[PFS_Aerondor] 00-03 - Murder on the Silken Caravan [Tier 1-2] PbP Gameday 4 (Inactive)

Game Master Aerondor

PbP Game Day Four

Map

Init:

[dice=Audyn]1d20+6[/dice]
[dice=Luralee]1d20+4[/dice]
[dice=Iron Feathers]1d20+2[/dice]
[dice=Parker]1d20+2[/dice]
[dice=Mylitta]1d20+1[/dice]
[dice=Myrd]1d20+1[/dice]
[dice=baddies]1d20+0[/dice]

Chronicles


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Liberty's Edge

M Tengu Invulnerable Rager (Barb-Unch) 3/Unbreakable (Fighter) 1 HP: 43/43 AC:19 Touch: 13 FF: 16 F/R/W: +8/+4/+4 CMD: 19 Percep: +10 Init: +2 Rage: 13/13

Will save: 1d20 + 3 ⇒ (10) + 3 = 13

Whew!

The tengu wastes no time nipping and clawing the strange priest.

Bite @ priest: 1d20 + 6 ⇒ (13) + 6 = 19
Damage on hit: 1d3 + 3 ⇒ (1) + 3 = 4

Claw @ priest: 1d20 + 6 ⇒ (3) + 6 = 9
Damage on hit: 1d3 + 3 ⇒ (3) + 3 = 6

Claw @ priest: 1d20 + 6 ⇒ (6) + 6 = 12
Damage on hit: 1d3 + 3 ⇒ (3) + 3 = 6

Lantern Lodge

Silent tide map

And two more fort saves for Iron Claw please

Status, bold may post:
Parker (mage armor)
Luralee
Myrd
Audyn

Lepers
Red Shaken for 4 rounds
Blue Shaken for 4 rounds
Green Shaken for 4 rounds
Priest 21 damage; bleed 1; Shaken for 3 rounds
Iron Feathers - Two fort saves required.

Liberty's Edge

M Tengu Invulnerable Rager (Barb-Unch) 3/Unbreakable (Fighter) 1 HP: 43/43 AC:19 Touch: 13 FF: 16 F/R/W: +8/+4/+4 CMD: 19 Percep: +10 Init: +2 Rage: 13/13

Two hits? shocking!

Fort 1: 1d20 + 8 + 3 ⇒ (1) + 8 + 3 = 12
Bah, using my GenCon shirt reroll on that. I can send a pic of me in it if you want the proof :)

Reroll for Fort 1: 1d20 + 8 + 3 + 5 ⇒ (12) + 8 + 3 + 5 = 28

Fort 2: 1d20 + 8 + 3 ⇒ (9) + 8 + 3 = 20

Sovereign Court

Male Human Swashbuckler (inspired blade) 1 / Investigator (Mastermind) 1; HP 17/17; AC 18,14,14; Fort +1, Ref +8, Will +2; Init +6; Perception +5

Audyn nimbly dances up behind the sickly man and thrusts with his rapier, attempting to "disarm" the leper. "Keep your hands to yourselves, you filthy vagrants!"

Rapier attack: 1d20 + 9 ⇒ (14) + 9 = 23
Rapier damage: 1d6 + 4 ⇒ (4) + 4 = 8

Lantern Lodge

Silent tide map

The leper in blue rags goes down!

Status, bold may post:
Parker (mage armor)
Luralee
Myrd

Lepers
Red Shaken for 3 rounds
Blue Shaken for 3 rounds
Green Shaken for 3 rounds
Priest 21 damage; bleed 1; Shaken for 2 rounds
Iron Feathers
Audyn

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Myrd moves into the room and casts a spell at the priest and the leper in the green outfit

Colorspray, DC14

Lantern Lodge

Silent tide map

will dc 14: 2d20 ⇒ (5, 1) = 6
Both clutch their eyes, the leper falling to the ground.

