Serge Foxmourn
|
Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22
In the line up
"Friends, where did Felli go? I'm surprised to see Zefiro came all the way here. He seemed scared out of his wits! We should find Felli before we leave, however."
Sense Motive: 1d20 + 4 ⇒ (11) + 4 = 15
Oh... That IS Felli. Wow, what a remarkable disguise!
During the travel
Serge shares what he had learned in town. "... So you see, the lord-mayor doesn't really like his cousin. He became magistrate and Marsiol thinks he's likely to become involved in some kind of scandal." Serge shrugs. "I am not sure what to think of that. .."
Feel free to read the Diplomacy DC 15 and DC 20 spoilers so that I am not just pasting them here.
Felli Tokor
|
on the ship
Felli looks in the mirror and likes what he sees. "Not bad." Coughs. "Not bad," in an older more crackly voice.
"Thanks Solstice. You are a great help." He chuckles, "Thought Serge would give the game up there for a moment. Fundir might have saved the day. Sorry if you and the others might not have liked the initiative I took Solstice, I just don't like our business to be known. Especially in a place like this."
With the disguise done, he lets Solstice escort him back to the permit station. Walking slowly as if with difficultly.
Permit Station
Sense Motive: 1d20 + 6 ⇒ (8) + 6 = 14
Felli keeps quite most of the time at the Permit Station only to give a smile to the old lady. "Why thank you." Gives a flirtation wink.
Felli Tokor
|
During the Travel
Felli removes the disguise. "It sounds like you found out some of the local politics. Might come in handy later if the need arises. But lets hope this is a simple excavate, grab, and leave job."
Mia Rumsfeld
|
Earlier on:
"Well, the disguise sure does make you look like an old timer.
It aught to be enough, right?"
And when it did.....
"You did not just..flirt, with the old woman, did you?
..ugh, there's such a thing as overdoing.", she shakes her head with a disbelieving smile.
Fundir
|
Fundir and Serge peruse the markets, oblivious of the upcoming ruse.. which was, in hindsight probably for the best. As they move through the stalls and the goods, Fundir keeps his eyes and ears open for any gossip that may be discovered. However, his constantly changing appearance and animal attributes seems to be rather offputting for most of the locals.
Diplomacy: 1d20 + 2 ⇒ (5) + 2 = 7
After the deal is sealed, Fundir is quite amazed by the disguised Filli and the effort he and Solstice put in. He nods in appreciation to both of his companions, then breaks out in an outright laugh as Mia tells of Filli flirting with the older woman.
Survival: 1d20 + 4 ⇒ (13) + 4 = 17
He spends the trip listening to his companions telling stories, and just getting used to being around humanity. He doesn't talk much, but he does partake in more conversations as time goes by.
Solstice Rain
|
@Felli
"It was a hoot - truly enjoyed it. Not sure why you did it though. Couldn't we have just told the truth? Am I missing something?"
Sense Motive untrained: 1d20 + 0 ⇒ (17) + 0 = 17
She will compare notes with whoever seems the most adroit at survival, which would be the hunter Fundir.
Survival aid: 1d20 + 0 ⇒ (9) + 0 = 9
Sounds like a wagon to her.
Felli Tokor
|
@ Solstice
"The government in Khari is highly corrupt, just like most places in Cheliax. Plus if we decided to tell them the truth, they would ask a lot of questions and we would probably have to tell them we are from the Pathfinder Society. That would not be good."
Survival, untrained: 1d20 + 2 ⇒ (11) + 2 = 13
Solstice Rain
|
Solstice nods her head in response.
"Still have to get used to these places that smother themselves with laws like mosquitoes in the warm season. Up north where I come from we don't have a lot of laws - customs and such, yes - but not these huge lists of laws. Did you know they actually have people whose sole purpose in life is to keep track of or even make new laws? Not even all the laws, just some of them like laws about where and how you can build your house. I once tried to pitch a tent in a city and they sent a guard after me because it was against the law. A tent! And then there are the places with all the laws and then the EXPECT you to break them by paying bribes. It's insane I tell you."
Solstice looks positively shocked and offended.
Serge Foxmourn
|
Serge shrugs. "Do you mean to tell me you simply tried to sleep in the streets under a tent and expect the authorities to be okay with it?" He chuckles. "Come now, any city can't have travelers or citizens sleeping in the streets. Think of how that must look. I think they were in the right there, and as traveler to a humble city, you are to abide by the local laws. Just like we should be doing even in corrupt Cheliax."
