[PFS - PbP Gameday 5] GM Skipper's #3-04 The Kortos Envoy (tier 7-11) (Inactive)

Game Master SkipperD

Combat Map


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Open for dotting.

Scarab Sages

Ouroboreia | Female Human (Varisian) Wizard 5 Magaambyan Arcanist 5 | HP 67/67 | AC:16 T:12 FF:14 CMD: 14 | F+10 R+10 W+12 (+3 vs. Spells, Spell-like abilities, +1 Death)| Initiative +3 | Perception +14 |

Void dot

Liberty's Edge

CG male Elf Mage 4/Fighter 4/Archer 2
Spoiler:
|AC 16, T 16, FF 11|HP: 48/48|F +5, R +7, W +7 (+2 vs Enchantment/red dragon breath)|Init +5, Perc +21|CMB +11 CMD 24|11/11 Prescience, 1/1 Pearl, 1/1 Arcane Bond

Zeno is working on one of his maps, finishing his refinements on the mountains of Southern Galt, when suddenly he feels the urge to get up and open a window. He does so, and barely two or three seconds pass before a blunt-tipped arrow sails through the window and lands in his seat. There is a note from the Society attached to it....

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

Elsewhere, a halfling in bright Varisian clothes eagerly reads a missive, then scrambles to get his backpack.

Grand Lodge

Male
ATK:
GG:+33/+24/+19// DMG +27
Half Orc Fighter 13 /Urban/Untouchable Bloodrager 2 (HP:169/169)(AC:36 T:19 FF:31)(F:+20 R:+13 W:+15)(Init:+9)(Perception:+17)

will use Jaggar for this once your Shadows game is done with Kleetus and Ouroboreia. if it goes to a low game i will switch to a lower character.


You have been tasked by the Decemvirate to deliver a letter to Nashota Bloodhoof, the leader of the Cangarit centaur tribe in the uplands of the isle of Kortos. You have been informed, that the letter contains a call to arms for Nashota, as the Decemvirate wishes for her to participate in the Ruby Phoenix Tournament on thier behalf, and that you must ensure that she honors her debt to the Society.

Knowledge (Local) DC 25:
The Cangarit tribe recently had a blood feud with House Otheron from Absalom, caused by the death of Telannious Otheron's son at the hands of Nashota. The Pathfinder Society brokered a peace between them, and secured future aid from Nashota.

After making your way through the wilds of the Isle of Kortos, you find yourselves in the Cangarit camp, where you hand over the letter.

“Three days?” Nashota exclaims, tossing the letter from the Decemvirate to the ground.

“That’s quite the sense of humor you Pathfinders have! I tell you I need time to make this land safe for my tribe, and you give me three days? You think by paying off one enemy, you solve all our problems? Look around you—we make camp in unfamiliar lands, our strongest warriors lay dead, our wounded captured by minotaurs, harpies and thieves harry us constantly. But lo! The hounds of Absalom retreat, we are saved!”

This rouses a hearty chorus of laughter among the centaurs, until Nashota raises a hand for silence.

“A promise is a promise. I owe you much, and Nashota Bloodhoof pays her debts. Give me a month to train and arm a warband so I can clear out these damned mountains. Then I’ll sail off to fight in your silly little game for human prizes."

“Or,” the centaur says, smiling, “you could always march up the mountain in my place. You Pathfinders dealt with our enemies to the south—might as well handle the north, east, and west while you’re at it, since we’re such good friends?”

Nahsota grins, and gestures up the mountain.

“To the north, there’s that freak harpy Jerevyx. She roosts somewhere up by Hollowfrost Pass. Just follow the path up Mount Ganog to find her. In the east, look for Dahruun Firehorn. I hear he and his minotaurs are holed up in the old Northwind Mine. To the west, the thief Urso Landel makes camp somewhere in the forest. I don’t care what you do with him so long as you get back the arms and armor he stole from us.
Deal with them in three days,”
she snorts derisively, “and I’ll consider your request. Until then, the matter is closed.”

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

GM: I'm assuming we were at liberty to purchase things in Absalom once told we were going inland into the isle, if necessary?

Also, this is preliminary that Skipper would do upon meeting all his fellow agents (not just RP, has a mechanical effect), and before we set out on the road, so slipping it in retconned if that's okay:

Back at the briefing, Skipper energetically greets his fellow agents with enthusiastic hand shaking-- and pressing a cheaply-produced pamphlet into their hands, as well. (Pamphlet is visible in Skipper's profile)

"Hello! Hello! Nice to meet you! Good to travel with you! I'll be handling healing if you get scratched, and doing my best to make sure you won't! Skipper Daytripper's the name! Is it okay with you if I include you in my prayers to Sinashakti, theEmpyrealLordofwanderersmessengerandsafetravels?"

(Mechanically, I need to know if any characters are asking not to be included in Skipper's prayers.)

"Oh, and before we set out, just give me a minute with my cards-- I've got them here somewhere!"

Skipper pulls out a Harrow deck and asks everyone to stand close for, oh, about ten minutes.

