[PFS] GM Lithrac's Murder on the Silken Caravan (#0-03) (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

Will: 1d20 + 5 ⇒ (12) + 5 = 17

"I shall not fall to your tricks, wretched old man!" thunders the priest's voice from under his mask.

AoO vs Idgethun: 1d20 + 1 ⇒ (18) + 1 = 191d3 ⇒ 2 If it hits, a Fort save please.

By the way, Ben-Garri's sanctuary is down due to him attacking one of the lepers. No need for a Will save anymore.

Idgethun gets up close and personal with the Lamashtan priest, and manages to land a serious blow!

Initiative - round 3 - bold may act!
1. Papy Shayn, Argus
2. Lepers
3. Zymir, Nahramon, Vasily
4. Ben-Garri
5. Idgethun

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

I'll be right back.

Argus gives Idgethun a smile before tumbling away from the leper and heading back to help Vasily. He aims an attack at the leper Vasily isn't attacking. Acrobatics to avoid AoO

Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13

Attack vs Leper: 1d20 + 5 + 1 - 1 ⇒ (12) + 5 + 1 - 1 = 17
Damage, Non-Lethal: 1d6 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9

Grand Lodge

Argus knocks out one of the lepers!

Those who remain attack you relentlessly, hoping to scare you with their diseased fists.
Punch vs Idgethun, flanking: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 151d3 ⇒ 2
Punch vs Idgethun, flanking: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 61d3 ⇒ 1
Punch vs Vasily: 1d20 + 1 ⇒ (13) + 1 = 141d3 ⇒ 2

Initiative - round 3 - bold may act!
1. Papy Shayn, Argus
2. Lepers (2 unconscious)
3. Zymir, Nahramon, Vasily
4. Ben-Garri
5. Idgethun

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

Pharasma is with Odd today, for none of the lepers' attacks manage to penetrate her divine protection! The AoO just barely misses thanks to the stunning barrier.

Scarab Sages

Oracle of Lore 5
Defense:
AC 21; Touch 16; Flat-footed 15; CMD 11; hp 33 /33; Fort +2; Ref +7; Will +5
Offense:
Initiative: +0; Spd 20ft; CMB: +1; Quarterstaff +1 (1d6-2/ x2)
Skills:
Diplomacy +12; Heal: +5; Knowledge (Arcane, Religion +13), (Planes +11), ( Dungeon, History, Nature +10); Spellcraft: +12; Use Magic Device: +14

Let us wee what stories you can tell us. Zymir says as he steps up and levels his gaze at the preiest.
Brain Drain DC 17 will negates
Damage: 4d4 ⇒ (2, 2, 1, 4) = 9

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

Dodging the punch from the leperous man, Vasily cross-steps to his side, and attacks again with his rapier.

Vasily rapier: 1d20 + 6 ⇒ (6) + 6 = 12
Dmg, if hit: 1d6 + 1 ⇒ (2) + 1 = 3

Vasily is testing just how low their AC actually is...

Grand Lodge

Vasily's strike is clumsy, but the leper is even clumsier, and the attack connects! He seems staggered by the blow.

Will: 1d20 + 5 ⇒ (14) + 5 = 19
As for Ben-Garri, his resolve is strong and he resists Zymir's attempted invasion of his mind.

Initiative - round 3 - bold may act!
1. Papy Shayn, Argus
2. Lepers (2 unconscious)
3. Zymir, Nahramon, Vasily
4. Ben-Garri
5. Idgethun
Giving Nahramon another 12 hours to play, if he doesn't I'll have him delay.

Scarab Sages

Human (Osirian) Cleric 4 HP: 36/36 | AC: 20 | T: 12 | FF: 19 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +9| Init: +1 | Perc: +6 | Sense Motive: +8 | Speed 20 ft./ Channel [7/7] ; Bit of Luck [7/7] ; Deflection aura [1/1] ; Domain spell 1 [1/1] ; Domain spell 2 [1/1]

Sry day away from home and forgot to check with the smartphone
Narhamon give the luck of Shelyn to Idgehtun :
" Ohh incredible Shelyn bless this angelic one with your sweet luck"

Bit of luck (SP):
You can touch a willing creature as a standard action, giving it a bit of luck.
For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.
You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Grand Lodge

No worries Nahramon. Do you know the "Wayfinder" app if you're on your mobile? It makes checking on the PbP games much easier.

