PFS 5-16 Destiny of the Sands Part 3: Sanctum of the Sages (Inactive)

Game Master TheBobJones

Where on | Mythic Rules | Tactical


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The Exchange

Male Human (Shoanti) Level 5, #-3

"There's no danger here. Just climb. If you fall, we can heal you without too much trouble!" calls up Xûll as he unties Luna, "Good dog. Let's be on with the task at hand."

PbP & PFS rant:

PbP & climb/swim/etc checks... another thing that unnecessarily takes a day+ over PbP and only a minute on the tabletop. Not sure about the rest of the crew, but I'm happy if the GM creatively takes over next time and just gets us past the mundane skill 'challenges' with ropes, rolls, whatever seems to best fit the situation.

Up to you, of course, John... and sometimes there'll be something below that makes a tactical descent necessary... but sometimes authors put these things in PFS scenarios because they mistakenly think it's flavorful or adds challenge when nothing could be farther from the truth. It gums up the game with crap rolls - either you have the skill or you don't - and if you don't, and fail, the worst that can happen is you need healing or have to find another boring way past it. That is, unless they truly are willing to have a scenario fail because of a mundane skill check on a 20 sided die (the most fluctuating of all the 'regular' dice). I don't think that'll make it past the PFS editorial staff (at least not these days).

They're also not considering PbP with such obstacles (which is fine, really).

With happy heal sticks, the worst it's going to do (as far as I can see) is cause us to squeeze off an extra charge or two. At 4% of a prestige point per charge? I'm not fussed.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Warpac has a -5 to climb all things said and done. If I follow Pookas example and take 10 Warpac can get a 5. Is that sufficient with the rope?


Dice Rolls | Tactical

GMs response:
I agree, mostly. Yet there are requisite skills and you need to build your character's accordingly. Not to mention that many people's profiles lack information about their character - i.e. these type of skills. Many times a GM does not have the correct information to even make the check.

Toorin Climb: 1d20 + 1 ⇒ (1) + 1 = 2
Warpac Climb: 1d20 ⇒ 17

EDIT - please use PRD or SRD for standard rules. FYI the DC is 5 for a rope with a wall to brace or a knotted rope, so yes a 5 makes it.

So you make it down

About 2 feet of sediment-laden water occupies the bottom of the well, obscuring a submerged horizontal shaft. Bending down and crawling through, the Pathfinders slog their way through the shaft and emerge into a chamber.

A dark pool fills the center of this vast chamber spilling out of its cracked basin. The trickle of water flows west through a short tunnel of rough-hewn stone and pools at the bottom of a collapsed well. Alcoves set in the walls give the illusion of staring at the flared hood of a cobra. Two altars face each other across the pool in the chamber’s northwest and southeast corners. A statue of a robed human male stands in the northeast corner, and what must have been its twin lies toppled in the southwest corner.

As the Pathfinder approach the alter, two large snake like creatures emerge, hissing and spitting.

You will need a light source, and due to special properties, it only illuminates 1/2 of what it should

GM Rolls:

Amarok Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Korasu Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Pooka/Luna Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Toorin Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Xull Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Warpac Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Initiative Hiss: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative Spit: 1d20 + 5 ⇒ (14) + 5 = 19

Kn Arcana DC 16:
This is an amphisbaena, a two-headed snake.

Kn Arcana DC 21:
Its bite is poisonous

Kn Arcana DC 26:
If hit with a slashing weapon on a critical hit, it splits into two snakes

Up next: Round 1: Amarok & Warpac

Combat Table:

Combat Table - Round 1
Active Conditions:
Global Conditions: Light source only illuminates 1/2 of what it should.

  • Amarok <=
  • Warpac <=
  • Spit <=
  • Toorin <=
  • Korasu <=
  • Hiss <=
  • Xull<=]
  • Pooka/Luna <=

Current Conditions:

The Exchange

Male Human (Shoanti) Level 5, #-3

Holy crap, a knowledge skill I actually have!

Knowledge (arcana): 1d20 + 6 ⇒ (14) + 6 = 20

"This is a two-headed snake, friends..." Xûll looks sheepish after he realizes he stated the obvious, "Sorry, that's about all I can tell you. Oh, and I think I've heard it referred to as an 'amphisbaena' before."