GM, Harrowing rules:
(As a Varisian pilgrim, Skipper can perform a Harrowing that grants mechanical benefits. I do own the Paizo-sanctioned Harrow deck required for this, and I can take a picture of myself with it if you would like, GM. Given the limitations of PBP, however, it is easiest to reflect the 9-card draw with a d6 for suits (as suits are the only mechanically relevant part of the draw), as follows: 1 = Hammer, 2 = Key, 3 = Shield, 4 = Book, 5 = Star, 6 = Crown. Thus:

9d6 ⇒ (1, 5, 4, 6, 6, 1, 6, 1, 1) = 31

Four Hammers drawn means that the party gains a 24-hour benefit of a +1 insight bonus to all attack rolls. This is constant/ongoing (does not disappear when used). I'll probably be doing this three more times in this scenario so if you need to ask me questions about it, go for it.

Skipper draws nine painted cards showing a variety of images, some pleasant, others horrifying. He studies them intently, his face creased, and after ten minutes he finally relaxes. "Well, the fates say we have a struggle ahead. But I think we're becoming stronger in order to deal with them."

(Everyone in the party [as long as you were willing to stick around Skipper for 10 minutes while he did his card reading], you have a +1 insight bonus to all attack rolls that will last a full day.)

******

On leaving Absalom and heading inland, Skipper casts a spell to lighten his feet, to the point where he's able to probably outpace some of the taller people in the group. (Longstrider)

Knowledge Local: 1d20 + 6 ⇒ (19) + 6 = 25

As they make their way into the interior of Kortos, Skipper gossips cheerfully about their mission. "What I hear is that the Cangarit tribe? They had a blood feud with House Otheron, in the city. Supposedly Tellanious Otheron's son was killed by the very centaur we're going to meet, and things got ugly. But the Society was able to broker a peace, so now this centaur lady, she owes us one! Time to collect!"

*******

On hearing Nashota speak, Skipper adopts a posture of intense listening, nodding along in an understanding fashion. "Of course. Of course, you've got your own people's needs to see to. We understand. If there's a way we can ease things and find a path towards letting you fulfill your oath honorably while not letting down the people who rely on you, that's what we'll do! Because we're finders of paths! If there's any further aid you can give us in helping us know about potential dangers, or material supplies perhaps, that would be wonderful, though... For instance, the mountain and the harpy-- I imagine it will be pretty cold if we go up it, would that be correct?"

Does the scenario specify what time of day we arrive at Natalya's camp? I.e., how much daylight is remaining to us right now?

Scarab Sages

Ouroboreia | Female Human (Varisian) Wizard 5 Magaambyan Arcanist 5 | HP 67/67 | AC:16 T:12 FF:14 CMD: 14 | F+10 R+10 W+12 (+3 vs. Spells, Spell-like abilities, +1 Death)| Initiative +3 | Perception +14 |

A young woman of otherworldly looks stands in the room, her gaze lost in the vague as if she was contemplating something invisible to the eye. She doesn't acknowledge your presence at once. Her physical appearance is weird to say the least. Despite her typical Varisian traits, her skin is ebony black. Her hair is medium-length and white with purple shades and wisps of longer hair. Yet the strangest thing about her is her eyes - purple iris surrounded in pure black. The young woman's clothes are Varisian in style, despite a few Mwangi lucky charms around her neck or wrist. She has a kapenia scarf wrapped around her waist.

The wizardess nods at each and every Pathfinder assembled, addressing each of them a gentle yet awkward smile. She hovers a couple of feet off the ground, gliding in the air in an odd manner. "I am Ouroboreia, of the Magaambya. Diplomat, arcane researcher, friend of the void. May the Black butterfly watch over us in our journeys."

GM, please note that Ouroboreia will cast the following spells at the start of every adventuring day: darkvision, Raiment of Command, Overland Flight, False Life False Life Temp Hp: 1d10 + 9 ⇒ (4) + 9 = 13. They all last 9 hours.

*****

Ouroboreia listens to Nashota with great care not to interrupt her. Once the revered centaur leader has spoken, she replies in a diplomatic tone. "To know that you will honor your word goes straight to our heart, and is a testimony to your greatness as a leader. We will help you in return to show that an alliance with you means the world to us. What do you know of your enemies? Surely your scouts have gathered intelligence about them, which would be crucial in our efficiency in aiding you by fighting them."


@Skipper: You have plenty of time to prepare in Absalom, both for purchasing supplies and handing out pamphlets.
You arrive in the evening, so unless you want to venture into the dark, untamed Kortos wilderness, you'll be sleeping in the camp. The three day countdown doesn't start until daybreak. This of course means you'll need to do another harrowing.

“Urso was one of the brigands Absalom hired to collect centaur skins. I killed his horse the first time we first met in battle, and he’s had it out for me ever since. Of course, after that he hired on with Otheron’s sellswords, but the damn fool didn’t stop his attacks after the truce. As far as I can tell he’s got around half a dozen bandits still working for him. Also, keep an eye out for my lance. He stole it from my tent in a raid three weeks ago, and I’d like to get it back.”

“Jerevy's a sorcerer, definitely dragon-blooded from what I’ve seen. Claims to be descended from the old wyrm, Maejerex, but whether or not that’s true I can’t say. I should warn you, she keeps a pair of frost drakes as ‘pets’. I’d been looking forward to hunting them down—I’ve always wanted a piece of dragonhide armor.”

“Dahruun Firehorn. He’s a gray old minotaur, and I’ve seen him using some strange magic. He’s new to the area like we are, and word is he’s starting up a cult to one of those demon lords they worship—Baphomet, I think. A few weeks ago his minotaurs smashed their way into the camp and stole several of my people. I don’t hold much hope for you finding them alive, but if you’d look for them in the mine, I’d be grateful.”

