map | S4 Map

Valik moves to flank with Quiella, but his weapon strike misses the man. While distracted by the monk, Arastrax walks right into Quiella's greatsword and the man is severed in half.

Arastrax is down, but we're not actually out of combat yet despite no obvious enemies visible. Moadis, Ophelia, Melufiuos, and Halkale can take actions if they wish.

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale looks around.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel, due to an inexplicable hunch that the combat is not over, pulls out a scroll of true strike and casts it.

-Posted with Wayfinder

Silver Crusade

Pld 4/Orl 1 [ HP 36/36 | AC 21 T 11 FF 20 | CMB +7 CMD 18 | F +9 R +5 W +8 | Init +3, Per +4, Speed 20ft]

Great rolls Quiella.

Moadis moves forward and checks Arastrax to see if the man is still alive and needs to be stabilized.
Take 10 on heal for 13 or 20 for 23 if allowed.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella was blessed by the dice gods for this scenario it seems. I wonder what she did to earn their favor...

-Posted with Wayfinder

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

Ophelia blinks twice, before sighing in annoyance and feeling rather superfluous.

:P

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

You might need two rolls, he's nearly in half...


Gamemaster | CC Map | S4 Map

No, taking 10 is not allowed since we haven't technically left combat.

Halkale and Moadis are the first to notice what appears to be living shadow emerge from the man's corpse, forming into a small-sized shadowy bat-winged creature with demonic features. Knowledge (planes) to identify

Laughing, it flies to the south of the stage, and uses some type of inherent spell-like ability to engender an intense frightening feeling inside Valik, Quiella, and Melufiuos.

Quiella and Valik can make attacks of opportunity, although the creature is incorporeal so they won't do any damage unless the weapons are magical.

After the AoO's, I'll need DC 18 Will Saves from Valik, Quiella, and Melufiuos, although if you are standing 10' near Moadis you get an extra +4 from his Aura of Courage. If you fail, you are panicked, if you succeed you are shaken for 1 round. Moadis does not have to roll because he is immune to fear effects.

Initiative (Round 3)
Arastrax
Moadis <= Up
Valik [10 Dmg - Will Save needed] <= Up
Melufiuos [Will Save needed] <= Up
Halkale <= Up
Quiella [Will Save needed] <= Up
Ophelia <= Up

PC's are all up.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella swings at him as he runs away. When her sword passes through him she groans in frustration. She feels a wave of fear pass through her, but pushes it down. She pulls out an oil of Bless Weapon and applies it to her Greatsword.

Crunch:

Cold Iron Greatsword, AoO, flanking, power attack: 1d20 + 5 + 2 - 1 ⇒ (15) + 5 + 2 - 1 = 21

Will save, courage bonus: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

will save: 1d20 + 8 ⇒ (8) + 8 = 16

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

ok, what does Mel do, being panicked?

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Panicked:

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Panicked is a more extreme state of fear than shaken or frightened.

Shaken:

A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

The sight of the shadow thing rising out of the corpse is too much for the young magus. A low howl begins in his chest and then rises to a high pitched shriek as Mel slowly take a few unconscious steps backwards. This of course leads him off of the table he was on, falling backwards with a crash. Wrestling with the chair which 'has him', he flees out of the west exit in a frantic, running tumble, pleading for someone named Abbot to help him.

-Posted with Wayfinder

Silver Crusade

Pld 4/Orl 1 [ HP 36/36 | AC 21 T 11 FF 20 | CMB +7 CMD 18 | F +9 R +5 W +8 | Init +3, Per +4, Speed 20ft]

Moadis draws a flask of oil of Bless Weapon and applies it to his sword.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

will, planes: 1d20 + 7 ⇒ (1) + 7 = 81d20 + 9 ⇒ (8) + 9 = 17

Valik drops his weapon, runs away while spouting random facts about the creature that instilled such fear in him.


Gamemaster | CC Map | S4 Map

Quiella and Moadis quickly bless their weapons with magical oil, while Melufiuos and Valik fall pray to the shadow monster's fear attack. His mind focused on escaping, the monk is unable to impart any wisdom about the creature at this time.

Halkale, Ophelia

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

Knowledge (planes): 1d20 + 6 ⇒ (6) + 6 = 12

Ophelia makes her way across the stage, paying no attention to Valik as he runs the opposite direction. She knees, reaching a hand to Quiella's shoulder, and the gnome feels a rush of strength surge through her.

Casting bull's strength. Quiella gets +4 to Strength for 3 minutes. =)


Gamemaster | CC Map | S4 Map

Ophelia casts Bull's Strength on Quiella, but is unable to recall any information about the shadow creature.

After witnessing Quiella slice through the shadow creature ineffectually, Halkale opts to observe the battle for a little longer in the hopes of finding a way to assist without wasting arrows.

