PFS: #6-12: Scions of the Sky Key, Part 1: On Sharrowsmith's Trail (Inactive)

Game Master R D

Map for Part 3

Initiatives:
[dice=Cornelia]1d20+3[/dice]
[dice=Dydimus]1d20+4[/dice]
[dice=Ethendril]1d20+1[/dice]
[dice=Hotspur]1d20+4[/dice]
[dice=Olga]1d20+1[/dice]

Perception:
[dice=Cornelia]1d20+8[/dice]
[dice=Dydimus]1d20+5[/dice]
[dice=Ethendril]1d20+7[/dice]
[dice=Hotspur]1d20+4[/dice]
[dice=Olga]1d20+7[/dice]


101 to 150 of 949 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Silver Crusade

Sorry for the delay posting. Just getting back from TotalCon this weekend. RE: the RP from everyone above: ROFL!

Visibly frustrated, Valacosti appeals one last time to Sylien. “Praetor. I implore you, send these Pathfinders back from where they came from. This is neither the place nor the time for their presence. For the sake of the people of Fort Bandu, do not let them worsen this situation.”

With reluctance, the praetor acknowledges the Pathfinders with a slow nod. Then, after a brief glance to Valacosti, he appears ready to make his decision.

“As the Pathfinders are responsible for getting us into this mess, I see it fitting that we give them the chance to remedy the situation. I’m putting my faith in you, and the lives of the people in Fort Bandu. I pray that you don’t betray that trust, for the consequences could be quite dire for all who call this home.”

“Most unfortunate,” Valacosti observes with disappointment that gives way to menacing resolve. “I believe you are making a grave mistake by placing any faith in these glorified tomb robbers, praetor. Once they fail, remember that the Aspis Consortium has extended a generous offer of aid in this troubling time. One can only hope that this Pathfinder experiment does not exacerbate the situation further and necessitate our renegotiating the terms.”

Valacosti leaves.

Praetor Sylien provides the party with the information of Sharrowsmith’s last known location at a Gold Crown mining operation approximately 20 miles away as well as a rough estimate of his travel route.

From the murmuring in the crowd, it's clear that the locals may have information regarding Sharrowsmith’s last known whereabouts. You must spend the rest of the day canvassing Fort Bandu to find someone willing to work with you and assemble a better picture of Sharrowsmith’s travel route.

Dark Archive

Female Chelaxian Investigator Empiricist 4 | HP 27/27 | AC 18 (22) | T 13 | FF 15 | CMD 17 | Fort +3 | Ref +8 | Will +4 | Init +3 | Perc +11/+12 | Inspiration 3/6

Hope you had fun at Con! Also, what are your thoughts on Taking 20 for things such as Gather Information checks and the like? I've run into so many different variations from different GMs, that I find it's easier to ask first lol.

Silver Crusade

Lot's of fun, thanks! We ran nearly 90 tables of PFS at the Con. :-)

Thanks for asking; it's a good question. Unfortunately, it's an encounter (though not a combat encounter). Because there are consequences or penalties for failure, you cannot take 20. You could take 10.

Dark Archive

Female Chelaxian Investigator Empiricist 4 | HP 27/27 | AC 18 (22) | T 13 | FF 15 | CMD 17 | Fort +3 | Ref +8 | Will +4 | Init +3 | Perc +11/+12 | Inspiration 3/6

Wow, that's a lot of tables! Sounds like a good time. Also, good to know! I will get on a post shortly.

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

Ethendril smiles as he sees they have won their chance to prove themselves.

"Well done, everyone," he says to his companions.

He moves toward the gathered crowd to obtain any information he can about the route they might take.

diplomacy (gather info): 1d20 + 6 ⇒ (13) + 6 = 19

Dark Archive

Female Chelaxian Investigator Empiricist 4 | HP 27/27 | AC 18 (22) | T 13 | FF 15 | CMD 17 | Fort +3 | Ref +8 | Will +4 | Init +3 | Perc +11/+12 | Inspiration 3/6

Sorry, had a couple arrest warrants to serve.

Corneila smiles and nods at the Praetor. "Thank you, good Sir. You will not regret this decision." After hearing the grumbling and mumbles from the crowd, she joins Ethendril in trying to obtain more information.