Lantern Lodge

Silent tide map

Status, bold may post:
Parker (mage armor)
Luralee

Lepers
Red Shaken for 3 rounds
Blue Shaken for 3 rounds
Green Shaken for 3 rounds ; unconscious 2d4 ⇒ (3, 2) = 5
Priest 21 damage; bleed 1; Shaken for 2 rounds ; blind & stunned for 1d4 ⇒ 4; stunned 1;
Iron Feathers
Audyn
Myrd

Grand Lodge

Female
ATK:
Melee: +1 adamantine flambard +10/+5 | 1d10+14
Half Orc
Skills:
//Nature+7/Spellcraft+4/Heal+2/SM+2/Survival+8
Druid 6 | Ranger2 (HP:61/61)(AC: 21 FF: 19T: 14)(F: +14/ R: +11 W: +12)(Init: +3)(Perception: +9)

Luralee moves closer to engage anyone hostile still unsure if all the mourners are evil or just the head guy.

Dark Archive

Male Human Sorcerer(Arcane) 2
Stats:
[HP:16/16][AC:13, FF 12, Touch 11] [F+2;R+2;W+2] [CMB -1; CMD 11] [Perception -1, Initiative +2]

Parker pulls his thumbs from his coat pocket and aims his finger at the red leper. "I hate it when folk can't seem to reach a reasonable conclusion, don'tcha?", as he fires a snowball at the man.

Touch attack: 1d20 + 3 ⇒ (19) + 3 = 22 Don't know if any cover or melee penalties apply, please apply for me. Sorry abot that, again.

Damage: 4d6 ⇒ (2, 6, 4, 6) = 18

A massive shard of ice flies, coalescing from around his finger, and stabs deeply into the leper's chest, as Parker blows off a trail of frozen breath from his finger.

Lantern Lodge

Silent tide map

The red leper freezes in place. Snap frozen to be precise.

Given blue is dead and the other two stunned and bleeding or unconscious, you can kill them easily... if you are willing to have that on your conscience. Otherwise tying them up (but that would mean more contact...)

Combat effectively over

Sovereign Court

Male Human Swashbuckler (inspired blade) 1 / Investigator (Mastermind) 1; HP 17/17; AC 18,14,14; Fort +1, Ref +8, Will +2; Init +6; Perception +5

Audyn tries to force them to surrender.

Intimidate: 1d20 + 6 ⇒ (20) + 6 = 26

Lantern Lodge

Silent tide map

The priest just mutters curses at Audyn. Some fanatic probably. Really, priests should know when they are beat.

Grand Lodge

Female
ATK:
Melee: +1 adamantine flambard +10/+5 | 1d10+14
Half Orc
Skills:
//Nature+7/Spellcraft+4/Heal+2/SM+2/Survival+8
Druid 6 | Ranger2 (HP:61/61)(AC: 21 FF: 19T: 14)(F: +14/ R: +11 W: +12)(Init: +3)(Perception: +9)

"What just happened?"Luralee asks her companions. "I step out for a second and a brawl erupts inside."

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

"Let's tie them up and get out of here as soon as possible. What an ominous way to start a journey like this."

Dark Archive

Male Human Sorcerer(Arcane) 2
Stats:
[HP:16/16][AC:13, FF 12, Touch 11] [F+2;R+2;W+2] [CMB -1; CMD 11] [Perception -1, Initiative +2]

Parker takes a couple of steps back, takes his hat, which had fallen off in the ruckus, dusts it off, and puts it back on. "I'm guessin' we got into one o' 'em cultural disagreements. But, we was s'posed to be 'ere to pick the Captin up.", he says, staring at the lepers. "An', I ain't a culture guide, but I don' see how anyone would put lepers in charge o' funerals. Someone know more 'bout the folks in these parts?", he asks, looking around the room. "'Cause, if this is one o' them dangerous adventures, I'm 'bout to be very inquisitive of our glorious leaders in the future.", he finishes with a grin.

He claps his hands together. "Right, folk. Get that body movin', and get outta town faster than a magic bean salesman. Don' real wanna get bogged down with the guard. Unlikeable characters, all o' em.", he says, as he points his fingers at the lepers. "Now, we gon' move the man from 'ere, gon' be done with the matter, and y'all go to the library and learn what 'Nirmathan Hospitality' means.", he says with a wink.