Survival: 1d20 ⇒ 16
Not trying to be disagreeable, just doing what Serge would do
Felli Tokor
|
"True. Sometimes the laws can be a hindrance. But there is always a way around a law if you look hard enough. Your mistake with the tent was probably where you were trying to set it up. Next time look for a place that is not frequented that often, you'd have the benefits of some privacy and most likely will avoid any authority telling you to take the tent down. The key is not to necessarily break the law but bend it." Felli gives a smile.
| GM Nightfiend |
After applying Serge’s and Felli’s survival roll as aids to Fundir, his overall survival roll becomes 21.
Working together, Serge, Felli, and Fundir identify the strange grumbling in the distance. At first it sounded like a low, deep, momentary base drum roll, but as the three begin to pay more attention to the horizon, all three notice a series of quick flashes in the dark overcast sky. Without hesitation, Serge, Felli, and Fundir point-out a massive incoming sandstorm.
Peering out over the dooms, the group realizes that the area is mostly void of any kind of shelter. With no lack of effort, the group finally has a bit of luck. 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 creating a massive sandstorm that roars across the desert towards the ruins.
Assuming the group wishes to take shelter before the storm reaches the party, the group will need to successfully navigate the horses through the sandy environment at a hurried pace. This will require everyone to make an independent Ride Check (DC 10) < ---This has been reduced by (2) do to the group identifying the storm early. Ultimately, they have this set up similar to a chase using the group’s overall average of successes. Because of the early warning that Serge, Felli, and Fundir provided, the the DC of any related checks have been reduced by (2).
Mia Rumsfeld
|
Hmm, this sounds awkwardly familiar to that snowstorm that came your way. :)
Take 10 for 12? I wear no armor that can give an AP.
When a sandstorm it pointed out, Mia looks at it slightly worried.
"Nature's rough sides. I've only heard of these torrents' destructive force from a traveling merchant."
She looks to Gale.
"It might be better if you stay in my front pocket.", she opens a front pocket in her outfit, and lets the thrush hop onto her arm and into it. It looks attentive at its mistress and the sandstorm.
Solstice Rain
|
I'd rather take 10 for 12, but if that is not possible...
ride: 1d20 + 2 ⇒ (9) + 2 = 11
Serge Foxmourn
|
Ride: 1d20 ⇒ 18
Serge loosens his horses reins and kicks swiftly at its sides. "Come on, we have to keep moving! The storm will be here soon!"
Ah, death by sandstorm. I can't say I saw that coming.
| GM Nightfiend |
Take 10 for 12? I wear no armor that can give an AP.
You are currently in danger and are pressed (Distracted) by the threat of the storm. Talking 10 is not going to be possible here. You will need to make the roll.
| GM Nightfiend |
It is in the distance and closing. Failure will result in the group being overtaken by the storm resulting in (Bad things happen). The way the Scenario has it laid-out, if the group is successful on the original survival check, you notice the storm in time to act slightly quicker, thus gaining a -2 to the DC checks required to avoid the hazard each round. Each time the group fails a check, I.E. more members fail than succeed, the storm overtakes the group and applies the listed (Bad things happen!) LoL.
Fundir
|
As the pace picks up frantically, Fundir has issues staying in his saddle. He quickly shifts his animal focus to that of the Tiger, gaining furry stripes up and down his reptilian body in an effort to aid his dexterity.. he prays it is enough to help outrun the storm.
Ride: 1d20 - 3 + 1 ⇒ (7) - 3 + 1 = 5
Armor check penalties suck!
| GM Nightfiend |
A combination of (3) success is enough to move forward to the next challenge without (Bad things happening.)
The churning of sand begins to kick up behind the group as lightning strikes the ground in the distance. The flash is bright enough to be somewhat stressful on the horses. Pressed by the hazardous weather, the group finds themselves at the foot of a 200-foot-tall stone bluff that ascends up a snaking narrow path. Under normal conditions the group would of had enough time to carefully navigate such a precarious path without much risk. Unfortunately, with the pressing sand storm barreling down on the group, you find the time to play it safe in short supply.
The group must now carefully mange the horses as you quickly move up the snaking 200 foot path. This will require either a Ride check (DC 14) or a Handle Animal check (DC 12).
Solstice Rain
|
ride: 1d20 + 2 ⇒ (20) + 2 = 22
"Run like the wind, my beauty, run like the wind!"
Fundir
|
Handle Animal: 1d20 + 5 ⇒ (4) + 5 = 9
Fundir tries to keep his horse on the path, but unfortunately for both of them, the Nagaji is a very poor horseman and cant seem to communicate his needs with the horse through their combined panic..