Not wanting to complain... but:
I think passing the base DC of a monster lore check is supposed to reveal a useful fact in addition to the creature's name.

d20pfsrd

Quote:
A successful check allows you to remember a bit of useful information about that monster.

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

Darkvision 60'

Spotting the large scaled serpents raise out of the water's depths, Amarok takes a step diagonally forwards, giving him a clear view of the furthest creature. Taking aim, he draws two cold iron arrows from his quiver and fires them in rapid succession.

Flurry, Deadly Aim: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 4 ⇒ (5) + 4 = 9
or
Perfect Strike Flurry, Deadly Aim: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 4 ⇒ (3) + 4 = 7
And
Flurry, Deadly Aim: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 4 ⇒ (6) + 4 = 10

Token not moved, diagonal 5' step to next to Korasu and then flurry.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Using a swift action Warpac uses his sacred weapon ability to make his weapon keen. Warpac skirts the edges and moves as far as he can and yet till engage the serpent.

To Hit: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d10 + 5 ⇒ (2) + 5 = 7

I do believe he is coming down with a cold. That must be the reason for his poor swings of late.

"Achoo"


Dice Rolls | Tactical

Xull my bad adjust the DC -5, so open the next spoiler


Dice Rolls | Tactical

hands moving faster than the eye can see, Amarok fires numerous blots towards Spit Two of the arrows slam into its thick body.

Warpac, swings but stumbles in a shallow hole and it throws him off.

Spit slithers forwards and bites out at Pooks, its tongue flicking in and out of its mouth.

bite: 1d20 + 8 ⇒ (13) + 8 = 21
Bite damage: 1d8 + 2 ⇒ (1) + 2 = 3

Its sharp fangs cannot pierce the halfling's thick armor.

Up next: Round 1: Toorin & Korasu

Combat Table:

Combat Table - Round 1
Active Conditions:
Global Conditions: Light source only illuminates 1/2 of what it should.

  • Amarok <=
  • Warpac <=
  • Spit <=
  • Toorin <=
  • Korasu <=
  • Hiss <=
  • Xull<=
  • Pooka/Luna <=

Current Conditions:

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

Sorry I did not make the climb roll earlier. I thought the things we were to bring back might be there for the first person down to grab and bring back up. Didn't realize it was essentially an underground area. I've been busy all afternoon. With a result of 2 on a DC 5 check, I'm not sure why Toorin didn't fall, but not complaining.

Once Toorin gets down the rope, incurring some rope burns when he slipped early on, he attaches the glowing waterskin he created earlier to his belt and casts Dancing Lights, so the group has light accompanying it as it slogs through the tunnel. Once in the larger chamber, he spreads the lights out as much as possible and has them move around to allow the group to see the extend of the room. When the snakes emerge, he brings the lights back to shed light on the combat area.
Knowledge (Arcana), investigator bonus: 1d20 + 8 + 1d6 ⇒ (6) + 8 + (6) = 20

Toorin casts Mage Armor on Amarok using a wand. "Mind the beastie's poisonous bite!"

Light rules tend to be confusing at best, so let us know what we need to know about the effect of the Dancing Lights. They are spread out so they are at the corners of a 10' radius area, as indicated on the map. Does the light extend 10 feet of normal light and another 10 feet of dim light, with double those numbers for low-light vision folk? I guess just let us know when we need to make a 20% roll for dim light cover.

Dancing Lights:
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.


Dice Rolls | Tactical

For the climb, I assume that you all were using ropes so the DC is 5 which is no progress, then you take 10 and all good. As for the light conditions, it is 1/2 light. So if dancing lights would illuminate 20 feet, in here it only illuminates 10 feet.

Up next: Korasu

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Korasu's eyes glint with a cold light and he murmurs low, dangerously, "Nevermore..." His blade flashes out in the glint of the Dancing Lights as he rushes forward, light as a feather, Vanish entirely a moment as he advances, appearing only as he brings his curved blade up in a vicious arc, right through the neck of the serpent!