Lantern Lodge

Silent tide map

The body is easy to locate. The next step however may be a little harder. The Society made arrangements for camels for each of you, and another for the body. Along with the camels are water and food. However the Silken route is across a sandy desert, and you will need to locate a caravan to join...

Luckily, again the local Society representative points you to the master of a caravan that is due to depart the next day. This particular caravan is run by a dark skinned beauty by the name of Jamila al-Shafah. Dressed in traditional garb, but of exquisite cut and of lovely silks, she cuts quite a striking figure.

Near her are three other people who will be in her silken caravan, an older Taldan gentleman wearing a knights armor; A souk merchant from Katheer and a water merchant from Osirion.

random: 1d20 ⇒ 6

Sovereign Court

Male Human Swashbuckler (inspired blade) 1 / Investigator (Mastermind) 1; HP 17/17; AC 18,14,14; Fort +1, Ref +8, Will +2; Init +6; Perception +5

"I suggest we introduce ourselves at the earliest convenience. Does anything else need to be done to prepare the body before we depart?"

Lantern Lodge

Silent tide map

To Audyn's untrained eye, it appears the body is ready for departure.

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

"Well met to you all, I am Myrd Sharpclaw, Minkaian diplomat and explorer. I am certain we will get along splendidly on this journey. Thank you miss al-Shafah for letting us join your caravan."

Grand Lodge

Female
ATK:
Melee: +1 adamantine flambard +10/+5 | 1d10+14
Half Orc
Skills:
//Nature+7/Spellcraft+4/Heal+2/SM+2/Survival+8
Druid 6 | Ranger2 (HP:61/61)(AC: 21 FF: 19T: 14)(F: +14/ R: +11 W: +12)(Init: +3)(Perception: +9)

Luralee will look to the camels while the charismatic members are introducing themselves.

Lantern Lodge

Silent tide map

"I have not, yet" says the green eyed beauty.

"More people is more danger, why should I let you join us?"

Diplomacy may be helpful here

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Whoops!

"My apologies lady al-Shafah! Audyn and Iron feathers are accomplished warriors while Luralee here" he points to the half-orc "has her way with animals. Parker and myself have a way with magics. We are very capable of defending ourselves and others when necessary. However since we do not know our way through the desert we prefer to join an caravan instead of striking out of our own."

Diplomacy: 1d20 + 12 ⇒ (13) + 12 = 25

Lantern Lodge

Silent tide map

"And why are you seeking the silk road, Myrd Sharpclaw?" she asks, somewhat impressed with the Tengu diplomat.

Sovereign Court

Male Human Swashbuckler (inspired blade) 1 / Investigator (Mastermind) 1; HP 17/17; AC 18,14,14; Fort +1, Ref +8, Will +2; Init +6; Perception +5

Audyn speaks up, "Oh, I wouldn't call myself a warrior, just an able body with a blade and the knowledge on how to use it properly." He winks at Jamila playfully, harmlessly.

Aid another Diplomacy for Myrd: 1d20 + 8 ⇒ (16) + 8 = 24

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Myrd wrecks his brains a while to see if he remembers what people here think should be done with bodies of the dead.
Knowledge Local: 1d20 + 7 ⇒ (7) + 7 = 14

"We want to honor one of the finest men Lopul has known. Targos Min-Katheer last wishes were simple: he wanted his mortal remains to take one last trip along the Silken Way to his home city of Katheer, there to rest with his ancestors. We are to carry out his last wishes. I do hope that you have no issue with that."

it is at times like these that I wish I knew more...
Another Diplo if needed: 1d20 + 12 ⇒ (11) + 12 = 23

Lantern Lodge

Silent tide map

AT the words of Myrd and Audyn Jamila nods.

"That is right and proper"
random: 2d20 ⇒ (17, 2) = 19

Audyn:
She seemed interested when you noted your mission. It certainly help change her attitude to your joining her caravan.

She introduces you to the other people.

"The Taldan man is Gaspar du Mer, a weapons trader" he stands and bows stiffly in his armor. He strokes his moustache and twirls the handlebars. An aging man, he has five camels with bundles of exotic surved swords and daggers.

She points to the next. "Mahmoud, a souk merchant from Katheer. Partner of Gaspar." The man rises and doffs his Fez.