Concentration DC 17: 1d20 + 5 ⇒ (5) + 5 = 10
Ben-Garri attempts to cast a spell, but he cannot focus and the spell fizzles!

Initiative - round 4 - bold may act!
1. Papy Shayn, Argus
2. Lepers (2 unconscious)
3. Zymir, Nahramon, Vasily
4. Ben-Garri
5. Idgethun

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

"May you find proper judgment in the eyes of Pharasma," Odd says calmly, her twin daggers whirling towards the evil priest.

Dagger @ Ben-Garri, Bless, TWF: 1d20 + 7 + 1 - 2 ⇒ (19) + 7 + 1 - 2 = 25 CRIT THREAT Confirm: 1d20 + 7 + 1 - 2 ⇒ (4) + 7 + 1 - 2 = 10 Probably not.
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Crit Dmg, just in case: 1d6 + 2 ⇒ (2) + 2 = 4

Dagger @ Ben-Garri, Bless, TWF: 1d20 + 7 + 1 - 2 ⇒ (6) + 7 + 1 - 2 = 12
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Ben-Garri sustains two severe wounds, but he remains standing, moved by the sheer will of Lamashtu.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Glancing at the wounded leper, Argus nods and turns back toward the bigger fight. Rushing past Zymir, he strikes at the leper in front of Nahramon.

Pardon Zymir.

With Dragon Style, I can charge through ally's squares.

Charge Attack, Non-Lethal: 1d20 + 5 + 1 + 2 ⇒ (14) + 5 + 1 + 2 = 22
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

Papy makes a 5' step and cackles at the leper front of Narhammon.
"Youuuuu will loose strrrength!"

EVIL EYE (-2 attack) on green for 6 rounds. Will save DC 14 to reduce it to 1 round.

Scarab Sages

Human (Osirian) Cleric 4 HP: 36/36 | AC: 20 | T: 12 | FF: 19 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +9| Init: +1 | Perc: +6 | Sense Motive: +8 | Speed 20 ft./ Channel [7/7] ; Bit of Luck [7/7] ; Deflection aura [1/1] ; Domain spell 1 [1/1] ; Domain spell 2 [1/1]

@Idgethun you had my bit of luck, you could have make all your d20 roll twice and take the best.Maybe your crit would be confirmed.

At his turn, Narhamon will fight and try to hit the north Leper.(Bless +1)
Morningstar: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 for B/P Damage: 1d8 ⇒ 7

Grand Lodge

Argus charges past Zymir and knocks another leper unconscious!

Papy, you may retcon your action since your target is now unconscious. As for Nahramon, I'll just assume he moved to strike another, for the same reason - but it isn't his turn yet. Nahramon, please act on your turn next time, thanks.

Rolling the second d20 for Idgethun's confirmation roll:
Confirmation: 1d20 + 7 + 1 - 2 ⇒ (5) + 7 + 1 - 2 = 11 Mhh, not any better.

One of the lepers attacks Idgethun, whereas the wounded one continues to assault Vasily.
Punch vs Idgethun: 1d20 + 1 ⇒ (15) + 1 = 161d3 ⇒ 1
Punch vs Vasily, evil eye: 1d20 + 1 - 2 ⇒ (9) + 1 - 2 = 81d3 ⇒ 3

Seeing his target fall down to the mighty dwarf's attacks, Nahramon moves and strikes, killing another leper.

Initiative - round 4 - bold may act!
1. Papy Shayn, Argus
2. Lepers (3 unconscious)
3. Zymir, Nahramon, Vasily
4. Ben-Garri
5. Idgethun

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

Ok, Papy will target the priest then. -2 attack rolls

Grand Lodge

Will: 1d20 + 5 ⇒ (1) + 5 = 6
Ben-Garri is cursed!

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

"KEHEHEHEHE *cough* *cough* eheHEHE!"

Papy Shayn seems happy to curse people.

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused
Nahramon wrote:
@Idgethun you had my bit of luck, you could have make all your d20 roll twice and take the best.Maybe your crit would be confirmed.