Diplomacy (Gather Info): 1d20 + 7 ⇒ (9) + 7 = 16

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Sir Didimus can be seen conversing with a local. This should be a very exciting adventure! I've never met a kobold before! From what I've heard about them though is they are more funny than dangerous. I mean aren't they just little lizards with pointy sticks? I guess they are more scary when you are not an adventure like me. Still you'd think a farmer with a pitchfork and a mean dog would be enough to scare off a kobold. If they are anything like goblins we shouldn't have any trouble convincing them to leave this town alone. Did I ever tell you about the time I was in Varisia, Magnimar to be specific, and the Pathfinder Lodge there was robbed by a goblin! We had to chase it all over town and at one point it threw a fireball at us! She didn't know how to cast fireball though it was this magical necklace that had all these beads on it and if you pulled one of the beads off you could throw it and it would explode! I really should pick one of those up at some point. Wouldn't it be awesome if I could throw fireballs! I'd be like this all powerful wizard! I actually thought about becoming a wizard when I first joined the society, though they said I didn't have the attention span and I'd do better as a bard. Can you believe they said I didn't have the attention span to be a wizard. I have an amazing, fantastic, exceptional attention span. I bet I have the best attention span out of everyone in my team! Know offence or anything to the others but everyone has something they are good at and that is my thing. I mean I'm not as strong as Ethendril or Olga. They are both really strong and they both are religious. I wonder if being religious helps you be really strong. If Ethendril and Olga were in a contest to see who was the strongest who do you think would win? I have a feeling it would be Ethendril, not that Olga isn't strong its just that I think he is stronger. I bet we could set up a test to see if Ethendril really is the strongest. We could have them lift heavy things and arm wrestle and do push-ups and climb mountains. It would be fun and we could give it a really cool name line "CLASH OF THE STONG PEOPLE". Or something better since that isn't very good. Anyway you were saying you know where Sharrowsmith’s was last seen.

Diplomacy Gather Info: 1d20 + 8 ⇒ (18) + 8 = 26

Liberty's Edge

F Human Myst. Stranger Gun 4/Bard 2 | HP 38/44 | AC 20; Tch 15; FF 15 | F +4; R +11; W +5 | BAB+5 CMB+5; CMD 19 | Speed 30 ft | Init +4 | +2 Dbl Brl Musket: +11 (1d12+2/20 x4) | Bayonet +5 (1d6) | Perc +9
Skills:
Acrobatics + 13, Craft/Alchemy + 4, Craft/Clothing +4, Intimidate + 11, Knowledge/History +9, Knowledge/All +1, Perception + 9, Perform/Oratory + 12, Stealth +13

Hotspur watches as her friends gather information. she understands that she lacks their finer touch so she tries to support Sir Dydimus's efforts by smiling sincerely and nodding sympathetically.

At the same time, she can't help but feel that Valacosti and the Aspis Consortium are either involved in, or have information regarding, Sharrowsmith's disappearance. However, as she has no proof, and she's not sure that her companions understood the urgency of taking precautions against the Doppleganger Conspiracy, she decides to hold her tongue and position herself so she can keep a watchful eye over Valacosti and any locals he might approach.

Untrained Diplomacy Aid-Another: 1d20 + 3 ⇒ (8) + 3 = 11

Perception to keep an eye on Valacosti: 1d20 + 4 ⇒ (12) + 4 = 16

Silver Crusade

Yeah! It's a nice, mid-sized Con. It's larger than the small regionals like OGC, Arisia, and the like. But it's nowhere near as big as others like PaizoCon or Gencon. I ran 9 tables and played 3 tables. I think I GM'd my 240th game at TotalCon! :-) If any of you has a recommendation or request for my 250th game, I'll happily run it for the group as soon as we're done with this adventure. :-)

Valacosti is gone. He's not even at Fort Bandu anymore.

The merchants still have some doubts about you, but your (very public) performance and the Praetor's say-so soften their collective attitudes towards you. It is clear, however, that the Society still has a long way to go before they make friends here.

You are able to get a more complete idea of Sharrowsmith's planned trail and stops, and it seems clear to all of you: Your first stop should be the Gold Crown mining camp.

It is evening now, though the sun is still out. Do you want to leave now? In the morning? Every second you waste, the colder the trail gets. However, traveling at night could present its own challenges to tracking.

