Sior's PFS Destiny of the Sands Part I : A Bitter Bargain (Low-tier) (Inactive)

Game Master Sior

Torch's demands
Beggar's Alley
Well Map


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Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Is there some specific reason you're not taking 10?

Sovereign Court

Male Humanoid (Human) GM 4

Because it's more fun to roll!

Getting down there and retrieving the light, you see that the small passage seems to open up some 20 feet in. There is a corridor beyond, but the light does not extend far down it.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Then go play craps!! :-p

Borax will join the group.

Take 10

Sovereign Court

Male Humanoid (Human) GM 4

It gets very cramped with three men in the narrow bottom of the well.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Climb, take 10: 10 - 3 = 7

Teric climbs down following Prothero. He grimaces as his feet sink into the water. "Let's find these items and get out of this sewer." Once everyone is down, he flings the lit rock down the tunnel to help illuminate their way.

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Soooo many years playing early versions of D&D, where Taking 10 wasn't an option. Still don't have the habit.

Prothero studies the tunnel ahead, then nods to Darvik to lead the way.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Note: antitoxin taken before entering the well, forgot to note it.

Sovereign Court

Male Humanoid (Human) GM 4

As Darvik starts making his way down the cramped passageway, he sees the light ahead drawing him. Sure enough, it does open into a larger corridor some 20 feet in. Beyond is a larger room still veiled in shadow. He sees no sign of artifacts, just the steady trickle of water beneath and around his feet.

Scarab Sages

Male Pahmet Dwarf Cleric of Nethys 1 | 10/10 hp | AC18 t12 ff16 | f5 r3 w5

So are the rest of us staying up here, or should we follow them?

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

On principle, i don't like splitting the party.

Scarab Sages

Male Pahmet Dwarf Cleric of Nethys 1 | 10/10 hp | AC18 t12 ff16 | f5 r3 w5

Am I the only one who hasn't gone down?

Once Defah sees some of the humans disapear into some sort of tunnel, he'll climb down the rope behind the others. Climb take 10: 9 = 9

Dark Archive

Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

I rolled before I realized I had a climb check of +7. Forgot who I was posting as! I've moved myself into the passageway since I think that's where we are. I'm also assuming everyone has come down and into the passageway by now.

Darvik arms himself with his scimitar and shield before advancing. Can we get some more light in here? It's a bit dark.

Scarab Sages

Male Pahmet Dwarf Cleric of Nethys 1 | 10/10 hp | AC18 t12 ff16 | f5 r3 w5

If you like. Defah will cast light on the weapon, shield, or whatever else of the party's choice.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Totally didn't realize there was a map up. I've moved Teric in.

As Defah provides light to the group, Teric tosses lit stones down their path to help them see what is coming up ahead.

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Prothero joins the group moving down the passage, an arrow resting and ready on his bow.

Since we now have to move in a passage, shall we set up a marching order? How about: Darvik, Defah, Prothero, Teric, Borax? I'm open to whatever, just trying to put our more melee-flavored characters in front, archer next, then casters. I'm sure nothing will sneak up behind us.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Borax would prefer to travel in the middle of the group as being able to spot creatures early can help everyone else. I moved him to the middle but if someone needs to be ahead of him, that's fine too.

Sovereign Court

Male Humanoid (Human) GM 4

As you progress, you see the light seems to shy away from the darkness of the chamber beyond. You can tell the source of the water lays within.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Borax looks at the stability of the cave, the well, and whether the darkness is magical/unnatural

T10 = 19 K Checks (Dungeoneering, Nature, Engineeering, and Arcana. Will just roll Inspirations on each

Arcana: 1d6 ⇒ 3
Dungeoneering: 1d6 ⇒ 5
Engineering: 1d6 ⇒ 6
Nature: 1d6 ⇒ 4

Sovereign Court

Male Humanoid (Human) GM 4

The darkness is both unnatural and magical, though it is a divine magic. This must be hallowed ground (or unhallowed ground?) to some deity. Not entirely sure which, though. If there were some symbols about, that might make it easier.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

"We should expect the non-living are waiting to greet us. Zombies, Skeletons, ghouls, I know not which."

T10=19 on K. Religion to remind myself about the properties of all three.

Borax then looks at the dirt for any tracks that might indicate what creatures are contained beyond.

Survival: 1d20 ⇒ 2 <--- Now that's an awesome roll for Borax

Sovereign Court

Male Humanoid (Human) GM 4

Borax recalls the qualities of zombies, skeletons, and ghouls. Hell, he even recalls information about ghasts, because why not? =P

However, he does not see any tracks to identify.

