[PFS] GM Rinaldo's Echoes of the Everwar (Inactive)

Game Master The Great Rinaldo!

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The Midnight Mirror

You have been resting at the Sothis lodge in Osirion after your most recent adventures. Venture-Captain Norden Balentir comes to each of you and says he has an urgent mission for you in the far off Hold of Belkzen, to follow up on another Pathfinder who hasn't reported in.

As you arrive in his office and wait for him to give you the mission details, you have a moment to meet each other ...

In-character intros!

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

A dark eyed man of medium height, long limbs, and slender build walks slowly into the room, seemingly cautious. He is clad in sturdy leathers and mithril with his head covered by an ornate hooded cowl. What skin is exposed is ashen grey and shows great weathering. Upon his back he carries a magnificent bow, and a nondescript quiver filled with arrows. He could very well be any other archer among the Society, but his openly displayed holy symbol of Feronia tells a different story.

After taking a stance against a far wall he smiles grimly and introduces himself.

"Well met. I am Herrick. I am here to serve." His voice is surprisingly deep with an ever so slight rasp to it.

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

A multiply tattooed half-orc arrives, not attractive per se but with a certain presence about him, arrives.

Xichikitte. "Itchy-Kitty"

You may call me "Xichi" if you prefer. Most humans do.

If you laugh at that:

Most humans find that amusing for some reason. Someday I shall ask one why. But it matters not, for that is my name and I have no other.

The Exchange

Male Tengu Rogue (Swordmaster/Scout) 10 | HP: 31/73 | AC: 26 | T: 20 | FF: 19 | CMD: 28| Fort: +6 | Ref: +15 (Evasion)| Will: +9 | Init: +8 | Perc: +17 (+22 traps), Low-light vision | Sense Motive: +8 | Trance: 12/12

The next to arrive is a tengu. With black shiny feathers, powerful talons and a broad beak, Garmit appears similar to the rest of his crow-like race. The only distinguishing feature, however, is that he has painted the cheeks on both sides of his face with yellow. He wears a shiny, mithril chain shirt and has two very sharp looking wakazaki blades strapped across his back.

Greetings! Well if you're 'Itchy' then I guess I'm 'Scra...' he takes a closer look at the tattooed, large fanged half-orc and seems to think better of finishing that particular sentence. You know what, never mind. Call me 'Garmit'.

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

A heavily laden dwarf joins the throng in the captains room. Along with the compulsory issue battleaxe strapped to his back, he carries a longspear with a large banner attached.

As he speaks his eyes twinkle, and while he voice may be gruff behind his beard, the words are spoken with a warmth.

"Rhuul Irontoe, at your service." he offers with a bow.

"I'm a bit of a medic, and done my share of searching out old lore in my time. However I'm a little more famous for my stand up routine."

He peers around. "Any elves about? Sometimes they don't find me jokes quite as funny as other folk. But then again, I think some of them are born without a funny bone."

Dark Archive

Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9

Princess Xen seems quite comfortable in Osirion and shows up well dressed in the latest local style. She is a dark eyed beauty of Kellish descent. If the local heat bothers her at all it does not show. She sashays in and takes a seat. Looking about she allows I am the Princess Xen. I guess if Norden asked all of you here too something dreadful must be happening somewhere. Bother.

Silver Crusade

Tian-Shu Human Investigator (Empiricist) L10 | HP: 83/83 | AC:22+2-2+4+1 T:14-2+1 FF:20+2-1+4 | DR10/adam | DR 5/pierce | CMB:13+2+1+2 CMD:27+2 | Saves F:10+2 R:14-1+2 W:13+2 (+4 vs illusion) (+2 3/day) | Init:+2 | Per:+18+1d8+2 | Spd: 30+10+30 | Rerolls: 1/1 | Inspiration: 5/10-1 | Mutagen: 0/1 | Four-leaf Clover: 0/3 | Conditions: longstrider (60m); heroism (50m); 100m: mutagen (str), resinous skin, stoneskin, freedom of movement; 10m: fly, invis, enlarge person, shield , haste

Kai stands of typical height of most Tian-Shus, with typical dark brown eyes, and silky black hair that he cuts short and leaves largely ungroomed. What differentiates him though is his build - while most Tians are lean and lithe, Kai is well-built and muscular, clearly visible through the breastplate he is wearing. He holds a longspear comfortably in one hand, and is also equipped with a morningstar and some javelins. Across his chest is a bandolier where some vials of liquid are stored.