"As for assistance and natural hazards. You are welcome to use our camp as your base camp while dealing with my favors. Other than that, we can't spare much due to our current situation.
The only hindrance you might find, is the strong winds that blow up near Jerevy's lair. I will let you know, though, that the trek from the mountain to Northwind Mine is much shorter than if you were to travel directly from the camp."

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

Skipper beams at Ouroboreia's introduction, pleased to have another Varisian around. He shows off his tattoos and his own colorful clothing while they putter around in Absalom getting ready to go. After checking he has a wand of endure elements, a bedroll, and enough rations for the trip, he decides he's good to go.

***

He is just as pleased when Ouroboreia turns out to have pleasant manners to their centaur friend as well. Skipper loves it when everyone gets along. He resumes his intent listening to Nashota, sitting down cross-legged on the earth.

"That's all incredibly useful, thank you! Sorry to hear about your missing clansmen-- if they are still alive, I'll do my very best to make sure they make it back to you in that state. And your lance too, I imagine.

"A dragon-blooded harpy? That's a first! Do you know if she favors any particular element with her sorcerous spells? If so, I could possibly prepare spells against that... windy conditions, hmm, that'll make flying to fight her a little tricky..."

Skipper is making industrious notes, even if only in his head. "Demon cults, tsk tsk. Alright."

Still cross-legged, Skipper looks up at the others. "Thief, harpy-dragon-sorcerer-lady, or clan of cultist minotaurs first? I can memorize some protections that should help us against the frost drakes, if they're as chilly as they sound. I've never actually run into a harpy before! Anybody know anything about them?"

Kn Arcana re frost drakes: 1d20 + 5 ⇒ (1) + 5 = 6

"....also I don't know anything about drakes. Except the name. So do they actually freeze you?"

(Skipper will do some spell-swapping-out based on the knowledge overnight, contingent on others making some good KN checks so that he has an IC reason to know to prep certain spells. :P And yes, one more Harrowing, coming up!)

Next morning Harrow rolls (mechanics):

(Gonna do the full one since it's one of my favorite parts about playing him.)
Suits: 9d6 ⇒ (5, 3, 5, 1, 3, 2, 4, 1, 2) = 26
Alignments: 9d9 ⇒ (4, 7, 6, 4, 1, 1, 7, 5, 6) = 41

Cards:
Star - LN - The Queen Mother Formian - knowledge, obeisance, servitude
Shield - LE - The Tangled Briar - a historical event that impacts the situation or complicates it
Star - CN - The Carnival - illusion and false dreams
Hammer - LN - The Forge - strength through unity over adversity
Shield - LG - The Trumpet - an archon righteously charging battle
Key - LG - The Dance - complicated cooperation to avoid collapse
Book - LE - The Rakshasha - mental domination, slavery
Hammer - N - The Bear - true strength that cannot be tamed
Key - CN - The Rabbit Prince - capriciousness of battle, or a younger son of a noble house

Four-way split re: suits, so it becomes my choice. I'll go with wisdom/bonus to saves.

Next morning Harrowing (roleplay):

The next morning, huddling by the campfire in his cloak with his bedroll wrapped around him and trying to wake up, Skipper digs out his pack of much-worn cards, shuffles them with cold fingers, and deals them onto the dirt.

The first card is something that looks very much like an ant queen, complete with a crown. The next depicts a tangled briar patch that catches animals as they pass by. The third card is a colorful depiction of a carnival, with masks and silken tents. The fourth shows a forge and anvil, a hammer striking down upon it. The fifth card shows a majestic winged figure blowing upon a trumpet, while the sixth depicts Varisian dancers twirling gracefully, their kapenia scarves billowing in air. The next card is an evil-looking man with the head of a tiger, followed by a mighty Bear, and the last card is a rabbit-headed man dressed in courtier's clothing.

Skipper frowns, tilting his head left, and then right, and then left again, and then getting up and circling the spread of cards to look at it from the other direction, then finally sitting down at his original position again.

"Well that's interesting," he says. "Some of this seems very straightforward-- the Briar, for instance, is a perfect representation of Nashota's past feuds that are complicating our current errand. And there's several iterations in here of the concept that together, as a group, we'll be able to conquer the obstacles before us-- that's a common theme when I do readings! The rakshasa.. It's probable that something today is going to try to mentally dominate us. Or use illusion magic on us. Or both! I'm not seeing how the Queen Mother fits in just yet, but I'm sure it'll come to me.

"Anyway, it's a very balanced read. Yesterday's had a clear theme. This is a bit harder to..." Skipper trails off, then finally picks up the Queen Mother card. "Hm. Yes."

(If you sat and watched Skipper's Harrow reading, for the first day of our actual adventuring, you will have a +1 insight bonus to all saves.)