Lastly she comes to the third man "Hokama" she says "A water merchant from ancient Osirion." He has three camels, two drovers and a slave boy with him. Upon his camels are lots of water skins and dowsing rods.

She turns to the group. "We leave at dawn. I suggest you dress for the weather. It'll be hot"

You'll be making a LOT of fort saves against heat. Armor or heavy clothes gives a -4 penalty. Hot weather outfits are strongly recommended. Please ensure your stat blocks are correct for the armor you are choosing to wear

Let me know if you want to make any last preparations before meeting at the gate before dawn.

Dark Archive

Male Human Sorcerer(Arcane) 2
Stats:
[HP:16/16][AC:13, FF 12, Touch 11] [F+2;R+2;W+2] [CMB -1; CMD 11] [Perception -1, Initiative +2]

Parker grins as he sees the caravan leader. Taking a spot next to Myrd, he smiles at Jamila and takes his hat off in a deep bow. "Pleased t'meet'cha, miss. What my friends are sayin', if you don' mind me interruptin', is that we are damn good folk on a noble mission, an' we are fully competent ta deal with all dangers we may bring onboard.", he says, flashing a smile.

Aid Another in Diplomacy: 1d20 + 12 ⇒ (4) + 12 = 16

Parker will buy a hot weather outfit.

He nods as the people are introduced. "I'm sure we're gonna be enjoyin' the company in the desert, gentlemen.", he gives the men a nod. "We got mounts of our own folk? D'ya want me to sell you one?", he says as he leaves, snapping his fingers. A brief moment later, a fully equipped horse appears, and whinnies. He gives Myrd a wink, and says in a serious voice, "No refunds. All sales are final.", before chuckling at his own joke.

Parker's casting Mount, which at his level lasts for 4 hours. I'll pass on buying a camel, unless the GM says that horses can't travel the desert, mostly because it's out of character.

Sovereign Court

Male Human Swashbuckler (inspired blade) 1 / Investigator (Mastermind) 1; HP 17/17; AC 18,14,14; Fort +1, Ref +8, Will +2; Init +6; Perception +5

A hot weather outfit would be a good idea, but Audyn is broke. He'll go sans-armor for the trip, though.

"I don't know what you've heard about our mission, madam. We're tasked with escorting the body of an old associate to his final resting place. I hope that's not too morbid for you."

Lantern Lodge

Silent tide map

Camels are provided. Mount won't really last long enough unless you cast it at least twice a day. Your call on that.

Audyn detects a bit of a tear in Jamila's eye "No. Paying ones respects to the departed is a joy as well as a duty."

She gives George a cute nod as Parker works his tricks. "Does it come with its own water? Magical mounts that don't require water could be useful..." she finally admits.

You do know a hot weather outfit is only 8gp? I'm happy to advance you from your day job for the purchase if you are really that skint.

Sovereign Court

Male Human Swashbuckler (inspired blade) 1 / Investigator (Mastermind) 1; HP 17/17; AC 18,14,14; Fort +1, Ref +8, Will +2; Init +6; Perception +5
GM Aerondor wrote:
You do know a hot weather outfit is only 8gp? I'm happy to advance you from your day job for the purchase if you are really that skint.

Most gracious of you, thanks! Audyn was down to 3 gp after buying a selection of masterwork gear. I'll make the appropriate IOU on my character sheet.

Grand Lodge

Female
ATK:
Melee: +1 adamantine flambard +10/+5 | 1d10+14
Half Orc
Skills:
//Nature+7/Spellcraft+4/Heal+2/SM+2/Survival+8
Druid 6 | Ranger2 (HP:61/61)(AC: 21 FF: 19T: 14)(F: +14/ R: +11 W: +12)(Init: +3)(Perception: +9)

Luralee also purchases a hot weather set of clothes.

Luralee spends her remaining time packing up and prepping for the trip. Having never see a sandy desert such as this she is fascinated.

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Explorer's Endurance Boon

"I think I will be fine in the desert. Well met gentlemen"

GM:
In the evenings Myrd talks to the others, including the caravan leader to try to determine if any of them are a "aristocrat, noble, ambassador, or similar figure". If any of them is such a figure he will try to coerce them to join the Sovereign Court, preferably without anyone else noticing.

