[Outpost][PFS] 01-56 The Jester's Fraud by DM DoctorEvil (Inactive)

Game Master DM DoctorEvil

The Jester's Citadel


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Sovereign Court

CN Dwarf Cleric 6 / Rogue 1

"Just in time for dinner!" Touchy observes with a chortle, looking around for their 'hosts'.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Silver Crusade

Male Half-Orc Paladin (Redeemer) 6 | HP: 58/58 | AC: 21 | T: 11 | FF: 21 | CMD: 22 | Fort: +11 (+12 poison, immune disease) | Ref: +6| Will: +8 | Init: +2 | Perc: -1 | Sense Motive: -1 | Lay on Hands: 5/8 | Smite: 2/2

Stugbu looks upon the ruins of the altar and reaches to put his hand on his chest in a symbol of reverence to his god. "This Dawnflower's place!" He then notices the campfire and burning snake. "Somebody using shrine as sort of kitchen, that's not very nice. Maybe bad guys somewhere round here?"

Scarab Sages

Male LN Halfling Monk (Underfoot Adept) 6 | HP 51/51 | AC 23 T 22 FF 17 | CMB +6 (+12 trip), CMD 25 (29 trip) | F: +8, R: +11, W: +8 | Init: +7 | Perc: +10, SM: +8 | Speed 50ft | Ki Pool: 5/5 | Active conditions: None.

Without saying a word, Wit circles the campfire, slowly expanding out to see any sign of people.

Perception: 1d20 + 10 ⇒ (17) + 10 = 27

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Valandil shivers in the smokey air. "We have lost a lot of time, I doubt the Jester will still be here, although he may have left something to delay us. Let us take care."

Dark Archive

| HP 51/51 | AC 20 T 11 F 19 (+1 in surprise rounds or when flat-footed) | Fort +6 Ref +4 Will +8 (+1 in surprise rounds or flat-footed, +4 vs death effects, +2 vs negative energy, energy drain, necromancy spells) | Init +2 | Perception +2 | Female Aasimar Oracle 6 | Active Spells/effects: Deathwatch (40? min), Bless (10 rounds) | Life Links Active: 5/6 (Fifi, Gru'Gar, Hsoko, Shayna, Taarik)

Sindelle would keep up and tend to any needs the others have en route but isn't much for tracking in the wilderness. She'll activate Deathwatch once we reach the suspicious campsite, her wand of bless as always in hand and Life link active on the whole party as they spread out. "Or maybe a trail of breadcrumbs leading us into a trap...or if we're lucky, just a trail to follow. Which is which, we will hopefully learn quickly."


Sorry guys, meant to get back to my post to add on, and it didn;t happen. Hold off on your exploration a bit.

Entering the ruins, you see they are occupied. A man in half-plate wit a long polearm on his back stands in the center of The Bondstones. A quick look around reveals a group of 4 other archers, all with bows trained on the group, standing in strategic places.

"Halt there!" cries the man in the center, reaching for his weapon. "Where's the jester, Pathfinders? And what have you done with my brother? We can't have strangers poking around in our business, so you'd best explain yourselves!"

The man is not friendly, and his tone is commanding as if he is used to giving orders that are quickly obeyed.

Dark Archive

| HP 51/51 | AC 20 T 11 F 19 (+1 in surprise rounds or when flat-footed) | Fort +6 Ref +4 Will +8 (+1 in surprise rounds or flat-footed, +4 vs death effects, +2 vs negative energy, energy drain, necromancy spells) | Init +2 | Perception +2 | Female Aasimar Oracle 6 | Active Spells/effects: Deathwatch (40? min), Bless (10 rounds) | Life Links Active: 5/6 (Fifi, Gru'Gar, Hsoko, Shayna, Taarik)

Sindelle opens her arms to show that she doesn't really have any weapons to speak of and takes a very demure tone to the man in the center.

"กรุณารอ?!"