Scarab Sages

Ouroboreia | Female Human (Varisian) Wizard 5 Magaambyan Arcanist 5 | HP 67/67 | AC:16 T:12 FF:14 CMD: 14 | F+10 R+10 W+12 (+3 vs. Spells, Spell-like abilities, +1 Death)| Initiative +3 | Perception +14 |

Ouroboreia chimes in to bring her expertise about frost drakes.
Knowledge (arcana): 1d20 + 22 ⇒ (17) + 22 = 39 Questions: elemental resistances and immunities? Weaknesses? Special attacks? DR?
"They can freeze you to death. However, from what I recall these are only lesser dragons, not true ones. That doesn't mean they aren't deadly though. Protection against cold will be appropriate. I can prepare some for tomorrow. As for today, shall we start with the bandit camp? Heading to the peaks tomorrow would be a good idea to benefit from a more appropriate selection of spells."

Ouroboreia also asks Nashota about how long she estimates the journey to their quarries' lair would be. The idea here is to have a good estimate on how to cast the buffs, especially the resist cold, communal and heroism for example (which have a duration of 10 minutes per level).

The wizardess takes great interest in the Harrowing Skipper performs. "I see you're very proficient with it. It reminds me of my childhood, when my mother used to make readings for me." You aren't absolutely sure about it, but from the way her eyes look in the vague, there could be a hint of nostalgia or possibly sadness in her demeanor.

Another quick note, GM: when we're out in the wilderness, Ouroboreia will remain invisible at all times (thanks to her ring of invisibility), flying about thirty feet behind the group (thanks to overland flight).


@Ouroboreia: Frost Drakes are immune to cold, paralysis and sleep. They're vulnerable to fire. It has a breath attack, that works like a Fireball, but deals cold damage and creates difficult terrain. They have no DR.

"Urso's camp is six miles west of here, through the forest. With your short legs, and assuming you don't get lost, it'll probably take you four hours to reach it."

"Jerevy's roost is further away. It's a eight hour trek up the mountains. If you choose to fly, then you'll have to contend with strong winds and dense mists."

"Reaching Northwind Mine from here will take sixteen hours of walking around the mountains. If you were to go down from the mountains instead, it's mere four hour walk."

Scarab Sages

Ouroboreia | Female Human (Varisian) Wizard 5 Magaambyan Arcanist 5 | HP 67/67 | AC:16 T:12 FF:14 CMD: 14 | F+10 R+10 W+12 (+3 vs. Spells, Spell-like abilities, +1 Death)| Initiative +3 | Perception +14 |

"Then our path is clear. Urso's camp, then the roost, then the mine. Do we all agree on this?" Ouroboreia suggests.

Of course she'll share what she knows with her companions.

Grand Lodge

Male
ATK:
GG:+33/+24/+19// DMG +27
Half Orc Fighter 13 /Urban/Untouchable Bloodrager 2 (HP:169/169)(AC:36 T:19 FF:31)(F:+20 R:+13 W:+15)(Init:+9)(Perception:+17)

"I like these missions that are outdoors and devoid of undead and ghosts and such. Hard to kill those critters. I like those things that bleed. Good physical exertion is a boon as well. I agree, go to Urso's camp, kill those that need killing, then the roost and the the mine."

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

An elf stands in the back, silent and appearing devoid of emotion.

DC 16 Perception:
...save for a brief facial tic when the harpy is mentioned.

He has straw-blond hair and eyes like oval walls of polished ice, wears immaculate white clothing and carries a large black bag, as well as a brace of traditional elven weapons over shoulder and hip. There is something unnatural about him.

"That makes sense, yes," He replies to Jaggar.

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

Anyone make a Kn Nature check on harpies?

Skipper brushes his hands off, glancing up at the black-eyed elf. "Oh, have you had a bad experience with harpies?" he asks cheerfully. (Can't fail that Per check) "What are they like?"

"And yes, I agree with that plan of approach! Does anyone have strong fire-based attacks to deal with those drakes, or should I pray to Sinashakti about that?"

(Spells good to go since I keep the resist/prot prepped anyway, but if someone informs me ICly about harpy's song, Skipper will swap out grace for suppress charms and compulsions (for the second day, will leave grace in place for today.)

(In case anyone missed it: +1 insight bonus to all saves for first day. [Instead of that attack bonus.])

Scarab Sages

Ouroboreia | Female Human (Varisian) Wizard 5 Magaambyan Arcanist 5 | HP 67/67 | AC:16 T:12 FF:14 CMD: 14 | F+10 R+10 W+12 (+3 vs. Spells, Spell-like abilities, +1 Death)| Initiative +3 | Perception +14 |

Knowledge (nature) regarding Harpies: 1d20 + 20 ⇒ (17) + 20 = 37 Special attacks, DR, weaknesses, please

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

(Oops, almost forgot!)

"Thank you!" Skipper says to Ouroboreia's compliment for his skill with the cards. "So your mother read the cards, too? Did she foresee you becoming a Pathfinder?"

Grand Lodge

Male
ATK:
GG:+33/+24/+19// DMG +27
Half Orc Fighter 13 /Urban/Untouchable Bloodrager 2 (HP:169/169)(AC:36 T:19 FF:31)(F:+20 R:+13 W:+15)(Init:+9)(Perception:+17)

"Cards are for games. Trusted steel is what you need, and strong muscles, to deal with harpies. And maybe earplugs."

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

His eyes are blue, not black.

"A harpy sent me to the Boneyard," He replies flatly. "It was worth it, though - I came back with the secrets I needed to complete the first stage of my life's work." He reaches into his black bag, and pulls out a syringe full of glistening black sludge and looks at it. "Still, there is *great* need for improvement. At least it should have its uses to us on this assignment. It sounds like we'll have plenty of subjects."