Diplomacy take 10 DC 14+2+3+3 = 22: 10 + 12 = 22

Liberty's Edge

M Tengu Invulnerable Rager (Barb-Unch) 3/Unbreakable (Fighter) 1 HP: 43/43 AC:19 Touch: 13 FF: 16 F/R/W: +8/+4/+4 CMD: 19 Percep: +10 Init: +2 Rage: 13/13

Iron Feathers also gets a set of hot weather gear, although he keeps his armor. "I have trained to resist the harshness of the elements.", if anyone comments on his keeping of metal breastplate.

Endurance provides a +4 bonus, which will negate the armor penalty. With the outfit, I'll be at +10 for hot weather checks.

Lantern Lodge

Silent tide map

Nice boon Myrd.

Before dawn the pathfinder team and their camels, equipment, water and the captains body join the rest of the caravan.

Someone once said deserts are hot, but this doesn't feel hot. Those how bought hot weather outfits wonder if they should really be wearing something more substantial. Its freezing. Teeth chatter and the stars glimmer overhead.

Moving is good as it actually gets your muscles going and provides a little warming. And after an hour the sun rises. The first hour or so is not too bad, but then it starts to get hot. And then it gets hotter. Finally you think it must get hottest, but it seems someone forgot the hottest setting as the temperature continues to rise.

random: 1d8 ⇒ 1

Around midday Jamila calls a halt and tents are put up. Everyone thankfully retires to the shade within to rest out the worst of the afternoons heat.

Okay, the mechanics here are four fort DC 15,16,17 and 18 checks against heat, for each failure you take 1d4 non lethal damage. But you'd be healing that during your afternoons rest, so there is not a lot of need for it yet.

It seems that Jamila is as merciless as the sun, for mid afternoon she drives you all back into the blistering sunlight and heat to repeat the process all over again.

random: 1d8 ⇒ 3
And once again, the process is the same, but as nothing happens, I don't see a lot of need in making you roll dice for the sake of it.

That evening it is a tired and thirsty group of Pathfinders and merchants who set up their tents. Apart from Myrd. He seems to find the heat, if not comfortable, at least nothing like as difficult as the others. Something about it being "dry heat" and "this is nothing compared to the jungle."
random: 1d8 ⇒ 6

Anything special you want to do over night?

Liberty's Edge

M Tengu Invulnerable Rager (Barb-Unch) 3/Unbreakable (Fighter) 1 HP: 43/43 AC:19 Touch: 13 FF: 16 F/R/W: +8/+4/+4 CMD: 19 Percep: +10 Init: +2 Rage: 13/13

Although miserable, Iron Feathers endures the hellish heat. What warrior would I be to submit to nothing but hot air?!, he thinks to himself.

At evening's rest, he drinks his fill of water, then then checks with the others to make sure they are ok. He then uses some survival skills to use a dual-layer of cloth to trap morning dew to collect some extra water.

Survival: 1d20 + 5 ⇒ (8) + 5 = 13

Of course, it is his first attempt at doing so, the forested homeland he hails from more lush than the arid conditions he is currently traveling in...

Iron Feathers sticks with Myrd, finding some solace with another tengu and one more sociable than he. "You do well in this heat, quite admirable."

Finally, he goes to Jamila and asks, "Are there any dangers in the sand that may attack us during travel? I wish to be prepared appropriately if need be."

Grand Lodge

Female
ATK:
Melee: +1 adamantine flambard +10/+5 | 1d10+14
Half Orc
Skills:
//Nature+7/Spellcraft+4/Heal+2/SM+2/Survival+8
Druid 6 | Ranger2 (HP:61/61)(AC: 21 FF: 19T: 14)(F: +14/ R: +11 W: +12)(Init: +3)(Perception: +9)

morning
FORT vs 15: 1d20 + 5 ⇒ (16) + 5 = 21
FORT vs 16: 1d20 + 5 ⇒ (16) + 5 = 21
FORT vs 17: 1d20 + 5 ⇒ (11) + 5 = 161d4 ⇒ 2
FORT vs 18: 1d20 + 5 ⇒ (12) + 5 = 171d4 ⇒ 2

afternoon
FORT vs 15: 1d20 + 5 ⇒ (6) + 5 = 111d4 ⇒ 2
FORT vs 16: 1d20 + 5 ⇒ (9) + 5 = 141d4 ⇒ 3
FORT vs 17: 1d20 + 5 ⇒ (5) + 5 = 101d4 ⇒ 1
FORT vs 18: 1d20 + 5 ⇒ (7) + 5 = 121d4 ⇒ 3