He greets everyone with a warm smile. "A good day to one and all. I am Kai, Lin Kai. Just returned from Numeria, a trip I definitely do not intend to repeat anytime soon. Unfortunately, my R&R was interrupted by the summons of Captain Balentir. Well, my services are ever ready."

Dark Archive

Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9

Xen considers the group, liking what she sees. A seemingly capable lot. Best watch the tengu though. Never ventured with one before. Unknown motivations and likely has an affinity for shiny things. She subconsciously covers an expensive looking bracelet on her right wrist with her left hand as her gaze settles on Garmit.


The Midnight Mirror

Having finally rounded up the last of the team, Venture-Captain Norden Balantir enters the office, carrying a coffee service. He sets it on the table, and offers everyone a small cup of thick, brown coffee with a small amount of sugar.

Once everyone is seated, he begins. "This will be a short conversation, my friends. One of my investigators, a man by the name of Heralt, has been researching information from one of the older Pathfinder Chronicles, seeking the tomb of Akila, a legendary Osirian sorceress. Legend has it that her magic ring brought death to the Chelish fort at Skull Hill the day she was laid to rest."

"You may have heard of Heralt. He prefers to work alone, exploring regions that are less open to Pathfinders, particularly Druma, Belkzen, and the Lands of the Linnorm Kings. He was posing as an explorer from a minor noble house of Cheliax, so as not to let anyone know the Society was involved. Heralt’s last report from Skull Hill was that he’d confirmed the existence of the tomb of the famed Osirian sorceress Akila, but that access to it was blocked and it was going to take some time to get inside. He promised to report again in a week and it’s been months since he was last heard from."

"With one Pathfinder missing on an important mission, I am following up with a team. I have arranged for passage on a Katapeshi galley that is going in that direction. It will get you as far as Vigil, then you will have to cross the Belkzen frontier to the Skittering Mounds and find Skull Hill. I need you to locate Heralt, and either rescue him or complete his mission of locating Akila's ring."

He sips his coffee, then concludes. "Your ship leaves with the evening tide, so collect your belongings and make any purchases you need. May the gods watch over you!"

You may make the following Knowledge checks, or use Diplomacy to gather information along the way:
Skull Hill—Knowledge (local)

DC 10:
Skull Hill was a strategic Chelish fort in modern day Belkzen that the nation of Cheliax used for mercenary recruitment and weapons trading during the Everwar. It was destroyed when Cheliax ceded those lands to Belkzen.
DC 15:
Skull Hill still exists. The Chelish government has kept it secret for centuries and they use the hidden fort to keep tabs on the Belkzen orc tribes.
DC 25:
Skull Hill is part of a complex spy network that Cheliax uses to keep tabs on Belkzen, Lastwall, Varisia, Nidal, and Nirmathas. No one has heard anything from Skull Hill in months.

Akila—Knowledge (history)
DC 10:
Akila was an Osirian sorceress who died somewhere in the Chelish frontier during the Everwar.
DC 15:
Akila was the mistress of Skull Hill during the Everwar and used the fort to build a mercenary army that she sold to whoever paid the most—she was not loyal to Cheliax and spoke often of her patron in Sothis. One day she dropped dead of seemingly nothing and as she was laid to rest, the magic ring she always wore on her left hand emitted a horrifying necromantic energy that nearly killed everyone in the fort.
DC 25:
Akila was buried in caverns deep beneath Skull Hill’s timber tower lest someone find her ring and figure out how to activate its power. A Pathfinder once resided in Skull Hill a hundred or so years ago and reported Akila’s cavern as a rumor in one of his reports back to Absalom.

The Everwar—Knowledge (history)
DC 10:
The century-long wars of Chelish expansion began in 4305 with Cheliax claiming lands in Molthune and Varisia. After brutally conquiring Nidal in 4338, Cheliax founded numerous colonies. The Everwar ended in 4410 with Cheliax ceding its claims in Belkzen and Varisia.

Your journey will be several weeks across the Inner Sea, up the Sellen River, across Lake Encarthan, and finally up "The Path" to Vigil. From there you will travel on foot to the Skittering Mounds. All of this will be a cut-scene, but I wanted to give you an idea of the scale. Once you are prepared, we will come back from commercial with you standing near Skull Hill.