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

My bad! Misread.

Skipper nods amiably at Jaggar, and blinks at the unusual elf who hasn't spoken much so far. "Oh. Um. Congratulations, then?"

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

"Thank you. They scoffed at me, back at the University - but I was certain I'd seen the Truth...and now that I've been to the Boneyard and seen the pale moon above for myself, now I KNOW."

Scarab Sages

Ouroboreia | Female Human (Varisian) Wizard 5 Magaambyan Arcanist 5 | HP 67/67 | AC:16 T:12 FF:14 CMD: 14 | F+10 R+10 W+12 (+3 vs. Spells, Spell-like abilities, +1 Death)| Initiative +3 | Perception +14 |

"That must have been a painful experience..." states Ouroboreia, not even considering what impact these words might have on Zephyrus. Once again she appears to be lost in her thoughts. Suddenly she snaps out of it and answers Skipper's question from way earlier. "No, she didn't. She saw me embracing the void, though, and gaining insider knowledge of it. The Path of Many Roads was not part of her predictions, though. I guess my joining the Society had more to do with her death, my becoming what I am, and understanding the nature of the void."

Changing subject as quick as the Maestrom's winds switch from one direction to another, she adds to Jaggar's advice. "If you don't cast spells, you should consider carrying a thunderstone and have it explode close to your ears. Painful, that is certain, but it could save your life when it comes to harpies' song."

Meaning that you can always choose to fail your save vs the thunderstone's deafening voluntarily, which immunizes you against the harpies' song, but at the cost of a percentile chance to fail casting your spells. Ideal for Jaggar, much less so for Ouro or Skipper.

Grand Lodge

Male
ATK:
GG:+33/+24/+19// DMG +27
Half Orc Fighter 13 /Urban/Untouchable Bloodrager 2 (HP:169/169)(AC:36 T:19 FF:31)(F:+20 R:+13 W:+15)(Init:+9)(Perception:+17)

buy earplugs... cheaper

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

"Oh, do harpy's songs do something to you? Personally, I trust to the gods!" Skipper says blithely. To Ouroboreia he adds on, "I'm sorry to hear about your mother's passing."

[Earplugs just give a bonus, though, not immunity. :P A proactive Protection from Evil should also render people immune, since harpies are evil, and it's a charm effect that exerts mental control (i.e., compelling them to come hither).]


Harpies only have their captivating song going for them.
What you can buy in the camp is limited, but earplugs can be found.
I've sent PM's out to the two last players, so we'll get the ball rolling when they check in.

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Rushing into the centaur camp, leaving behind a trail of rations, clothing and scraps of paper, a heavily armored half-orc with a rather dashing (or stupid) hat and a tiger mask hanging loosely down on his chest makes a mad dash for the rest of the Pathfinders, some of which he recognizes by sight.

"Y'ALL WAIT FER ME!!!!" he yells with a thick hillside Varisian accent.

Having finally arrived, he drops his hastily assembled possessions and stops to catch his breath. "Sorry ... 'bout that. Abadar have mercy, Ah coulda ... sworn Ah had ... made the ... right turn. Stupid camel ain't got ... the sense the Lord o' Aktun gives ... ta baby birds. Ah'm Kleetus, His Left Hook an' Ah'm awful ... sorry 'bout all that. Gimme a tick t'git mah stuff all t'gether an' Ah'll be much o-bliged."

After a few minutes spent picking up stray pieces of equipment and stowing them where they belong, the simple smiling inquisitor asks: "So wha'dy'ah miss? Y'all gimme the short ver-si-on please, Ah ain't deservin' o' no better."

***One summary explanation later***

"Alright, so the caravan voo-doo is tellin' us that there's bad stuff ahead, Mr elf with the syringe has a grudge 'gainst' dem har-pyz, and all that don't matter till t'morrow 'cuz we goin' ta deal with sum' law breakin' fools. Abadar have mercy on their souls" he repeats with a guileless smile and a generally positive demeanor.

If we are dealign with the bandits on the same day we have arrived, assume Kleetus does not have the bonus from the Harrowing. Kleetus will oblige politely afterwards and attend Skipper's card drawing and reading but his faith makes him skeptical in the traditions of the roving Varisians, from which the Harrowing originates from. Also, expect my posting to be spotty for another day or so, I'm finishing running a local con.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

"No grudge, just one painful memory," Says Dr. Vitruvian as he continues contemplating his syringe. "In fact, perhaps I owe her thanks...."

He seems to remember something. "Dr. Zephyrus Vitruvian, University of Lepidstadt." He bows his head curtly.

Scarab Sages

Ouroboreia | Female Human (Varisian) Wizard 5 Magaambyan Arcanist 5 | HP 67/67 | AC:16 T:12 FF:14 CMD: 14 | F+10 R+10 W+12 (+3 vs. Spells, Spell-like abilities, +1 Death)| Initiative +3 | Perception +14 |

Ouroboreia nods at Kleetus, beaming a gentle but awkward smile. "A pleasure to see you again, Kleetus. I think we've met on this dreadful Dreng business, didn't we?"

Ouro is ready to move onwards.

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

"I've never traveled with any of you before, but I have heard of some of you. The Lodge is a small place!" Skipper beams. (Hi again, Kleetus. :3 The 'saves-bonus' card reading is happening the morning of the second day, so we're getting a full night's rest in before we do anything, as I understand it.)

