[PFS] 6–08 The Segang Expedition (T1–2) CORE (Gameday IV) (Inactive)

Game Master TomG

—— MAP ——

GM Quick reference:

PERCEPTION
[dice=Taerel Morgenfrei]1d20+9[/dice]
[dice=Renedar the Young]1d20+5[/dice]
[dice=Doodlevain Montafescue]1d20+5[/dice]
[dice=Varian Jeggare]1d20+10[/dice]
[dice=Yâble]1d20+5[/dice]

INIT
[dice=Taerel Morgenfrei]1d20+3[/dice]
[dice=Renedar the Young]1d20+5[/dice]
[dice=Doodlevain Montafescue]1d20+6[/dice]
[dice=Varian Jeggare]1d20+4[/dice]
[dice=Yâble]1d20+5[/dice]


1 to 50 of 233 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Trouble in Tamran | Sky Key Solution | Between the Lines

Open for dotting.

You are summoned to meet with Venture-Captain Ambrus Valsin at the Grand Lodge in Absalom.

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Dotting for fun and profit :-)

Dark Archive

Half Orc Male Half-Orc Monk 3 HP 23/23; AC 15; TCH 15; FF 12; F +4; R +5; W +5; CMB+7; CMD 21 (22 vs. grapple); Speed 40FT; Init +2; Perception +6;

oO

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Dot. Doodle hit second level and has another chronicle to be applied, so I will get her all leveled up this afternoon.

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

dot.

Dark Archive

Half Orc Male Half-Orc Monk 3 HP 23/23; AC 15; TCH 15; FF 12; F +4; R +5; W +5; CMB+7; CMD 21 (22 vs. grapple); Speed 40FT; Init +2; Perception +6;
Doodlevain "Doodle" Montafescue wrote:
Dot. Doodle hit second level and has another chronicle to be applied, so I will get her all leveled up this afternoon.

Renedar also, he hits second level with the Outpost Chronicle.


Trouble in Tamran | Sky Key Solution | Between the Lines

“Ah, Falroun, these are the agents I was telling you about,” Ambrus Valsin says. “Pathfinders, welcome! May I introduce Count Falroun Matsanda of Alkenstar.” He gestures across his desk to a tall Garundi man with short black hair and gold- rimmed spectacles.

Valsin’s guest stands and offers his hand in greeting as he speaks. “It is a true pleasure to meet you. I have purchased several antiquities from your Society in the past, and I have always wondered about the people who acquire such treasures. I must say, you do not disappoint!”

Valsin smiles at the compliment before continuing, “Agents, your next mission will take you to the island of Jalmeray. We’ve received reports that the ruins of a previously unknown temple have been found in a part of the Segang Jungle known as the Urapangi Lowlands. From its location, I think this temple could be one of those abandoned by the legendary Maharaja Khiben-Sald when he left Jalmeray over four thousand years ago. A temple untouched since Khiben-Sald’s time would be a major find for the Society. Of course, getting to Jalmeray on such short notice poses some difficulties.”

“I believe that’s where I come in,” the count interjects. “I’m arranging a hunting expedition to Jalmeray for myself and my new father-in-law, Baron Bomande Rudyahm. Bomande was quite the sportsman in his day. However, some years ago he was wounded during a tiger hunt in the Segang Jungle. He’s been grumbling about getting revenge on the beast for so long that I thought taking him on a trip back to Segang might earn me some credit with the old man.”

Ambrus Valsin continues, “Falroun has graciously offered to provide transport to and from Jalmeray and to outfit us with everything we need for our journey into the jungle. In exchange, you’re going to help his father-in-law, the baron, with this tiger hunt and make sure he gets the better of the beast this time around, as it were. You’ll have time to discuss the details of the hunt during your voyage to Jalmeray.”

“A voyage for which I must make some final arrangements,” adds Falroun, “I’m afraid I must depart. Once again, it is a pleasure to meet you. I look forward to our journey together.” With a nod, he exits the room. As the count’s footsteps recede down the hall, Ambrus Valsin’s smile fades from his face.

“Ordinarily, the Society would cover the costs of an expedition like this. However, our resources are stretched thin at the moment thanks to our campaigns in Varisia and the Worldwound. Until such time as those ventures pay off, we’re going to have to rely on people like Count Matsanda to cover some of our operating expenses. I’m trusting you with the Society’s reputation on this mission. Fulfill our end of this bargain by helping the baron bag his tiger, and try to make nice with at least one of these nobles."