Abyssal:
"Wait please?!"

then she tries to calm her breathing to speak normally. "Hold, please? We are not your enemy! We're looking for this jester ourselves...and you know us but we not you my lord, nor who your brother is?"

Diplomacy to calm him?: 1d20 + 15 ⇒ (14) + 15 = 29


He looks at Sindelle, wavering a bit in his harsh tone. "Lady, I do not wish to harm you or make enemies of the Society, but I must insist you stop this subterfuge and tell me where my brother is immediately. I have been sent here to determine his whereabouts, and that is what I aim to do. I don't know how the Society is mixed up with Sabas, but the tales of their intrigue are legendary. I urge you to tell me the whereabouts of my brother or point me in the direction of the jester. All due respect, by anything else is a waste of my time."

His men do not lessen their war-like stance, and he seems prepared to take this to the next level if needed.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

"What the Society has a certain reputation, I am sure you will agree that even a good family may have a dark horse from time to time. And it may be we are being played as much as you seem to think you are. Perhaps we might all benefit by sharing information?' suggests the elf.

"We are searching for a "jester" that has stolen three heirlooms from Makarius Bourtze. One has already been used to summon a variety of horrible creatures that assaulted us last night. That is what we know at the moment. I am Valandil. You now know as much as we do. Would you share your name with us? I assume Sabas is your brother?"

Silver Crusade

Male Half-Orc Paladin (Redeemer) 6 | HP: 58/58 | AC: 21 | T: 11 | FF: 21 | CMD: 22 | Fort: +11 (+12 poison, immune disease) | Ref: +6| Will: +8 | Init: +2 | Perc: -1 | Sense Motive: -1 | Lay on Hands: 5/8 | Smite: 2/2

Stugbu, getting very confused at all the big words being bandied about from both sides, instead puts his trust in his faithful Wayfinder to tell if any of the men are 'bad guys.'

Detect Evil from Shining Wayfinder


Note:if you are trying to diffuse the situation, a Diplomacy check is going to be necessary. There are certainly ways to escalate things, but de-escalation will require some work. Sindelle's check moved the man from hostile to unfriendly. Using divination on the group is not a sign of peaceful intent.

"I suggest you put away yoru trinket, Pathfinder." says the leader to Stugbu, bristling. "I don't know what foul magicks it performs, but unless you want filled with arrows, it needs to go away."

Stugbu:
During the first round of divination, you do not detect any evil auras within 60' cone. That encompasses most of the men but not all. If you don't put away the wayfinder you risk armed conflict. You choose to comply or not.

The man stares daggers at Valandil. "I think you know very well who my brother is. What have you done with him? I do NOT appreciate the insinuation that he is some kind of "dark horse". Trying to pretend as if I am talking about the Jester, bah! I'll ask you once again before i give the command to fire. Where is my brother?" The man growls threateningly, feeling provoked by Valandil's neutral words. He raises his arm, when it drops the arrows will fly.

Silver Crusade

Male Half-Orc Paladin (Redeemer) 6 | HP: 58/58 | AC: 21 | T: 11 | FF: 21 | CMD: 22 | Fort: +11 (+12 poison, immune disease) | Ref: +6| Will: +8 | Init: +2 | Perc: -1 | Sense Motive: -1 | Lay on Hands: 5/8 | Smite: 2/2

Stugbu, sensing no 'bad guys' within the range of his Wayfinder's detect evil, agrees to put it away for the moment. "Ok, Ok! Me put Wayfinder away. It say you not bad guy, so me no want to fight. We good guys, so we should be friends. Stugbu bit confused with who Jester, who brother, who horse...but me don't know where Sabas is, we came here to find him." The half-orc looks hopefully across to his much smarter companions, hoping they can help explain things to the cranky man.

Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29


The grouchy commander blinks a bit at Stugbu's words, then lowers his arm and motions for the men to lower their bows, which they do. "I sense no falsehood in this simple one," he says gravely. "If he confirms that you don't know my brother, I guess I must believe you. Let us talk a bit and clear up the confusion between us." He shoulders his long polearm and steps forward. "My name is Wager. My brother is Baran, a soldier loyal to House Disaren. He was sent here by his liege to find why the Jester, Sabas, had stopped reporting. Baran then went missing himself, and I came to find him. That's when I ran into you. If you don't know my brother, than at least tell me what you know of this Sabas, and I will find him and get my information that way."

The man seems, if not friendly, at least willing to discuss the situation, rather than shoot first.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Valandil steps forward to repeat his story.

"We were told by Makarius Bourtze, whom I understand is at odds with your lord, that the "Jester" - presumably this Sabas, has stolen three items of power that his family guarded. We conjecture that one of them was used to summon some foul hags that attacked Bourtze and later ourselves." he says, starting the story.

"While Disaren and Bourtze seem to have a history of being at odds with each other, for little rational reason other than tradition, there seems little need for ourselves to be so affected. You want to find your brother and this 'Jester' and so do we. To be honest, we only want to the return of the three items he has stolen. What you do with the Jester is of little concern to us."

Sovereign Court

CN Dwarf Cleric 6 / Rogue 1

Touchy chortles to himself as he ponders the man's words.

"So you sent this Jester to mess with Bourtze, and now he's gone rogue?" For some reason the dwarf seems to find this turn of events rather humorous.

"Calistria herself couldn't have turned finer tables."

Dark Archive

| HP 51/51 | AC 20 T 11 F 19 (+1 in surprise rounds or when flat-footed) | Fort +6 Ref +4 Will +8 (+1 in surprise rounds or flat-footed, +4 vs death effects, +2 vs negative energy, energy drain, necromancy spells) | Init +2 | Perception +2 | Female Aasimar Oracle 6 | Active Spells/effects: Deathwatch (40? min), Bless (10 rounds) | Life Links Active: 5/6 (Fifi, Gru'Gar, Hsoko, Shayna, Taarik)

Sindelle tries to stifle a giggle as Touchy "touches" on the same idea she had and continues to try and speak in a pleasant and soothing tone.

"We need not be enemies, my lord Wager, please. As my companions have said, we are trying to follow this jester's path as well as you. The information we have been going on is that his trail would turn north towards Disaren lands once he fled far enough from Bourtze territory." She takes a cautious step forward, her sultry gaze sweeping over the archers as she speaks this next part. "Perhaps we can find more productive solutions than simply standing on formerly hallowed ground with your soldiers'...arrows pointed at our bosom?"

Diplomacy again if I'm allowed?: 1d20 + 15 ⇒ (16) + 15 = 31


Wager frowns at Touchy's words. "I did not send the Jester anywhere, sir. If he was sent by House Disaren, I do not know it. I am more concerned with my brother's whereabouts than the petty jealousies of some run-down noble houses."

To Sindelle he is much more courteous as she works her wiles on him. "Lady, my men will stand down. If you say the Jester is on this path, my men and I will hunt him down. I will bring him, and these items he stole, back to you. Perhaps I can yet catch him up. You will excuse my discourtesy, but we must be off. We will report back to you here when we have him."

He bows low to the lady, and turns and begins striding off to where his men and mounts are on the far side of the Bondstones.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

"Do we search here for a clue, or follow those men?" asks Valandil.

"If he pulls more hags out of that cursed pot, they may be hard pressed to survive the experience."

Dark Archive

| HP 51/51 | AC 20 T 11 F 19 (+1 in surprise rounds or when flat-footed) | Fort +6 Ref +4 Will +8 (+1 in surprise rounds or flat-footed, +4 vs death effects, +2 vs negative energy, energy drain, necromancy spells) | Init +2 | Perception +2 | Female Aasimar Oracle 6 | Active Spells/effects: Deathwatch (40? min), Bless (10 rounds) | Life Links Active: 5/6 (Fifi, Gru'Gar, Hsoko, Shayna, Taarik)

Sindelle smiles courteously to Wager and his men as they turn to leave waiting until their backs are turned before she shakes her head and giggles a little bit as the soldiers get out of earshot before replying to Valandil.