Go ahead an have any in-character conversations you wish prior to leaving or along the way, and let me know when you have made your final purchases and preparations.

Dark Archive

Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9

Princess Xen accepts a cup of the sweet coffee and sips it with style and familiarity as she tries to recall what she knows of these things.

Knowledge Local, Skull Hill: 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge History, Akila: 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge History, The Everwar: 1d20 + 5 ⇒ (8) + 5 = 13

Lets see. If I recall correctly Skull Hill is, or was a strategic Chelish fort in modern day Belkzen that the nation of Cheliax used for mercenary recruitment and weapons trading during the Everwar. It was destroyed when Cheliax ceded those lands to Belkzen. Akila was an Osirian sorceress who died somewhere in the Chelish frontier during the Everwar, a century-long wars of Chelish expansion began in 4305 with Cheliax claiming lands in Molthune and Varisia. After brutally conquiring Nidal in 4338, Cheliax founded numerous colonies. The Everwar ended in 4410 with Cheliax ceding its claims in Belkzen and Varisia..

Later she tries to gather more information about Skull Hill and shares the information she gathers.

Diplomacy: 1d20 + 17 ⇒ (18) + 17 = 35

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Knowledge Local: 1d20 + 3 ⇒ (16) + 3 = 19
Knowledge History: 1d20 + 3 ⇒ (4) + 3 = 7
Knowledge History: 1d20 + 3 ⇒ (9) + 3 = 12

What many people do not know is that Skull Hill still exists. The Chelish government has kept it secret for centuries and they use the hidden fort to keep tabs on the Belkzen orc tribes. There is likely not a large garrison there, lest the secret be revealed, but it will certainly not be undefended or unwatched.

I shall endeavor to discover more about this particular fort, as I feel there is more to the story.

Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11 ...or maybe not.

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Use Loremaster for 30 on history of Akila

local: 1d20 + 10 ⇒ (3) + 10 = 13

"Funny thing is that I heard Skull Hill is part of a complex spy network that Cheliax uses to keep tabs on Belkzen, Lastwall, Varisia, Nidal, and Nirmathas. No one has heard anything from Skull Hill in months. Maybe that is why our friend went missing."

Turning to the VC he asks "What do we know about Heralt, his history, skills and affiliation? And may we read the chronicle that set off this exploration?"

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick casts spells to enhance his recollection of knowledge before the group leaves.

heroism and heightened awareness
Skull Hill—Knowledge (local): 1d20 + 10 ⇒ (14) + 10 = 24
Akila—Knowledge (history): 1d20 + 6 ⇒ (6) + 6 = 12
The Everwar—Knowledge (history): 1d20 + 6 ⇒ (13) + 6 = 19

"I can confirm what Xichi said about Skull Hill still existing. It is amazing that they were able to keep it hidden for all these centuries."

Diplomacy Gather Info: 1d20 + 6 ⇒ (2) + 6 = 8

Somehow Herrick's awkward questions along the way not only fail to garner additional information, but he actually receives a few blows from offended passersby.

Rubbing the sore spots he calls after his team, "Remind me to let Xen do all the talking from now on."


The Midnight Mirror

@Rhuul: I've given you everything the scenario gives me on Heralt, and I wasn't even given a title of the chronicle involved. Assume reading it is part of your knowledge checks. :-)

Balantir says, "Heralt is a private man, who works missions like this for me; I'm not really at liberty to discuss more about him than I already have. As to the chronicle," he points to a bookshelf nearby, "if you are a quick reader, feel free to peruse my copy before you leave."

The Exchange

Male Tengu Rogue (Swordmaster/Scout) 10 | HP: 31/73 | AC: 26 | T: 20 | FF: 19 | CMD: 28| Fort: +6 | Ref: +15 (Evasion)| Will: +9 | Init: +8 | Perc: +17 (+22 traps), Low-light vision | Sense Motive: +8 | Trance: 12/12

Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20
Kn. Local: 1d20 + 6 ⇒ (18) + 6 = 24

Garmit waits while the rest of the group recall what they know about Skull Hill, Akila and the Everwar, absent-mindedly preening his feathers with the tip of a small, silver dagger. Sure, he'd heard some of it before on the streets and his travels, but a lot of it was new information, not particularly interesting, but new nevertheless. Unfortunately, no-one seemed to know much about the most important part of this mission. "So, the ring, then? Magic and deadly? Anything more we know about how or why, exactly...or that's just the fun we have to look forward to?" He notices the attentions and wary glances from Xen. Used to those type of looks and happy to play up to the part, he gives the kitsune a grin. "Bet it's nice and shiny, though!"

