Sior's PFS Destiny of the Sands Part II : Race to Seeker's Folly (Low-tier) (Inactive)

Game Master Sior

Part I briefing
Oasis map
Seeker's Folly
Cartouches


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Sovereign Court

Male Humanoid (Human) GM 4

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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

Desert dot

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

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Scarab Sages

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

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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

Dash

Sovereign Court

Male Humanoid (Human) GM 4

A new day dawns in Eto. After meeting late with Grandmaster Torch last night, it was thought prudent to get at least a partial night's rest and refresh yourselves before setting out to the destination marked on the maps. Full health, spells, abilities, etc.

You were told to stick to the path through the desert, though it is plain that there is a more direct way to the destination, though without any sort of trail, path, or landmarks.

How do you wish to proceed? Someone else already has a head start on you.

Scarab Sages

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

While I can certainly take advanrage of the power Nethys grants me to ensure we have sufficient water, it would still be extremly dangerous to venture into the deep desert without a skilled guide.

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

If it's possible while we're meeting with Torch, Prothero would like to ask about the shorter route through the desert:

"It's pretty clear from the map that there is a more direct route to where we're going," Prothero suggests to Torch, "is there a reason we need to take the longer path, especially if we're in a hurry?"

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;

"Perhaps the more relevant question is how does taking the indicated route disadvantage us? "

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 gives Borax a puzzled look, "Well, the indicated route is longer, and we're in a hurry, so the disadvantage seems pretty clear. Do you mean what danger is there in taking the shorter path?"

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 are led to believe that we must make haste. How do we know? If we arrive per the plans laid out, what undesired outcome will we experience? Perhaps Torch is tricking us into taking the quicker path...or perhaps the slower path is a trap? At this point, we know very little."

Borax was not about to admit that his own ability to discern lies was woefully inadequate. Borax was not about to admit because Borax didn't acknowledge it. After all, Borax was a brilliant man.

Sovereign Court

Male Humanoid (Human) GM 4

When unsure on who's lying, everyone is.

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

"We have neither a desert guide nor someone familiar with the land. Going off the trail on our own will be simply relying on blind luck. We might even get lost and wander the sands until we die." Teric shakes his head. "If they are ahead of us, we'll find other ways to catch up. Ways more suited to our strengths."

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 contemplates what he knows of the geography.

Take G10 (20) + FI: 1d6 ⇒ 2

"Perhaps we should hire someone to guide us"?

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

Seems to me we've been relying on blind luck this entire time. Darvik deadpans as the group discusses their options. If time is short, let's go the short way. Hire a guide if we must but lets go.

Sovereign Court

Male Humanoid (Human) GM 4

Borax recalls that the 'shortcut' being referenced is completely devoid of landmarks or notable terrain. Asking around quickly, you hear that all guides or caravans stick to the route marked on the map. If your deviate from that course, it is up to you to survive.

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;

"If we are going to take the shortcut, it would be wise for us to understand the benefit in doing so. We would need to purchase supplies prepare our magic to aid in such a desert crossing."

How much would it cost to pay a guide to take us through the short cut? To bad we dn't have the Ranger.

Sovereign Court

Male Humanoid (Human) GM 4

There are no guides willing to deviate from the route. One saving grace is that the group also looking for Seeker's Folly is likely using the trail as well. After all, this is a 'finders keepers' type of situation.

Really? Even without a ranger, no one is comfortable with their Survival skill?

Scarab Sages

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

I don't think any of has a Survival skill; we'd be down to Porthero trying it untrained.

Sovereign Court

Male Humanoid (Human) GM 4

Can be done untrained. It's not an impossible DC, assists are allowed. Also, can ask around for tips for going through the desert with a Diplomacy or Knowledge (local) which may or may not make it easier still.

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

Put the survival of the party on the line with one of Prothero's rolls determining if we make it or not? I'm good to go. Maybe some of our charmers could gather some tips first, and Teric can drop some guidance on me. It's only a shortcut, what's the worst that could happen? 8)

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 asks around about the dangers off the path.

K. Local Take G10=20 + FI: 1d6 ⇒ 4

I'm surprised the scenario isn't giving up details on K. Geography. I do get annoyed with Pathfinder authors letting a few skills do all the work.

Scarab Sages

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

We probably would be just fine if everyone can take 10 to aid; I don't think anyone's negative on survival after all.

I would just expect standard trackless desert dangers - easily lost (almost impossible to not get lost really), extreme heat, total lack of food and water. As Pathfinders with access to create water and a wayfinder, those dangers probably aren't anywhere near as serious as they would be in a real-world or even remotely realistic game system; but I still like to role-play that my rookie cleric would take them seriously.

Sovereign Court

Male Humanoid (Human) GM 4

For the knowledge check; The route described in Grandmaster Torch’s map is never used, though the caravan masters are familiar with the destination and the terrain surrounding it. They provide some advice about how to equip properly and avoid common desert hazards, granting the PCs a +1 bonus on any Survival checks made while traveling from Eto to Seeker’s Folly. Woohoo! Additionally, gnoll clans have grown increasingly bold, and abductions along the common trade routes are becoming increasingly common.

Alas, Defah, you cannot take 10 on a skill check to aid another. And yeah, it sort of just abstracts the journey. However, decisions and die rolls do affect the outcome, even if only by a little.

Scarab Sages

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

Huh. didn't know that. Still, We've all got at least a 55% chance to make a DC 10 check I believe.

Sovereign Court

Male Humanoid (Human) GM 4

I only noticed it a month or so ago. No worries.

You have some information. How would you like to proceed? Head out or continue preparations?