"Customers biting off more than they can chew isn't really the cook's concern...unless they've got chelaxian barristers for friends, that is."

She gives her friends a little wink before looking anew at their surroundings.

"I'd suggest we look here a bit. If the jester did go that way, they'll at least slow him down for us. I'm frankly surprised they just took what we heard from Bourtze and are going for it...suddenly I'm very glad that I didn't say where we got that information in the first place!"

Silver Crusade

Male Half-Orc Paladin (Redeemer) 6 | HP: 58/58 | AC: 21 | T: 11 | FF: 21 | CMD: 22 | Fort: +11 (+12 poison, immune disease) | Ref: +6| Will: +8 | Init: +2 | Perc: -1 | Sense Motive: -1 | Lay on Hands: 5/8 | Smite: 2/2

"They really nice guys!" Stugbu watches Wager and his men striding away. "Me kinda miss them."

Looking around to the rest of the group, Stugbu frowns. "So, we still just looking for Jester, or for brother and Dark Horse as well? Oh, and is Dark Horse black or just very dark brown? Just so Stugbu know what to look for."

Sovereign Court

CN Dwarf Cleric 6 / Rogue 1
DM DoctorEvil wrote:
Wager frowns at Touchy's words. "I did not send the Jester anywhere, sir. If he was sent by House Disaren, I do not know it."

Just to be clear, this, kind of contradicts his earlier comment, ie:

DM DoctorEvil wrote:
"My brother is Baran, a soldier loyal to House Disaren. He was sent here by his liege to find why the Jester, Sabas, had stopped reporting."

______________________

Touchy chuckles along with Sindelle. "Not the brightest tool in the box for sure." He says. "But still a tool."

"If they're the ones that set this Jester fellow loose, then lost the leash... well, if that comes back to bite them, that'd be a total shame." He chuckles again, the sarcasm almost dripping, clearly with no sympathy for the man's fate.

"Met this woman from the River Kingdoms once..." He muses suddenly. "Bit me... right on the ass." He points to the area in question. "Still got the scar. Also got the red ache something awful..." He grins. "Took a week to shake it, but totally worth it."


Touchy wrote:
DM DoctorEvil wrote:
Wager frowns at Touchy's words. "I did not send the Jester anywhere, sir. If he was sent by House Disaren, I do not know it."

Just to be clear, this, kind of contradicts his earlier comment, ie:

DM DoctorEvil wrote:
"My brother is Baran, a soldier loyal to House Disaren. He was sent here by his liege to find why the Jester, Sabas, had stopped reporting."

I guess, sort of. Wager did not send the Jester, nor did his brother. Baran, the brother, works for House Disaren but was only under orders to find the Jester when he stopped reporting. Wager, your new friend does not work for House Disaren. He was not sent to find the Jester. He chose to come look for his brother. The difference is subtle, and not really relevant. Apologize if there is a seeming contradiction there.


Wager and his archers ride off in a grand show of force heading for the abandoned canal following the path you suggested. A quick recon of the Bondstones reveals only a small scrap of parchment that has been discarded or dropped by accident.

Closer examination reveals some difficult to read writing, but it appears to say "Wager - borrowed 4500gp from your stash. Will pay you when I return. - Baran."

What do you choose next?

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

"At least we know one of the reasons Wager is looking for his brother" laughs Valandil.

"I think we need to look around to try and find where the jester went from here, and it all else fails, follow Wager."