Argh, I got excited about that and promptly forgot. Thanks for covering it, GM!

Scarab Sages

Oracle of Lore 5
Defense:
AC 21; Touch 16; Flat-footed 15; CMD 11; hp 33 /33; Fort +2; Ref +7; Will +5
Offense:
Initiative: +0; Spd 20ft; CMB: +1; Quarterstaff +1 (1d6-2/ x2)
Skills:
Diplomacy +12; Heal: +5; Knowledge (Arcane, Religion +13), (Planes +11), ( Dungeon, History, Nature +10); Spellcraft: +12; Use Magic Device: +14

You are defeated villain! HALT your actions now and we may show mercy on you!
Command - Halt on Idgethun DC 17

Grand Lodge

You mean on Ben-Garri, right?

Scarab Sages

Oracle of Lore 5
Defense:
AC 21; Touch 16; Flat-footed 15; CMD 11; hp 33 /33; Fort +2; Ref +7; Will +5
Offense:
Initiative: +0; Spd 20ft; CMB: +1; Quarterstaff +1 (1d6-2/ x2)
Skills:
Diplomacy +12; Heal: +5; Knowledge (Arcane, Religion +13), (Planes +11), ( Dungeon, History, Nature +10); Spellcraft: +12; Use Magic Device: +14

Yup copy and paste error!

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

Round 4

Vasily continues to circle the leper nearest him, and when an opening presents itself, he strikes with his rapier.

Vasily rapier: 1d20 + 6 ⇒ (15) + 6 = 21
Dmg, if hit: 1d6 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Vasily downs the last leper standing, while Zymir asserts his natural authority over the Lamashtan cleric.

Will: 1d20 + 5 ⇒ (10) + 5 = 15
Ben-Garri suddenly stops and remains still for a few seconds, enough time for you to deal the finishing blow.

Combat over! Whether you deal nonlethal or lethal damage to Ben-Garri is up to you.

You interrogate the survivors at length, but they seem dedicated body and soul to Lamashtu, and uneager to talk to you apart from cursing you and your descendants up to the umptieth generation. You only manage to learn that Targos was a lifelong enemy of the local Lamashtan cult, and that Ben-Garri intended to seek revenge on the deceased Venture-Captain by defiling his remains.

After securing the corpse of Targos Min-Katheer and preparing it for travel, you find that the Pathfinder Society has arranged for a number of domesticated dromedary camels to serve as your mounts as they cross the high desert and make for Katheer. One camel is provided for each of you, including sufficient supplies and waterskins to make the trip, and another camel is granted to bear the shrouded body of the deceased Venture-Captain during the journey.

Riding these trained creatures requires no special skill, but fighting while atop one or to attack in the manner of a warhorse requires the usual Ride checks.

However, despite having the necessary means of transportation, you soon realize that you will still require assistance in crossing the desert on the trade road. According to Adril Hestram, this is best accomplished by joining one of the so-called “silken caravans” that traverse the Silken Way. You have been provided with the name of someone that might help you in this regard, a Qadiri noblewoman of the deep desert tribes named Jamila al-Shafah. As you reach the caravanserai at the edge of Lopul where she has her stall, you hear loud voices arguing.

"You trample on my honor like the fleas of a thousand angry camels with an offer at that price! I am offended, Hokama."

Glancing inside the gate, you see a dark-skinned beauty with henna-streaked hair and green eyes highlighted with kohl, dressed in traditional desert rider garb, although the luxurious fabrics and cosmopolitan cuts display her wealth and success as a trader of silks and precious stones of the desert. From her description, you understand that she is Jamila al-Shafah. She's seated with three men, two of whom are currently mildly arguing.

The man who just spoke is wearing typical clothing for a souk merchant of that city, and is of Keleshite origin. Despite his recent outburst, he's smiling with a conniving look, addressing an Osiriani facing him and who is wearing ample, bright clothes that make him appear used to travelling in the desert. The last man is an aged Taldan knight with a dented and tarnished armo, currently stroking his long handlebar moustache as he contemplates the two southern merchants with a bemused look.