Attack, Invisible: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Attack Confirm, Invisible: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 I assume that confirms?
Crit Damage, Sneak Attack: 2d10 + 12 + 2d6 ⇒ (2, 7) + 12 + (4, 6) = 31

Minor retcon as needed, I can also have Light cast on myself. Not sure what the final light situation is


Dice Rolls | Tactical

I <3 you Korasu

The Tengu approaches the two-headed snake and slashes out with his elven curved blade. He swings so hard that he slices the amphisbaena in two.

He flashes a triumphant smile before seeing each half of the snake turn towards him, before they last out.

Split:
An amphisbaena functions normally even if cut in half. If dealt a critical hit with a slashing weapon, the creature is cut in half but continues to function as two separate creatures.

Both Hiss A and Hiss B turn and attempt to bite the bird man.

Hiss A bite: 1d20 + 8 ⇒ (6) + 8 = 14
Hiss A bite: 1d8 + 2 ⇒ (8) + 2 = 10

Hiss B bite: 1d20 + 8 ⇒ (20) + 8 = 28
Hiss B bite: 1d8 + 2 ⇒ (3) + 2 = 5

Hiss B bite confirm: 1d20 + 8 ⇒ (4) + 8 = 12
Hiss B bite: 1d8 + 2 ⇒ (8) + 2 = 10

One of the snake half's bites get past the Tengu's defenses. Though the bite does little damage, the Tengu can feel the poison course through his veins.

Korasu Need a Fort save DC 14, or Con: 1d3 ⇒ 3 damage

Up next: Round 1:Xull, Pooka/Luna Round 2: Amarok & Warpac

Combat Table:

Combat Table - Round 1
Active Conditions:
Global Conditions: Light source only illuminates 1/2 of what it should.

  • Amarok <=
  • Warpac <=
  • Spit <=
  • Toorin <=
  • Korasu <=
  • Hiss <=
  • Xull<=
  • Pooka/Luna <=

Current Conditions: Korasu -5, possible poison and con

The Exchange

Male Human (Shoanti) Level 5, #-3

"Beware the snake's bite, it's poisonous!" Xûll shouts out at the same time as Toorin, remembering another fact about the creature. Considering it's a snake though, he hardly feels this information is a revelation. Also 'beware of the bite' is kind of obvious - poison or not. As Korasu slashes one in twain, he mutters, "Oh, and they also split into two when struck hard enough, it seems." Xûll winces as Korasu gets bitten by one of the regular snakes.

Xûll rushes forwards, allowing rage to overcome him. His arms elongate strangely as he draws his Nodachi while getting around the other side of 'Spit'.

Nodachi vs Spit, power attack: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
Damage, power attack: 1d10 + 9 + 6 ⇒ (5) + 9 + 6 = 20

Since Spit is within the light, I'm assuming I can hit him without a miss chance. Just in case: Dim light miss chance (low = bad): 1d100 ⇒ 99

Scarab Sages

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Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Fort Save: 1d20 + 2 ⇒ (14) + 2 = 16

Korasu grimaces as the he feels the snake's venom burn in his veins, but he grits past the pain. He blinks as he calls out, "Ah, friend Xull, a most timely warning..."

Snakes. Why did it have to be snakes?

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

"Two snakes?! Sounds like twice the fun!"
Maintaining the keen and burning another round of sacred weapon.
Swift action to cast Divine Favor using a point of fervor, no AOO.
+2/+2 luck bonus to all attacks.

To Hit: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Damage: 1d10 + 5 + 2 ⇒ (6) + 5 + 2 = 13

"I like snakes. Make good practice if you ask me."

Liberty's Edge

Female Bonded Mount - Dog | HP: 52/59 | AC: 24 (14 Tch, 20 FF) | CMB: +9, CMD: 23 | F: +9, R: +8, W: +3 (+4 vs Enchant) | Init: +3 w/ Pooka | Perc: +7 | Speed 40ft | Tricks: Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Seek, Track, Fetch | Active conditions: Prayer

"Too many snakes in our dealings lately..." Pooka grumbles as he guides Luna to the side in the tight quarters.

Now flanking the remaining intact snake, Pooka lunges with his lance, though unfortunately without the momentum of a full charge.

attack, flank: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 for damage: 1d6 + 10 ⇒ (1) + 10 = 11

-Posted with Wayfinder


Warpac dispatches the remaining half-snake, while Xull and luna make small snack size bits out of Spit.