Preparations and final shopping done, Garmit waits at the docks, rolling a pair of dice through his talons. "So, when's our first game? Sounds like we'll have plenty of time."

Dark Archive

Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9

Norden, we will require a detailed description of this wayward pathfinder. A sketch would be ever so nice as well. And what minor house of Cheliax was he pretending to be from? If we go looking for him, perhaps we should be from that house as well.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:
Garmit wrote:
Unfortunately, no-one seemed to know much about the most important part of this mission. "So, the ring, then? Magic and deadly? Anything more we know about how or why, exactly...or that's just the fun we have to look forward to?"

Assuming we shared information under spoilers if one of us scored high enough, and since Rhuul used Loremaster for 30 on history of Akila, we do know something about the ring, thought still not much.

Herrick smiles grimly and answers the tengu, "Rhuul seemed to say something about necromantic energy being released from the ring upon Akila's burial in a cavern below the fort. I think we can assume we will be facing undead while searching for it, though what variety I won't speculate on. That is likely why I was asked to accompany this mission as I am extremely familiar with the unquiet dead."

The Exchange

Male Tengu Rogue (Swordmaster/Scout) 10 | HP: 31/73 | AC: 26 | T: 20 | FF: 19 | CMD: 28| Fort: +6 | Ref: +15 (Evasion)| Will: +9 | Init: +8 | Perc: +17 (+22 traps), Low-light vision | Sense Motive: +8 | Trance: 12/12

"Undead, huh? They're not too bad, I guess. At least the ones with backs, that is." Garmit returns Herrick's smile with a less grim one of his own. "Never trust anything you can't stab in the back, that's what I always say!"

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

"Maybe I'll see about getting me spear enchanted to fend them off some. Or perhaps a ring to heighten me defences against them."

He glances around the group. "I have little I can do against the incorporeal... do any of you have skills and weapons that be harming ghosts?"

Silver Crusade

Tian-Shu Human Investigator (Empiricist) L10 | HP: 83/83 | AC:22+2-2+4+1 T:14-2+1 FF:20+2-1+4 | DR10/adam | DR 5/pierce | CMB:13+2+1+2 CMD:27+2 | Saves F:10+2 R:14-1+2 W:13+2 (+4 vs illusion) (+2 3/day) | Init:+2 | Per:+18+1d8+2 | Spd: 30+10+30 | Rerolls: 1/1 | Inspiration: 5/10-1 | Mutagen: 0/1 | Four-leaf Clover: 0/3 | Conditions: longstrider (60m); heroism (50m); 100m: mutagen (str), resinous skin, stoneskin, freedom of movement; 10m: fly, invis, enlarge person, shield , haste

Rhuul, you mentioned you were using Loremaster on History, but shared the info from local. :) Anyway, Kai cleared everything below.

knowledge(local), inspiration: 1d20 + 9 + 1d8 ⇒ (17) + 9 + (5) = 31
knowledge(history), inspiration: 1d20 + 9 + 1d8 ⇒ (13) + 9 + (7) = 29
knowledge(history), inspiration: 1d20 + 9 + 1d8 ⇒ (10) + 9 + (1) = 20

"If I may add on about Akila, really quite a fascinating slice of history here. She was the mistress of Skull Hill during the Everwar and used the fort to build a mercenary army that she sold to whoever paid the most — she was not loyal to Cheliax and spoke often of her patron in Sothis. One day she dropped dead of seemingly nothing and as she was laid to rest, the magic ring she always wore on her left hand emitted a horrifying necromantic energy that nearly killed everyone in the fort. She was buried in caverns deep beneath Skull Hill’s timber tower lest someone find her ring and figure out how to activate its power. A Pathfinder once resided in Skull Hill a hundred or so years ago, apologies I seem to have forgotten his name, reported Akila’s cavern as a rumor in one of his reports back to Absalom." He intones on and on, effortlessly regurgitating the knowledge he has accumulated without any airs.

Kai considers Rhuul's question, and suggest, "Perhaps an oil of bless weapon? Effective against incorporeal evil creatures."

Dark Archive

Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9

Xen considers then adds Died seemingly of nothing? Her ring killed nearly everyone in the fort? Gentlemen we may face a litch.