"Now, unless you have any questions about this temple, go get your affairs in order. Your ship sails in the morning.”


Trouble in Tamran | Sky Key Solution | Between the Lines

Some images of the principal characters at the map link, above.

Dark Archive

Human Transmuter 5 - HP: 32/32 - Init: +2 - Fort/Ref/Will: +4/+4/+5 (+1 vs curse effects) - Perception: +0 - AC: 17, T: 13, FF: 15 - CMD: 15 - Telekinetic Fist: 9/9 - Current Active Spells: Mage Armor, Resist Energy (fire)

A tall, lanky man of unplaceable Avistani decent walks briskly up to the count and shakes his hand vigorously.

"Ah, it's good to see a fellow scholar taking an interest in our fine society! A shame we have to sully this academic venture with a mere big game hunt, but one must suffer for the arts. I can't wait to be on our way."

With that, he steps back and ponders what he knows about Jalmeray and Maharaja Khiben-Sald.

Knowledge (History): 1d20 + 8 ⇒ (3) + 8 = 11
Eh, probably not much

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

"Hunt? It seems so... mundane... but I will try to make the best of it."

Taerel makes sure his arrows are re-stocked, and stops by the Lodge library to do some research on the Urapangi Lowlands.

He will also change a few of his spell selections prior to the hunt.

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

A tall, rail-thin half-elf dressed impeccably in a courtier's outfit, shrugs.

"Well, the occasional straight-forward exercise is welcome; although I think you are underestimating what we will have to deal with - slogging through the jungles of Jalmeray is unlikely to be a picnic!"


Trouble in Tamran | Sky Key Solution | Between the Lines

The count’s ship departs from Absalom on the morning after the briefing. (Feel free to purchase any equipment before leaving.)

Once aboard, you are introduced to Baron Bomande Rudyahm, a handsome, dark-skinned Garundi gentleman of advancing years, with a thick black mustache and graying hair at his temples. He walks with a prominent limp, and carries a finely crafted walking cane to help him amble about. (See picture at map link.)

The baron invites the Pathfinders to dinner the first night of the voyage.

You enjoy a light supper of butternut squash soup, candied hen stuffed with mushrooms and lentils, and a sweet starchy plant that looks vaguely like a banana but tastes a bit like yam. (Mmmm, plantains!)

At dinner, the baron and the count make pleasant conversation. Baron Rudyahm asks each of you whether you've ever been to Jalmeray before, while Count Matsanda asks you about your most recent adventure.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle, the tiny blue haired gnome, trots into the briefing. She squeals when she recognizes several of her former party. "Varian, Taerel, Renedar, nice to be together with you lot again! I'm excited for this. I've never been hunting before!"

After the briefing, she hops on the boat with the remainder of the crew. She loved dinner, cleaning her plate, and giving compliments to the Captain's staff. She informs the Baron that she has never ventured to this particular island before! But she was looking forward to the visit. She told the Count about her being the first gnome to ever travel through the Hao Jin Tapestry as far as she knew, telling him all about the cold outpost they had visited and the slaves that were freed. She also talked about the strange ratfolk she encountered there, the first time she'd ever seen one of those.

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

"I have not been to Jalmeray before, so I expect this to be both an adventure and a learning experience. As our friend, Doodle, has mentioned, we have recently been travelling together to a far away land, where we were able to rescue some captives and prevent further desecration of a temple from those who would simply pillage such places of historical and cultural significance. It was a complicated affair, but we were victorious!"

Dark Archive

Human Transmuter 5 - HP: 32/32 - Init: +2 - Fort/Ref/Will: +4/+4/+5 (+1 vs curse effects) - Perception: +0 - AC: 17, T: 13, FF: 15 - CMD: 15 - Telekinetic Fist: 9/9 - Current Active Spells: Mage Armor, Resist Energy (fire)

After finishing his meal, Tomren sits back and smiles. "Ah, Jalmeray. Can't say that I've been there before. Up until now, my Pathfinder career has kept me on the isle of Kortos."

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Varian shakes his head.

"No, I am afraid that I have not had the opportunity to visit Jalmeray in the past, although on our last mission for the Society, we did visit a Vudrani Temple that had been stolen away to a demiplane, and then overrun by Aspis Consortium agents (we managed to clear that particular nest of trouble-makers out without too much difficulty)."

Silver Crusade

Bit of luck 4/7 bit of chaos 6/7 channel 5/7

Guybord look to his companions.
a party of caster? There are a first time in everything

will need a little time to retrain him. The last (who is in the final fight. Just a few day necessary) adventure tell me it is necessary.