P.S.: Arrest warrants? Yikes! :-(

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

Ethendril looks to the sky and considers their options.

"As for me, I suggest we set out immediately," he suggests.

Liberty's Edge

F Human Myst. Stranger Gun 4/Bard 2 | HP 38/44 | AC 20; Tch 15; FF 15 | F +4; R +11; W +5 | BAB+5 CMB+5; CMD 19 | Speed 30 ft | Init +4 | +2 Dbl Brl Musket: +11 (1d12+2/20 x4) | Bayonet +5 (1d6) | Perc +9
Skills:
Acrobatics + 13, Craft/Alchemy + 4, Craft/Clothing +4, Intimidate + 11, Knowledge/History +9, Knowledge/All +1, Perception + 9, Perform/Oratory + 12, Stealth +13

"I agree with Ethendril. Running headlong into danger is one of my hobbies. I also like knitting.

Silver Crusade

Hotspur the Unsettled wrote:
"I also like knitting.

One of the merchants--a woman stooped with age carrying a severely weather beaten, leathery visage--approaches Hotspur with an armful of yarn. She offers the yarn to the Gunslinger: "I'm rooting for you guys. That Aspis feller was a little too lascivious for my tastes. He has 'elevator eyes' that linger on you like the smell of month-old cheese!"

She clearly wears a holy symbol of Erastil. It's obvious that she'd like to see Hotspur settle down with a nice man when she's done adventuring and raise a lot of children.

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

ON TO ADVENTURE! Dydimus cries from atop his ridding dog Ambrosius as he charges haphazardly into the surrounding jungle!

Liberty's Edge

F Human Myst. Stranger Gun 4/Bard 2 | HP 38/44 | AC 20; Tch 15; FF 15 | F +4; R +11; W +5 | BAB+5 CMB+5; CMD 19 | Speed 30 ft | Init +4 | +2 Dbl Brl Musket: +11 (1d12+2/20 x4) | Bayonet +5 (1d6) | Perc +9
Skills:
Acrobatics + 13, Craft/Alchemy + 4, Craft/Clothing +4, Intimidate + 11, Knowledge/History +9, Knowledge/All +1, Perception + 9, Perform/Oratory + 12, Stealth +13
GM Engleaktig wrote:
Hotspur the Unsettled wrote:
"I also like knitting.

One of the merchants--a woman stooped with age carrying a severely weather beaten, leathery visage--approaches Hotspur with an armful of yarn. She offers the yarn to the Gunslinger: "I'm rooting for you guys. That Aspis feller was a little too lascivious for my tastes. He has 'elevator eyes' that linger on you like the smell of month-old cheese!"

She clearly wears a holy symbol of Erastil. It's obvious that she'd like to see Hotspur settle down with a nice man when she's done adventuring and raise a lot of children.

Hotspur's eyes honestly get misty. "Thank you. I will put this to good use, and every stitch will remind me of the weave that ties us together. And I'll never forget the bonds that we've formed at Fort Bandu -- and I promise to get to the bottom of the troubles here!

"As for the villains... I doubt they or their eyes will linger long under the blinding light of Justice."

And then the youthful and high-strung Hotspur is too overcome to continue and instead marvels at the yarn as if she had never seen its like before.

Silver Crusade

Do you plan to travel all night? If so, do you also plan to travel during the day? When will you sleep?

Liberty's Edge

F Human Myst. Stranger Gun 4/Bard 2 | HP 38/44 | AC 20; Tch 15; FF 15 | F +4; R +11; W +5 | BAB+5 CMB+5; CMD 19 | Speed 30 ft | Init +4 | +2 Dbl Brl Musket: +11 (1d12+2/20 x4) | Bayonet +5 (1d6) | Perc +9
Skills:
Acrobatics + 13, Craft/Alchemy + 4, Craft/Clothing +4, Intimidate + 11, Knowledge/History +9, Knowledge/All +1, Perception + 9, Perform/Oratory + 12, Stealth +13

Do we have a sense of how long it usually takes to reach the Gold Crown Mining Camp?

Silver Crusade

Hotspur the Unsettled wrote:
Do we have a sense of how long it usually takes to reach the Gold Crown Mining Camp?

Depends on several factors, hence the questions above. :-) Could be as little as two days. Could be more. It is roughly 20 miles to the Gold Crown mining operation in the Bandu Hills. The mining camp is located in an isolated gorge in the shadow of sheer basalt cliffs.

