Ser Willem readies his sword to cut down any who get to close to the rest of his companions. "We will carry this message back to Grandmaster Torch and I am sure he will respond in kind.."
Belvica dashes through a parting in the crowd, who are more than happy to let anyone else be close to the thugs. Her hammer crushes into the hard leather covering the thug's chest. Willem raises his sword so anyone closing will feel its edge while Mazon pulls out a crossbow. Djinida briefly disappears in a genie's whirlwind, but the winds form a solid coating around her frame.
R1:
Mazon (21): delays
Thugs (17): move toward the party. 1d20 + 7 ⇒ (3) + 7 = 10, 1d20 + 5 ⇒ (20) + 5 = 25
Thanagar (15): <--here now
Belvica (14): charges into a thug
Sir Willem (11): readies a longsword
Badriyah (10): <--here now
Djinida (2): casts mage armor
Badriyah takes a vial from her pouch and quickly drinks the contents. Moments later her muscles bulge and become more dense as a wry grin of anticipation flits across her face.
The two half-orcs send unsuccessful attacks at the thugs. The thug Bevlica hit raises her arm with a leather knob in it. She waits to bring it down on the dwarf until her partner swings around behind her. Then they both let loose with blows to the head. Both miss, but their target is much better prepared. Belvica's blow drops one to the ground. A sudden boom echoes in the midst of the party. Except for Belvica, the entire party is deafened.
Perception DC 19:
1d20 + 7 ⇒ (12) + 7 = 19. The thunderstone was thrown by a women sitting atop the stall south and east of you.
Thugs (17): surround and attack Belvica
Alchemist: throws thundestone
Mazon (21): fires crossbow
Thanagar (15): <--here now
Belvica (14): drops a thug
Sir Willem (11):
Badriyah (10):
Djinida (2): shoots? ray of acid
Sorcery! Should have been ready for it! Ser Willem can barely hear his own thoughts over the constant ringing in his ears. As he struggles to shake off the effects, he looks around for the source of the magic, planning to run him through as soon as he does.
Perception:1d20 + 1 ⇒ (15) + 1 = 16Move action
If he sees the Alchemist, he will charge in his direction if able.
Male Half Orc | HP 10/10| AC15 | T15 | FF10 | Fort 3| Ref 1| Will 4 | CMD 13 | Init 5| Per 2 Inquisitor (FC)/1
I can't see the map
Perception 1d20 + 2 ⇒ (10) + 2 = 12
Than head is wringing as the noise goes off next to him. Great Torag! he thinks to himself. Than looks for the closes threat and swings his mighty hammer.
To hit
Badriyah just catches a glimpse of the thug's ally as she tosses the Thunderstone. With her ears still ringing, she waves a warning to the others and moves toward the stall where the woman was hidden.
Is the woman who threw the thunderstone off the map? I don't see any stall south and east of the party, just the one directly south.
Than and Sir Willem close in with the thug behind Belvica. One misses but the other scores a hit. Badriyah moves to a stall and begins pointing to its topside.
perception DC 15:
Same as above, with Badriyah's pointing it out: The thunderstone was thrown by a thuvian women sitting atop the stall south and east of you.
Thugs (17): surround and attack Belvica
Alchemist: throws thunderstone
Mazon (21): fires crossbow
Thanagar (15): hits thug
Belvica (14): drops a thug
Sir Willem (11): misses thug
Badriyah (10): <--here now
Djinida (2): shoots? ray of acid
Ser Willem presses the attack against the thug, hoping to defeat him and move on to the next. His head still ringing from the thunderclap, Ser Willem knows his timing is off.
Badriyah moves toward the woman atop the stall. Unfortunately, she is still shaking off the affects of the thunderstone when she tries to strike the woman with her spear.
Female Half-Orc Witch/2 | AC 12 T 10 FF 12 | HP 14/14 | F +3 R +3 W +5 | Init +4 | Perc +3(+5 when familiar is nearby)
Perception:1d20 + 2 ⇒ (2) + 2 = 4
Even with Badriyah pointing her out, Mazon still can't find the alchemist. So she walks forward and then casts her fortune hex on Than.
Fortune (Su):
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made.
I also took the liberty of placing Than on the map next to Willem, if that's ok.
Bardriyah tries to reach the woman but does hit her. A minute splash of acid shoots at the thug, but it fails to connect. The remaining thug steps around Belvica and tries again to knock her brains out of operation. A crossbow bolt flies out of the confusion towards Sir Willem.
THUD!:1d20 + 2 ⇒ (6) + 2 = 8, dmg:1d6 + 2 ⇒ (1) + 2 = 3 THWIP!:1d20 + 3 ⇒ (8) + 3 = 11, dmg:1d4 ⇒ 3 stealth:1d20 + 7 - 40 ⇒ (15) + 7 - 40 = -18
None of the attacks connect with the Pathfinders and it is impossible for the Thuvian woman to remain hidden after her attack. Belvica and Than's hammers then squish into the thug's chest and it caves in a disturbing way. The thug falls and manages to escape Sir Willem's sword.