Up next: Round 2: Amarok Toorin, & Korasu

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Seeing no flank in sight, Korasu brings his blade down deftly, striking low. "Ah, cut off one head... no other head will grow back!"
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d10 + 6 ⇒ (10) + 6 = 16


Dice Rolls | Tactical

That will do it. Combat over - nicely done

The snakes defeated, the Pathfinders search the alters. They find a secret compartment in the intact statues base. The compartment contains several items, including a burial mask carved from lapis lazuli worth 500 gp, three clay tablets describing funerary practices, and a rod carved from a single piece of petrified wood to look like a fanged serpent. The second tablet is also a scroll with the spells gentle repose and speak with dead. The third clay tablet is a scroll with the spells deathwatch and false life.

Reminder

Grandmaster Torch wrote:
Grandmaster Torch wrote:
An associate has delivered a shipment of valuable Osirian artifacts to just outside Eto. She claims that the objects are hidden inside a dry well southeast of the Sunrise Gate. Retrieve these and bring them to me. The magic rod is of particular importance; everything else is expendable.
The items secure, the Pathfinders travel back to Eto. If Mahu was tired before, the man looks outright exhausted now. "Ah my friends, was your trip beneficial?" valuable Osirian artifacts to just outside Eto. She claims that the objects are hidden inside a dry well southeast of the Sunrise Gate. Retrieve these and bring them to me. The magic rod is of particular importance; everything else is expendable.

The items secure, the Pathfinders travel back to Eto. If Mahu was tired before, the man looks outright exhausted. "Ah my friends, was your trip beneficial?"

Feel free to post any preparations before you talk to Mahu. Essentially this is over. I will report out and get chronicles done by Monday. Post on the discussion if you want to jump in to part 2, or take a break till after the holidays.

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Korasu attempts to identify what the staff is and see if any of the other Non-scroll items are magical. As the group looks over the loot, he cocks his head a moment. "Ah, so we must come to a decision... do we wish to bring these items forthright and have taxes assessed, or should I bring them over the wall, as swift as a bird? I would wish to stay on the good graces of our friend Mahu, but I am unsure what such a thing would cost."

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

Other than checking the magic items to confirm what we have, Toorin has no preference about what to do with the items Torch said were expendable. He doesn't consider them ours to take but neither are we obligated to smuggle them in or pay the tax to deliver them. "Leave them here and deliver what Torch wants or bring the lot in and perhaps win some extra favor from him. Makes no difference to me. Some of you are trying to curry favor with him, so it's your decision. Let Mahu collect the tax and earn his bread, if I had to choose how to get things inside. Just so long as the item is not linked to Torch. Mahu might figure it out knowing we were looking for him, but he doesn't seem one to try to make trouble for Torch."


Dice Rolls | Tactical
Korasu wrote:
Korasu attempts to identify what the staff is and see if any of the other Non-scroll items are magical.

Spellcraft

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

"I would like to give Mahu one of the items as the tax, if you don't mind. Perhaps one of the tablets? Though they do look historically unique, being written on clay and all."

As a player using some metagaming I am a little reluctant to do this as it is quite often in a PFS scenario that the items you receive are exactly the same ones as you need later. Speaking of which can anyone use the scrolls except Warpac?

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

With the snakelike creatures felled and the necessary items gathered for their 'benefactor', Amarok replaces his drawn arrows and examines each piece, marvelling at their beauty. He nods with Warpac's assessment.

"I agree, our friendship with Mahu has gleaned us important information and we should build on that as it may be useful in the future. We should take these yo our friend and pay th taxes so that he can help fund his current goal of political office."

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11
Korasu looks over the rod, and has no idea what it might be. "Ah, does anyone else have an idea of what this does?"

Changing subjects he adds, "I would be willing to trade a scroll for taxes, myself." Perhaps Mahu could be convinced to become an agent of the Sapphire Sages...

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

Toorin steps up after Korasu asks about the staff.
Spellcraft, elf bonus, investigator bonus: 1d20 + 9 + 2 + 1d6 ⇒ (16) + 9 + 2 + (1) = 28

"The spells are currently beyond what I could cast, so I have no way to use them without risking failure of the spell. Maybe in a year or two. They are, at any rate, necromantic spells, which I prefer not to cast."


