[PFS] GM Lithrac's Destiny of the Sands Trilogy (#5-12, #5-15 and #5-16) (Inactive)

Game Master Cyril Corbaz


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Sovereign Court

Male Human (Taldan) Wizard (Enchantment Manipulator) 16 HP: 130/130 | AC: 12 | T: 12 | FF: 10 | CMD: 20 | Fort: +14 | Ref: +13 | Will: +18| Init: +2 | Perception: +7 | Sense Motive: +8

1d100: 1d100 ⇒ 98

With each touch from the being of emerald fire Ardisen feels his mind breaking, the oppressive whispers of the curse surrounding him like a malady of damnation. Despite his best efforts to flee, or aid his companions, the enchanter can manage nothing but to stare at his attacker through mentally anguished eyes.

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Fort: 1d20 + 6 ⇒ (17) + 6 = 23

Buri attacks the flame creature.
Bite: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Dmg: 1d6 + 4 ⇒ (6) + 4 = 10

Claw1: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Dmg: 1d4 + 4 ⇒ (4) + 4 = 8

Claw2: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Dmg: 1d4 + 4 ⇒ (3) + 4 = 7

Grand Lodge

You also need to do a Will save, Buri.

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Will: 1d20 + 6 ⇒ (17) + 6 = 23

Grand Lodge

Buri's natural attacks, being nonmagical in nature, fail to harm the emerald green spirit in any way. Luckily, the dwarven druid resists both the temptation to listen to the incoherent babble and the stench coming from the mass of carrion.

Initiative order - round 2 - bold may act!
1. S
2. Yjalk & crew
3. Quarr, Buri, Ignatius, Ardisen
4. C
5. Chasik, Amennekht
6. S
Quarr still needs to do his Fort and Will saves.

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Fort save: 1d20 + 6 ⇒ (9) + 6 = 15
will save: 1d20 + 6 ⇒ (20) + 6 = 26

Did the holy water have any effect on the ethereal creature the last round? Maybe I missed it.

Quarr grasps a bomb as he sees Ardisen in torment and hurls it at the ethereal creature. What are these creatures?

Bomb Ranged Touch: 1d20 + 6 + 1 + 2 ⇒ (11) + 6 + 1 + 2 = 20
damage: 3d6 + 4 + 1 ⇒ (5, 3, 2) + 4 + 1 = 15

Precise Bomb to not target 4 friendlies
Point Blank Shot
DC 16 reflex save for Splash Damage

Sovereign Court

Male Human (Taldan) Wizard (Enchantment Manipulator) 16 HP: 130/130 | AC: 12 | T: 12 | FF: 10 | CMD: 20 | Fort: +14 | Ref: +13 | Will: +18| Init: +2 | Perception: +7 | Sense Motive: +8

Think the Holy Water passed through it because Holy Water is non-magical.

Grand Lodge

Exactly, Ardisen.

The bomb doesn't appear to have any more effect than the holy water, the emerald green spirit is simply unaffected.

The mass of corpses slams at Chasik twice.
Slam: 1d20 + 7 ⇒ (4) + 7 = 11
Slam: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Initiative order - round 2 - bold may act!
1. S
2. Yjalk & crew
3. Quarr, Buri, Ignatius, Ardisen
4. C
5. Chasik, Amennekht
6. S

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Bombs are a supernatural attack

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik once again takes a mighty hack at the golem of filth before him.

silver hammer, PA, dr 2: 1d20 + 3 ⇒ (18) + 3 = 211d8 + 5 ⇒ (7) + 5 = 12

hp 50/62...DR 2/-

Grand Lodge

Good point! Half damage then, Quarr.

Chasik brings down his hammer, whacking down parts of dead bodies from the creature.

Amennekht!

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Posting my actions to avoid holding the game.

Realising his attacks are pointless against the spirit Buri switch targets closing in on the corpse abomination to help Chasik.
Withdraw action

Scarab Sages

Male Human Fighter (Dervish) 4 HP: 38/38 | AC 17 | T 11 | FF 16 | Fort +6| Ref +2 | Will +3 (+1 vs. Fear)| CMD 19 (+2 vs. Trip)| Init +1 | Perc +4

Amennekht swears violently as Chasik blocks the route he would have taken to the foul beast.