"Mahmoud, peace! Don't you see we have guests?" interrupts the dark-haired beauty. "Please forgive my friends, honored guests. I am Jamila al-Shafa, leader of this caravan. These three fine men are Mahmoud, Hokama Pashket, and Gaspar du Mer." she adds as she nods respecfully towards the three merchants. "May I ask in turn who you are, and what you wish from me?"

Scarab Sages

Oracle of Lore 5
Defense:
AC 21; Touch 16; Flat-footed 15; CMD 11; hp 33 /33; Fort +2; Ref +7; Will +5
Offense:
Initiative: +0; Spd 20ft; CMB: +1; Quarterstaff +1 (1d6-2/ x2)
Skills:
Diplomacy +12; Heal: +5; Knowledge (Arcane, Religion +13), (Planes +11), ( Dungeon, History, Nature +10); Spellcraft: +12; Use Magic Device: +14

How nice, I have my own camel though. Al Mataya and I have been on many and adventure together.

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

Idgethun is happy to let Pharasma do the judging, and holds nothing back as her daggers slice Ben-Garri's throat.

She will however, give the benefit of the doubt to the followers, stabilizing those she can and simply turning them over to the proper authorities.
Heal: 1d20 + 4 ⇒ (3) + 4 = 7 nope
Heal: 1d20 + 4 ⇒ (13) + 4 = 17 one
Heal: 1d20 + 4 ⇒ (15) + 4 = 19 two
Heal: 1d20 + 4 ⇒ (3) + 4 = 7 nope
Heal: 1d20 + 4 ⇒ (9) + 4 = 13 nope
Heal: 1d20 + 4 ⇒ (17) + 4 = 21 three!

At the caravanserai, Odd makes the introductions. "Humble greetings, Jamila al-Shafa. I am Idgethun Magesbane, a priestess of Pharasma, also called Idgethun the Silent or just Odd for short. These are my companions, Zymir al-Qa'im, Vasily Petrescu, Papy Shayn, Nahramon, and Argus Keld. We are bound to travel the desert to Katheer, and seek company. I am given to understand that you also journey to Katheer. Might we join you?"

Grand Lodge

Jamila shakes her head. "I will have to refuse. My roster is currently full and any more additions would slow me down, sorry." Gaspar,
Mahmoud, and Hokama are silent on the subject, turning their heads away.

Apart from her caravan, there appears to be none other! She might need a little convincing.

Scarab Sages

Oracle of Lore 5
Defense:
AC 21; Touch 16; Flat-footed 15; CMD 11; hp 33 /33; Fort +2; Ref +7; Will +5
Offense:
Initiative: +0; Spd 20ft; CMB: +1; Quarterstaff +1 (1d6-2/ x2)
Skills:
Diplomacy +12; Heal: +5; Knowledge (Arcane, Religion +13), (Planes +11), ( Dungeon, History, Nature +10); Spellcraft: +12; Use Magic Device: +14

Greetings and Salutations to you all. I am Zymir al-Qa'im, Chronicler of the Cave of Aroden, Explorer of the Fallen Fortress, uncoverer of deadly mysteries, assistant to both the Noble and Infamous, Sage of the Sands, and Humble Pathfinder. Zymir give the woman and the other three gracious bows. The tales of your beauty proceed you Jamila al-Shafa. It is said that the only thing that surpasses your radiance is your business sense and leadership. It is these qualities that bring us here today. I understand you are a efficient merchant and fear our presence would hinder your operation but I assure you this would not be the case. We are all skilled and seasoned professionals with a wide range of talents. Our company on this journey would in fact be a boon to your caravan. We humbly ask you reconsider, and allow us to join you on this expedition.

Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

"We can offer ample assistance with any dangers the caravan might face on the journey, particularly of the bandit variety," Odd adds.

Diplomacy (Aid): 1d20 + 7 ⇒ (8) + 7 = 15

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Good to know Targos caused enough of a stir with these guys that they hated him even in death.

Argus watched Idgethun dispatch the cleric and checking the followers. Yeah looks like I might not have held back as much as I should.

Upon meeting up with Jamila at the caravan, Argus keeps an eye out for anything out of the ordinary.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Grand Lodge

Jamila appears to be impressed by Zymir's manners and honeyed words. "Your words are like the light of a sunset, beautiful and swaying. Very well, Master Zymir, you're all welcome aboard my caravan. Find us tomorrow at dawn, at Lopul's west gate. In the meantime, you're welcome to stay with us if you so wish, for we would enjoy your presence."