Felli Tokor
|
Ride: 1d20 + 3 ⇒ (1) + 3 = 4
Felli somehow managed to guide the horse to the stuff bluff but it probably had more to do with the horse's herd instinct to follow other horses, unfortunately at the bluff Felli's inexperience with animals shows itself as his horse wants to turn and run back into the storm out of mindless fear.
Mia Rumsfeld
|
Can i cast guidance on others?
If this is possible.....
Mia casts guidance on Fundir, if he rides adjacent.
And....if possible....
"Gale, sweety, could you please fly over to the horse of our scaly friend over here, and try to calm it?"
Gale aid other, Fundir: 1d20 + 1 - 2 ⇒ (20) + 1 - 2 = 19
For +2 on his roll?
Serge Foxmourn
|
Ride: 1d20 ⇒ 4
Uh oh... Come on Nightfiend, let the little bird aid Fundir! :)
Serge urges his horse forward, but the blasts of sand cover his eyes and he can't steer it properly.
| GM Nightfiend |
Can i cast guidance on others?
Yes I will allow this, which will be enough to move the group to the next challenge.
Along the 200 foot climb, the group observes many sandstone structures that have been neglected over a long period of time. Many of the buildings are crumbling and missing doors, windows, and in some cases even walls. After visually inspecting the buildings, the group finds only a couple structures that appear intact enough to provide shelter from the storm. Unfortunately, even those crumble when pressed with anything more than a simple touch. Frustrated with the unsafe conditions the group moves deeper into the area.
A little further in, the group finds another series of sandstone buildings that look like they might have potential.
I will require everyone to make a Perception check to find a building that is intact enough to provide shelter from the sand storm.
Serge Foxmourn
|
Perception: 1d20 ⇒ 20
Serge points his finger at the most sturdy looking building. "Quick, over there!" He leads the group towards it.
Solstice Rain
|
Perception: 1d20 ⇒ 3
Solstice is dashing about on her mount, stabbing walls to see if any would serve, but only manages to poke holes in things.
Mia Rumsfeld
|
I forgot, as long as Gale is within 30 feet of me, Mia has the benefits of the alertness feat. +2 to perception and Sense Motive.
Perception Gale: 1d20 + 6 ⇒ (3) + 6 = 9
Perception Mia: 1d20 + 2 ⇒ (15) + 2 = 17
Fundir
|
With the help of Gale and Mia, Fundir manages to regain his seat and keep from falling off the horse. They make it to the top of the cliff at a very unsafe speed, and Fundir immediately begins looking about, trying to find someplace to hide. His nose elongates into a hawks beak, and his vision sharpens as he peers around for shelter.
Perception: 1d20 + 10 + 4 ⇒ (6) + 10 + 4 = 20
Thanks, guys!!
Felli Tokor
|
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Glad that somehow the horse stuck with the others, his fear begins to heighten his senses and with acute perception he points to a secure spot for the group to take shelter in.
| GM Nightfiend |
Serge points out a couple smaller buildings that look to be somewhat stable. After a closer inspection, the first of the two ends up being brittle, but the second holds strong. The small building is large enough to accommodate the groups horses and excavation gear. The building seems like it will provided an adequate stable and storage location. Nearby, Felli, Fundir, and Mia locate a much larger building just in time for the group to take shelter from the storm.
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 floor 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.
The room is dimly lit, which obscures normal vision, yet the details of the room can still be made out against the contrast of the walls. The sound of the storm forcing the flapping canvas into a flutter heavily mixes with the sound of sand finding its way through the gaping opening in the roof. Soon the dimly lit room goes dark from the overcast clouds, which leaves everyone in complete darkness. Once the darkness descends, the sound of chain mail can be heard clambering forward, which leaves little doubt that something, or someone, is present in the room.
Once the room goes dark, you watch as three skeletal looking undead pull themselves upright and begin to move forward.
Knowledge Religion (DC 11) to identify the undead. For every five you exceed the DC you may ask one question.
Felli: 1d20 + 9 ⇒ (2) + 9 = 11
Fundir: 1d20 + 2 ⇒ (19) + 2 = 21
Gale: 1d20 + 2 ⇒ (18) + 2 = 20
Mia: 1d20 + 2 ⇒ (16) + 2 = 18
Serge: 1d20 + 4 ⇒ (2) + 4 = 6
Solstice: 1d20 + 8 ⇒ (3) + 8 = 11
Undead: 1d20 + 6 ⇒ (4) + 6 = 10
Round 1
Bold may post an action.
Fundir
Gale
Mia
Felli
Solstice
Undead
Serge
Solstice Rain
|
"Uh, oh. Undead company folks."