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

"I'll say again, if we wish to beat the others to our goal, we should try the shorter route, as they have a head start," offers Prothero. "I think with all of us working together, having crossed the desert with the caravan already, we can figure out how to travel safely."

Mechanically, it seems worth a shot. Prothero will have +4 from Wis, +1 from the info we just got, +1 from guidance from Teric presumably, for a total of +6 and then whatever aid rolls we can succeed on. Think how cool it'll be to have the bad guys show up and find we've beaten them there. If we're not all dead.

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 shakes his head. "If you're intent on this, I'll try to help, but I think this is risky."

If you think you can do it, Teric will help with Guidance and Aids. Does someone have a wayfinder?

Sovereign Court

Male Humanoid (Human) GM 4
Teric Cain wrote:
If you think you can do it, Teric will help with Guidance and Aids. Does someone have a wayfinder?

Will note that mundane compasses give the same bonus and are a hell of a lot cheaper (10gp - APG).

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 has a wayfinder and will lend it to whomever is going to lead the party.

@Sior, so Torch wants us to take a short cut or take the normal trade route? I think I have been confused by that.

Scarab Sages

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

I don't think Torch cares about what we do at this point. He got what he wanted, and told us what he agreed to tell us.

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

Unless someone has strong objections, I'm up for it the shortcut. With the Wayfinder, I can take 10 and get a 16 (or an 18 with the wayfinder, if getting lost is what we're worried about), so a couple of successful Aid rolls will get us to a 20. If the DC is much higher than that, we may be out of luck.

Sovereign Court

Male Humanoid (Human) GM 4

Amenopheus wants whatever's at Seeker's Folly. Torch told you one way to get there and that someone else has already left to find it. As stated, Torch doesn't care how you get there. It's not his business any longer. It is up to you how to proceed. Take the long safe way and hope you get there first, or the short way which may prove dangerous and hope to get there first. Or find other means to increase your speed as you go on your journey.

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 DC is only 15 to avoid getting lost and we have a map (though I think the scenario is intentionally giving us +0 for the map. If you can Take 10 and hit 16, 18 with the wayfinder, then I don't think we'll have problem as far as getting lost. The only other issue is traveling through the desert. You may want to explore Endure Element options or appropriate clothing.

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 hold the map for Prothero, pointing out Seeker's Folly and trying to help him maintain a straight path. "Let's get moving. This shortcut had better work." He repeatedly casts Guidance to give the Monk a small blessing.

Aid another, Survival: 1d20 ⇒ 9

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 studies the map carefully for a long while, then sets out to lead the group on the shorter route, regularly looking to his comapnions for input and ideas.

Take 10 on Survival for 16, +2 more to avoid getting lost

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

Shortcut it is. Good by me.

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

Roll me some Survival Aid, Darvik!

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

Aid Another: 1d20 ⇒ 8 Bah, my sense of direction is lacking. Much like my wife without a GPS when she drives.

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;

After lending his wayfinder to the monk, Borax attempts to assist as best he can.

Survival Aid Another: 1d20 ⇒ 14

Scarab Sages

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

Defah will do his best to help Prothero keep to a straight path over the desert.

Survival: 1d20 + 2 ⇒ (6) + 2 = 8

Sovereign Court

Male Humanoid (Human) GM 4

Now this is where I would have you roll two more successful Survival checks in this game's version of a skill challenge. However, with a DC of 15, you automatically pass them and make good time across the desert. Yippee!!

The journey to the destination is an uneventful one. Prothero keeps everyone on track with his astute senses, though he freely accepts help when offered it. The wayfinder and the advice from the townsfolk seem to make the journey a piece of cake and you make good time across the Jundland Wastes. Oh, wait, wrong setting. You're in Osirion, not on Tatooine.

After quite some time of travel, you spot something shimmering ahead. Getting closer, you see that it is a lovely oasis, shimmering like a sapphire in the midday heat. Life clings around its edges tenaciously, with only a few hardy plants nestled amid the rocks managing to survive in patches around the area. Finches bathe in the water, resting on an abandoned harnesses. Trash and castoffs from travelers litter the area, and a small brick hearth is the only permanent fixture.

Will take Perception checks at this point. Can Take 10 but not 20 at this juncture.

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 ⇒ (15) + 0 = 15

Scarab Sages

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

An unknown oasis in the deep desert? Seems suspicious...

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

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

"Doesn't look too unknown," suggest Prothero as he looks the place over carefully, "but it looks like a lot of folk have left gear here over the years. I wonder if the water is safe?"

Take 10 on Perception for 19

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

"It looks as if others have taken refuge here for a while. We might as well do the same to refresh ourselves. Maybe we can use what others have left."

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;

After retrieving his wayfinder, Borax eyes the oasis suspisciously...

Perception + Guidance: 1d20 + 6 ⇒ (5) + 6 = 11

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 raises a hand, signalling the party to stop, then slips his bow from his shoulder. As he nocks an arrow, he says quietly, "I saw something moving behind a couple of rocks, there on the far side of the oasis. I'm not sure what it was, it looked like a fur coat or some fabric, it might have just been flapping in the breeze. But a gnoll darting behind a rock might look like the same."

Flicking his eyes from side to side, in case there's any other movement nearby, he asks, "Any preference on how we handle this?"

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 draws his whip.

"If he oasis is real, we should expect others."

Sovereign Court

Male Humanoid (Human) GM 4

Oh yes, the oasis is very real.

Also, if I did not mention this before, you do see mention of an oasis on the map given to you by Torch. It seems you have successfully made it across the desert and met up with the trade route.

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