You may use this opportunity to talk with the three merchants accompanying her, or Jamila herself. You also see that there's a young boy accompanying the caravan, a slave named Atmar who belongs to Hokama. Alternatively, if you prefer to hasten things up and move on with the story, you may elect to go to bed early and ready yourselves for the trip ahead.

Argus:
You don't see anything out of the ordinary. From what you can see, Gaspar du Mer's merchandise is mainly weaponry, whereas Hokama's camels are laden with many waterskins, suggesting that selling them is his trade.

Scarab Sages

Oracle of Lore 5
Defense:
AC 21; Touch 16; Flat-footed 15; CMD 11; hp 33 /33; Fort +2; Ref +7; Will +5
Offense:
Initiative: +0; Spd 20ft; CMB: +1; Quarterstaff +1 (1d6-2/ x2)
Skills:
Diplomacy +12; Heal: +5; Knowledge (Arcane, Religion +13), (Planes +11), ( Dungeon, History, Nature +10); Spellcraft: +12; Use Magic Device: +14

W graciously accept your offer. Zymir says with another bow.

Once settled in Zymir will change into his fancy close and use a dab of his moon orchid cologne before rejoining the party. As the evening progresses Zymir will stay up and share stories with the merchants. He is especially interested in Jamila and tries to converse with her in private if possible. He will ask her about her likes and dislikes, her past, present and future. While an excellent orator Zymir also prides himself as being an excellent listener as well and excellent conversationalist. He continues to laces complements of Jamila into the any topic, focusing on her intellect and wit at first and them moving on to focus more on her beauty as the night goes on.

Scarab Sages

Human (Osirian) Cleric 4 HP: 36/36 | AC: 20 | T: 12 | FF: 19 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +9| Init: +1 | Perc: +6 | Sense Motive: +8 | Speed 20 ft./ Channel [7/7] ; Bit of Luck [7/7] ; Deflection aura [1/1] ; Domain spell 1 [1/1] ; Domain spell 2 [1/1]

Narhamon will follow with a new touch of perfume. He smile to Zymir al Qa'im and wisper
"This woman is surely gifted by Shelyn, her beauty is amazing."

And later he will engage the conversation with the merchants.
"You are, I guess, familliar with the trade road ? Do you have anecdote from your travels ?

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Very fine words there Zymir. It will be good to travel with such a well established caravan.

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

Idgethun spends most of her evening time around the fire honing her daggers, reading passages from The Bones Land in a Spiral, and listening to the merchant's idle chatter. However, she does set aside some time to converse with the slave, inquiring after Atmar's life story, the nature of the servitude, and what type of master is Hokama.

Grand Lodge

GM rolls:
Perception (Zymir): 1d20 + 3 ⇒ (5) + 3 = 8
Perception (Papy Shayn): 1d20 + 6 ⇒ (12) + 6 = 18
Perception (Vasily): 1d20 + 5 ⇒ (2) + 5 = 7
Perception (Argus): 1d20 + 9 ⇒ (11) + 9 = 20
Perception (Idgethun): 1d20 + 6 ⇒ (20) + 6 = 26
Perception (Nahramon): 1d20 + 6 ⇒ (17) + 6 = 23

Jamila welcomes you at their table, serving you a refreshing mint tea for those who would like some. She takes pleasure in conversing with you about life on a caravan, her many travels through the desert and along the Silken Road. She respectfully declines Zymir's offer to continue the conversation privately, preferring to remain as most nomads are - together around a fire. Late into the night such a fire is lit, and you are provided with delicious yet simple dishes typical of Qadira, lamb and couscous. However Jamila refrains from talking too much about herself, preferring to redirect the conversation to a different topic every time. She seems quite taken with your stories of high adventure, and eagerly inquires about why you chose to become Pathfinders in the first place.

The merchants gladly talk about their lives with Nahramon. You learn that Gaspar du Mer is a former Taldane knight who chose to leave his country after leading many raids against Qadira at the height of the war between the two countries. Now he takes pride in being an arms dealer, selling exotic, curved swords and daggers from central Kelesh. As for Mahmoud, he's du Mer's partner and associate. He's much younger than the Taldane knight, though, so his sharp-witted tongue usually handles any discussion. You find him to be very bright for his age, and a true Keleshite at heart.