R3:
Thugs (17): attacks Bardriyah
Alchemist: throws thunderstone
Mazon (21): hexes Than
Thanagar (15): hits thug
Belvica (14): drops second thug
Sir Willem (11): misses thug
Badriyah (10): <--here now
Djinida (2): <--here now
Belvica's arrow draws a straight line to the hiding woman and Ser Willem moves at double time to catch up to her.
Than a single move puts you within 15 ft. of her, I made that move for you, but you still have a standard or move action left.
Everyone else, if you follow Willem, and get within 5 ft. of Kura, you know where she is (updated on the map).
R4:
Thugs (17): blue stabilizes
Alchemist: jumps off shed
Mazon (21): <--here now
Thanagar (15): <--here now (moved and...)
Belvica (14): shoots an arrow into the target
Sir Willem (11): closes with Kura
Badriyah (10): <--here now
Djinida (2): <--here now
Male Half Orc | HP 10/10| AC15 | T15 | FF10 | Fort 3| Ref 1| Will 4 | CMD 13 | Init 5| Per 2 Inquisitor (FC)/1
Than thinks to himself So much for the easy plan. Than swings with hammer at the target.
To hit 1d20 + 2 ⇒ (16) + 2 = 18
For dmg 1d8 + 2 ⇒ (5) + 2 = 7
I can't see the map.
Seeing that she is fleeing, Willem deducts that this woman must know more than she let on. As he gets closer, he pushes ahead, attempting to tackle her to the ground.
Than swings his sword as he steps around the woman trapping her between him and Ser Willem. Dijinida throws a dagger, but the shot misses. Surrounded by enemies the woman draws a dagger and stabs at the cavalier. Belvica moves into the alley and shoots the woman a second time. She screams out in pain drops her sword and collapses to the ground.
Shortly after she drops the crowds come out from hiding. A halfling woman helps a child out from under one of the upturned carts. Then she approaches the party when the coast seems clear. "Are you friends of the scarred man?"
"'Friends' seems to be a dangerous term around here. Acquaintances more like." Ser Willem says as he kneels down beside the woman, checking to see if she is still breathing.
She is still breathing and might eventually recover given enough time and treatment.
The halfling stares nervously at the woman on the ground, going so far as to toe the woman to make sure she is unconscious.She whispers "I have a message for the scarred man. We have been trying to contact him for some time."
The Halfling pulls you out of earshot from the unconscious woman before introducing herself. "I am Naleth Hundredfingers. Can you take me to the scarred man? Or take a message to him?
She points to the woman on the ground. "I noticed her amulet with the mantis in the amber after she began selling 'miracle cures for terrible burns, necrosis, and withering'." She leans even closer and whispers even lower and two words she can only mouth. “The rm... mrmrm.. is searching Eto for a scarred man.” When asked to clarify she says a little louder and a lot more frightened, The "Red Mantis is looking for the scarred man."
Her message delivered Naleth sees to others of the Hundredfingers as they emerge from hiding or from under crushed stalls.
feel free to retcon
"Well, we should be careful on our way back to connect with Torch." Badriyah says watching Naleth move among the merchants. "I'd hate to be the one to lead the Mantis back to him."
She then moves over to investigate the stall the Red Mantis woman was hiding in.
Female Half-Orc Witch/2 | AC 12 T 10 FF 12 | HP 14/14 | F +3 R +3 W +5 | Init +4 | Perc +3(+5 when familiar is nearby)
Mazon looks through the stall with Badriyah, casting Detect Magic to find the things of magic that are there.Perception with Detect Magic:1d20 + 2 ⇒ (6) + 2 = 8
The stall belongs to a different merchant, the woman climbed up their only to snipe at the party. On her body however, two identical potions radiate magic. Her hand crossbow is of exceptional quality as is her leather armor. She has some gold, a sap, thieves tools and alchemy & disguise kits. The thug's gear are not in great shape and smells of booze. Along with some gold is a sap, dagger and another of the potions (each).
5-12: Destiny of the Sands—Part 1: A Bitter Bargain
Written by Scott Fernandez, RPG Superstar 2013 finalist.
This game is part of the Official Pathfinder Society PbP Game Day. For more information please visit: PbP Gameday.
A Pathfinder Society Scenario designed for levels 1–5.
Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage’s investigation of his ancient order; however the lead dried up—that was until a familiar information broker contacted Amenopheus offering an exchange of services. To assist an ally and unlock the secrets of Osirion’s past, the Society must deal with a deadly antagonist once more by sending the PCs to fulfill the bargain and collect its due. The only question is what price their foe will demand.
“A Bitter Bargain” is the first scenario in the three-part Destiny of the Sands campaign arc. It is followed by Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly" and Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.
Content in “A Bitter Bargain” also contributes directly to the ongoing storylines of the Osirion, Qadira, and Sczarni factions.
About to play part 2 in a couple days, so I figured I would also get part 1 under my belt too. With that, how about a level 1 half-orc witch?