Solstice uses her wayfinder to cast light.
Solstice Rain
|
She will instead launch a
Fire ray +3/1d6+1, 30' ranged touch on Green
To Hit touch: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Serge Foxmourn
|
Knowledge (Religion): 1d20 + 4 ⇒ (3) + 4 = 7
"More foul undead... Of the type I do not recognize." Serge tightens his grip on his greatsword. "Lord of Vengeance, guide us."
Fundir
|
Fundir swiftly changes his form. This time he swells with new muscle growth, horns sprout from his head, and his nose elongates into a scaly muzzle reminiscent of a bull. He draws his mace and steps forward, swinging at the undead near Serge. Unfortunately, he doesn't even come close.
Attack: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Felli Tokor
|
Felli steps away from the ladder to confront the undead on this level of the structure. Thrusting his sword at the undead.
Short Sword: 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
5' step south then sword thrust at skeleton to his east.
| GM Nightfiend |
Fundir moves up to the Southern undead while shifting his form to that of a bull. After the ranger completes his transformation he draws a Morning-star and takes a wild swing at the (Red) Undead. The swing goes wide and lightly glances off the undead’s skeletal frame. (Miss)
Gale move closer to Mia’s neck in an attempt to keep her footing. The increased wind bellowing through the opening in the canvas roof is just enough to create an uncomfortable environment for the little bird.
Mia takes a more protective stance and conjures magical armor that momentarily glistens off of her skin. (Spell successful +4 to AC)
Felli Moves slightly closer to the (Blue) undead and brings his short-sword into a strong side-arm swing. The blade connects with the skeletal frame of the undead and causes a miner chip in its ribcage. (Hit -1 HP)
Solstice focuses a flaming ray at the (Green) undead. The beam strikes the undead firmly in its midsection and causes a small burst of energy. (Hit -5 HP)
The undead continue to clamber forward showing little concern for the well-armed group that disturbed their rest. The two to the south move around the tattered tent while raising crude looking long-swords over their heads, while the one on the lower level drops its longsword and begins climbing the ladder.
(Attack) Undead (Green) Claw vs. Solstice: 1d20 + 3 ⇒ (20) + 3 = 23 (Hit Fortitude Save Required)
(Damage) Undead (Green) Claw vs. Solstice: 1d4 + 2 ⇒ (2) + 2 = 4
Critical conformation (Green) vs Solstice: 1d20 + 3 ⇒ (8) + 3 = 11 (No Critical!)
(1-Fundir / 2-Felli): 1d2 ⇒ 1
(Attack) Undead (Blue) Longsword vs. Fundir: 1d20 + 1 ⇒ (20) + 1 = 21 (Hit Fortitude Save Required)
(Damage) Undead (Blue) Longsword vs. Fundir: 1d8 ⇒ 4
Critical Conformation (Blue) vs. Fundire: 1d20 + 1 ⇒ (12) + 1 = 13 (No Critical!)
(1-Serge / 2-Fundir): 1d2 ⇒ 2
(Attack) Undead (Red) Longsword vs. Fundir: 1d20 + 1 ⇒ (20) + 1 = 21 (Hit Fortitude Save Required)
(Damage) Undead (Red Longsword vs. Fundir: 1d8 ⇒ 6
Critical Conformation (Blue) vs. Fundir: 1d20 + 1 ⇒ (2) + 1 = 3 (No Critical!)
Round 1
Serge
Round 2
Fundir (-10 HP 2-Fort saves pending)
Gale
Mia
Felli
Solstice (-4 HP Fort save pending)
Undead (Green) ( -5 HP)
Undead (Blue) (-1 HP)
Undead (Red)
Serge
Solstice Rain
|
For ST: 1d20 ⇒ 7
Not even close. I sense paralysis or a disease coming on. Here I was feeling safely ensconced behind the fighters. Did green move up into the gap and, perhaps, provoke an AOO or does he have reach or something?
Serge Foxmourn
|
Serge growls as he watches Fundir and Solstice endure some attacks, and then swings his greatsword at the green-clawed undead creature. "Fall, undead, and return to your rightful place!"
Greatsword, PA: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 102d6 + 4 + 3 ⇒ (5, 6) + 4 + 3 = 18
He's distracted by an itch on his ear at the last minute and swings too wide.
Fundir
|
Fort 1: 1d20 + 3 ⇒ (11) + 3 = 14
Fort 2: 1d20 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Fundir cries out in pain as the undead savage him and he feels the black rot of contamination course through his wounds. He recoils, then strikes again.. this time landing a solid blow upon the foe before him.
attacking Red