He doesn't seem bothered to have his card-reading referred to as 'caravan voo-doo' but just cheerfully bustles about making sure his gear is ready to go. "And it's a pleasure to fully meet you too, Doctor. Did everyone get a pamphlet?"

As they get ready to head out to deal with the bandits, Skipper bows his head and raises one hand. "Just one minute, folks! Doesn't hurt to pray for safe travels!"

As I understand it, everyone stuck around for the card reading granting +1 to all your saves, and is accepting the current blessing of Sinashakti, granting other stuff that may come up in play. Let me know if you're not accepting said blessing.

That done, Skipper completes his morning prayers by one last invocation to the god of journeys, a prayer to make his feet lighter (daily casting of Longstrider) and sets out with a whistle using the directions Nashota has given them to the bandit camp, falling into pace in the middle of the group.

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

Arriving a bit late is Ethendril h'Caramore.

Now in his late forties, Ethendril is tall, blonde, and handsome, and despite being past his prime, Ethendril still looks like he ought to be out saving princesses and slaying dragons.

Of large stature, broad-shouldered Ethendril h'Caramore appears a warrior's warrior. His pale blonde hair is bound into three long braids to remind him of a vow taken as a youth. His armor and weapons are mismatched, the pieces coming from a dozen different lands and cultures; yet worn by Ethendril, they seem natural.

"It sounds like we have our work cut out for us," he says cheerily.

Grand Lodge

Male
ATK:
GG:+33/+24/+19// DMG +27
Half Orc Fighter 13 /Urban/Untouchable Bloodrager 2 (HP:169/169)(AC:36 T:19 FF:31)(F:+20 R:+13 W:+15)(Init:+9)(Perception:+17)

Jaggar shakes his head when he sees Kleetus dragging arse yet again. Jaggar says little but watches the others as they interact. He tells the little Harrower "I'll play this little game of yours to see if it is any good and better than tested steel." he then ruffles the halflings hair as e walks away to grab his gear.

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

Skipper includes the last straggler in his Harrow reading and prayer, offering a nod hello to Ethendril!

He also blinks several times at the ruffling of his hair, then smiles up cheerfully at Jaggar. "Oh, it's not an either-or, though. My skills complement a traditional warrior's, such as yourself!"

Once they're on the trail, he whispers concernedly to Ouroboreia, "Excuse me, do I have something in my hair?"


Venturing out the next day, you head east through the woods.

Survival rolls:
Skipper: 1d20 + 7 ⇒ (13) + 7 = 20
Jaggar: 1d20 + 6 ⇒ (4) + 6 = 10
Ethendril: 1d20 - 1 ⇒ (3) - 1 = 2
Ouroboreia: 1d20 + 6 ⇒ (15) + 6 = 21
Zephyrus: 1d20 + 3 ⇒ (9) + 3 = 12
Kleetus: 1d20 + 13 ⇒ (9) + 13 = 22

GM secrets:
1d20 + 18 ⇒ (18) + 18 = 36

After a four hour trek, you find yourselves in a small clearing where a broken-down wagon sits off to one side, its wheels sunk deep into the soft turf. Two partially collapsed huts rest not far away, huddled around the smoldering remains of a campfire. Next to the wagon, an Ulfen man mounted on an axe beak, wielding a lance, speaks to you.

"Empty your hands, dogs!”"

Further into the clearing, two men stand with shortbows drawn.

Map added at the top of the page. The scenario doesn't give me map for this area, so I've improvised.

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

"Oh, I don't think the men here are going to respond well to threats," Skipper cries back with worry in his voice, holding up his own (empty) hands. "If you're interested in talking, that's wonderful, but these large fellows in front of and all around me, they don't, um, I don't think you're likely to get cooperation from them! Especially not if you don't ask nicely! Are you Urso, by chance?"

Skipper chatters a mile a minute, but looks around intently as he speaks. If this is the bandit camp, he wouldn't be surprised if there were unseen sentries they passed reaching this point.

Perception: 1d20 + 18 ⇒ (9) + 18 = 27

Diplomacy, if needed/allowed: 1d20 + 11 ⇒ (9) + 11 = 20


Skipper spots two additional archers hiding in the trees. (Added to the map)

The mounted man doesn't drop his guard, but then again, he doesn't attack either.

"Yeah, I'm Urso. What's it to you?"

You can keep trying the diplomatic route.

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

"Oh, hello!" Skipper says deliberately, waving at the gentlemen he sees in the trees and giving each of them a friendly nod. "Nice day for a climb, isn't it?

"Anyway. It's nice to meet you, Urso, my name's Skipper. Now by my math it's five of you and six of us-- well, six if you count your very fine looking mount there! It's about even odds, just by the numbers, but you no longer have the element of surprise, do you, so attacking may not go in your favor. Maybe you'd win and maybe we would, but your men would probably get pretty hurt and I'll be honest with you, some of the people on my side hit pree-ee-tt-tty hard. So you have to ask yourself if it's worth the mathematical risk, to have a fight with us?"