Arastrax continues its mocking laughter as it flies to the southwest corner of the tent and moves into the shadows there. It then instantly becomes one with the darkness, the outline of its form completely disappearing. "Here I am fleshy ones. Come and get me." Its disembodied voice calls out from the corner. Arastrax is invisible now, but I left him on the map to indicate the last place you saw him.

Initiative (Round 4)
Arastrax
Moadis <= Up
Valik [10 Dmg, Panicked] <= Up
Melufiuos [Panicked] <= Up
Halkale <= Up
Quiella <= Up
Ophelia <= Up

The party is up, although Valik and Mel are forced to flee.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella moves around the stage, popping her wand from its wrist sheath as she goes. She taps herself with it.

Crunch:
South 15' East 5', immediate action to draw wand, standard action to use it.

Use Magic Device, Wand of Shield: 1d20 + 10 ⇒ (14) + 10 = 24

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Quiella, both the table and the stage are raised platforms, you'll need to make a DC 5 Climb check to move through those spaces.

Moadis, Ophelia, and Halkale are also up.

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

Ophelia clutches her holy symbol, guessing her own attacks will be ineffectual against the creature, instead blessing the party.

Casting bless.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I thought I could squeeze behind the chair. Although I guess it would have been difficult terrain or something. I didn't think about that part. I don't think my path takes me through the stage at all. And actually Quiella stepped 5' to the south before slicing our guy in half but I couldn't move her on the map and forgot to do it when I could. So she only needs to move 10' S, then 5' E

Climb, untrained, studded leather acp: 1d20 + 2 - 1 ⇒ (3) + 2 - 1 = 4
Climb, untrained, studded leather, trying again: 1d20 + 2 - 1 ⇒ (6) + 2 - 1 = 7

-Posted with Wayfinder

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

Did you add in bull's strength? That should give you +2, since Climb goes off STR.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

oh right! I did not add that in. So the first check would be a success.

-Posted with Wayfinder

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale moves around the tables trying to get closer to where the thing last was seen, still not sure what weapon to use on his attack he looks towards the more magical people.

"Anyone know what might hit it?" he asks.


Gamemaster | CC Map | S4 Map

Ophelia casts Bless on those still remaining in the tent, while Quiella and Halkale move closer to the shadow monster, with the former also popping a wand from her wrist sheath and casting a Shield spell on herself.

Moadis

Silver Crusade

Pld 4/Orl 1 [ HP 36/36 | AC 21 T 11 FF 20 | CMB +7 CMD 18 | F +9 R +5 W +8 | Init +3, Per +4, Speed 20ft]

Moadis double moves to the creature.
Magic


Gamemaster | CC Map | S4 Map

From the southeast corner, those in the tent hear the creature's voice say, "Bah!" with frustration and boredom. As you all close on the shadow, it quickly becomes clear the monster is gone, and not present anywhere nearby.

Combat Over

Melufiuos and Valik quickly recover from their panicked states, and rejoin the others. Thanks to the mercenary group and some of more experienced guests, you discover that the lesser demons assaulting the wedding have all been dispatched or have fled. Mercenary captain Rubaani Shafar finds you afterwards and offers you 1300gp for your assistance in defending the reception, stating that you earned a part of the company's commission for assisting where they have failed.

With the reception interrupted and the security of the island clearly breached, Hamaria Blakros calls the weekend’s festivities to a close. Guests are quickly rounded up by surviving mercenaries and ushered to the pier. The boat ride back to Absalom takes on a somber tone, any joy at the wedding eclipsed by the death and destruction the demons brought to Pariol Island.

Although there is no debriefing with Venture-Captain Valsin, you are all heralded as heroes of the wedding, and you are certain that the Society's prestige has grown on the basis of your heroism and the work you put in influencing the guests.

End of Chapter 9

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

What a lame demon.

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Chapter 10: In Wrath's Shadow

Roused from sleep and herded aboard the Winking Wyvern, the party sails urgently for Rivenrake Island and the ruins of Xin-Bakrakhan, ancient capital of the Thassilonian Runelord of Wrath. A note from Venture-Captain Sheila Heidmarch informs the group that a Society-funded dig team has uncovered a totally intact temple that appears to be associated with the goddess Lissala, buried for 10,000 years. Given the fresh revelations that this long-thought dead cult is thriving and allied with the Aspis Consortium, it's a truly wonderful find, providing an unprecedented opportunity to gain knowledge of this forgotten faith. Even if the site turns out to not be dedicated to Lissala, learning more about the faiths and practices of ancient Thassilon always provides an abundance of knowledge. Often the items they use in their rituals lead to clues about the cults.