Liberty's Edge

F Human Myst. Stranger Gun 4/Bard 2 | HP 38/44 | AC 20; Tch 15; FF 15 | F +4; R +11; W +5 | BAB+5 CMB+5; CMD 19 | Speed 30 ft | Init +4 | +2 Dbl Brl Musket: +11 (1d12+2/20 x4) | Bayonet +5 (1d6) | Perc +9
Skills:
Acrobatics + 13, Craft/Alchemy + 4, Craft/Clothing +4, Intimidate + 11, Knowledge/History +9, Knowledge/All +1, Perception + 9, Perform/Oratory + 12, Stealth +13

If the fastest reasonable time we could do is two days -- and I'm guessing that's without resting, that will leave us in pretty shoddy shape when we get there. Does anyone have anything that could be used to counteract fatigue?

If we are going to need to rest at some point on the trip anyway, then it probably makes the most sense to stay the night at Fort Bandu where we have defenses and set out in the morning and camp again at night.

Riding through the night will be tough -- aside from tracking issues if Sharrowsmith went off the path, because those of us who need illumination will be walking targets.

As far as RP goes, Hotspur is eager to rush out and keep rushing and never sleep, but I'm not willing to jeopardize everyone's chances on the mission over my character's silliness.

The safe plan, I think, is camp at night (including in Fort Bandu) and track during the day when we have the best chance of seeing any signs of Sharrowsmith on the road. We won't lose time that way, if we are going to break anyway.

The other option would seem to be to leave and keep going until we get there -- advantage being a faster arrival, but downsides being exhaustion and possibly missing clues and making ourselves more vulnerable to attacks.

I guess the real question is whether we think speed or tracking is more important. I'd err on the side of tracking, which means the long strategy, but I don't have a strong feeling on the subject.

Does anyone have a strong preference or a third option?

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

I would rather wait and go in the morning but Dydimus, like Hotspur, wants to get the adventure started as quickly as possible. He is easily distracted though so he wouldn't protest if we stayed and left in then morning.

Silver Crusade

Since Ethendril already suggested going, and Hostpur and Dydimus won't mind going right away, in character...

The party sets out immediately!

Survival: 1d20 ⇒ 18

Somehow, they manage to 1) not-lose the trail in the dark, 2) stay on track, and 3) avoid obstacles. However, after a "few hours" of marching, it becomes painfully clear that they must rest. The jungle is simply to inhospitable and thick to continue.

Perception: 1d20 ⇒ 5
Perception: 1d20 ⇒ 4
Perception: 1d20 ⇒ 10
Perception: 1d20 ⇒ 17

Olga soon realizes that, despite the dark, it's actually easier to travel at night. It isn't as hot, so there's far less risk of fatigue.

I put "few hours" in quotes above because you have a choice: 1) march all night and sleep during the day or 2) march a couple of hours, sleep in the jungle, and continue during the day.

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

Though eager to find their lost Pathfinder, Ethendril thinks it best to avoid a situation where the group would not be at its best.

He advises marching at night and sleeping long enough during the day to keep alert.

Voting for #1, though if anyone feels strongly otherwise, I'll support it.

Liberty's Edge

F Human Myst. Stranger Gun 4/Bard 2 | HP 38/44 | AC 20; Tch 15; FF 15 | F +4; R +11; W +5 | BAB+5 CMB+5; CMD 19 | Speed 30 ft | Init +4 | +2 Dbl Brl Musket: +11 (1d12+2/20 x4) | Bayonet +5 (1d6) | Perc +9
Skills:
Acrobatics + 13, Craft/Alchemy + 4, Craft/Clothing +4, Intimidate + 11, Knowledge/History +9, Knowledge/All +1, Perception + 9, Perform/Oratory + 12, Stealth +13

I'd go with 2) march a couple of hours, sleep in the jungle, and continue during the day and use the Wand of Endure Elements to mitigate for the heat during the day.

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

That works for me...

Silver Crusade

Does anyone have a Wand of Endure Elements?