Unwilling to simply drop his blade he reluctantly sheathes it and retrieves his bow.

Grand Lodge

The emerald spirit lunges towards Ardisen once again, wroth at the bearer of the ruby shards!
Incorporeal Touch: 1d20 + 4 ⇒ (13) + 4 = 17
Wisdom damage: 1d4 ⇒ 4
The Chelish wizard falls in a coma on the ground, powerless to resist the corrupted powers of the Emerald sage!
Ardisen is unconscious until he can reduce his Wisdomw damage by two or more (since he took 11 damage).

The spirit revels in her babbling, and shifts slightly out of range before it casts another spell - at Quarr this time!
Quarr, please make a Will save, DC 16. If you fail you take a -2 penalty on attack rolls/saving throws.

Yjalk steps forward and bring his massive sword down on the spirit again, but he misses.
+1 Greatsword: 1d20 + 12 ⇒ (1) + 12 = 13

Buri withdraws from combat.

Initiative order - round 3 - bold may act!
1. S
2. Yjalk & crew
3. Quarr, Buri, Ignatius, (Ardisen)
4. C
5. Chasik, Amennekht
6. S

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Quarr grasps the final bottle of holy water that he has as he quickly pops the cork and pours it onto the incorpreal form before quickly stepping away.

Holy water Ranged Touch: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
damage: 2d4 + 4 + 1 ⇒ (1, 4) + 4 + 1 = 10

Point Blank Shot?? and 5 foot step after

Sovereign Court

Male Human (Taldan) Wizard (Enchantment Manipulator) 16 HP: 130/130 | AC: 12 | T: 12 | FF: 10 | CMD: 20 | Fort: +14 | Ref: +13 | Will: +18| Init: +2 | Perception: +7 | Sense Motive: +8

Holy Water won't work Quarr. It's a non-magical attack. Your bombs only work because they come from a Supernatural source.

Grand Lodge

Ardisen is right, you may want to retcon your action. Moreover, that action would provoke an AoO.

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Oh ok. Thanks for the heads up. Still learning alot of new tactics each game. I thought it didn't work before due to being in the bottle.

I will do a normal fire bomb again then

Bomb Ranged Touch: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
damage: 3d6 + 4 + 1 ⇒ (1, 1, 5) + 4 + 1 = 12

Precise Bomb to not target 4 friendlies
Point Blank Shot
DC 16 reflex save for Splash Damage

Grand Lodge

Don't you want to take your 5-ft step before you throw the bomb? That would spare you an AoO.

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Ignatius calls out to his summoned weapon, "Follow that thing." The floating sword complies and attacks the incorporeal creature again.

Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Force Damage: 1d8 ⇒ 6

Iggy then calls out and summons another spiritual weapon to attack the same creature.

Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Force Damage: 1d8 ⇒ 1

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Yes, before I throw. Sorry I was typing the retcon quickly at work on a break.

Grand Lodge

Ignatius's two ghost longswords strike and hit the spirit mercilessly!

The mass of carrion strikes at Chasik twice again.
Slam: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 3 ⇒ (7) + 3 = 10
Slam: 1d20 + 7 ⇒ (10) + 7 = 17

Initiative order - round 3 - bold may act!
1. S
2. Yjalk & crew
3. Quarr, Buri, Ignatius, (Ardisen)
4. C
5. Chasik, Amennekht
6. S

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

HP: 42/62

Chasik, takes another hard shot from the mass of undead rot before him. He stands tall, almost taunting the creature to keep hitting him.

You'll have to do better than that you undead beast! I have some oil that may be useful, it is in my bandolier. It will help in hitting the spiritual enemies. I have 2 oils of bless weapon and 2 oils of magic weapon for anyone that wants to try and hurt those damned spirits.

He takes another mighty swing at the enemy before him, hoping to return the favor.

silver hammer, DR2/1, PA: 1d20 + 3 ⇒ (9) + 3 = 121d8 + 5 ⇒ (5) + 5 = 10

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

I totally forgot that I filched an oil of greater magic weapon from a dead body - I'll be using that next turn. Dang I feel stupid.