By now the work crew has finished clearing the site—the time to explore its secrets is at hand. The Society has no exclusive contract to the site, and the Aspis Consortium agents scour the countryside seeking such ripe targets so time is of the essence. Archaeologists Halla Beusophis and Kovo Murse can answer questions when the group arrives, and a fellow Pathfinder ranger, Riemme Batelle, is already on the island, ready to join this exciting endeavor. Sheila Heidmarch has given the party a charge: eliminate the ancient temple's dangers so that the Society scholars can study the ruins safely, and bring back whatever knowledge lies within.

If you wish to buy equipment before you leave on the ship, feel free to do so.

Knowledge (history) check concerning your destination. You may read every spoiler below that you've rolled equal to or higher.

DC 15+:

Thassilon was the ancient empire that encompassed all of modern Varisia and beyond. It fell into ruin at the advent of Earthfall 10,000 years ago. It was ruled over by seven runelords, extremely powerful wizards who employed Thassilonian sin magic. Bakrakhan was the province of Alaznist, Runelord of Wrath, and Xin-Bakrakhan was her capital city.

DC 20+:

Hollow Mountain, which broods over the ruins of Xin-Bakrakhan, is thought to hide endless subterranean spaces filled with wealth and danger. Some believe Alaznist herself is hidden within its unplumbed depths.

DC 25+:

Alaznist was known to have favorites whom she gifted with powerful magic items of her own creation. Many of these minions are known to have been in Xin-Bakrakhan when disaster struck.

Knowledge (Religion) concerning faith during the time of Thassilon. As with the above skill check, you may read every spoiler below that you've rolled equal to or higher.

DC 15+:

Lissala was the goddess of fate, runes, and reward of service, and was especially prominent in Thassilon. While a much more disciplined faith in the early days of the empire, her worship grew more reckless and decadent in Thassilon's waning years. Veneration of the deity was thought to have died with Thassilon itself

DC 20+:

Alaznist didn't treat well with the worship of Lissala, instead preferring to pay homage to a number of fiendish patrons. Earlier in Bakrakhan's history, Lissala was widely worshipped, but as Alaznist came to power, the popularity of the faith waned in the nation. During this time, many of the temples were repurposed to venerate various demon lords.

DC 25+:

One prominent fiend worshipped in the late days of Bakrakhan was Yamasoth, a nascent qlippoth lord of cursed kingdoms and vile experiments. Rites to Yamasoth included mortification of the flesh and experimental transformations. Alaznist was a dedicated follower of Yamasoth, and sought to learn his ways in order to harness that power for her own armies.

* * *

Before departing, an anonymous sailor drops off a leather pouch containing the following letters for each of you. As always, these faction missions are here primarily for fluff, they have no bearing on your fame/prestige.

Halkale:

Agent of Liberty

The Vanderales merchant family based in Magnimar sometimes hires out skilled labor to landowners and organizations around Varisia. They have a reputation for ruthlessness with such laborers and deal harshly with anyone stirring up unrest. We wish to establish a clandestine presence within this organization as a means of fomenting reform. However, as yet we don't have the trust of Magnimar's common people, Vanderales workers are employed at the dig on Rivenrake where your assignment leads you. Please use your powers of persuasion to convince one of them to carry the enclosed message to One-Leg Betram, a well-regarded Vanderales middle manager in the city sympathetic to out concerns. He is more likely to greet our overtures favorably if they come from a Vanderales worker.

For Freedom!
Major Colson Maldris

Ophelia, Melufiuos:

Loyal Pathfinder,

It is my understanding that the excavation on Rivenrake Isle has been a long and most grueling effort for the workers hired by the Soceity. The Aspis Consortium spreads rumors that we treat people in our employ with brutality. As we wish to maintain a reputation as a fair and humane employer, see to it that any of the workers who may have sustained injury in the course of their labors receives appropriate care. The archaeologists and agents can see after themselves (they're loyal Pathfinders, after all), but effort must be exerted to prove that the Society has a proper concern for even our laborers.

Success!
Venture-Captain Ambrus Valsin

Moadis, Quiella:

Champion of Light,

It has been brought to my attention that your mission calls you into the ruins of Bakrakhan—a place known for depravity and violence. Our prayers go with you in that dark place, where I hope you can bring some light. Cults in Bakrakhan were said to have appalling practices such as sacrificing unwilling victims, malforming their bones and bodies into inhuman forms, and displaying the preserved bodies in their temples like trophies. If you should ocme across such unfortunates, anoint their remairs with the holy oil provided with this note. We believe this simple act releases souls suffering unspeakable torment.

May Right Prevail,
Ollysta Zadrian

Valik:

Loyal Seeker of Knowledge,

We are most interested in gaining a deeper understanding of the faiths of the ancient Thassilonians, since the curse that has befallen the Ruby Prince came from that ancient place. Your trip to the Rivenrake dig offers the perfect opportunity. Should you come upon any priestly vestments, shrine engravings, or other religious accoutrements, please examine them for inscriptions or interesting designs, making precise copies for out further investigation. Your efforst to expand our comprehension of antiquity are most appreciated, and it may be the key to healing the Ruby Prince—blessings be upon his exalted name.