Dice Rolls | Tactical

Toorin studies the rod for a moment, trying to unlock it mysteries.

He successfully identifies it as a Rod of the Viper.

Ok so you just have to decide what to do about Mahu and the taxes and deliver the rod to Torch. Not to sway your opinion but the cost is negligible or you get modifiers against Mahu should you not want to pay, since you and he are friends now. :)

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

I vote pay... I like the idea of having a friend in the system. Ilk get a proper post up later this morning hopefully

-Posted with Wayfinder

The Exchange

Male Human (Shoanti) Level 5, #-3

"I think a scroll would be perfectly acceptable to trade for the taxes," notes Xûll, "We also don't need these other items at all - we can just hide them somewhere and retrieve them as we need to. If he doesn't like it, we could pay the taxes. I've got some money coming in soon..."

Not sure if the system allows us to trade scrolls for taxes, but I'm happy to pay 1/6th of whatever the cost ends up being.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

"I agree with all of you. We have a budding friendly relationship with Mahu, and we may yet be in town for a while. I would far prefer to pay for our trinket, and stay in his good graces. One false act could break any trust we would hope to build with him. If we can pay with some of the other trinkets we have found, even better.

"That is an excellent point about leaving some of the other things outside of town, since we don't need them anytime soon. No point in paying for something we aren't planning on using."

Second Xull, and seems like everyone else's thoughts.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

Appraise: 1d20 + 4 ⇒ (11) + 4 = 15

"The sooner we get this to Torch, the sooner we get our information and the closer we get to fulfilling our assignment. Mahu is a friend, so we do as he asks and get on with it. I have gold to help pay what we will owe. I'm not that knowledgeable about the market value of this rod, but it will be in the thousands of gold pieces, so it may cost us a bit, assuming Mahu recognizes it for what it is. It normally functions as a mace with considerable magical enhancement, but it can also have the head turn into a serpent and for a short time it will poison whomever gets hit with it. I would covet it for myself except that we need to give it to Torch, that plus it had to be made by someone devoted to evil."
Toorin sees no purpose in using the group's codename so far from anyone.

Edit: On the way back to the city, Toorin muses, "That room was obviously constructed by the serpent cult of Apep, which we learned was one of the old faiths replaced largely by Saranrae. The rod is obviously related to serpents and the spells we found were all necromantic spells. Torch said the cache was left there by an associate, but I think that was a lie. I think he learned about the room and the magic item it possessed and so he sent us to get it, without informing us of the likely risks. Not surprising, given his reputation, but something to think about. It may be he is in league with followers of Apep who need the rod for some foul deed." Toorin thinks a moment, chuckles, and adds, "Delivering this to Torch may come back to bite us down the road."

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

"I love a good pun, " he growls. You are not sure if that was an honest comment or he was griping.


Dice Rolls | Tactical

Toorin:
Nice - you continue to impress with your astute observations. Whether or not Torch is lying or telling the truth about the the well is beyond the scope of the mod - but fun food for thought. As an added RP bonus, if you want, you could end the dark attributes of the well by
Mod wrote:
A PC can dispel the lingering magic by casting bless, consecrate, or any 2nd-level or stronger spell with the light descriptor.

As the Pathfinders return to Eto, they see an absolutely exhausted Mahu. His two guards look even more tired and bored, frequently looking to the gate.

"Ah my good friends. I trust your excursion was successful. You are my last client of the day. I can taste the warm coffee and feel the warm fire prepared for me after this. Let us be quick so we can all get some rest. What is it you have found?"

Assuming you hand him the rod

"Ah, this is an interesting one. It feels, wrong somehow, but I trust you know what you are doing. Just because something is valuable does not mean it should be found, eh?

"Let us do this, for my good friends. You give Mahu 25 pieces of gold, and this has passed inspection? Sound favorable?"

You have collected more than that from Kura so no cost to you, honestly just wanted to see how you would treat Mahu. If you wanted you could have bluffed him or diplomaszied him for no cost, but why not end on a positive. Oh we still have Torch ...

Handing the man the tax, well wishes and handshakes abound, a few kisses on both cheeks, and they enter Eto.

They trod along now familiar roads; yet they no longer see the friendly faces from the baazar and the streets are mostly empty.