Scarab Sages

Male Human Fighter (Dervish) 4 HP: 38/38 | AC 17 | T 11 | FF 16 | Fort +6| Ref +2 | Will +3 (+1 vs. Fear)| CMD 19 (+2 vs. Trip)| Init +1 | Perc +4

Amennekht fires an arrow at the lumbering carron beast.
Mwk Longbow: 1d20 + 5 - 4 - 2 ⇒ (13) + 5 - 4 - 2 = 12
Further frustrated by his companions he drops the bow steps farther back and draws his blade again.

Should be lined up to go after the Emerald sage now.

Grand Lodge

I seem to recall you found a dose of ghost salt, which Chasik took. There was also a scroll of ghostbane dirge, which Ardisen took.

Quarr, you didn't do the Will save I requested you do roll. Rolling it for you now: Will: 1d20 + 2 ⇒ (5) + 2 = 7 It's a miss, so please include the penalty in all your further rolls (-2 penalty on attack rolls/saving throws). It doesn't change anything for last round's bomb, a 16 also hits.

Chasik and Amennekht both miss the carrion creature.

The Emerald green spirit presses on his onslaught against Quarr, but misses twice.
Incorporeal Touch: 1d20 + 4 ⇒ (3) + 4 = 7
Incorporeal Touch: 1d20 + 4 ⇒ (5) + 4 = 9

Yjalk strikes again, swinging his greatsword at the restless spirit with renewed might. His sword cleaves through the spirit, leaving it in a poor shape.
+1 Greatsword, Power Attack: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 152d6 + 10 + 6 ⇒ (6, 3) + 10 + 6 = 25

Initiative order - round 4 - bold may act!
1. S
2. Yjalk & crew
3. Quarr, Buri, Ignatius, (Ardisen)
4. C
5. Chasik, Amennekht
6. S

Sovereign Court

Male Human (Taldan) Wizard (Enchantment Manipulator) 16 HP: 130/130 | AC: 12 | T: 12 | FF: 10 | CMD: 20 | Fort: +14 | Ref: +13 | Will: +18| Init: +2 | Perception: +7 | Sense Motive: +8

Haha, now it starts missing. I was going to pass the Ghostbane Dirge to Ignatius on my next turn as he is an Inquisitor and can cast it.

Also, GO YJALK! Best use of a Boon yet.

Grand Lodge

Yep, he's on a killing spree! Seriously, I'm glad because it shows that influence and peaceful negociations are more useful to you than a meaningless combat. You could have killed them all before the Emerald sage awoke, but it's a very interesting turn of events!

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Ignatius retrieves the flask of oil of greater magic weapon and applies it to his longsword, dropping his shield in order to do so.

The two spiritual swords keep hacking away at the Emerald Sage.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Force Damage: 1d8 ⇒ 4

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Force Damage: 1d8 ⇒ 8

The next round will be the last round for the first sword I conjured. The other one has three more rounds remaining.

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

hmm I had it in a post. it must hate ate it. Thanks though.

Quarr stumbles back as fast as his short legs will let him as the arms of this incorpreal creature reach out for him. He nervously looks at the creature and then to Ardisen, worried about them man but not wanting the same thing to happen to himself. He reaches out with a shakey hand as he throws one more of the few bombs he has left.

Bomb Ranged Touch: 1d20 + 6 + 1 - 2 ⇒ (1) + 6 + 1 - 2 = 6
damage: 3d6 + 4 + 1 ⇒ (5, 5, 1) + 4 + 1 = 16

miss direction: 1d8 ⇒ 5

Precise Bomb to not target 4 friendlies
Point Blank Shot
DC 16 reflex save for Splash Damage

Grand Lodge

Note to Ignatius: applying an oil is a full-round action, so you won't be able to retrieve it, then apply it.

Reflex: 1d20 + 4 ⇒ (1) + 4 = 5

Stricken by the ghostly sword, the restless spirit of the Emerald sage is unable to avoid being splashed by Quarr's bomb, and ultimately dissolves into nothingness! The maddening babble gone, Yjalk's warriors help you finish off the carrion golem, putting an end to the immediate threat.