Liberty's Edge

F Human Myst. Stranger Gun 4/Bard 2 | HP 38/44 | AC 20; Tch 15; FF 15 | F +4; R +11; W +5 | BAB+5 CMB+5; CMD 19 | Speed 30 ft | Init +4 | +2 Dbl Brl Musket: +11 (1d12+2/20 x4) | Bayonet +5 (1d6) | Perc +9
Skills:
Acrobatics + 13, Craft/Alchemy + 4, Craft/Clothing +4, Intimidate + 11, Knowledge/History +9, Knowledge/All +1, Perception + 9, Perform/Oratory + 12, Stealth +13
GM Engleaktig wrote:
Does anyone have a Wand of Endure Elements?

In post #48 I attempted to purchase one with 2PP when we were doing the equipment. If the purchase was not permissable than I think we are wandless. If that is the case, then Hotspur would agree with Ethendril's original suggestion.

Silver Crusade

OK; it's all good. You have a wand of EE.

Dark Archive

Female Chelaxian Investigator Empiricist 4 | HP 27/27 | AC 18 (22) | T 13 | FF 15 | CMD 17 | Fort +3 | Ref +8 | Will +4 | Init +3 | Perc +11/+12 | Inspiration 3/6

Cornelia would agree with #2, considering she cannot see at all in the dark.

Silver Crusade

OK. You guys make it through the jungle! (No further checks required.)

The mining camp is located in an isolated gorge in the shadow of sheer basalt cliffs. At the entrance to the gorge, everyone make a perception check...

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Liberty's Edge

F Human Myst. Stranger Gun 4/Bard 2 | HP 38/44 | AC 20; Tch 15; FF 15 | F +4; R +11; W +5 | BAB+5 CMB+5; CMD 19 | Speed 30 ft | Init +4 | +2 Dbl Brl Musket: +11 (1d12+2/20 x4) | Bayonet +5 (1d6) | Perc +9
Skills:
Acrobatics + 13, Craft/Alchemy + 4, Craft/Clothing +4, Intimidate + 11, Knowledge/History +9, Knowledge/All +1, Perception + 9, Perform/Oratory + 12, Stealth +13

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

perc: 1d20 + 7 ⇒ (15) + 7 = 22

Dark Archive

Female Chelaxian Investigator Empiricist 4 | HP 27/27 | AC 18 (22) | T 13 | FF 15 | CMD 17 | Fort +3 | Ref +8 | Will +4 | Init +3 | Perc +11/+12 | Inspiration 3/6

Perc: 1d20 + 8 ⇒ (12) + 8 = 20

Sovereign Court

Half-Orc Warpriest Cult Leader 4 HP: 22/22 | AC: 15 | T: 11 | FF: 14 | CMB/CMD: 4/15 | Disguise +7 | Stealth +0 | Sns Mtv +3 Fort: +6 | Ref: +4 | Will: +8 | Init: +1 | Perc: +7 | Climb +4 | Heal +7 | Spellcraft +6 | Job +9 | Survival +3

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

I hate when my bonus is higher than my roll.

Silver Crusade

Most of you can detect the smell of death and decay in the air...

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

I think we are too late... Sir Dydimus says uncharacteristically somber. He moves forward cautiously with the rest of the party, patting Ambrosius reassuringly.

Silver Crusade

As you approach, the smell is overwhelming...

Hexagonal basalt columns scarred by mining tools line the walls of the gorge. The floor of the gorge is a patchwork of scrub grass and leafless vegetation flattened by frequent traffic. Wooden scaffolding, mining equipment, and trampled tents lie abandoned across the camp. Corpses of laborers rent limb from limb lay amidst the camp’s wreckage, and dried blood darkens the rocks. Several banners depicting a golden crown adorn the scaffolding.

It looks like there are... creatures... of some sort hunched over the bodies of the fallen miners. (Knowledge Religion to know more about them.)

You see them. They see you. It's on!

Initiatives:
Cornelia: 1d20 + 3 ⇒ (3) + 3 = 6
Dydimus: 1d20 + 4 ⇒ (14) + 4 = 18
Hotspur: 1d20 + 4 ⇒ (18) + 4 = 22
Ethendril: 1d20 + 1 ⇒ (20) + 1 = 21
Olga: 1d20 + 1 ⇒ (15) + 1 = 16
Festrog: 1d20 + 1 ⇒ (3) + 1 = 4
Zombie: 1d20 + 0 ⇒ (3) + 0 = 3

Sorted Inits:
Hotspur
Ethendril
Dydimus
Olga
Cornelia
Festrog
Zombie

Hotspur is up first!