Without thought, they enter the the House of White Uraeus. The half-orcs usher them back into to the pools where Torch is still soaking.

After one of the half=orcs takes the rod, and nods to Torch, he begins.

"First, Xull, as promised. I contacted a friend. From what I recall,” he muses, “al’Hakam tried to set up shop in the ports of Varisia, but he never paid much attention to the true trade hub on the Storval Plateau. Let him know to expect word from Kaer Maga.”

Grandmaster Torch again nods to the half-orcs who hand over a leather satchel. True to his part of the bargain, inside are found several old maps. One is a map of Osirion, clearly marking Eto and an unnamed site to the north. The second map has a much smaller scale and marks the route between Eto and the mystery location. The last sheet has a charcoal drawing that depicts two large rock outcroppings connected by a smooth wall with a single gate. It is entitled “Seeker’s Folly” and signed “V.L.”

Toorin:
You notice that the writing on the map matches the writing on the list of tasks given to by Grandmaster Torch

“Those will take you where you want to go. Deviate from the path only if you know what you’re doing. Otherwise, stick to the landmarks.” He pauses to consider another thought. “Normally this is where I would say ‘pleasure doing business with you.’ However,” he adds with a grisly grin, “I’m going to throw you something extra for free—just because I’m such a caring individual. You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”

And indeed there is not.

END PART 1

Scarab Sages

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Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Minor retcon

As the group turned to leave the inspection point, Korasu considers a moment and turns to Mahu. "Ah, friend Mahu, I had a thought. You have perhaps heard of the organization known as the Scarab Sages? We seek to return Osirion to the glory age of its past and spread knowledge throughout the Inner Sea. You, my friend, have proven to be quite honorable in our meetings with you and I was wondering if you might have an interest in joining our esteemed order? A man such as you with an eye for antiquities would be invaluable in identifying authentic from fake that scavengers might try to pass off and alert us to particularly valuable artifacts that we might take note of. What do you say?"

"Don't roll a 1, don't roll a 1..."
Diplomacy DC 15: 1d20 + 13 ⇒ (1) + 13 = 14
"Huh... did I use my reroll?" <re-reads every post this scenario> "I don't think I did..."
Diplomacy DC 15: 1d20 + 13 + 4 ⇒ (1) + 13 + 4 = 18
"...WHERE WERE YOU DURING BOON ROLLS?!?"


Dice Rolls | Tactical

Is that on the new faction journal cards? If so is there a DC?

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Yes, it's a Scarab Sage Faction Journal. Looked at it again, and it's DC 15+ Character level. Sigh. Dice, why do you hate me? Oh, well.

The Exchange

Male Human (Shoanti) Level 5, #-3

"Thank you for the warning, Torch," Xûll frowns, arms still crossed, "I must say that your behavior is often as expected, but every now and again unexpected. You have an honor of sorts. There are things that I have heard from my fellow Pathfinders - especially what went down in Riddleport with The Spider - and that alone is reason enough to mistrust you.

"However," the Shoanti pauses a long while and exhales deeply after this, "I have failed to follow one of my personal tenets in such matters: judge a man your own observations, not the observations of others. I will do better in future."

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Xull wrote:
"However," the Shoanti pauses a long while and exhales deeply after this, "I have failed to follow one of my personal tenets in such matters: judge a man your own observations, not the observations of others. I will do better in future."

"Hmph. True enough, true enough. I wouldn't have been half as reticent if I had known that I would get to put a few assassins under the ground... Then again, you didn't know that did you?"

Again, another one of his statements you are not sure if it is a poke or a compliment. Seems he does that a lot.

I think I have a new quirk for this character.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

Toorin listens and keeps quiet, observing this powerful man, looking for any signs of lying. When he saw the map, an eyebrow raised for a moment as he noticed that the handwriting on the charcoal drawing was the same as on the list of tasks the group was given. Perhaps Torch was merely writing out what had been described for him. Still, it suggested the man might be sending us there with the promise of finding the sage, but with an ulterior motive. Time would tell.

"We thank you, Grandmaster, for this informaton. What, if anything, can you tell about the provider of these maps and how you came to possess them? The provenance of such information can be as important as the information itself when searching for that which was lost or hidden."