Dark Archive

| HP 51/51 | AC 20 T 11 F 19 (+1 in surprise rounds or when flat-footed) | Fort +6 Ref +4 Will +8 (+1 in surprise rounds or flat-footed, +4 vs death effects, +2 vs negative energy, energy drain, necromancy spells) | Init +2 | Perception +2 | Female Aasimar Oracle 6 | Active Spells/effects: Deathwatch (40? min), Bless (10 rounds) | Life Links Active: 5/6 (Fifi, Gru'Gar, Hsoko, Shayna, Taarik)

Sindelle laughs lightly. "Ah of course. Money. The other thing that men think about all the time." with a wink to those who meet her gaze. "I agree with Valandil. Shall we spread out?"

can we take 20 to look around for anything else?


The group spreads otu more among the Bondstones and searches for a long time, turing over rocks and examining all the now-shattered decorative stonework, but finds nothing of use or value.

You can search as long as you want, but there is nothing more to find here of use. I guess you have to determine if you want to follow the Jester's trail yourself, or rely on Wager to bring him back to you. I suppose there are other choices as well.

Silver Crusade

Male Half-Orc Paladin (Redeemer) 6 | HP: 58/58 | AC: 21 | T: 11 | FF: 21 | CMD: 22 | Fort: +11 (+12 poison, immune disease) | Ref: +6| Will: +8 | Init: +2 | Perc: -1 | Sense Motive: -1 | Lay on Hands: 5/8 | Smite: 2/2

Stugbu wipes beads of sweat off his brow after the strenuous search for further clues. "So, you think we can still catch up with those nice guys before they find jester...or horse, or whatever we're looking for now?"

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

"I think we need to try and follow the jester ourselves. If Wager catches him..well, I don't give much for his chances. "

Sovereign Court

CN Dwarf Cleric 6 / Rogue 1

"Fodder, I believe is the word you're after." Touchy explains to Stugbu, with a grin.


Given that you are on foot, and both the jester and Wager were mounted means your chance of catching up to them soon is limited. You do set out from the Bondstones following the jester's sparse trail across rolling grassland before you run across the long-forgotten canal that seems to be the guidepost for the trail.

As night is falling on the first day's pursuit you reach the crossroads where a ruined and overgrown roadway stretches off to teh northeast. This is the road that Tribune Bourtze suspected the jester was aiming for as it leads back to Disaren lands about a day's travel to along the ruined track.

You can try a high DC (DC 40) Survival check or ask around for farmers and travelers for 2d6+6 hours to find clues about which way Sabas' party went, or you can just guess. Aid is allowed on the Survival check but must be called in advance of primary roll.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

"I think asking the farmers may be our best bet. We are falling behind here. I can summon magical horses on the morrow for several hours, although it will deplete my magical powers significantly. Does anyone else have similar abilities?"

Dark Archive

| HP 51/51 | AC 20 T 11 F 19 (+1 in surprise rounds or when flat-footed) | Fort +6 Ref +4 Will +8 (+1 in surprise rounds or flat-footed, +4 vs death effects, +2 vs negative energy, energy drain, necromancy spells) | Init +2 | Perception +2 | Female Aasimar Oracle 6 | Active Spells/effects: Deathwatch (40? min), Bless (10 rounds) | Life Links Active: 5/6 (Fifi, Gru'Gar, Hsoko, Shayna, Taarik)

"I agree that we should ask around. Following Wager will only have us running as blind as they are. I can alleviate any weariness you have, Valandil, but that would be the extent of my abilities to help in that regard."

Scarab Sages

Male LN Halfling Monk (Underfoot Adept) 6 | HP 51/51 | AC 23 T 22 FF 17 | CMB +6 (+12 trip), CMD 25 (29 trip) | F: +8, R: +11, W: +8 | Init: +7 | Perc: +10, SM: +8 | Speed 50ft | Ki Pool: 5/5 | Active conditions: None.

"Agreed, we should ask around. And no need for a horse for me, I can run alongside."