End combat.

The Ulfen warrior gives a strong handshake to every one among the Pathfinders. "Ha, that was an epic fight indeed, one that will be long remembered! Who knows, maybe Signe over there" he motions at the skald accompanying him "will write a saga about the curses of this place and how mighty Yjalk and the Pathfinders slew an ancient Osirion evil. We should be going now, but should you ever need a boat ride, you will be welcome to set foot on my drakkar."

Once Yjalk and his Ulfen warriors are gone, Amennekht can finally break the geode Amenopheus gave him. True to his word, the wrinkled Sapphire Sage arrives one hour later. Once he had a chance to examine the ruby shards:

"How good it is to see you still alive! Don't worry, we'll take care of your friend Ardisen. He'll be back on his feet in no time. As for the broken jewel it is a shame indeed, yet we are somehow lucky. The ruby shards still hold a glimmer of magic - they may still contain several of the Ruby Sage's memories! Let me try this."

At this stage, we'll assume Ardisen has had a chance to recover at least enough Wis to be conscious again.

Amenopheus enacts a long and ancient ritual to give a temporary living shape to the corpse of the former Ruby Sage. She appears as she must have been in life, a beautiful but deeply affected woman. Her voice echoes in Seeker's Folly with a crystalline sound.

"Hail, heroes. I must thank you for bringing a measure of peace to this place. Our own madness was what killed us, as we were cornered by the Keleshite in this forsaken place. Hear my words, for they are our history - the history of our order. In the age when the Song Pharaph came to pass away, the Keleshite rose to prominence in the eastern Inner Sea. They conquered much of Osirion, which was by then only a pale shade of what it once had been. As keepers of Osirion's memories, we were hunted down, and forced to hide in secluded places like this one. Unable to escape our terrible doom, we turned against each other. We were three, the Emerald, the Topaz, and me, the Ruby."

The spirit halts for a moment, gazing where you found the shards. "Their jewels were not so long ago next to the remains of mine, yet they have been taken. One of the thieves touches my shards, and I was able to briefly touch his mind with mine. Whoever took the Emerald and Topaz is a man named Kafar, who had intentions of delivering the jewels to the Diamond Sage, who resides in his sanctum, hidden in the Pillars of the Sun."

Amenopheus frowns. "How unusual of a behavior. Why would the Diamond Sage collect the jewels instead of finding new candidates for them? Moreover, I am concerned, for the name Kafar is not unknown to the Society. An old enemy..."

The Ruby Sage nods. "I agree. These two thieves must be found, for we must reclaim the lost jewels. Finding the Diamond Sage and understanding his intentions is also paramount. This quest is no mere task though, so I will lend you the remains of my strength, infuse you with my essence so that you may transcend your boundaries. Farewell, heroes. Use my powers wisely."

At that moment, the Ruby Sage's corpse returns to its previous state before turning to ash. Yet for that tragic loss you feel no grief, but hope. Deep within you, a mythical potential has been unlocked. The quest awaiting you may be perilous, but you feel that you have it in you to face these impossible odds and win the day!

Amenopheus then teleports you back to Eto to resupply before your ultimate trek to the Pillars of the Sun begins. He warns you that the Pillars of the Sun is a very dangerous region of towering rocks, searing wind, and terrible beasts. With the fate of his order riding on your success, he announces that he will personally accompany you to Sanctum of the Sages.

This is the end of part II! Chronicle sheets will be posted shortly in the Discussion thread. That leaves you a week to update your character for part III, including making choices for the mythical powers you've been given for the conclusion of this trilogy.

Sovereign Court

Male Human (Taldan) Wizard (Enchantment Manipulator) 16 HP: 130/130 | AC: 12 | T: 12 | FF: 10 | CMD: 20 | Fort: +14 | Ref: +13 | Will: +18| Init: +2 | Perception: +7 | Sense Motive: +8

Despite regaining consiousness within the cursed chamber, it takes several days following the Pathfinders return from Seeker's Folly for the young wizard to fully recover his faculties. While their encounter with the Emerald Sage clearly took it's toll on Ardisens mind, the magics worked by Amenopheus were quickly able to clear the ancient Osirion curses that escalated his condition. Much of the battle and following conversation is a blur to the enchanter, and it is only thanks to the updates of his allies that he is able to fully appreciate the scope of what happened and is yet to come.