The Midnight Mirror

Balantir gives you a reasonable description of Heralt and his backstory so that you believe you will recognize him when you encounter him.

You seem to still be working out purchases and preparation, so I'll give a little more time before moving forward. Let me know when you are ready to proceed.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:
Rhuul Irontoe wrote:

"I have little I can do against the incorporeal... do any of you have skills and weapons that be harming ghosts?"

Much like Kai, Herrick also offers up an answer to Rhuul's question.

"I have ghost salted some arrows for just such an occurrence. It's a weapon blanch that you cook onto a weapon, though it is only good for one use before it flakes off. Perfect for arrows and other types of ammunition. As for another option, I can enchant a weapon for you with magic that will last several hours. It won't be fully effective versus incorporeal beings, but it will still harm them at least, and you won't have to wait to apply it like with the oil."

He has greater magic weapon(+3 at his level) and it will last 9 hours, so I can cast it when we start exploring and it should be fine for the duration.

Dark Archive

Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9

Princess Xen concentrates for a moment and take on the likeness of the described Heralt. Do I have it right? What needs to change?

When Herrick mentions the ghostsalt Xen concedes That is a good idea. I'll send a servant to procure some for me before we depart.

Silver Crusade

Tian-Shu Human Investigator (Empiricist) L10 | HP: 83/83 | AC:22+2-2+4+1 T:14-2+1 FF:20+2-1+4 | DR10/adam | DR 5/pierce | CMB:13+2+1+2 CMD:27+2 | Saves F:10+2 R:14-1+2 W:13+2 (+4 vs illusion) (+2 3/day) | Init:+2 | Per:+18+1d8+2 | Spd: 30+10+30 | Rerolls: 1/1 | Inspiration: 5/10-1 | Mutagen: 0/1 | Four-leaf Clover: 0/3 | Conditions: longstrider (60m); heroism (50m); 100m: mutagen (str), resinous skin, stoneskin, freedom of movement; 10m: fly, invis, enlarge person, shield , haste

"Woah!" Kai looks with great interest as the princess morphs into the form of Heralt. "My lady, that is a most amazing, and useful ability. The charlatans that I had been arresting during my days as the the city guards would have given their right arm to do that!"

Kai will purchase a scroll of restoration using 2pp, and another oil of bless weapon for 50gp.

Dark Archive

Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9

The princess bows slightly to Lin as if used to accepting such accolades. It is an ability of the more noble of my kind. she admits. It is rare, and therefore little known, and as you say, can be useful.


The Midnight Mirror

I've been trying to post and it isn't working ... let's see if this goes in. I'll give extra time in case others were having the same trouble.

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Rhuul nods happily to his team mates. "It sounds like we are almost ready then. Let us head down to the ship."

He happily points out the gulls circling their transport.

"Ever wondered why the seagulls prefer flying over the seas?" he asks.

Taking out some small berries he throws them to the birds.

"I suspect it is because if they came into the bay there... they would be Bagels..."

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Your logic is flawed, good sir. A bird cannot become a bread item simply by flying into a different geological area. If you are interested in Transmutation magic, I can suggest several talented Wizards, but the cost may be more than you expect.

You are welcome.

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

The dwarf peers closely at Xichikitte. He puts particular attention to the mans arms. "You sure you didn't have one of them amputated and then grown back? I think they forgot to regrow your funny bone. You should ask for your money back."

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Why would I ask for my arm to be amputated? It does not make sense.

Xichi watches the boisterous Dwarf walk away, perplexed.


The Midnight Mirror

OK, let's see if the post takes this time!

After weeks aboard a smelly Katapeshi galley crossing the Inner Sea, winding up the Sellen River, bravely traversing stormy Lake Encarthan, slipping up The Path, and finally docking in Vigil, you then crossed the Belkzen frontier into a region the orcs call the Skittering Mounds, carefully avoiding orcish patrols. Now you stand atop a ridge overlooking a low river valley and stare down at the fort called Skull Hill.

From atop the ridge, you can see the entirety of the fort, a motte-and-bailey resting on the shores of a small, shallow waterway called the Skittering River. The front gates to both the motte and the bailey appear smashed in, there are scorch marks all along the palisade, and there are three craters—two in the bailey and one at the base of the timber tower atop the motte. There appears to be no sign of movement from the ridge, though the you can see a thin wisp of smoke rising from the timber tower’s chimney.