With Duty to our Ancestors,
Amenopheus, the Sapphire Sage

You are currently on the ship heading to your destination, if you have any questions Heidmarch directs you to talk to the team on the ground. Once everyone is leveled up and has checked in, we'll move forward.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

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

I'm ready to go.

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Ready

-Posted with Wayfinder

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

Knowledge (history): 1d20 + 6 ⇒ (17) + 6 = 23
Knowledge (religion): 1d20 + 7 ⇒ (16) + 7 = 23

Good to go.

Silver Crusade

Pld 4/Orl 1 [ HP 36/36 | AC 21 T 11 FF 20 | CMB +7 CMD 18 | F +9 R +5 W +8 | Init +3, Per +4, Speed 20ft]

Moadis enjoys his time at the ship. Never had set foot on one before leaving his homeland of Mendev he discovered the sea have a relaxing effect on him. He could spend hours just scanning the horizons.

After arriving at the island he asks the group of archaelogists. Do you people have any idea what kind of challenges we will find inside?

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale spends most of each day on the ship working with a wolf that seems to follow him around and he introduces the wolf as Frostfur. At first, you think this might just be a young wolf pet, but after a few days at sea you realize you are seeing the beginnings of the relationship between a ranger and his animal companion.

Frostfur is a wolf with silvered tips on a grey coat, which probably led to his name. He's young, still not fully grown but you can tell is probably still quite dangerous. He appears very stocky and hardy though and has the makings of a very powerful ally as he grows.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella smiles at Frostfur. She begins speaking to him after using her Gnomish magic to cast Speak With Animals: "Hello Frostfur. You look to be a mighty warrior. You can call me Holly. I'm glad you and my friend Halkale are friends."

I'm struck by an odd idea. I've been pondering trying out mounted combat with a purchased pony next level. Would you let Quiella ride Frostfur, making her own ride and handle animal checks, buying her own saddle, etc. Maybe even barding.

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Gamemaster | CC Map | S4 Map

I'll leave it up to Halkale to do any talking for his animal companion.

In order to keep combat and purchases simple in a PbP environment, however, it's probably better not to share animal companions in the way Quiella proposes.

With the harbor closest to the dig site silted over, the Winking Wyvern drops anchor and sends you ashore in a pair of launches. Arriving on shore, you are greeted by a half-dozen bedraggled souls living in rugged tents sufficient for four time their number. They're led by a grim-looking woman in work clothes, with signs of emotional strain and fatigue lining her face. She introduces herself as Halla Beusophis, lead archaeologist on the temple dig.

”Thank goodness you've arrived,” begins the careworn Pathfinder. ”Two days ago workers at the dig site were attacked, by what or whom I don't know. I was here at camp when it happened. Only a single worker escaped—Shadaq, who crawled back here, bleeding from a dozen terrible injuries. The wounds were mortal and none of us here possessed the skill to aid him. Before he died, we got a little information. He told us of the attack, said everyone had been, 'gutted like game birds.' His last words—as his eyes violently rolled back in his head—were 'Lissala is angry, but so am I.'”

"The six of us are all that's left—myself and these five hired excavators. They've refused to go back to the site and I didn't dare go alone. We've been huddled in these damned tents since Wealday, waiting for your arrival. I'll take you to the dig myself, but I don't know what we'll find. If Shadaq's words are true, it won't be pretty. Only the gods know whether those same attackers lie in wait.”

She stops to take a breath and waits for any questions.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

That's fine. It was a crazy idea and probably rude of me to even ask.

"Oh no! Are all of you alright? Is there anything we can do to take care of you before we go to the dig?"

"And... might we see the dead miner's body? We would like to anoint it with holy oil."

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Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Ready, I will purchase eyes of the eagle for 2500, will note it on sheet later

Valik, listens to the briefing of what has to be done.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel is saddened by the news and offers condolences. But then he discretely walks the camp, detecting magic and looking for any evidence of Lissa worship of the ancient wiz gal.

perception: 1d20 + 7 ⇒ (18) + 7 = 25

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Gamemaster | CC Map | S4 Map

"Well, we've buried Shadaq already, but I could show you his grave. You'd need to exhume the body, I guess." Halla replies to Quiella's question, indicating the location of the grave if pressed. "The camp doesn't need anything right now, although if you need any excavation equipment we have plenty."

Melufiuos finds no magical signatures in the camp outside those brought in by his fellow Pathfinders. There are also no signs of any kind of worship, although off in the distance he can see a hateful woman's face carved into the mountainside.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

maybe Quiella and Moadis would feel differently, but exhuming the body to anoint it seems... odd. Overzealous?

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Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel points to the face, "who is that? Is it at the dig site?"

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