Ardisen soon returns to his usual, confident self, especially fascinated with the newfound power he can feel invigorating him. While a previously unseen fire seems to burn behind the Chelaxians eyes, he goes to pains to avoid discussing how he is feeling and falls silent at any mention of the Emerald Sage and the battle. Any who pass the enchanters sleeping chambers at night report hearing the occasional cry of terror, but Ardisen dismisses any questions about such events with his usual smile and charm. It'd be hard to disbelieve the silver tongued wizards dismissal, but despite him sharing the Ruby Sages mythic potential as his fellow adventurers, even he cannot hide the fact that he always looks more tired than usual...

There's no ingame effect to Ardisens night terrors following the encounter with the Emerald Sage, it's just personal narrative following the Wisdom damage. I was planning on taking Iron Will as my next feat so it will nicely be represented in Ardisen trying to learn techniques to bring the terrors under control.

Grand Lodge

Destiny of the Sands, Part III - The Sanctum of the Sages

The growing light of predawn filters in through a window of the two-story building that Amenopheus has rented in Eto, and the aging Garundi man takes a seat on one of the cushions set out for this meeting. He produces a sealed letter from his robe, placing it in the middle of the floor before speaking.

“Good morning, Pathfinders. As you know, we have had our share of setbacks recently. Not only have the emerald and topaz gems sacred to my order slipped through our fingers, but we also faced the frustration of finding nothing but fragments of the once great ruby. Thankfully, its power is not lost entirely, and through the Ruby Sage’s blessing, it lives on in you. I am thankful that you have agreed to act on her behalf and see this through to the end. As we speak, the scoundrels who seized the two gems cross the Pillars of the Sun to meet their employer, the cryptic Diamond Sage.” He sighs heavily. “What she intends to do with the gems is a mystery, but the sage jewels are too important for me to take risks with. If the power that you wield is representative of a shattered jewel’s potential, imagine what one might accomplish with three undamaged stones! Until we know what her plans are, it is paramount that we get to the jewels first.

“Kafar and Nefti have a rudimentary map of the Pillars of the Sun, and last night I found a bartender who spotted them poring over it between drinks. She recalled little of the map, and she could not make sense of the marks or annotations; however, the right spells have allowed me to probe her mind and determine Kafar and Nefti’s entry point into the mountains. We will follow them from there.” With a somewhat chagrined smile, Amenopheus adds, “It may be that they will lead us to the Sanctum of the Sages, a hidden complex I have long suspected might be in this area.”

He stands and announces, “Prepare yourselves quickly. We shall leave momentarily.”

You have also just received a letter from Venture-Captain Balentiir, which reads:

Letter from Balentiir wrote:

Loyal Pathfinders,

The Sapphire Sage has requested our help once more as his hunt for the lost order of the Jeweled Sages and their iconic gemstones continues. Amenopheus tells us that Kafar and his pupil Nefti have snatched two of the gems: an emerald and a yellow topaz. It goes without saying that the Aspis Consortium’s involvement in this matter troubles me deeply; I will not have them outwit us as they did my colleague, Hestia. It saddens me that such a pair of brilliant operatives may die before your mission is over, but I would sleep better knowing that they were no longer a threat to the Society. Were that they had chosen to become Pathfinders rather than pawns of the Aspis Consortium! I hereby deputize the Sapphire Sage Amenopheus to lead this expedition, and you shall assist him in his quest. Remember our tenets: explore, report, and cooperate. I look forward to receiving word of your success.

Godspeed,

Venture-Captain Norden Balentiir

Maybe you have gathered bits of useful information?

Diplomacy (gather information) or Knowledge (local) DC 10:
Witnesses report seeing a rather tipsy Nefti playing the flute in various taverns throughout Eto over the past several weeks. He hasn’t been seen for three days.

Diplomacy (gather information) or Knowledge (local) DC 15:
A man matching Kafar’s description recently visited a local herbalist and apothecary.