Wit has a 50ft. move speed, so shouldn't need a horse to keep up.


None of the farmers or rare travelers along the ruined road to Disaren lands can recall seeing the jester or the armed party that might be in pursuit. Another traveling group that is comig from the west, along the canal, does mentino seeing both groups, the last one about half-days leads from you. It seems the jester isn't headed back to Disaren after all...

Setting out in the AM to along the canal, all wondering where Sabas could be making for, you keep moving as quickly as you can. As the sun lowers on the second day of pursuit, you approach a ruined set of locks on the silt-filled canal.

The jester's trail winds through a tangled thicket alogn the marshy banks of a boggy canal. Foul secretions drip from withered trees, and broad patches of ground lie barren, as if scorched.

Almost lost among the thorny tangle, structures crumble beside the abandoned canal. Heaped debris -- the remains of the pumps and waterwheels that once powered the canal's locks -- clutter their interior. The battered structures now guard a causeway of broken stone and tangled driftwood, a crude dam allowing foot traffic to avoid the swamps that line the silt-filled canal.

Torn body parts lie scattered near the buildings. Bright spatters of blood discolor the bleached stone walls and lie smeared in wide swaths across the ground.


No map was presented for this encounter, so I used the best flip-mat I had to represent the area. The "bridge" is really the debris of the ruined locks and material. It is difficult terrain to cross because of the mish-mash of things that make it up. The slimy water and mud below is also difficult terrain. Where the bridge shows "walls", those are just more flat terrain. Hope that makes sense, what I am going for here. Dead bodies lie scattered on the makeshift causeway, near the far end from where you start.

Dark Archive

| HP 51/51 | AC 20 T 11 F 19 (+1 in surprise rounds or when flat-footed) | Fort +6 Ref +4 Will +8 (+1 in surprise rounds or flat-footed, +4 vs death effects, +2 vs negative energy, energy drain, necromancy spells) | Init +2 | Perception +2 | Female Aasimar Oracle 6 | Active Spells/effects: Deathwatch (40? min), Bless (10 rounds) | Life Links Active: 5/6 (Fifi, Gru'Gar, Hsoko, Shayna, Taarik)

Seeing the body parts Sindelle will cast Deathwatch and stay in the middle or back of the party with her wand of bless in her hand.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Val looks with horror at the dead bodies, checking the faces to see if any are familiar...

Scarab Sages

Male LN Halfling Monk (Underfoot Adept) 6 | HP 51/51 | AC 23 T 22 FF 17 | CMB +6 (+12 trip), CMD 25 (29 trip) | F: +8, R: +11, W: +8 | Init: +7 | Perc: +10, SM: +8 | Speed 50ft | Ki Pool: 5/5 | Active conditions: None.

Pushing his robe up to his nose, Wit inhales deeply to calm himself.

"We're dealing with pure evil here. This is as foul a scene as I've come across. Be careful."

Silver Crusade

Male Half-Orc Paladin (Redeemer) 6 | HP: 58/58 | AC: 21 | T: 11 | FF: 21 | CMD: 22 | Fort: +11 (+12 poison, immune disease) | Ref: +6| Will: +8 | Init: +2 | Perc: -1 | Sense Motive: -1 | Lay on Hands: 5/8 | Smite: 2/2

"Evil? You think bad things somewhere nearby? Me think you right!" Stugbu steps forward and activates his Wayfinder to detect any evil nearby. "Yes, be careful, but don't be scared! We good guys and good guys always win! Just stay close to Stugbu!"

Detect Evil

Just in case there is any fear related effect here or somewhere ahead, Stugbu has Aura of Courage so is immune to fear effects and provides +4 bonus to anyone within 10' of him.

Sovereign Court

CN Dwarf Cleric 6 / Rogue 1

"Perhaps Wager found him first?" Touchy observes, with a slight grin. "If so, I don't think it went how he was expecting."