Sovereign Court

Male Humanoid (Human) GM 4

With everyone down into the well and delving further in, more of the darkened room becomes illuminated. Still the light seems to shy from the darkness, decreasing its effectiveness by half [ooc](Light spell only does 10 ft normal light, 10 ft low-light). In the dim light, you can make out the edge of a crumbling pool, its brackish water steadily flowing out.

Defah is the only one currently able to see a crumbled statue is the southwest corner of the room.

Dark Archive

Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

What is wrong with this place? The light fails to cut through this darkness. Darvik moves forward slowly due to the limiting vision. Can't one of you magey types do something about that?

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

The element of surprise gone, Borax scolded Darvik,

"One of you martial types needs to cover whatever it is that is producing the darkness as you would cover a lantern."

Expecting an evil caster, Borax readies his hand crossbow.
Borax is going to try and pinpoint the source of the darkness from his current position. Don't know what skill that is.

Sovereign Court

Male Humanoid (Human) GM 4

Let's go with knowledge (religion). 20+? Okay. This seems to be a universal effect caused by it being dedicated to a certain god or goddess. There is no single point of origin.

Everyone please roll me a Perception check.

GM stuff:
1d20 + 9 ⇒ (14) + 9 = 231d20 + 9 ⇒ (17) + 9 = 26

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Prothero wishes he could see better in the darkness ahead. Tough to put an arrow into something you can't see. Nevertheless, he peers ahead as well as he can, and focuses on listening closely for any surprises.

Dark Archive

Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

Perception: 1d20 + 0 ⇒ (10) + 0 = 10

Darvik scoffs at the scolding provided by Borax. Surprise? We can barely see the hand in front of our face, let alone get the jump on someone.

Dark Archive

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Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Ah. If it isn't actually a Darkness then it would be Scenario-based shenanigans with the rules of magic...and I find that so unlikable.

Knowledge Religion: 1d20 + 9 ⇒ (3) + 9 = 12 + F.I.: 1d6 ⇒ 5

Borax held his tongue, his chaotic and self-serving nature secretly hoping whatever evil that awaited them would zero in on Darvik.

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Perception: 1d20 ⇒ 2

Teric squints in the dim light, but all the darkness looks the same to him.

Scarab Sages

Male Pahmet Dwarf Cleric of Nethys 1 | 10/10 hp | AC18 t12 ff16 | f5 r3 w5

Interesting looking statue. I wonder who it represents?

Perception: 1d20 + 7 ⇒ (4) + 7 = 11 (+2 more if there's some unusual stonework)

Know (religion): 1d20 + 5 ⇒ (16) + 5 = 21

Sovereign Court

Male Humanoid (Human) GM 4

I don't write 'em, I just run 'em.

Defah cannot place the figure of the crumbled statue due to its current state.

Prothero and Borax hear a very faint sound of rocks clacking together, as if being brushed aside by something for the merest of moments.

How would you like to proceed? No artifacts here. Just a collapsed pool and a crumbled statue in sight. The rest of the room is still veiled in black.

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Prothero alerts the party to the odd sound he's heard, then says, "Unless someone can dispel that strange darkness, I think we've got no choice but to continue on. Not sure why I think so, but I vote we go left, away from that statue. Darvik, you still willing to go first, or shall I take a turn?"

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Borax readies his club in one hand and his sword cane in the other.

"Perhaps our cleric should prepare to channel positive energy at the first thing that emerges."

Sovereign Court

Male Humanoid (Human) GM 4

As you prepare and go forward, you see an altar secluded in the northwest corner of the room. Borax is able to make out a symbol of Apep, a snake god of Ancient Osirion whose portfolio included dangerous rapids, drowning, and darkness that consumes all light.

Go ahead and place yourselves where you would like to be near the altar.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Guess it might be a snake, not a traditional undead....or worse a snake zombie!

I'm sure everyone agrees to form a protective ring around Borax with a readied action to leap in front of anything that might attack the adored Investigator...right? right?

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Prothero moves into the room cautiously, his eyes and ears alert for whatever might have made the odd rock-like sounds earlier, and his bow at the ready.

Scarab Sages

Male Pahmet Dwarf Cleric of Nethys 1 | 10/10 hp | AC18 t12 ff16 | f5 r3 w5

You want me to channel energy at snakes? I don't think that will do much. Unless they're injured snakes. I suppose that someone could have created a snake mummy, but it doesn't really seem like Apep's style. He's probably the reason none of you can see properly down here though.

Defah will look over the altar, to see if he can find a clue as to how to disrupt the darkness.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19 (+2 more if there's some unusual stonework)

Dark Archive

Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

Yeah, sure, I'll keep the lead. Just watch my back.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

K. Religion on Apep T19 + FI: 1d6 ⇒ 5

Borax ruminates on the broken statue.