Diplomacy (gather information) or Knowledge (local) DC 20:
Several caravan guards in the city overheard Kafar and Nefti
complaining to one another about the Aspis Consortium.

Diplomacy (gather information) or Knowledge (local) DC 25:
Nefti tried to sell information about the Aspis Consortium to a foreigner, but the deal fell through.

Diplomacy (gather information) or Knowledge (local) DC 30:
The foreigner was actually a covert Pathfinder operative who suspects Kafar and Nefti may not only be aiming to go rogue, but are also looking for a new patron.

**************

Knowledge (geography) DC 10:
The Pillars of the Sun are an isolated range of mountains named for their tall, wind-weathered spires.

Knowledge (geography) DC 15:
The mountains begin 15 miles south of Eto, and an experienced rider might reach them in half a day. Because of its location and elevation, the region is extremely dry and hot during the day, with temperatures dropping drastically at night due to strong winds.

Knowledge (geography) DC 20:
In past eras, attempts to settle in the region were frustrated by the mountains’ harsh conditions and aggressive fauna. To this day, many ruins stand as reminders of these ill-fated enterprises.

Knowledge (geography) DC 25:
The Pillars of the Sun have long been an isolated place, and interspecies competition has honed the abilities of its monstrous inhabitants. Even creatures that are typically harmless in other ecosystems can be deadly here, and some are said to have truly extraordinary power.

Knowledge (geography) DC 30:
Many ancient structures within the Pillars of the Sun take advantage of the terrain and are actually carved inside the rock. Adventurers looking for ruins are more likely to find hidden trap doors and secret passages than crumbled temples covered in sand. Some of these subterranean vaults extend for miles beneath the surface, and a clever explorer can use them to cross from one valley to another to circumvent the most difficult of the mountainous terrain.

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Knowledge (Local): 1d20 + 9 ⇒ (7) + 9 = 16

Quarr exit's his room to meet back up with the rest of the group after a long night. He looks tired and even a bit sore when all of a sudden thin membranes flow from his cloak as they outstretch from the idle of his back. It is a pair of bat like wings. They do not look able to carry much weight for a long period but able to maintain flight none the less.

I think I made a mistake. My mutagen in my system and the power that the Jeweled Sage gave us seemed to have a bit of negative effect upon my body. I attempted to tear them off last night but they seem to be attached into my nervous system.

As they are walking down the street Quarr is able to hear a few tidbits before people quiet and stare at his abnormality.

It seems that there was a man meeting Nefti's description playing a flute in taverns all throughout Eto, though he has not been seen for three days now. It seems that Kafar has also visited a local herbalist or apothecary.

Scarab Sages

Male Human Fighter (Dervish) 4 HP: 38/38 | AC 17 | T 11 | FF 16 | Fort +6| Ref +2 | Will +3 (+1 vs. Fear)| CMD 19 (+2 vs. Trip)| Init +1 | Perc +4

Diplomacy: 1d20 - 2 ⇒ (12) - 2 = 10 After receiving his instructions Amennekht nods gravely. KNowing time to be of the essence he will gather a few necessary supplies before departing, gathering what little he may while completing his shopping. He even neglects to haggle much with the merchants.

Getting a dagger at the very least. Full list up shortly

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Diplomacy: 1d20 ⇒ 3
Untrained Knowledge (Geography): 1d20 ⇒ 5(Only able to get the DC 10 from this)

Ignatius bumbles his way through the streets, unable to get anyone to talk to him, or to think of any relevant information about the area.

Scarab Sages

Male Human Fighter (Dervish) 4 HP: 38/38 | AC 17 | T 11 | FF 16 | Fort +6| Ref +2 | Will +3 (+1 vs. Fear)| CMD 19 (+2 vs. Trip)| Init +1 | Perc +4

Buying a dagger, and Ring of Protection

"Should we depart at once or stop at this apothecary before we go?"

Sovereign Court

Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3

Using 1point of Mythic Power to use Mythic Persuasion and count as rolling 20 on Diplomacy, netting me 39.