The dwarf looks around curiously, not overly disturbed by the scene.

Perception: 1d20 + 8 ⇒ (9) + 8 = 17

Dark Archive

| HP 51/51 | AC 20 T 11 F 19 (+1 in surprise rounds or when flat-footed) | Fort +6 Ref +4 Will +8 (+1 in surprise rounds or flat-footed, +4 vs death effects, +2 vs negative energy, energy drain, necromancy spells) | Init +2 | Perception +2 | Female Aasimar Oracle 6 | Active Spells/effects: Deathwatch (40? min), Bless (10 rounds) | Life Links Active: 5/6 (Fifi, Gru'Gar, Hsoko, Shayna, Taarik)

Sindelle speaks softly as she moves with the others, also looking around "be careful...I don't want to lose any of you especially in a horrid place like this."


Sorry, I typed a post last night, but I must have failed to fully submit it...

The group makes it way carefully out onto the "causeway" which is really just crumbling stone and piles of debris. There Valandil sees the torn up remains of at least 6-7 men. It is relatively easy to identify the dismembered corpse of Wager and his men, but there are one or two others whose clothes you don't recognize. All the men's remains are covered with a thick slime and partially burned as if by acid, in many places. A large bronze chest lies among the corpses, still closed and locked.

Stugbu does not discern any evil auras present.

It appears the men were enjoined in combat of some kind, when something tore them to pieces. Just as you make that discovery, something huge and ugly rises from the muddy canal below the makeshift causeway.

A massive grey-brown slug leaves a viscous trail of slime as it moves over the mud and shallow water, headed your direction.

Know Nature DC 18:
The giant slug is a huge creature with a malleable body that lets it squeeze into places it otherwise might not fit. The malleable nature of its form also provides significant resistance to weapon attacks unless they slash or pierce. The nature of the slug makes it susceptible to salt - treat like acid flask.

Know Nature DC 23:
Slugs are able to spew a stream of acid spit a distance of about 30' which can do massive damage to living targets with a ranged touch attack.

Know Nature DC 28:
In addition to the spit, their bite is strong and acid damage also affects anyone unlucky enough to be bitten.

GM Screen:

Slug: 1d20 - 4 ⇒ (11) - 4 = 7
Touchy: 1d20 + 5 ⇒ (5) + 5 = 10
Stugbu: 1d20 + 2 ⇒ (8) + 2 = 10
Wit: 1d20 + 7 ⇒ (17) + 7 = 24
Valandil: 1d20 + 3 ⇒ (10) + 3 = 13
Sindelle: 1d20 + 2 ⇒ (9) + 2 = 11


The Ruined Locks - Round 1

24 Wit
13 Valandil
11 Sindelle
10 Touchy
10 Stugbu
7 Giant Slug

It appears all the party is up first. Remember that the crumbling causeway is difficult terrain, as is any of the squares in the mud or water. The "bridge" is not really elevated over the swampy canal, so you can step off, if you choose, with no penalty.

Sovereign Court

CN Dwarf Cleric 6 / Rogue 1

"Normally, I'm all for things getting a little messy." Touchy says, frowning slightly as the gigantic slug comes out of the swampy water. "But that might be out of even my comfort zone."

I got nothin'!

Dark Archive

| HP 51/51 | AC 20 T 11 F 19 (+1 in surprise rounds or when flat-footed) | Fort +6 Ref +4 Will +8 (+1 in surprise rounds or flat-footed, +4 vs death effects, +2 vs negative energy, energy drain, necromancy spells) | Init +2 | Perception +2 | Female Aasimar Oracle 6 | Active Spells/effects: Deathwatch (40? min), Bless (10 rounds) | Life Links Active: 5/6 (Fifi, Gru'Gar, Hsoko, Shayna, Taarik)

Sindelle uses her wand of Bless on the party then moves a little bit away from the slug's approach with a sound of disgust on her lips!

