GM Derek W |
@Skug - I am definitely getting the impression that these 2 barbarians might need a short leash! But it's been great seeing you two interact so far. And thanks for the baobab trivia - I should probably look up photo or something.
@Iso - given that you're probably the 2nd Kellid man with tattoos that they've seen in months, it probably still counts as rare.
@Belvica - I was giving you credit in advance for your Knowledge Nature roll. The one in your last post nails it too.
"Well friend" says a man to Iso, "we don't see folks from your parts too much. But that strange feller was asking about the same chap as you."
Stuff: 2d4 ⇒ (2, 4) = 6
Belvica leads the way with her ranger skills, with assistance from Iso. Her knowledge of the natural world also helps the search. After a little over 2 hours of walking through the dense jungle surrounding the city, the group spots the tree.
You find your selves just across a narrow river from the tree. The clean waters of the Vanji tributary have attracted a mated pair of hippopotami who are busy enjoying a meal and cooling off from the harsh sun.
I will try to get the map up tonight.
Iso Soturi |
"Iso thinks Hippopotamus has right idea. Shade is good. But Iso does not like river. River full of water, and make strong men sick. Iso look for other way across river."
And so he does, maybe a tree that could be felled?
Mavarion |
"Majestic creatures, those," Mavarion comments. "Never seen one up close, but I heard a few were used during the attack on Skyreach by the Shadow Lodge. Quite the story, that."
Turning to register Iso's idea, he flexes his mind in a way almost impossible to describe to one who does not have similar abilities. Reaching out, he uproots a few small trees assuming there are any that weigh 3.5 tons or less and neatly stacks them into a rudimentary thatched bridge. "Was that what you had in mind?"
Iso Soturi |
Iso looks at his axe, at the newly made bridge and then at his axe again.
"Iso has not seen such wanton destruction of nature before. Mavarion is most impressive."
He trims a few branches for aesthetic purposes, and then proceeds across the makeshift bridge.
Mylvwara Elberion |
Mylvwara decides not to risk crossing and instead watches from the side of the 'bridge'
I could just have summoned a creature to fetch that. Impressive spell however.
Van Potter |
A little morose from being out in the jungle again, Van mostly keeps to himself on the journey out of the city. Although when Mavarion quickly makes a bridge simply by concentrating, the gnome is suitably impressed, "Cool trick, my man, cool trick."
Iso Soturi |
Iso nods knowingly to himself at Skug's comments and decides, perhaps for the first time in his life, that discretion truly is the best path this time.
"Iso's axe is very powerful."
Skug |
Skug stares at the axe for a moment, eyes glazed. Then, perhaps for the first time in his life, Skug links two thoughts together, "Axe make Iso strong. Skug make flail strong. Iso need axe. Skug need just Skug!"
Hearing Belvica's warning, Skug shouts over an offer of help, "Dwarf no fear. Skug make safe."
GM Derek W |
Will 1: 1d20 + 3 ⇒ (6) + 3 = 9
As the party advances, Mavarion's handiwork makes things much easier. Before crossing, Belvica casts her spell. The first hippo is unable to resist the spell's effects and continues to bathe lazily in the river.
The other hippo is angry, but can't easily reach the party due to the bridge blocking things. The group is able to retrieve the root with only a few scrapes, and makes the trek back to the city to continue their assignments.
@Belvica - both hippos had too many HD for your spell to get both. I'm not entirely sure about the weight of the trees, but using class features to solve problems out of combat is something I like to see. Plus I'm on vacation and I don't want to take a ton of time dealing with the map issues for this particular combat, which you'd frankly have no trouble with.
Now back in town, you find a person from the bar who remembers seeing a man matching Rand's description with the other Kellid man they spoke about before.
It's meant to be obvious that the Technic League took him, and they re somewhere in the city. If you want to follow up now, do some more investigating via Diplomacy to locate their hideout. I can tell you that spending some gold will have a mechanical effect here, but I can't give way the amounts needed. But so you don't feel like blowing all your pay, over 200 GP isn't helpful.
Belvica Insnare'ba |
I didn't want to fight them because well, they are minding their own business anyway. Belvica loves killing things and especially people. She being from Mwangi would know how dangerous they are. Pathfinder characters are superhuman to a degree but I think she wouldn't feel above the laws of nature...