The only way in that doesn't involve either swimming, climbing, or flying is through the front gate.

I have put up a high level map of the area you are looking down on. Squares are 10'. Don't put tokens on this map, I'll have more localized maps for actual encounters. This is just to give you an idea of what you are looking at. Technically you don't have quite such a bird's eye view, but you can see well enough to make out the major features.

Decide how you want to approach. From your current vantage point you see no signs of life.

The Exchange

Male Tengu Rogue (Swordmaster/Scout) 10 | HP: 31/73 | AC: 26 | T: 20 | FF: 19 | CMD: 28| Fort: +6 | Ref: +15 (Evasion)| Will: +9 | Init: +8 | Perc: +17 (+22 traps), Low-light vision | Sense Motive: +8 | Trance: 12/12

"Bird jokes! Great!" Garmit responds to Rhuul's quip with a chuckle. "That's usually my forte, careful you don't step on my talons!"

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Xichi peers at the distant keep intently.

It looks like the two most likely entrances for us are by the main gate, in plain sight, or over the rear wall by stealth. I can help to attach grappling hooks to the wall if stealth is our method.

At first glance it seems that someone awaits us in the keep, but not a large garrison. I am honored to go either way, but I suggest that perhaps stealth is the better method.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

From off in a secluded corner, Herrick smiles at Rhuul's wordplay and general humor, lightly shaking his head at the communication barrier between the small half-orc and the dwarf.

As the group approaches the keep, he also peers at it intently and quietly listens for any thing dangerous. Crouching down near the ground he checks for signs of tracks leading up to or away from the front gate.

Survival/Tracking: 1d20 + 9 ⇒ (10) + 9 = 19

I agree. Stealth is a better method. Each of those structures leading up to the motte gate is a potential hiding place for enemies, so if we take the more direct route, I recommend checking for threats as we pass."

Take 10 on Perception for a 32. Does he notice any other active thing than the smoke rising from the chimney? Any idea how long ago the gates were bashed in or if it was a recent fire? I imagine we may need to get close to tell some of those things.

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Rhuul grins at Garmit. "If you like bird jokes... why did the bird in Cheliax get arrested?" he asks, a twinkle in his eye.

Then, turning to the matter at hand "Those are some pretty big holes in the ground. Can anyone see if there is things growing in them... that is, are they new or old?"

He peers at the walls "Likewise those scorch marks."

perception: 1d20 + 14 ⇒ (17) + 14 = 31

Finally he turns back to the Tengu.
"It broke the law of gravity!"

Silver Crusade

Tian-Shu Human Investigator (Empiricist) L10 | HP: 83/83 | AC:22+2-2+4+1 T:14-2+1 FF:20+2-1+4 | DR10/adam | DR 5/pierce | CMB:13+2+1+2 CMD:27+2 | Saves F:10+2 R:14-1+2 W:13+2 (+4 vs illusion) (+2 3/day) | Init:+2 | Per:+18+1d8+2 | Spd: 30+10+30 | Rerolls: 1/1 | Inspiration: 5/10-1 | Mutagen: 0/1 | Four-leaf Clover: 0/3 | Conditions: longstrider (60m); heroism (50m); 100m: mutagen (str), resinous skin, stoneskin, freedom of movement; 10m: fly, invis, enlarge person, shield , haste

Kai sniggers at the exchange between Rhuul and Xichikitte, but otherwise wisely stays silent.

---

Kai studies the fort from a distance, and mutters what is blatantly obvious. "This does not look good."

Turning to the party, he suggests, "I could scout out ahead first and report back. I have prepared extracts of invisibility and flight. An eight minute flyover should help to get us sufficient helpful information?"

The Exchange

Male Tengu Rogue (Swordmaster/Scout) 10 | HP: 31/73 | AC: 26 | T: 20 | FF: 19 | CMD: 28| Fort: +6 | Ref: +15 (Evasion)| Will: +9 | Init: +8 | Perc: +17 (+22 traps), Low-light vision | Sense Motive: +8 | Trance: 12/12

"Sneaky approach sounds fine with me, although I expect we might end up in a fight either way" Chips in Garmit.