Will it be with -Mazon- as well? If so will you be done by the 5th? (I assume you meant table top, but wanted to clarify. :) For everyone, remember you can only play a character in one scenario at a time, with PbP it locks up a character for a while.
Belvica, I am too :). Do you really get five dagger attacks and a shield bash? Also you will be out of tier, are you ok with that?
So far we have:
Belvica (ranger), Dijinda (summoner), Ser Wellem (cavalier), Mazon (witch), Badriyah (alchemist), Thanagar (inquisitor). There is room for one more, but if no new comers in a day I will call this a full table :)
I used Herolab and it put down all of the potential weapons I could use and since I have 5 daggers it is listed... I will mostly use my axe or my bow but if I need a backup a dagger always comes in handy. :)
How about my Dervish of Dawn? I may be of the Andoran faction, but culturally I had imagined Calnus being Osirian anyway and with a sort of "Desert Wind" fire theme.
Oh, hey, I have a question I forgot to ask you. For PFS, how does Whirlwind Attack interact with Rapid Attack? I started a thread in Rules Discussion, but I got two different interpretations. I had planned my build around the thought that I could combine Whirlwind Attack w/Rapid Attack to do a moving Whirlwind Attack, attacking all foes adjacent to me as I move (like Diablo Barbarians), but I wouldn't start taking Whirlwind Attack prerequisites until 4th level, so there's plenty of time for me to plan out a new build.
Oh, and one other thing. Crafting is not allowed in PFS, correct? So, am I also correct in assuming that custom magic items are not allowed either?
Yes, although, the Rapid Attack I am talking about is from Dervish of Dawn it's the same ability. Sure, the thread I started about it previously was here.
My argument was that if Rapid Attack can work with Haste, then it should work with Whirlwind Attack. Since, when using Haste, you have two attacks at your highest attack bonus it creates a similar situation to the Whirlwind Attack situation where all of your attacks are at your highest attack bonus. If Rapid Attack only subtracts one of attacks when you use Haste, then it should work similarly with Whirlwind Attack.
I just thought it would be a cool high-level trick to pull if it worked that way. If that's not how PFS wants to go with it, no big deal, it won't hurt my character concept to build toward some other nifty trick.
In Qadira, home of the whirlwind, the scorpion, and the
djinni, no enemy is as feared as the dervishes of Sarenrae.
While dervishes can be clerics, paladins, or rangers, zealous
fighters join their ranks as well. These spinning warriors
prefer light or no armor and wield scimitars with devastating
consequences, moving swiftly over the treacherous desert
sands to attack with lightning-fast strikes. They maneuver
quickly among their enemies, relying on their speed and
their skill to see them through the battle.
Suggested Feats: Agile Maneuvers, Combat Expertise,
Dazzling Display, Dervish Dance (see World Guide: The
Inner Sea), Dodge, Mobility, Spring Attack, Step Up, Weapon
Finesse, Weapon Focus (scimitar), Weapon Specialization
(scimitar), Whirlwind Attack.
Burst of Speed (Ex): At 3rd level, a Dawnflower dervish
takes only a –1 penalty to her AC after charging. At 7th
level, the Dawnflower dervish can charge with no penalty.
This ability replaces armor training 1.
Desert Stride (Ex): At 7th level, a Dawnflower dervish can
move through 10 feet of difficult terrain each round as if it
were normal terrain. This benefit stacks with the benefits
provided by the Acrobatic Steps and Nimble Moves feats.
This ability replaces armor training 2.
Rapid Attack (Ex): At 11th level, a Dawnflower dervish can
combine a full attack with a single move. She must forgo
the attack at her highest bonus but may take the remaining
attacks at any point during her movement. This movement
provokes attacks of opportunity as normal. This ability
replaces armor training 3.
Lightning Strike (Ex): At 15th level, as part of a full attack,
a Dawnflower dervish can make one additional attack.
This attack is at the dervish’s highest base attack bonus,
but each attack in the round (including the extra one) takes
a –2 penalty. This ability replaces armor training 4.
At first level there is no problem with a rebuild between scenarios. Keep in mind that you need to own a copy of the book the Dervish Dancer is from (or any archetype/feat/spell/etc.). The archetype must show up on the Additional Resources list. If it does not replace any of your first class abilities you do not need to decide just yet.
Game & discussion threads coming this afternoon! :)
Game & discussion threads up! Please post in them as the 'X new' will not show up until you do. If you are new to the medium or need any help setting up your avatar please ask. :)
At first level there is no problem with a rebuild between scenarios. Keep in mind that you need to own a copy of the book the Dervish Dancer is from (or any archetype/feat/spell/etc.). The archetype must show up on the Additional Resources list.
Gotcha. Well, that means I MUST change Calnus' build anyway, which is fine. I do own Ultimate Combat, so I WILL be going with the Dervish Dancer Bard. No big deal. I'll play with the build tomorrow, and I'll see you guys on Saturday!