Iso Soturi |
Iso looks happy to be back in the sheltered and shaded town again.
"Woods are good. Iso says Ale is even better!"
He does what he can to restore his lost fluids, making somewhat free with his coins as he does so.
Happy to spend 10 gold on drinks, Iso is a friendly type
diplomay(aid): 1d20 - 2 ⇒ (6) - 2 = 4
However he is perhaps a tad vocal in his disapproval of the local brew
"You call this ale? Iso has drunk bears piss that tastes better than this."
As for why he was drinking bears piss, well, perhaps that is a story for another time.
Mavarion |
"Err, yes, what they said. Arvellos Rand is his name," Mavarion adds awkwardly, ordering a drink for himself.
Diplomacy Aid: 1d20 - 3 ⇒ (8) - 3 = 5
Van Potter |
Using his Prestidigitation to juggle colored lights for the entertainment of the bar while his allies throw coin around, Van attempts to survey the crowd to find more information about the missing Rand and/or the location of the Technic League in the city.
Diplomacy + aid: 1d20 + 8 + 6 ⇒ (10) + 8 + 6 = 24
GM Derek W |
Oh yes, you guys are definitely popular now!
The team manages to track down the location of the Technic League's hideout in an old warehouse.
You make your way there, hoping to free your fellow Pathfinder before it's too late...
And that requires a map almost for sure. Since I'm on my phone late at night, that will have to wait until tomorrow, but I may just end up using the snip tool since I have no pdf editor atm.
-Posted with Wayfinder
GM Derek W |
Your questioning takes some additional time.
Time: 1d4 + 1 ⇒ (3) + 1 = 4
Fortunately, your generosity towards those with looser tongues makes your job a bit quicker. After about 2 hours, you find the location and arrive there.
You've spent about 7 hours out of the lodge so far today.
The warehouse sits on the far southwestern outskirts of town along a secluded canal. Its solid 20-foot-high walls contain a few dirt-stained windows facing the eastern waterfront.
Ok, many, many thanks to Skug aka GM Granta for the assist with the tokens. Please line yourselves up and tell me what you'd like to do.
Iso Soturi |
"And Iso is very appreciative of Skug's paying too." says the cheerful barbarian.
"Why don't we knock on the door and say we have a delivery?"
Mavarion |
"S'not a half-bad idea," Mavarion comments. "How likely d'you think they'll be able to see me if I'm cloaked, though? I could go in and case the joint, perhaps."
Van Potter |
"Yeah, maybe we can pretend to have a delivery and Mavarion slips inside. I have a technological gadget that might fool them long enough to open the door."
Iso Soturi |
Iso, surprised at everyone liking one of his suggestions decides to quit while he is ahead. Then changes his mind. "Iso would be very good delivery man. Iso has seen them in Absalom. All the rage, lets little men with lots of coins not to real work."
GM Derek W |
Given how you're positioned, I wasn't quite sure which building you're looking at. I'll assume it's the one you're standing by for now.
Belvica doesn't see anything amiss with the closer building, and the team knocks, posing as deliverymen. After hearing no answer, you find the door unlocked and investigate.
This building has no one inside and no secret trap doors or anything like that. The larger building to the south Yes, north is left on this map. is just a short walk away...
My apologies if my mapping skills were a bit deficient. I put the black rectangle over the building you'll need to invesitgate, but I covered up the main door. Sorry I couldn't do anything about the ominous white dashed lines. If you're planning to take the same approach (posing as delivery people), please just make a perception check as you get close to the door.
Iso Soturi |
Iso picks up Skug and Skug's box.
STR: 1d20 + 6 ⇒ (18) + 6 = 24
"Iso thinks Skug had too much lunch! he laughs. He then puts the orc back down and gets a box of his own to carry.
GM Derek W |
Perception Iso: 1d20 + 8 ⇒ (4) + 8 = 12
Perception Skug: 1d20 - 2 ⇒ (12) - 2 = 10
Perception Belvica: 1d20 + 9 ⇒ (8) + 9 = 17
Perception Mavarion: 1d20 + 13 ⇒ (3) + 13 = 16
Van Potter: 1d20 + 1 ⇒ (8) + 1 = 9
Mylvwara: 1d20 + 10 ⇒ (17) + 10 = 27
Iso and Skug lug an empty crate apiece and lead the group towards the main doors of the larger building.Most of the team notices nothing amiss, except for Mylvwara, whose sharp elven senses spot the faint outline of an alarm trigger about 10' in front of the doors.