At Lin Kai's suggestion, the tengu shrugs. "Sure, sounds like a plan...oh, and that reminds me. Rhuul, how did the sneaky bird manage to scout out the castle without being seen?" Expecting the dwarf to know the answer, the tengu quickly follows up with the punchline. "Because he was in da skies! 'Course I can only fly for a few minutes a day myself, so more than happy for one of you non-feathered folks to doing the flying instead. "


The Midnight Mirror

Even with Herrick and Rhuul's excellent eyesight, from your vantage point it is hard to tell much detail. There might be motion in the overgrown corn fields, or it might just be the breeze. You'll have to get closer to tell how long ago the damage to the fort was done.

Silver Crusade

Tian-Shu Human Investigator (Empiricist) L10 | HP: 83/83 | AC:22+2-2+4+1 T:14-2+1 FF:20+2-1+4 | DR10/adam | DR 5/pierce | CMB:13+2+1+2 CMD:27+2 | Saves F:10+2 R:14-1+2 W:13+2 (+4 vs illusion) (+2 3/day) | Init:+2 | Per:+18+1d8+2 | Spd: 30+10+30 | Rerolls: 1/1 | Inspiration: 5/10-1 | Mutagen: 0/1 | Four-leaf Clover: 0/3 | Conditions: longstrider (60m); heroism (50m); 100m: mutagen (str), resinous skin, stoneskin, freedom of movement; 10m: fly, invis, enlarge person, shield , haste

Seeing no objections, Kai first gulps down an extract that gives him some additional hardiness (false life) and activates two wands on himself, one to increase his movement and one to improve his perception. He then gulps down the two extracts in rapid succession and takes flight over the camp invisibly, taking himself as low as possible without drawing attention.

Uncertain how much area 8 mins will cover to scout and return.

false life: 1d10 + 8 ⇒ (6) + 8 = 14
UMD wand of longstrider: 1d20 + 16 ⇒ (12) + 16 = 28
UMD wand of heightened awareness: 1d20 + 16 ⇒ (5) + 16 = 21
perception, free inspiration, HA: 1d20 + 16 + 1d8 + 2 ⇒ (15) + 16 + (6) + 2 = 39

Dismiss HA if enter combat for +4 to initiative.

Dark Archive

Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9

First I was not getting updates last night and logging in this morning saw there were 12. Unsure why, but sorry for my delay. Second, its important to me that Xen was able to work with the VC to improve her likeness of Heralt so she can impersonate him, if needed. OK?

Princess Xen wrote:
Princess Xen concentrates for a moment and take on the likeness of the described Heralt. Do I have it right? What needs to change?

The princess shows up for the voyage with a hound in tow. It weas mail barding and seems quite defensive of Xen. Being the only female she requests a private birth and he dog guards the door day and night. We will need to have a lengthy encounter here if she cannot get a private room. I expect she will end up with the captain's personal quarters if something suitable cannot be arranged :)

During the voyage Princess Xen is more friendly than you might expect and even entertains by dancing if there is music. She tries to get to know the crew and the other PCs and for her the time goes by quickly. After spending some time with Garmit her initial opinion softens some and she begins to like the tengu. I have a gift for you. She says the night before the group leaves the ship. I shall imbue within you a friend. he will act as a flanker for you in times of need. You have but to call our for my help and he will appear to help flank an enemy at a critical time. But his attention is fleeting. He will only help for a moment and then be gone. Assuming Garmit agrees she leans forward and gently kisses the tengu on the cheek, infusing him with the False Flanker Mesmerist trick.

Dark Archive

Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9

Before Lin departs Xen touches each person in the group while casting the message spell. <<This will let us whisper to each other over a medium range.>> she whispers.

Of note, she always keeps the Mask Misery trick on herself.

We should advance towards the front gate while Lin scouts. Just like we are suppose to be here. She recommends while taking on the likeness of Heralt. It would not do to be so far away if Lin were to suddenly need us.

Disguise: 1d20 + 21 ⇒ (2) + 21 = 23

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Xichi always has Mage Armor active while awake.


The Midnight Mirror
Princess Xen wrote:
First I was not getting updates last night and logging in this morning saw there were 12. Unsure why, but sorry for my delay. Second, its important to me that Xen was able to work with the VC to improve her likeness of Heralt so she can impersonate him, if needed. OK?

Ah, I didn't get what you were going for. Yes, you have a reasonable likeness of someone you've never seen, going just by Balantir's suggestions.

-------------------
Princess Xen wrote:
Of note, she always keeps the Mask Misery trick on herself.

I'm not familiar with that one, what does it do?