Idgethun tries to find an opportuntiy to talk with Atmar, though the boy refuses to do so within ear's reach of his master Hokama. During the conversation, he remains mostly elusive, but the aasimar quickly understands that he lives the life of most slaves in Qadira - bad days and good days. He hasn't known anything else in his life, so he can't complain.

Idgethun:
In your opinion, something isn't quite right about Jamila's appearance, though you can't put your finger on what it is.

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

Following a hunch, Odd tries to find an opportunity to surreptitiously cast detect magic on Jamila, perhaps from behind a wagon or camel or tent flap.

Later, she will ask her companions if they also find her appearance odd, and suggest that the party sets its own watch separate from the rest of the caravan.

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

Vasily takes in the new scents, sights, and tastes of Qadira, mostly keeping in the background until he knows the place better. He takes notes and prepares several stories while watching the others eat and drink. The place is inspiration for someone who spent their entire life travelling the wilds of Varisia.

He watches approvingly as Zymir schmoozes them into the caravan, thinking that the Oracle has nearly as much charm as he does himself.

He retires early, ready for the rigors of the Silk Road.

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

Seeing through the game of the oracle, Papy Shayn retires early, saying that he's an old man, weary of the day.
This is not my time anymore... I'll let the young do their business, if it serves them.

Grand Lodge

Jamila isn't reacting to detect magic herself, though she is wearing a few magical items. However, anyone who studies her can attempt a Knowledge (planes) check if trained, now that Idgethun has brought your attention to her somehow peculiar appearance.

Scarab Sages

Oracle of Lore 5
Defense:
AC 21; Touch 16; Flat-footed 15; CMD 11; hp 33 /33; Fort +2; Ref +7; Will +5
Offense:
Initiative: +0; Spd 20ft; CMB: +1; Quarterstaff +1 (1d6-2/ x2)
Skills:
Diplomacy +12; Heal: +5; Knowledge (Arcane, Religion +13), (Planes +11), ( Dungeon, History, Nature +10); Spellcraft: +12; Use Magic Device: +14

Zymir will regale Jamila with his life story. How he grew up the only son of a tailor in Sothis, how is bad knee lead him to his love of stories, how his unique understanding of stories allows his to manipulate reality, and how his unending desire to experience more and more of the world lead him to join the Pathfinders.
He studies Jamila carefully as he speak trying to why she hides her story.
Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6
He will gently coax her to reveal more about herself.
Diplomacy: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
He will also study her features to try and explain her unearthly beauty.
Knowledge Planes: 1d20 + 10 ⇒ (20) + 10 = 30

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

As Zymir talks with Jamila, Argus trades stories with du Mer and Hokama.

Grand Lodge

Jamila remains secretive and quickly retreats to her tent as Zymir makes himself a bit too pressing. However, Zymir unmistakably recognizes in her the traits of a Jann, a half-djinni humanoid said to possess mysterious powers. Shortly after, the rest of the merchants also call it a night, knowing the next day will be a long and harsh one in the desert.

The caravan gathers in the cold hour before dawn and sets out northwest just as the first bit of pink touches the eastern horizon. You are given the ignominious rearmost position in the camel train eating the trail dust of the others since you were the last to sign up. Directly in front of you are the camels of Hokama Pashket tended by him, his slave Atmar, and a pair of drovers. Riding a camel is no small feat, and more than one stomach is overturned by this peculiar experience. The scorching sun sears your skin and boils your brains, yet thanks to the appropriate clothing you've bought before leaving and to the many halts to rest in the shade, you don't sustain any major fatigue during the first day.

It is assumed that you've rested enough to recover from the nonlethal damage from the sun on the first day and the second morning. However, I'll ask everyone to make a DC 15 Fort save (if you bought hot weather clothing, you get a +2 bonus on that check, heavy clothing or armor bestows a -4 penalty). If you fail it, you'll take 1d4 ⇒ 1 nonlethal damage from the heat during the second afternoon.