Dice Rolls | Tactical

Korasu - Mahu is lvl 6. Sorry

Grandmaster Torch nods his head towards Xull while flashing a half-smile.

Turning to Toorin, "These maps have been paid for with a great price. One I care not to discuss. Know that they are true and accurate. Of that you have my word."

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Character level that is attempting the check... but still one off. Sigh.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

"Well the good news is, we are ready to travel. For the most part. I suppose we may need to rent some camels and get some extra water. Warpac can you create water with your faith?" Pooka asks genuinely, not intending any insult.

"I may need to stock up on methods to deal with the desert as well, perhaps a few more endure elements scrolls, eh Luna?" he says with a smile, patting his mount on her rump.

I'll work on getting Pooka updated, not sure if I want to spend any gold except on some expendables. Might be nice to save it for a bit for a really shiny prize. Eventually I want to buy a belt of strength... Maybe I will save for that.

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

With Mahu

Amarok gives Mahu a deep bow before offering his hand for the man to shake. "Thankyou my friend, you are a true man. I do hope your day becomes much better now that you have finished your tasks." He then departs with the rest of the group back to the house of healing.

At the White Urareus

As before Amarok stays mostly silent throughout the exchange with Torch, lest his disdain for the man's way of dealing shows through in his tone. He examines the map carefully, looking for key recognisable landmarks. At he mention of the foreigners already heading to the site, he speaks up.

"I have a few purchases to make, mostly provisions for the travel through the desert, also some scrolls. I suggest we rest for this evening as we have been working all day and setting off tired is a folly."


Dice Rolls | Tactical

BEGIN PART 2 - Race to Seeker's Folly

A new day dawns in the Osirian trade city of Eto only hours following the meeting with Grandmaster Torch. In exchange for a handful of services, he delivered several maps and sketches of landmarks that collectively point the way to the last known resting place of one or more sage jewels—enchanted gems capable of storing memories of Osirion’s past and reviving the Sapphire Sage Amenopheus’s order.

“Those will take you where you want to go,” Torch declared while handing over the maps. “Deviate from the path if you know what you’re doing.” As an afterthought, he added, “You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”

The Pathfinders reflect on their completed tasks, and are glad to begin to put some distance between them and him.

Before departing, they take stock of their possessions. They are reminded that they still possess the weathered geode, a magical sending stone they can use to contact Amenopheus.

Grandmaster Torch also has given the Pathfinders two maps of Osirion and a charcoal drawing.

  • The first map clearly marks Eto and an unnamed site to the north.
  • The second map has a much smaller scale and illustrates a winding route marked with many landmarks between Eto and the mystery location, though it’s clear that traveling in a straight line would be a faster, if more difficult, trip. An oasis is marked on this map near the final destination, and notes describe a marker stone nearby whose shadow at sunset points toward the ruins.
  • The charcoal drawing depicts two large rock outcroppings connected by a smooth wall with a single gate. The drawing is entitled “Seeker’s Folly” and signed “V.L.”

They once again visit their contacts in the bazaar, hoping to glean some lifesaving information before braving the trek across the desert.

Diplomacy (gather information) or Knowledge (local)DC 15:
The route described in Grandmaster Torch’s map is rarely used, though the caravan masters are familiar with the oasis and the terrain surrounding it. They provide some advice about how to equip properly and avoid common desert hazards.

Diplomacy (gather information) or Knowledge (local)DC 20:
The gnoll clans have grown increasingly bold, and abductions along the common trade routes are becoming increasingly common.

Diplomacy (gather information) or Knowledge (local)DC 25:
A pair of travelers asked questions about the same oasis a few days ago. One flashed a bronze badge bearing a snake emblem when questioned by customs agents.