Assuming she shares the information, would that change Iso and Skug's actions?
Iso Soturi |
Iso scratches his head.
"Iso wonders why anyone has alarm on main road?
Having met traps before, he puts down the box before triggering the alarm.
"Ah ha. Genius incarnate that is Iso suggests we go around the back!"
Mavarion |
"Phew, glad that went noticed. Mylvwara, can you tell if that is magical or not? If not, I may be able to disarm it."
Van Potter |
Van casts Detect Magic if Mylvwara does not already. If the trap is magical, he offers, "I can try to dispel it, but I'll need about 10 seconds."
Sense Motive: 1d20 - 1 ⇒ (13) - 1 = 12
Iso Soturi |
sense motive: 1d20 + 0 ⇒ (18) + 0 = 18
Iso shakes his head.
"Subtlety!" he waves his finger under Skug's nose.
"Iso is very experienced and thinks caution will find his fellow Khellid."
Van Potter |
If the Alarm is magical:
Van pulls out his spellbook and concentrates for a few moments. Nodding to himself, he casts Dispel Magic on the alarm area.
Spending 1 arcane reservoir point to change out lightning bolt for dispel magic.
Dispel Magic caster level check: 1d20 + 6 ⇒ (1) + 6 = 7
"Eh, we're going to probably have to do this the hard way."
GM Derek W |
Van Potter's spell shows that the trap is in fact magical. His efforts to dispel the effect are in vain, unfortunately.
Belvica slips away from the group and goes undetected around the building. She does hear a few faint sounds from inside the first set of doors she passes. Unfortunately, due to the thick walls and filthy window, she can't get a good handle on where anyone inside might be.
Her search takes her past 3 others sets of doors, none of which is trapped.
Sorry for not showing this sooner. At least it's a reward of sorts for scouting. Anyway, I have marked the locations of all 3 doors with yellow arrows.
GM Derek W |
Bump? If you just want to charge in, I'm cool with that - just let me know who's first and which door you're going in. I'm sorry the game hasn't had any action yet, but you're about to have that chance!
GM Derek W |
Iso moves towards the door and an alarm sounds. He easily throws it open and steps inside.
He sees a large stack of crates with a narrow path to the left and right.
He hears sounds of scuffling from the right-hand direction.
Straight ahead he sees a balcony suspended over the warehouse floor. a shorter woman clad in robes stands on the balcony and begins incanting something under her breath.
In the meantime, Belvica opens her door quietly and can quickly see that this part of the warehouse is empty.
Alchemist: 1d20 + 6 ⇒ (15) + 6 = 21
Robot: 1d20 + 1 ⇒ (13) + 1 = 14
Skug: 1d20 + 3 ⇒ (16) + 3 = 19
Belvica: 1d20 + 2 ⇒ (11) + 2 = 13
Iso: 1d20 + 2 ⇒ (9) + 2 = 11
Mavarion: 1d20 + 4 ⇒ (20) + 4 = 24
Mylvwara: 1d20 + 2 ⇒ (6) + 2 = 8
Van Potter: 1d20 + 3 ⇒ (7) + 3 = 10
Mavarion's heightened senses alert him to the danger, and he is able to act first!
ROUND 1:
Mavarion
Bad guy
Skug
Bad girl
Robot
Belvica
Iso
Van Potter
Mylvwara
Mavarion |
Mavarion clasps his hands together and suddenly throws them wide. A sound akin to a giant punching a hole into the Material Plane is accompanied by a small shock wave. Objects as small as dust motes and pebbles lift into the air as if possessed by a deadly, almost sentient force.
He raises one hand at the woman on the balcony, and a crossbow flies forth from his backpack.
Telekinetic Blast, Empowered, Extended Range (bludgeoning): 1d20 + 11 ⇒ (14) + 11 = 25
Damage (not final): 4d6 + 13 ⇒ (1, 2, 3, 3) + 13 = 22
Add half the dice rolls from the empowerment so a total of 27 damage.