About an hour after the midday break on the second day out of Lopul, a dangerous event takes you by surprise. A sudden wind blows in off the erg carrying a wall of dust and grit—a sandstorm is coming. You're soon overwhelmed by it, but thanks to Argus you're able to keep Hokama's camels in sight during the storm.

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. Hokama, Atmar and the two drovers have the camels kneel to protect themselves from the sandstorm and erect a barrier of sorts to defend themselves from the raiders. It soon becomes clear that the smaller humanoids are none other than goblins, lunging at you with furious hunger! Even in the sandstorm, you're able to discern the sound of typical goblin-chanting. "We be goblins, you be FOOD!"

Initiative:
Initiative (Zymir): 1d20 ⇒ 4
Initiative (Papy Shayn): 1d20 + 13 ⇒ (9) + 13 = 22
Initiative (Vasily): 1d20 + 7 ⇒ (11) + 7 = 18
Initiative (Argus): 1d20 + 3 ⇒ (15) + 3 = 18
Initiative (Idgethun): 1d20 + 2 ⇒ (10) + 2 = 12
Initiative (Nahramon): 1d20 + 1 ⇒ (9) + 1 = 10
Initiative (H): 1d20 + 2 ⇒ (10) + 2 = 12
Initiative (G): 1d20 + 6 ⇒ (6) + 6 = 12

Due to the strong winds and blowingsand, anyone without a narrow slitted desert helm (such as the raiders' helms) suffers a –2 penalty to melee attack rolls and Perception checks and a -4 penalty to ranged attack rolls. Dead raiders can be looted of their helms but they only fit characters of the same size as the original wearer. Overall visibility is no more than 50 feet. Kneeling camels count as difficult terrain, as they shift and squirm if anyone attempts to crawl over or stand on them.

Initiative - round 1 - bold may act!
1. Papy, Vasily, Argus, Idgethun
2. Goblins, Hobgoblins
3. Nahramon, Zymir

Desert Raider Ambush

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

GM: I'm casting endure elements on myself each day, as well as gentle repose on the VC's body.

"Pharasma defend me, for it not yet my time," Odd says, using Fervor to swift-cast shield of faith on herself. She steps to the edge of the group, looking to protect the civilians, and slashes at the nearest goblin.

Dagger @ Goblin, Sandstorm penalty: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Stats above are accurate.

Grand Lodge

Great, thanks for letting me know! You're off the hook for the Fort save then.

Idgethun slays the first goblin in one blow, beheading it! Its head - still covered with a protective mask - rolls to her feet.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Fort Save: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

Vile little vultures.

Argus growls, his body shifting into his fighting stance almost by itself before he launches himself at the advancing goblins.

Swift to activate Dragon Style, then charging the goblin in blue

Charge, Sandstorm, Hatred: 1d20 + 5 + 2 - 2 + 1 ⇒ (6) + 5 + 2 - 2 + 1 = 12 eh, doubtful

Damage, lethal: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

AC 14

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

Fort save: 1d20 + 3 ⇒ (16) + 3 = 19

GM: I assume the wind would dispel an obscuring mist, right?

Papy Shayn casts Guidance on Zymir.

Grand Lodge

Yes, it would.

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

If the camel-riding was a pain, the never-ending heat and loathsome sun made travel through the desert even more unbearable. More than once, Vasily caught himself thanking Desna for the inspiration to bring the hot weather gear along, and while some of the others suffered, Vasily kept as cool as possible.

Fort DC 15, hot weather gear: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16

Now seeing the force of goblins arrayed against them, Vasily narrows his eyes and grits his teeth against the sand-blasting wind, and begins casting a spell designed to put lots of goblins to sleep at once.

Begin casting Sleep should go off on Vasily's next turn.

Scarab Sages

Human (Osirian) Cleric 4 HP: 36/36 | AC: 20 | T: 12 | FF: 19 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +9| Init: +1 | Perc: +6 | Sense Motive: +8 | Speed 20 ft./ Channel [7/7] ; Bit of Luck [7/7] ; Deflection aura [1/1] ; Domain spell 1 [1/1] ; Domain spell 2 [1/1]

I guess that's DC 15 Because of the Explorer's Endurance
Fort DC 15 Explorer's Endurance: 1d20 + 6 ⇒ (11) + 6 = 17

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