-------------------
Just to make sure you have a sense of the scale here, the Message spell has a range of medium, which for Xen is 170'. The bailey is over 300' on a side. You are about 400' away from the bailey at the point at which you have this look inside (up on a nearby slope). Kai will not be able to use Message to communicate while he is scouting, but will be able to once he is back in range.

With all of that said, nothing horrible happens, so I won't hold things up on this point. :)

With several magical effects bolstering him, the intrepid investigator takes off to scout the bailey. From a position a moderate distance above, he gets a better look straight down into the fields and between the buildings.

Kai's impression of the craters is that they are very recent - weeks or possibly a few months old, at most. From the outside, the buildings that weren't leveled by whatever dug the holes are intact; their doors are closed and windows curtained.

The drawbridge from the main bailey onto the motte with the actual fort is down, but the doors of the gate have been knocked off as if an invading force blasted them down; they lie on the ground north of the gatehouse.

As he flies over the cornfields, Kai realizes that the corn is reasonably well tended. The only unusual thing is the four humanoid skeletons wandering about them, as if on some sort of patrol. Past the cornfield is a barn, and beyond the barn lies a pasture filled with the decomposing corpses of the fort's cattle.

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Skeletons, eh? It appears our intrepid Princess may be correct. We face a Necromancer at least, and quite possibly a lich.

He attempts to recall what he knows about liches.

Knowledge Religion: 1d20 + 3 ⇒ (17) + 3 = 20

Weaknesses and special attacks are the priorities.

Dark Archive

Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9

Mask Misery:

The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor condition listed under the touch treatment ability (Fascinated and Shaken). The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds the moderate conditions (Confused, Dazed, Frightened, Sickened) to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily. The mesmerist doesn’t need to have touch treatment to choose or use this trick.

One reason this is important to the class is that psychic casters cannot cast if they are under any type of fear effect.

Dark Archive

Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9

Assuming Lin reports the skeletons...

Those minor minions will work for me should we encounter them. Please refrain from breaking them. Xen says.

The Exchange

Male Tengu Rogue (Swordmaster/Scout) 10 | HP: 31/73 | AC: 26 | T: 20 | FF: 19 | CMD: 28| Fort: +6 | Ref: +15 (Evasion)| Will: +9 | Init: +8 | Perc: +17 (+22 traps), Low-light vision | Sense Motive: +8 | Trance: 12/12
Princess Xen wrote:
Assuming Garmit agrees she leans forward and gently kisses the tengu on the cheek, infusing him with the False Flanker Mesmerist trick.

Garmit happily accepts the kiss from the Princess. "Why thank you...'your highness'? Oh, and I did I mention I'm also technically a 'Trade Prince' myself. Don't usually go braggin' about it, but you know just sayin'". He gives Xen a little bow with a flourish. "So...er do I get a 'peck' on the cheek like this every night now, or when I need this trick again? If so this could be the best gift I've ever been given...ah, for the help with the stabbing of course!", he winks.

"As for the plan, getting closer sounds good. If the front door is open, perhaps we should just wander in? We can maybe pick up our 'friends' in the cornfields before checking out the rest of the place?"


The Midnight Mirror
Xichikitte wrote:

He attempts to recall what he knows about liches.

Weaknesses and special attacks are the priorities.

Sadly, DC 20 is just enough for basic knowledge about liches, not much detail.

Xichikitte considers what he knows about liches. The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time. A lich's physical body is most vulnerable to magical bludgeoning attacks.

-------------

After Kai's flyover, you make your way down the hill to the entrance to the bailey. Skull Hill’s double gate lies open, one half broken off its hinges. A small watchtower sits above the gate, forming a short ten foot tunnel as one enters the bailey—scorch marks mar the gate and the tower. The drawbridge is down and appears to be in good condition.

As you approach the battered gate, it is obvious that someone has rigged the gate to collapse on anyone who crosses. Garmit tries to suppress his laughter at the simplistic nature of of the trap, but isn't terribly successful. Why do they bother putting DC 25 Perception checks at this level? And Garmit literally cannot fail to disarm this trap. :-)

Let me know how you plan to enter the bailey. I have added a "You are here" to the map.

For purposes of spell durations, Kai's flyover and your trek to the gate took about five minutes.


The Midnight Mirror
Princess Xen wrote:

** spoiler omitted **

One reason this is important to the class is that psychic casters cannot cast if they are under any type of fear effect.

Got it. That's a good one!

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