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

With the powers imbued in him by the Ruby Sage, Ardisen has no trouble learning almost everything about their quarry. When the enchanter speaks to the people of the city, his empowered charm almost compels them to share all they know in an effort to please him.. Upon returning to his fellow enhanced agents, the youth informs them of what he knows and has learnt.

"It seems the people we track may be easy to turn to our cause. They are becoming disenchanted with the Consortium. I can use that."

Thinking for a moment, the wizard continues.

"We should purchase attire and spells appropriate for the heat in this region before we depart. The last thing we want to do is exhaust ourselves en route. Perhaps purchase a faster mode of transportation as well, if time is a factor."

Grand Lodge

"You make a good point about clothing and magical aids. As for transportation, I'll teleport us to the Pillars of the Sun as soon as you're ready." replies Amenopheus.

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Hold off on purchasing scrolls I have the wand of endure elements from last scenario we can use.

Sovereign Court

Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3

No worries Quarr, deleted the post. In that case I'm ready to go.

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

"Good ideas, Ardisen. Horses, or camels, could maybe be rented. I'm not much of a rider, but time is likely of the essence."

Ignatius reaches one of his contacts from the Grand Lodge to get a wand of cure light wounds to use on himself and his allies.

"Yes, I know you've got one already, Quarr - but one more won't hurt!" He says with a smile.

Scarab Sages

Male Human Fighter (Dervish) 4 HP: 38/38 | AC 17 | T 11 | FF 16 | Fort +6| Ref +2 | Will +3 (+1 vs. Fear)| CMD 19 (+2 vs. Trip)| Init +1 | Perc +4

"Indeed, I would much rather we have far too many sources of healing than too few. Let us depart."

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Venture-Captain Balentiir's letter left a sour taste in my mouth. That felt too much like a death sentence and I aint nobody's headsman. But yea, I am ready.
I hope that silver tongue of yours can do the trick again master Ardisen.

Sovereign Court

Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3

With a chuckle Ardisen smiles.

"I think I can manage it."

Grand Lodge

The Pillars of the Sun are a desert mountain range south of Eto. Its terrain is rocky and arid, cut by profound chasms and colossal precipices. Getting lost is as easy as it is deadly, as a few wrong turns can throw explorers completely off track—or worse, off a cliff—trapping them between the scorching noon sun and the freezing night winds. The harsh environment alone is enough to keep most adventurers away, and the beasts that live in the mountains only magnify the danger of this inhospitable place.

Once you are prepared to leave Eto, Amenopheus teleports the group to the northern edge of the Pillars of the Sun. There, just as the sun is peaking over the horizon, you are able to find the path Kafar and Nefti used to enter the mountains. Temperatures continue to rise all through the morning, and after four hours of travel, the group reaches a place where the winding path through the spires splits.

The Sapphire Sage speaks up. "I believe we cannot afford to neglect any trail, so we will have to split up. I will personally follow one of the paths, and you will explore the other one. Do not worry, for I will remain in contact with you whatever happens." On these words, he casts a spell and strides magically along one of the trails.

Your path leads you to a series of switchbacks that ascend the steep side of a gorge, and approximately one hour after Amenopheus’s departure, you reach an immense cliff where the tracks simply end.

Perception or Survival DC 20:
You spot a crevice in the rock face that leads to a trap door that descends deep underground.

Sovereign Court

Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3

Lithrac, one rule I can't seem to find clarity on, Mythic Ardisen has Fire Resistance 10, does that offer any benefit against hot climates?

Still attired in his loose fitting clothing, Ardisen sweeps his hair back as he looks around to see where the tracks lead.

Perception: 1d20 + 2 ⇒ (4) + 2 = 6

Clearly unsure where to go next, the wizard looks at his allies hopefully, casually moving Casandra (his viper familiar) from one arm to the other.

"Any ideas?"

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Perception Take 20 Unwavering Skill: 20 + 10 = 30

There is a trapdoor here. Right in the crevice of the rock.

Quarr gets down and begins to point at the spot he sees.

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Ardisen, my searching isn't finding anything, but I've heard from multiple GMs that Fire Resistance is against elemental fire damage, which is different than environmental damage that is dealt in hot climates.

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