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

nature: 1d20 + 14 ⇒ (5) + 14 = 19
"The giant slug will be hard to hurt with blugeoning weapons. It is highly vulnerable to salt though." mentions the wizard.

"If that slug is responsible for the deaths of all these men, then it is likely a fearsom combatant."

He twiddles his fingers and a mass of black tentacles appears trashing around the slug, trying to grasp hold of it and keep it in place.
Casting black tentacles

CMB to grapple: 1d20 + 12 ⇒ (1) + 12 = 13
But the slug manages to avoid their grasping tendrils. For now.

Scarab Sages

Male LN Halfling Monk (Underfoot Adept) 6 | HP 51/51 | AC 23 T 22 FF 17 | CMB +6 (+12 trip), CMD 25 (29 trip) | F: +8, R: +11, W: +8 | Init: +7 | Perc: +10, SM: +8 | Speed 50ft | Ki Pool: 5/5 | Active conditions: None.

Wit pulls a javelin from his belt, rears back, and tosses it toward the creature. As soon as he releases it from his hand, he crouches low, ready to pounce.

Move Action: Draw javelin
Standard Action: Ranged attack with javelin
Swift Action: Enter tiger style

Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Male Half-Orc Paladin (Redeemer) 6 | HP: 58/58 | AC: 21 | T: 11 | FF: 21 | CMD: 22 | Fort: +11 (+12 poison, immune disease) | Ref: +6| Will: +8 | Init: +2 | Perc: -1 | Sense Motive: -1 | Lay on Hands: 5/8 | Smite: 2/2

"Me not like look of big slug. Maybe we should just grab chest and get going? Maybe jester or dark horse inside? Slug probably not bad but it look pretty angry!" Stugbu moves towards the bronze chest and tries to gauge if he can pick it up.

Anyone in a position to try and opon the chest if it's too heavy to move? I'm thinking that avoiding this slug rather than taking it on might be the best move if we can swing it?

Sovereign Court

CN Dwarf Cleric 6 / Rogue 1

Touchy makes his way along the causeway cautiously, not able to move far on the unstable ground. He pulls out his shield as he goes, taking up his whip in the other hand.

single move (2 squares) drawing whip, then pull quickdraw shield.

"As much as I'm all for grabbing chests." He says, in response to Stugbu's suggestion. "I'm guessing that thing has the advantage on this ground!"

Am not 100% sure what areas are 'crumbling causeway' vs 'mud' vs 'water' ... but I think the bridge we're on now is the causeway... and thus is already difficult terrain. Touchy, Stugbu, and Sindelle move slower than the slug at the moment! Hard to outrun it.


Sorry for slow posting over the last few days. Was unexpectedly busy in different ways. Should have a more sound routine again now.

The Ruined Locks - Round 1 - concluded

As the large slug crashes out of the boggy mud, Wit reacts quickly and launches a javelin, but the thrown weapon only glances harmlessly off the rubbery body of the slug.

Valandil casts a spell which creates a mass of grasping and pulling tentacles on the surface fo the mud below the crumbling locks. The tentacles grasp at the slug, but cannot hold it fast this turn. They do create difficult terrain which will slow the inevitable crawl of the creature. Near the fallen bodies, Valandil can also see an acid-scarred satchel among the bodies.

Sindelle uses her wand to give blessing to the party, aiding their attacks in the coming fight. The "X" marks the location of the chest.

Touchy readies his shield and whip as he moves forward along the causeway.

Sorry, there is no map provided for this encounter, so we are making due. The "bridge" is really a mass of debris and the remains of the ruined locks which is why it is difficult terrain. The area under the bridge is boggy mud where the water is still and fetid. Also difficult terrain. The dead bodies are at the far end of the causeway. Best to return to the north side to escape. Hope that's clear.

Stugbu moves closer to the chest and the destroyed corpses.

The slug slowly moves through the black tentacles.

End of Round 1

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