Battle Map!

Dark Archive

Female Chelaxian Investigator Empiricist 4 | HP 27/27 | AC 18 (22) | T 13 | FF 15 | CMD 17 | Fort +3 | Ref +8 | Will +4 | Init +3 | Perc +11/+12 | Inspiration 3/6

Cornelia wrinkles her nose at the overpowering smell of death, her left eyelid twitching a bit as they make their approach. Her right hand tightens around the handle of her sword cane in an attempt to still the slight tremble. She lets out a gasp when they spot the massacre and the horrible creature...

Knowledge: Religion: 1d20 + 1d6 + 7 ⇒ (10) + (3) + 7 = 20

I'll post Cornelia's actions when we get to her initiative position, but I figure I'd go ahead and roll my religion check now. That way she can react to anything she might know when it comes her turn.

Silver Crusade

Two dozen corpses lie scattered across the camp. The tent has collapsed, and the wreckage acts as difficult terrain.

Cornelia easily recognizes 1 festrog and 1 zombie from her recent adventure in the Godsmouth Ossuary. She knows: zombies are slow, and festrogs are fast. It looks like the miners were killed by something (you know not what) first. Then, their decaying corpses attracted the attention of a wandering festrog. One of the dead miners has spontaneously risen as a zombie due to the festrog's feeding.

Hotspur is first in initiative!

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

Without hesitation, Ethendril moves to protect his less martial-oriented companions. However, the distraction and stench of the carnage causes him to lose his focus, and he slips in some gore while moving to the attack.

Greatsword Power Attack: 1d20 + 6 ⇒ (1) + 6 = 7 for damage: 2d6 + 9 ⇒ (5, 1) + 9 = 15

Liberty's Edge

F Human Myst. Stranger Gun 4/Bard 2 | HP 38/44 | AC 20; Tch 15; FF 15 | F +4; R +11; W +5 | BAB+5 CMB+5; CMD 19 | Speed 30 ft | Init +4 | +2 Dbl Brl Musket: +11 (1d12+2/20 x4) | Bayonet +5 (1d6) | Perc +9
Skills:
Acrobatics + 13, Craft/Alchemy + 4, Craft/Clothing +4, Intimidate + 11, Knowledge/History +9, Knowledge/All +1, Perception + 9, Perform/Oratory + 12, Stealth +13

Hotspur is shocked by the scene, but gives herself no time to think about it now. She aims her musket toward the larger of the two shambling creatures and fires one barrel...

Firing at the one whose picture tile has the hat and is near the campfire -- not 100% sure which creature type he is.

Point Blank Shot: 1d20 + 7 ⇒ (18) + 7 = 25 to touch AC.
Damage: 1d12 + 1 ⇒ (1) + 1 = 2

"I think that just made it angry..."

Silver Crusade

Hotspur fires a shot and draws first blood! Bang! A sticky, dark-colored goo exits from the wound like rotten molasses.

The paladin of Iomedae bravely follows his order's mantra: "First into battle. Last to leave battle." Sadly, Ethendril slips on the goop that spurted from the undead thing's wound.

Sorted Inits:
Hotspur
Ethendril
Dydimus
Olga
Cornelia
Festrog
Zombie (2 HP damage)

Dydimus is up! Olga is on deck. Cornelia is after that.

Battle Map!

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Scared by the loud noise and the icky smell Ambrosius wisely decides that this not the place to be and quickly attempts to flee and hide. Sir Dydimus tries to hope off his mount before he to is forced to leave the battle.

Quickly hoping off the halfling calls after his furry friend. Ambrosius! The battle is this way! Get back here right now! Throwing his hands in the air he charges into battle drawing his sword. Ha!Ha! Vile creature you have met your match! Fear not friends we shall be victorious against these beasts and the story or our bravery will ring though the halls of every Lodge from here to the icy north!
Thanks (hopefully) to his new flashy boots he deftly dodges around the monster battling Ethendril setting up a flank with the paladin.