Silver Crusade

Bit of luck 4/7 bit of chaos 6/7 channel 5/7

it seem that less time now to play. I will retire. Have a good game.

-Posted with Wayfinder


Trouble in Tamran | Sky Key Solution | Between the Lines

Understood. Thanks!


Trouble in Tamran | Sky Key Solution | Between the Lines

The two nobles nod politely. They seem quite pleased that Doodle, Taerel, and Varian opened up a little, but they still act somewhat distant. The Baron hasn't formed an opinion of Tomren yet. The dinner ends pleasantly, and you are invited to dine with them a handful of times while the ship is at sea.

Knowledge(local) OR Knowledge(nobility) OR Diplomacy, DC 12, untrained okay, take 10 okay:

Baron Bomande Rudyahm is a veteran of several major conflicts in the Mana Wastes, and has earned his noble title through military service. He sometimes loses his patience with anyone who can’t pull her own weight on a mission.

Count Falroun Matsanda is a patient man in his mid-twenties who has a great deal of formal training in the arts of politics and self-defense, but little experience in the latter.

Count Matsanda hopes to prove himself to his father-in-law (the baron). Baron Rudyahm approved of his daughter’s marriage but remains unimpressed with the count’s undistinguished career—particularly because the baron’s own legacy of service sets a much higher standard for the young count. Nonetheless, Matsanda is a capable statesman, has pure intentions in government, and could be a major player in Alkenstar politics in the coming years.

Much opportunity for questions and answers during the journey and the dinners, should you choose to pursue it.

The ship docks some time later in Segang, and the Baron and Count direct their servants to the brief trek to the hunting lodge. There, Count Matsanda hires an elephant, a mahout (elephant driver), and a dozen porters. The elephant seems well past its prime, but it’s the only suitable mount available at the lodge, so Matsanda takes it.
You may also purchase mundane survival gear if you wish, or take other action at the lodge.

The Segang Jungle is a dense tropical forest. The deciduous trees that comprise it are green all year round thanks to the wet coastal climate. The expeditions reaches Jalmeray at the height of its warmer season, and the air is hot and sticky under the jungle canopy.

Survival DC 10, untrained okay:

Game seems rather scarce during your brief trip to the lodge and during the day trip to your first camp.

At the end of the first day of travel away from the lodge, the Count calls for a halt and directs his servants to set up camp.

Dark Archive

Human Transmuter 5 - HP: 32/32 - Init: +2 - Fort/Ref/Will: +4/+4/+5 (+1 vs curse effects) - Perception: +0 - AC: 17, T: 13, FF: 15 - CMD: 15 - Telekinetic Fist: 9/9 - Current Active Spells: Mage Armor, Resist Energy (fire)

Knowledge (Local): 1d20 + 8 ⇒ (10) + 8 = 18
Survival: 1d20 ⇒ 7

Tomren buys a hot weather outfit


Trouble in Tamran | Sky Key Solution | Between the Lines

Hot weather clothing doesn't exist in CORE, sorry. Good Survival rolls will mitigate the effects of heat. PCs can roll to help others deal with the heat as well, per the skill.

Dark Archive

Human Transmuter 5 - HP: 32/32 - Init: +2 - Fort/Ref/Will: +4/+4/+5 (+1 vs curse effects) - Perception: +0 - AC: 17, T: 13, FF: 15 - CMD: 15 - Telekinetic Fist: 9/9 - Current Active Spells: Mage Armor, Resist Energy (fire)

Whoops! Sorry... Stil getting used to CORE.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Diplomacy 1d20 + 3 ⇒ (8) + 3 = 11

Survival 1d20 ⇒ 8

Grand Lodge

Male Elf Rogue/2 HP: 17/17 - Init: +4 - Fort/Ref/Will: +2/+8/0 - Perception: +2 - AC: 17, T: 13, FF: 14 - CMD: 17

The quiet elf finally speaks up, "Of course our services would be needed during the warm season... I hope our bunks tonight are softer than they were on that blasted ship."

Knowledge (local): 1d20 + 4 ⇒ (14) + 4 = 18
Survival: 1d20 - 1 ⇒ (9) - 1 = 8


Trouble in Tamran | Sky Key Solution | Between the Lines

My default expectation—unless you tell me otherwise—is that everyone checks in once a day M-F, and once on the weekends. If you pass at the role-play opportunities, I'll continue on ... Although I will say (and I've been debating whether I even should say) the outcome of this adventure changes depending on your social play, not just your combat. So don't let me keep you from RP opportunity!