Totally unprepared for the conditions, even with the hot weather gear, Luralee toughens out the morning journey and then suffers miserably through the afternoon journey.

At nighttime she asks "How many more days of this?"

she will replace Detect Poison for Create Water and Longstrider for Endure Elements if the journey lasts another day.

Lantern Lodge

Silent tide map

"Three more days" says Jamila with a cheerful face.

"They say the first day is the worst, just getting used to the heat."

She then shakes her head.

"But don't believe Them. Ever."

To Iron Feathers she looks with interest "The desert has many threats, not just water or getting lost. Raiders, scorpions, quick sand. The heat could drive one of us mad. One must be on watch all the time."

Sovereign Court

Male Human Swashbuckler (inspired blade) 1 / Investigator (Mastermind) 1; HP 17/17; AC 18,14,14; Fort +1, Ref +8, Will +2; Init +6; Perception +5

"Surely we'll find our way with your expert guidance," Audyn says, grinning at her slyly.

Lantern Lodge

Silent tide map

"Yes, with my expert guidance, you need fear nothing other than a sunburn on your smooth face Audyn. Or a raiders arrow. With so many of us, we make a bit more of a mess when passing. Our dust trail can be seen for miles."

She looks with some concern at the trail left behind the group as the evening closes around the camp site, eventually bringing relief from the baking heat..

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

"Thank you Iron Feathers, it is all a trick of the mind. Although I must say that that trip into Sargaava really taught me how to deal with the heat. Did I tell you about that trip? Most scary part of it was that huge dinosaur that wanted to eat us."

In the evening Myrd sits with the Taldan gentleman "Sir, have you been to Kathapeer before? Can you tell me what to expect there?". He will also try to find out more about the man asking at some point in the conversation. "du Mer, isn't that a noble's name?"

Lantern Lodge

Silent tide map

Gasper nods "It is, but I'm a younger son or a younger son, so apart from my name - I'm a self made man." He twirls his mustache and looks pretty pleased with himself.

"As for Kathapeer... it is large, a good place for trade, all the more so because it can be hard to get to. They always need more weapons!"

And so the night passes without incident, apart from pleasant conversation

random: 1d8 ⇒ 5
The next morning, as promised is more of the same. By midday even Gaspar, who refuses to take off his armor and looks rather uncomfortable in it, is pleased for a rest in the tents. Again the rest is all too short, but enough to recover from your worst exertions.

random: 1d8 ⇒ 2

It is an hour after the midday break, when the group gets their first relief. A small gust of wind breaks the monotonous heat. Rather than feeling glad, Jamila looks worried, as clouds start to gather and then sweep across the desert. A sand storm is coming...

Within minutes visibility is close on zero. The pathfinder team huddles together, trying to keep the water sellers camel in sight...

Survival checks from everyone please, and the first afternoon fort save. DC15

Liberty's Edge

M Tengu Invulnerable Rager (Barb-Unch) 3/Unbreakable (Fighter) 1 HP: 43/43 AC:19 Touch: 13 FF: 16 F/R/W: +8/+4/+4 CMD: 19 Percep: +10 Init: +2 Rage: 13/13

Survival: 1d20 + 5 ⇒ (2) + 5 = 7
Fort: 1d20 + 10 ⇒ (6) + 10 = 16

Iron Feathers tries to keep sight of the situation, but cannot keep track of things in the damned wind.