Sovereign Court

Male Humanoid (Human) GM 4

Borax:
It is the symbol of Apep, a snake god of Ancient Osirion whose portfolio included dangerous rapids, drowning, and darkness that consumes all light. The statue still is undiscernable due to being rubble.

GM stuff:

B: 1d20 ⇒ 19
Da: 1d20 + 5 ⇒ (3) + 5 = 8
De: 1d20 + 2 ⇒ (8) + 2 = 10
P: 1d20 + 4 ⇒ (5) + 4 = 9
T: 1d20 + 1 ⇒ (6) + 1 = 7
N: 1d20 + 5 ⇒ (6) + 5 = 11
S: 1d20 + 5 ⇒ (9) + 5 = 14

As Borax studies the statue, he notices a snake crawling from beneath the rubble! Simultaneously, another snake inches its way around the altar to the northwest! Before anyone gets a chance to react, including the snakes, Borax leaps into action!

Initiative:
Borax
Snakes
Defah
Prothero
Darvik
Teric

Borax is up!

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

But if Borax leaps into action first, how will we all circle around him protectively? He'd better be careful where he leaps.

Sovereign Court

Male Humanoid (Human) GM 4

Running away to dive behind the party?

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

At the risk of judging our investigator unfairly...

Cue medieval Monty Python music:

When danger reared its ugly head,
He bravely turned his tail and fled.
Brave Sir Borax ran away,

He bravely ran away away.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Borax, having no interest in testing the potency of his antitoxin, heads for the safety of the group.

Borax would have stayed close to the group

"It seems we have snakes on either side"

Sovereign Court

Male Humanoid (Human) GM 4

Python music? Fitting.

Apologies. I guessed otherwise as others were checking the altar and you were checking the statue.

The northern snake slithers forward to strike at Prothero!

Bite!: 1d20 + 2 ⇒ (15) + 2 = 17
1d4 - 1 ⇒ (4) - 1 = 3 damage and a DC 13 Fortitude save or suffer 1d2 ⇒ 2 Con damage.

The southern snake moves as swiftly as it is able to meet Teric head on, but does not attack.

Party up!

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric recoils from the snake, stepping back and then unleashing fire once again.

5 foot step back and cast burning hands on the snake. Can someone move me? DC 15 Reflex for half.
Burning Hands: 1d4 ⇒ 3

Sovereign Court

Male Humanoid (Human) GM 4

Moved you

1d20 + 4 ⇒ (1) + 4 = 5

Yeah, the snake just dodged the fire by jumping into it. Burn, baby, burn!

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Fort save: 1d20 + 4 ⇒ (16) + 4 = 20

Prothero is startled by the snake's sudden forward strike! He feels the venom course through his veins, but is relieved that he doesn't feel its effects much. He lifts a foot and kicks at the thing, but misses.

Unarmed strike: 1d20 + 2 ⇒ (3) + 2 = 5
Unarmed strike damage: 1d6 + 2 ⇒ (3) + 2 = 5

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

With a moment to catch his wits, Borax tries to determine what type of snakes these are,

K. Nature: 1d20 + 9 ⇒ (3) + 9 = 12 + 1d6 ⇒ 2

Despite his trepidation, Borax decides it is better to stand by his fellow Sczarn...because he'll need him later. Borax drops his club and pulls his hand crossbow, firing it at the snake yet to approach.

Attack on Snake with Hand Crossbow: 1d20 + 1 ⇒ (3) + 1 = 4

Missing the snake badly, Borax, however loses his nerve and takes a step back. Trying to cover his cowardice...

"Fighter, we could use your assistance here."

Scarab Sages

Male Pahmet Dwarf Cleric of Nethys 1 | 10/10 hp | AC18 t12 ff16 | f5 r3 w5

Looks like just regular living snakes to me.

Defah attempts to skewer the snake that is conveniently within reach.

Destructive Smith: 1d20 + 3 ⇒ (6) + 3 = 9
piercing: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Well, since that certainly missed, I'll stay put and hopefully get an AoO on this snake.

Dark Archive

Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

Quickly stepping in front of Borax, Darvik attempts to slash the snake with his scimitar! Looks quite lively to me as well!

Bah, we have the benefit of the flag thing or is that a different game I'm in? I suddenly can't recall.

Scimitar: 1d20 + 4 ⇒ (2) + 4 = 6 for Damage: 1d6 + 5 ⇒ (5) + 5 = 10 I was going to say sdd +1 to those if we have some sort of bonus going, however that swing lacked conviction.

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