Early the following morning, you hear a loud crash coming from the count’s tent.

Assuming you investigate ...

Baron Rudyahm reaches the tent just ahead of you. “What the devil happened in here?” he asks as he enters.

Assuming you enter ...

The interior of the Count's spacious canvas tent is richly decorated with portable darkwood and silver furnishings. Torn mosquito netting hangs above the bed, and a mirror, basin, and various shaving implements lie scattered on the ground. A black leather boot lies on the floor next to the flattened remains of a large black spider.

You see Count Matsanda lying on the bed clutching his bare right foot in pain. The count replies in a fearful voice, “Something in my boot bit me—a spider I think. I fell back onto the bed in surprise. My god, Bomande, what if it’s poisonous? I could lose the foot! You brought some antitoxin, didn’t you? Fetch it quickly!”

Unfazed, the baron replies, “Ah, bit of luck then. The spiders of Segang aren’t dangerous, not like the scorpions. It’ll probably smart for a bit, that’s all. Next time, check your damn boots!”

Count Matsanda is not assured by the promises of his father-in-law, and the two men argue.

"I have a small dose of antitoxin, but it would be a waste to use it so casually," the baron maintains.

"I'm dying, please help! Convince this stubborn man to give me aid!" the count pleads.

How do you respond?

DC 15 Knowledge(nature), trained only /OR/ DC 20 Survival:

The dead spider is a non-dangerous species with venom about as strong as a bee sting.

DC 15 Heal:
As you examine the wound, it seems clear the count is not suffering any serious symptoms of poisoning.

Dark Archive

Human Transmuter 5 - HP: 32/32 - Init: +2 - Fort/Ref/Will: +4/+4/+5 (+1 vs curse effects) - Perception: +0 - AC: 17, T: 13, FF: 15 - CMD: 15 - Telekinetic Fist: 9/9 - Current Active Spells: Mage Armor, Resist Energy (fire)

Knowledge (Nature): 1d20 + 8 ⇒ (18) + 8 = 26
Heal: 1d20 ⇒ 6

After examining the dead spider, Tomren walks up to the count smiling sheepishly. "The baron is right. It would be more prudent to save what little supplies we for more serious problems."

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

"Tomren is pretty smart at this sort of thing. If he says it isn't poisonous, then I believe him. If it isn't any better tomorrow, then we could use the antitoxin. How about that? I'm sure it will be just fine lickety split."


Trouble in Tamran | Sky Key Solution | Between the Lines

The count continues to wail. "But I could be dead by tomorrow! You said you've never been here before, how can you possibly know this spider? I'm in pain! It's killing me!"

The count seems unconvinced by your persuasions thus far.

Grand Lodge

Male Elf Rogue/2 HP: 17/17 - Init: +4 - Fort/Ref/Will: +2/+8/0 - Perception: +2 - AC: 17, T: 13, FF: 14 - CMD: 17

"Tomren and Baron Rudyahm are probably right. You should relax. Save your strength for the tigers." Mercutio walks over to the black boot and examines the inside of it.

After looking in the boot, Mercutio whips his head around toward the baron and asks curtly, " Scorpions? What was that bit about scorpions?"

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

"You don't understand, Count. Tomren is a powerful healer! Trust him...he once healed me of a slash from a scorpion as big as a house. His word is good." Before Doodle knew it, she was caught up in a huge web of lies. She didn't like that, but it was called for here.

Bluff 1d20 + 3 ⇒ (17) + 3 = 20

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Back on the ship:

Knowledge(Local): 1d20 + 9 ⇒ (10) + 9 = 19.

Varian does his best to engage both the Count and the Baron in conversation, trading stories, and doing what he can to impress both (and to improve the stock of each man in the eyes of the other).

Out hunting:

Survival: 1d20 + 0 ⇒ (7) + 0 = 7.

Varian remains oblivious.

Ruckus in the tent:

Knowledge(Nature): 1d20 + 9 ⇒ (14) + 9 = 23.
Heal: 1d20 + 0 ⇒ (6) + 0 = 6.

"Count, I may not have been to Jalmeray before, but I have studied its native flora and fauna extensively prior to this trip; after all, a strong defense is the best offense, and the best offense is knowledge about you will face. I can authoritatively say that the spider you encountered is a non-dangerous species with venom about as strong as a bee sting. Whilst you could take the anti-toxin now, I am sure that a wise man such as yourself would be aware that it would be more prudent to save it as a contingency for use in the case of encountering something truly life-threatening."