Sovereign Court

Male Human Swashbuckler (inspired blade) 1 / Investigator (Mastermind) 1; HP 17/17; AC 18,14,14; Fort +1, Ref +8, Will +2; Init +6; Perception +5

Survival: 1d20 ⇒ 12
Fortitude save: 1d20 + 3 ⇒ (5) + 3 = 8

Audyn does not seem to be taking very well to the desert. He coughs up sand as he tries to keep his face covered.

Man, I roll up a charisma-based swashbuckler and his first two adventures are jungle and desert expeditions. How about a nice city adventure with lots of dueling next?

Liberty's Edge

M Tengu Invulnerable Rager (Barb-Unch) 3/Unbreakable (Fighter) 1 HP: 43/43 AC:19 Touch: 13 FF: 16 F/R/W: +8/+4/+4 CMD: 19 Percep: +10 Init: +2 Rage: 13/13

With darkness, right? :P

Dark Archive

Male Human Sorcerer(Arcane) 2
Stats:
[HP:16/16][AC:13, FF 12, Touch 11] [F+2;R+2;W+2] [CMB -1; CMD 11] [Perception -1, Initiative +2]

G%&~!*nit, I just lost 30 minutes of a post because my phone froze.

8d20 + 5d4 ⇒ (6, 19, 8, 14, 6, 4, 9, 20) + (1, 3, 4, 3, 3) = 100 Parker got hot weather clothing, for a +6 on Fort.

I dunno, folks. Ma pa always used t'say that ma ol' ma was one o' them Winter Witches, but 'til t'day, I never believed the ol' rattlesnake. But I'm feelin' like I'm meltin'!", says Parker to his listeners when the night finally settles.

Fort: 1d20 + 6 ⇒ (14) + 6 = 20
survival: 1d20 - 1 ⇒ (12) - 1 = 11

Grand Lodge

Female
ATK:
Melee: +1 adamantine flambard +10/+5 | 1d10+14
Half Orc
Skills:
//Nature+7/Spellcraft+4/Heal+2/SM+2/Survival+8
Druid 6 | Ranger2 (HP:61/61)(AC: 21 FF: 19T: 14)(F: +14/ R: +11 W: +12)(Init: +3)(Perception: +9)

Survival: 1d20 + 9 ⇒ (20) + 9 = 29
Luralee takes the appropriate measures to protect herself from the swirling sands. Then she looks after her teammates to see if they need assistance auto assist on Survival
Does Luralee need to have FORT checks due to heat is casting Endure Elements each day?

Lantern Lodge

Silent tide map

Those with endure elements on, just say that in lieu of making a heat based fort save.

Luralee manages to keep the group together. After a few minutes he catches sight of Hokama.

You are able to draw nearer to the water seller’s camels during a slight lull in the storm. A cry from the merchant’s young slave rings out as he points into the blowing sand where several humanoid creatures approach, most smaller than humans and all muffled in heavy robes. Each stranger’s head has a great helm wrapped in keffiyehs, and each faceplate has only a small eye slit to keep out the fury of the storm. Each holds a curved sword, and it is clear they are converging on your position!

Status, bold may post:
Parker
Luralee (endure elements)
Iron Feathers
Audyn NL damage: 1d4 ⇒ 3
Myrd (Fort DC 15 save required for heat)

Bandits!

Sovereign Court

Male Human Swashbuckler (inspired blade) 1 / Investigator (Mastermind) 1; HP 17/17; AC 18,14,14; Fort +1, Ref +8, Will +2; Init +6; Perception +5

Audyn's frustration with wilderness survival gets the better of him. His rapier held high, he roars, "Step any closer and you'll soon find that this storm pales compared to our fury!"

Intimidate (Dazzling Display): 1d20 + 6 ⇒ (5) + 6 = 11

Grand Lodge

Female
ATK:
Melee: +1 adamantine flambard +10/+5 | 1d10+14
Half Orc
Skills:
//Nature+7/Spellcraft+4/Heal+2/SM+2/Survival+8
Druid 6 | Ranger2 (HP:61/61)(AC: 21 FF: 19T: 14)(F: +14/ R: +11 W: +12)(Init: +3)(Perception: +9)

"Maybe someone with social skills can avoid this impending fight by conversing with them, if not then all you tuff men can handle this, I will back you up as I can."

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