Skipper said all that in one breath. He draws another, and keeps going. "We're here because you took something. Something that doesn't belong to you. Some arms and armor belonging to the centaur tribe? I'm sure that from your perspective it's spoils-of-war, and if that's the only way you can see it, well, then, we're probably going to have to fight you to get it back, and that'll lead into the unpleasant violence I mentioned earlier. But on the other hand if you accept that you took something that isn't yours, and give it back, and promise to leave the centaurs alone going forward-- after all, the Otheron household has agreed to let matters be, so at this point you're just sort of in it for vengeance and not pay, right?-- then nobody needs to get hurt today, and, seriously, I'd prefer that. I hate it when people get hurt."

(If I managed to make his initial attitude at least indifferent, I'll attempt the 'make a request' now.)

Diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12 (Hahah! Sounds about right.)


Urso looks down at the lance in his hand, and then back to Skipper.

"Oh, I'll give you back the weapons... Get 'em lads!"

Initiative:
Skipper: 1d20 + 3 ⇒ (14) + 3 = 17
Jaggar: 1d20 + 7 ⇒ (3) + 7 = 10
Ethendril: 1d20 + 2 ⇒ (3) + 2 = 5
Ouroboreia: 1d20 + 3 ⇒ (18) + 3 = 21
Zephyrus: 1d20 + 4 ⇒ (20) + 4 = 24
Kleetus: 1d20 + 5 ⇒ (10) + 5 = 15
Urso: 1d20 + 6 ⇒ (11) + 6 = 17
Bandits: 1d20 + 3 ⇒ (10) + 3 = 13

Combat Round 1
Bold may act
Current buffs: +1 insight bonus to all saves
_____________________________________________
Zephyrus, Ouroboreia (invisible)
Urso
Kleetus, Skipper
Bandits
Jaggar, Ethendril

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

I was going to say that he consumes his false life infusion en route shortly before arriving, since we took all 4 hours to get here.

false life: 1d10 + 7 ⇒ (7) + 7 = 14

Dr. Vitruvian reaches into his bag, pulls out what looks like a small, dry cake, and crams it into his mouth. A moment later, he vomits forth a swarm of wasps that make their way toward Urso!

swarm damage: 2d6 ⇒ (3, 4) = 7

Urso and his mount must also each make two DC 13 Fortitude saves versus distraction and poison, respectively.

Scarab Sages

Ouroboreia | Female Human (Varisian) Wizard 5 Magaambyan Arcanist 5 | HP 67/67 | AC:16 T:12 FF:14 CMD: 14 | F+10 R+10 W+12 (+3 vs. Spells, Spell-like abilities, +1 Death)| Initiative +3 | Perception +14 |

Letting out a sigh making her opinion on the turn of events plain and clear, Ouroboreia opens a portal to the outer planes, conjuring a celestial being to fight for them before moving away, still under the guise of invisibility.

Casting summon monster V to summon a bralani azata (augmented, with diehard) as a standard action thanks to Sacred Summons, Summon Good Monster and Aura of Good. The bralani appears in mid-air, slightly above Mr.Pink.

"והרגו את השודדים האלה"

Celestial:
"Slay these bandits."

Full-attack vs Mr.Pink
+1 Scimitar, attacking from above: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 341d6 + 11 ⇒ (6) + 11 = 17
+1 Scimitar, attacking from above: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 181d6 + 11 ⇒ (4) + 11 = 15

Confirmation roll: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 261d6 + 11 ⇒ (6) + 11 = 17


Fort, Urso v distraction: 1d20 + 11 ⇒ (2) + 11 = 13
Fort, Urso v poison: 1d20 + 11 ⇒ (19) + 11 = 30
Fort, axe beak v distraction: 1d20 + 8 ⇒ (20) + 8 = 28
Fort, axe beak v posion: 1d20 + 8 ⇒ (2) + 8 = 10

The summoned azata cuts the bandit to ribbons, and his limp form falls down from the tree.

Undeterred by the magical assault, Urso spurs the axe beak into action and charges Kleetus.

Attack, Urso: 1d20 + 22 ⇒ (9) + 22 = 31
Damage: 3d8 + 30 ⇒ (1, 1, 7) + 30 = 39

Attack, axe beak: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Trip: 1d20 + 10 ⇒ (18) + 10 = 28

The suddenness of the charge knocks Kleetus to the ground.

Fort, axe beak v posion: 1d20 + 8 ⇒ (12) + 8 = 20

Combat Round 1
Bold may act
Current buffs: +1 insight bonus to all saves
_____________________________________________
Zephyrus, Ouroboreia (invisible)
Urso (7 damage), axe beak (7 damage, 1 Dex damage)
Kleetus (53 damage, prone), Skipper
Bandits
Jaggar, Ethendril

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

Skipper winces repeatedly as what he thought was a very reasonable request turns into the violence he so hoped to avoid! Blood! Death! Everywhere!

"Ow! Eecch! Oh no! Ack!"

Skipper shakes his head sorrowfully and quickly prays to Sinashakti for some healing power. (I'm assuming I'm out of threatened range given the enemy charged)

Cure Critical on Kleetus (converting Spiritual Ally): 4d8 + 10 ⇒ (4, 3, 6, 4) + 10 = 27

"That should buffer you enough to stand up, at least, Kleetus!" he says, and takes a small step backward.

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Not that it will matter this round, but in the same vein as the good doctor, I'd like to have Kleetus cast Heroism on himself shortly before our estimated time of arrival.