Trouble in Tamran | Sky Key Solution | Between the Lines

Count, Sense Motive: 1d20 + 9 ⇒ (17) + 9 = 26
Baron, Sense Motive: 1d20 + 7 ⇒ (8) + 7 = 15

The count seems unconvinced by Doodle's story. "While I don't doubt such creatures exist, you would have been eviscerated by a stinger that size before the poison could hurt you. Your entertaining stories do little to cure the poison that affects me, however."

You're making headway, and although it wasn't effective this time, Doodle's Bluff was a good idea (I'll also accept some "aid another" on the Bluff, if you want to double down on that idea.) Alternatively, any Diplomacy rolls to help convince?

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

I would love to help, but Varian is a Wizard, not a Diplomat - hence why I tried to use calm logic, rather than flowery words ;-)


Trouble in Tamran | Sky Key Solution | Between the Lines

The DC to aid another is 10 ... and it's a roll you can take 10 on ... Besides, there are behind the scenes circumstance bonuses for logic, creativity, and good RP.

Dark Archive

Human Transmuter 5 - HP: 32/32 - Init: +2 - Fort/Ref/Will: +4/+4/+5 (+1 vs curse effects) - Perception: +0 - AC: 17, T: 13, FF: 15 - CMD: 15 - Telekinetic Fist: 9/9 - Current Active Spells: Mage Armor, Resist Energy (fire)

Tomren sighs diplomatically and says: "Now, there's no need to make a fuss about it. You can trust us on this matter. It is the reason you have brought us along, isn't it? There are much more dangerous things in store for us, so we must conserve our strength as much as possible."

Diplomacy: 1d20 ⇒ 12

With that said, Tomren looks to the others for support.

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Sorry, these are all skills that Taerel lacks. Heal and Survival are the first to come up that he has a positive check for!

Survival: 1d20 + 1 ⇒ (10) + 1 = 11
Heal: 1d20 + 1 ⇒ (4) + 1 = 5

"I admit, I know little of such things, but my friends here are fine people, and we have no reason to mislead you."

Diplomacy Aid: 1d20 - 2 ⇒ (2) - 2 = 0

Ha ha ha ha! Diplomacy just isn't Taerel's thing!

Perhaps what he really said was::

"Get over it, you big baby."

Dark Archive

Half Orc Male Half-Orc Monk 3 HP 23/23; AC 15; TCH 15; FF 12; F +4; R +5; W +5; CMB+7; CMD 21 (22 vs. grapple); Speed 40FT; Init +2; Perception +6;

Renedar does not know how to identify a poisonous spider bite and just watches the others treating the wound. He does not want to make it worse.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Im pretty sure there is no penalty for attempting and failing to aid another. So why not attempt to help, everyone?


Trouble in Tamran | Sky Key Solution | Between the Lines

Doodle is correct. And "aid" is a DC 10 action that you can often take 10 on.

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Unfortunately, you specifically cannot 'Take 10' on the 'Aid Another' action :-/

Aid Another wrote:
You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.

That said...

Diplomacy(Assist): 1d20 - 2 ⇒ (8) - 2 = 6.


Trouble in Tamran | Sky Key Solution | Between the Lines

Well, I stand corrected. Thanks, Varian. It's still a pretty decent chance, so long as it's not a dump stat.


Trouble in Tamran | Sky Key Solution | Between the Lines

It's been long enough, so let us continue.

The Count does not appear mollified by Tomren's and Varian's assurances, but he does cease most of his complaining. The baron nods briefly, and turns to leave the tent. "Thank you for making him see reason. This experience will be good for him, though he doesn't appreciate it yet."

———

An hour or so later, everyone is preparing to for the day's hunt.

Count Matsnada pulls you aside, and a bit ruefully asks for your help. "I’d really like to impress the old man today, but you see, I’m not much of a hunter,” he admits. “In fact, I’ve never really been hunting before! Is there any help or advice you can give me?”

You can help the count in several ways. (1) You can attempt DC 15 Knowledge (nature) or Survival checks to give the count advice. (2) You can fan out into the jungle and attempt a DC 15 Intimidate check to try to flush game into count’s path.

You may also (3) join the hunting party for the day. (3a) Characters who hunt successfully can attempt DC 15 Bluff checks to pass off any of your kills as Matsanda’s. You may also (4) rest at the base camp, or (5) come up with some other plan.