Diplomacy (gather information) or Knowledge (local)DC 30:
Survivors of the recent gnoll attacks remember that the gnolls often attacked during the hottest time of the day, when the camels were resting and the heat shimmer disguised the glimmer of the gnolls’ weapons.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

Toorin looks for a merchant selling scrolls. If he can find a scroll of Windy Escape, he will haggle appropriately and buy it. As he shops, he also asks casually after information about the region of the desert the group is bound for. "I will be traveling north into the desert of Eto when I'm done here. What can you tell me about that part of the country? Any threat from local tribes or any special weather to be wary of?"

knowledge (local), investigator bonus: 1d20 + 8 + 1d6 ⇒ (19) + 8 + (3) = 30

Toorin returns from his shopping and shares the news he uncovered. I learned much. Seems one big threat are gnoll clans who attack caravans, particularly during the heat of the day when caravans rest their camels. Heat shimmers on the sand make it harder to spot the gnolls approach. Also, two others were asking after the same oasis. One had a badge with an emblem of a snake. I'm thinking the same folks interested in the item we delivered to Torch are after something in the same place. Perhaps Torch shared the same information with them, hoping to maximize his profits from the same piece of information.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

"I ran with a Pathfinder team that included a strange bard who seemed to have a split personality. One of his personalities had a thing for gnolls and seemed to be evil to me. He ... or she, actually, since her evil persona thought of herself as female, would talk to herself in Gnoll. As a check against her evil tendencies, I went to the trouble of learning to speak gnoll. So if we encounter these gnolls and need to parley, I can talk their talk, for what it's worth."

"As for traveling through the desert, I'm not much help. Does anyone else know something about the ways to survive in a desert? I have some scrolls of create water spells which I can't cast, but I assume Warpac can."

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Note: duplicate of post put in discussion thread by accident. Woke up this morning looking for my post and responses and found it in the wrong place :)

"I tend to leave off praying for one of my orisons in case I need something special. If we find ourselves in need of water I can gain an orizon that allows me to conjure water in 15 minutes. We should be fine."

"I'm down for taking any shortcuts, but the whole riding thing - well, you will have to teach me or I can buy a cart though I don't think that will work very well in the desert. "

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

Amarok gives Torch a short bow before leaving for the market, ensuring. His waterskin is filled and he has his full compliment of arrows, he also purchases a few more scrolls from a local contact before rejoining the rest of his comrades in the square.

"Emblem of a snake? It could mean Aspis involvement? We should use the geode to contact the sapphire sage and see if he has any knowledge that may be of use. I am happy to scavenge and scout the desert for us, my eyes work perfectly at night as in day so I will gladly take the darkest watch."

Buy a scroll of six Mage armours for 1pp, if we need survival gear i will buy some, i do already have a hot weather outfit. I will come up with a proper shopping list of arrows and let you know.

The Exchange

Male Human (Shoanti) Level 5, #-3

Diplomacy (gather info), Mahu bonus: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31

"Warpac, my friend," Xûll pats the dwarf on the shoulder in a friendly manner, "You do not need to do much to ride a mount in a procession. Simply sit on the saddle, feet in the stirrups and hold on to the reigns. Pull left to go left, right to go right... easy! Now, doing tricks or forcing a camel to do something it doesn't want to do, that takes effort. Luckily, Pooka here can do the handling for you."

Xûll then takes the opportunity to sit down next to Toorin, a warm glass of fresh camel's milk in hand. "I found out as much from the people I spoke to also. The route Cutie Pie chose may be a short cut. It is seldom used - but I find that the path less traveled is usually less travelled for a reason. We should be careful. Gnolls are tricky adversaries, but I'll die before I let one abduct me or any of you.

"Also, despite being a northerner, I am no stranger to the desert heat," Xûll continues, "But I doubt I could keep all of us safe."

Survival +6 / +8 for avoiding being lost, etc, Xûll has a hot weather outfit also.

The Shoanti looks unsure at Amarok's suggestion, "Using the geode was supposed to be for when we found one of the famous jewels or the Diamond Sage, was it not? As I recall, the thing will only work once. I think we can deal with a few Aspis agents without needing to bother the Sapphire Sage. *crunch*" No-one knows where Xûll pulled the fresh apple from. Rivulets of condensation drip tantalizingly from its unblemished golden skin.

"So, we mount up on camels... and try to rest where we can easily see the approach of any adversaries. I suggest we do not run but fight should it come to that. I do not think we will be more skilled at a mounted race than we are at the more martial skills we possess. I'm sure that with Amarok at the lead, we can also improve a little on Cutie Pie's chosen route, here."

Xûll's votes: Mounted - yes (but he can move at 40ft anyway), Survival - yes, Amarok is at +9, +11 if he borrow's Xûll's wayfinder, then Xûll (and others) can aid.

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