Ride: 1d20 + 8 ⇒ (20) + 8 = 28 Quick Dismount DC 20
Well kind of a waste of a 20 but it gets the job done.
Swift action to dismout
Move and draw
Acrobatics: 1d20 + 15 ⇒ (2) + 15 = 17 to avoid AoO
Standard to start Inspire Courage!
+1 competence bonus on Attack and Damage Rolls;
+1 moral bonus on Saves vs. Fear & Charms

Silver Crusade

Dydimus scoots around to the other side of the Festrog with style while his mount retreats covers the party from attacks from behind!

I would have said "with panache" but that means something specific nowadays...

Olga is up! Cornelia is on deck. The undead go after that.

Sovereign Court

Half-Orc Warpriest Cult Leader 4 HP: 22/22 | AC: 15 | T: 11 | FF: 14 | CMB/CMD: 4/15 | Disguise +7 | Stealth +0 | Sns Mtv +3 Fort: +6 | Ref: +4 | Will: +8 | Init: +1 | Perc: +7 | Climb +4 | Heal +7 | Spellcraft +6 | Job +9 | Survival +3

Olga will move up to the one that Ethendril and Dydimus are flanking, and add her

mwk cold iron greataxe: 1d20 + 4 ⇒ (18) + 4 = 22 to the fray for a solid 1d12 + 3 ⇒ (9) + 3 = 12 points of damage.

Silver Crusade

Olga obliterates the festrog with a single blow!!!

The Zombie moves up to Olga. Since there's difficult terrain, it cannot attack. The party is up!!!

Liberty's Edge

F Human Myst. Stranger Gun 4/Bard 2 | HP 38/44 | AC 20; Tch 15; FF 15 | F +4; R +11; W +5 | BAB+5 CMB+5; CMD 19 | Speed 30 ft | Init +4 | +2 Dbl Brl Musket: +11 (1d12+2/20 x4) | Bayonet +5 (1d6) | Perc +9
Skills:
Acrobatics + 13, Craft/Alchemy + 4, Craft/Clothing +4, Intimidate + 11, Knowledge/History +9, Knowledge/All +1, Perception + 9, Perform/Oratory + 12, Stealth +13

Hotspur reloads (Move action) and takes aim. Her shot will need to pass between her friends to hit the zombie. She shakes her head slightly and tries to steady her breathing before squeezing the trigger...

Shooting into melee: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
Damage: 1d12 + 1 ⇒ (8) + 1 = 9

Ammo: 25 cartridges remaining

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Well Stuck Olga! These monsters do not stand a chance against our Might! Rue the day you crosses our path feral beast! Dydimus cries as he darts around the monster to set up another flank, slashing at the beast as he goes!
Continue to Inspire courage!
Aid Attack: 1d20 + 8 ⇒ (8) + 8 = 16 for Ethendril
Acrobatics to avoid AoO: 1d20 + 15 ⇒ (13) + 15 = 28
@Ethendril,
5ft step up and you get
+7 to hit and +1 damage from Sir Dydimus!

Dark Archive

Female Chelaxian Investigator Empiricist 4 | HP 27/27 | AC 18 (22) | T 13 | FF 15 | CMD 17 | Fort +3 | Ref +8 | Will +4 | Init +3 | Perc +11/+12 | Inspiration 3/6

Round 1

Cornelia will examine the nearby cage to determine if it is sturdy enough to stand upon. If so, she will attempt to leap up atop the cage in front of her to get a better vantage point of the battlefield.

Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20

Silver Crusade

Cornelia deftly leaps atop the nearby cage, distracting the enemy. Hotspur obliterates the zombie! Combat over!

And I forgot to make Olga roll a Fort save: Fortitude: 1d20 + 5 ⇒ (18) + 5 = 23

When the Warpriest slays the festrog, she slashes through one of it's pustules. Diseased, necrotic goop splashes all over her. She starts to feel a bit ill, but manages to fight off the effects.

Dark Archive

Female Chelaxian Investigator Empiricist 4 | HP 27/27 | AC 18 (22) | T 13 | FF 15 | CMD 17 | Fort +3 | Ref +8 | Will +4 | Init +3 | Perc +11/+12 | Inspiration 3/6

Cornelia takes a moment to use her higher vantage point to look out over the rest of the camp that she can for any signs of movement or life...

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

101 to 150 of 949 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PFS: #6-12: Scions of the Sky Key, Part 1: On Sharrowsmith's Trail All Messageboards

Want to post a reply? Sign in.