The weather is hot. Horribly and almost unbearably hot.

I also need each character to make TWO Fort saves, DC 15 (morning) and DC 16 (afternoon), or take 1d4 nonlethal heat damage and be fatigued for the rest of the day. If you take some action to mitigate the effects of heat (Survival to help yourself or others?), then roll for that as well.

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Varian will be using Endure Elements.

"Certainly. I believe I read something relevant back in my Academy days..."

Varian does his best to give the man advice, recalling hunting techniques that he read about in Great Safaris of the Mwangi Expanse.

Knowledge(Nature): 1d20 + 9 ⇒ (18) + 9 = 27.

Grand Lodge

Male Elf Rogue/2 HP: 17/17 - Init: +4 - Fort/Ref/Will: +2/+8/0 - Perception: +2 - AC: 17, T: 13, FF: 14 - CMD: 17

Mercutio leans in close to the Count. "If you are truly trying to impress your father-in-law, perhaps you could try being yourself."
Diplomacy: 1d20 + 3 ⇒ (16) + 3 = 19
"But if you really think tiger pelts are going to win over his favor, my advice is to aim between the stripes."
Survival: 1d20 - 1 ⇒ (8) - 1 = 7

Heat
Morning: Fort: 1d20 + 1 ⇒ (14) + 1 = 15
Afternoon: Fort: 1d20 + 1 ⇒ (17) + 1 = 18

Dark Archive

Half Orc Male Half-Orc Monk 3 HP 23/23; AC 15; TCH 15; FF 12; F +4; R +5; W +5; CMB+7; CMD 21 (22 vs. grapple); Speed 40FT; Init +2; Perception +6;

While on the hunt Renedar will try to flush game into the Count's path.
Intimidate: 1d20 + 6 ⇒ (17) + 6 = 23

Fort morning: 1d20 + 4 ⇒ (5) + 4 = 9
Fort afternoon: 1d20 + 4 ⇒ (5) + 4 = 9

NL damage: 2d4 ⇒ (1, 1) = 2

Dark Archive

Human Transmuter 5 - HP: 32/32 - Init: +2 - Fort/Ref/Will: +4/+4/+5 (+1 vs curse effects) - Perception: +0 - AC: 17, T: 13, FF: 15 - CMD: 15 - Telekinetic Fist: 9/9 - Current Active Spells: Mage Armor, Resist Energy (fire)

Tomren spends his day resting in camp.

Fort morning: 1d20 + 1 ⇒ (15) + 1 = 16
Fort afternoon: 1d20 + 1 ⇒ (5) + 1 = 6

non-lethal damage: 1d4 ⇒ 3

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

As they are setting up camp, Taerel sees Varian cast endure elements. "We should compare spells, sir, and see if either of us can learn from the other." Taerel would like to copy many spells from Varian's spellbook, if he is willing. Comparing the two, though, Taerel seems to have nothing new to offer Varian in return... The list he would like to copy is Alarm, Endure Elements, Shield, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, True Strike, Hypnotism, Sleep, Floating Disc, Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism,Ray of Enfeeblement, Animate Rope, Erase, Feather Fall, Jump, Reduce Person. Yikes! Oddly, Taerel does have Endure Elements on a scroll, so why he hasn't copied that in already, I do not know.

Meanwhile, not having such a spell on his list, Taerel tries to make the best of the heat.

Fort Morning: 1d20 + 2 ⇒ (14) + 2 = 16
Fort Afternoon: 1d20 + 2 ⇒ (9) + 2 = 11

Survival: 1d20 + 1 ⇒ (10) + 1 = 11

Taerel will go on the hunt, although his skills at either intimidate or bluff will not likely help the count. But participating in the hunt sounds interesting, and if he does snag a beast, he will try to give the count credit for the effort.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle uses a scroll of Endure Elements to escape the heat. She has three left.

She also tries to flush out game for the Count.

Intimidate 1d20 + 3 ⇒ (9) + 3 = 12


Trouble in Tamran | Sky Key Solution | Between the Lines

Varian gives the count some excellent advice. Does Varian join the hunt, or rest?

Neglected to add: anyone hunting on their own (rather than flushing game for the count) should make an attack roll. (Taerel)

Mercutio makes friends with the count, and smooths over any ill-will from the morning's events with the spider bite. What are Mercutio's plans for the day?

1 to 50 of 233 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] 6–08 The Segang Expedition (T1–2) CORE (Gameday IV) All Messageboards

Want to post a reply? Sign in.