"Lord o' Aktun on high, if Ah stay up I'm gonna make ya eat ya gods-damned liver" grumbles Kleetus as he very cautiously gets back up, calling upon the powers of the Master of the First Vault to sustain him before taking a step up towards the offender.

Standard full defense, Swift Judgement of healing of protection, move to stand up. Should put my AC while standing up at 24.


Urso and his beast take an opportune attack each as Kleetus gets to his feet.

AOO, Urso: 1d20 + 20 ⇒ (2) + 20 = 22
AOO, axe beak: 1d20 + 9 ⇒ (1) + 9 = 10, but they both miss.

The bandits fire arrows at the party, 1 on Jaggar and 2 on Ethendril.

Attack v Jaggar: 1d20 + 8 ⇒ (6) + 8 = 14
Attack v Ethendril: 1d20 + 8 ⇒ (14) + 8 = 22
Attack v Ethendril: 1d20 + 8 ⇒ (16) + 8 = 24

Damage (sneak attack) v Ethendril: 1d6 + 1 + 3d6 ⇒ (3) + 1 + (4, 1, 5) = 14

Combat Round 1/2
Bold may act
Current buffs: +1 insight bonus to all saves
_____________________________________________
Zephyrus, Ouroboreia (invisible)
Urso (7 damage), axe beak (7 damage, 1 Dex damage)
Kleetus (26 damage), Skipper
Bandits
Jaggar, Ethendril (14 damage)

Grand Lodge

Male
ATK:
GG:+33/+24/+19// DMG +27
Half Orc Fighter 13 /Urban/Untouchable Bloodrager 2 (HP:169/169)(AC:36 T:19 FF:31)(F:+20 R:+13 W:+15)(Init:+9)(Perception:+17)

Jaggar advance towards Urso and tells the man "You want my weapon!? Here take it!"

GG1+PA+FF: 1d20 + 22 ⇒ (6) + 22 = 28
DMG1: 1d10 + 23 ⇒ (6) + 23 = 29

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

I should have mentioned this earlier but had a busy weekend. I'd like to have a Life Link set up with Skipper, Jaggar, and Kleetus if that works.

Ethendril grimaces as an arrow finds purchase, even through his fine armor. The paladin quickly heals some of his wounds, then moves as quickly as his armor will allow toward one of the archers.

"It is not too late to surrender!" he calls out. "Throw down your weapons at any time, and we will show you more forbearance than you have shown us."

double move

lay on hands, fey foundling: 2d6 + 4 ⇒ (4, 3) + 4 = 11

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Dr. Vitruvian wills the horrid swarm toward the archers (my standard action)....

swarm damage: 2d6 ⇒ (5, 1) = 6

Green must make two DC 13 Fortitude saves versus distraction and poison, respectively.

Scarab Sages

Ouroboreia | Female Human (Varisian) Wizard 5 Magaambyan Arcanist 5 | HP 67/67 | AC:16 T:12 FF:14 CMD: 14 | F+10 R+10 W+12 (+3 vs. Spells, Spell-like abilities, +1 Death)| Initiative +3 | Perception +14 |

The azata continues his cleansing work, flying in straight line to the other (light blue) bandit in the tree.
+1 Scimitar, above mod: 1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 271d6 + 11 ⇒ (5) + 11 = 16

Meanwhile, Ouroboreia retreats behind the line offered by Kleetus and Jaggar, then conjures motes of pure starlight on Urso.
Casting wandering star motes on Urso, Will DC 22 negates (he must save every round until he succeeds). If/when he succeeds on the save, the motes will fly to another enemy within 30 feet of him (most likely his mount), who must then make saves every round in the same manner. Every time the target fails a Will save, he's dazed for 1 round. One creature cannot be affected twice by the same casting of the spell.

That will make her visible again.


Fort, bandit v distraction: 1d20 + 7 ⇒ (16) + 7 = 23
Fort, bandit v poison: 1d20 + 7 ⇒ (4) + 7 = 11

Will, Urso: 1d20 + 7 ⇒ (16) + 7 = 23
Will, axe beak: 1d20 + 2 ⇒ (1) + 2 = 3

Urso shrugs off the spell, but his mount is not so lucky. Being stuck, he takes a few stabs at Jaggar with his lance instead.

Attack: 1d20 + 20 ⇒ (4) + 20 = 24
Attack: 1d20 + 15 ⇒ (15) + 15 = 30, but to no avail.

Combat Round 2
Bold may act
Current buffs: +1 insight bonus to all saves
_____________________________________________
Zephyrus, Ouroboreia
Urso (36 damage), axe beak (7 damage, 1 Dex damage)
Kleetus (21 damage), Skipper
Bandits (light blue: 16 damage, green: 6 damage + 1 Dex damage)
Jaggar, Ethendril (8 damage)

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Kleetus draws his sword and takes advantage of the Urso's condition to strike at him, drawing upon the wrath of Abadar to end his criminal life!

Move to draw, swift to Bane:Human, standard to try and hit, healing 4

Falchion vs Urso, PA, FF, Heroism: 1d20 + 13 + 2 + 2 ⇒ (13) + 13 + 2 + 2 = 30
Damage vs Urso: 2d4 + 14 + 2 + 2d6 ⇒ (2, 2) + 14 + 2 + (1, 2) = 23
Demoralize vs Urso (Cornugon Smash): 1d20 + 22 ⇒ (13) + 22 = 35

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