Slaughtersea's Sargava Chalice

Game Master Byden

A round robin game where the players take it in turn to design and DM encounters. Can The Pathfinders avenge the death of their fallen comrades and emerge victorious in Golarion's most grueling race, through the tropical jungles and wilds of Sargava?


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Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Shortly before the group are called Colwin casts False Life upon Sigh.

Temp HP: 1d10 + 5 ⇒ (8) + 5 = 13

Due to Sigh's Spell Sponge feat the spell is extended and lasts for 10 hours.


Male Catfolk Alchemist 24/33 HP
Stats:
16(13) AC, +3 init, 30(20 climb) speed, 5/7/0 F/R/W , P: +7, acro:+18
, DR 10/magic v ranged: 5hr

Yea, but looking at the math, just barely made it a 1 hr. :D
Isco grins and climbs up, staying to building tops as much as he can, keeping an eye out for potential.


Male Human Fighter (Two-Handed Fighter) 3

Added 800 XP. Healed from 4 to maximum with all those heals~

Thanking Moonscar, Eadgart moves to the front of the party and leads on.

Update to follow shortly


As you reach the borders of Port Freedom, you decide now would be a good time to finalize your route. You open your map to have a look. It's 240 miles from Port Freedom to Kalabuto, which should be about 10 days of travel.

There are 3 routes to choose from.

1. Stay north of the Laughing Jungle, sticking to the plains. It's the fastest way, as you won't have to trek through the jungle, but the group will be easier to spot.

2. Travel along the Korir river. This would be the second fastest way, and the river is easy to follow. However, the group is more likely to run into the local fauna.

3. Trek through the Laughing Jungle. This would be slowest way, and who knows what would happen.

You may also attempt knowledge checks, and DM Carpe can chime in with whatever advice the Venture Captain had.


"I think the river might be the safest choice for now, and I think we should avoid the jungle unles one of us is familiar enough to risk it."


K(nature)1d20 + 11 ⇒ (18) + 11 = 29 mHmm... Love blowing them good dierolls.
Isco stretches. "Well, my preferred area is among the canopies, pity there are few trees along the route."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin frowns,

"All the routes are, ah, largely unknown quantities, but sticking to the plains presents the only obvious, ah, advantage, that of speed. And, ah, well, this is a, ah, race. My vote is for the plains."

The stuff from the Venture Captain is designed to be used by everyone, so if you want to draw the groups attention to something just say its marked on the map and the Venture Captain said, blah, blah, etc.

Knowledge Geography Sigh Aid Another: 1d20 ⇒ 10
Knowledge Geography: 1d20 + 12 ⇒ (4) + 12 = 16
Knowledge History Sigh Aid Another: 1d20 ⇒ 6
Knowledge History: 1d20 + 10 ⇒ (18) + 10 = 28
Knowledge Local Sigh Aid Another: 1d20 ⇒ 7
Knowledge Local: 1d20 + 10 ⇒ (2) + 10 = 12
Knowledge Nature Sigh Aid Another: 1d20 + 4 ⇒ (4) + 4 = 8
Knowledge Nature: 1d20 + 14 ⇒ (13) + 14 = 27


Male Human Fighter (Two-Handed Fighter) 3

While the others are talking, Eadgart looks to the sky and tries to figure out what the weather is going to be for the next couple days.

Survival (Predict Weather): 1d20 + 9 ⇒ (20) + 9 = 29


Male Human (Mwangi) Monk (Drunken Master) 1

*spits on the ground*

"Da water be da best route always. I vote we go dat aways."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"Gentlemen let us, ah, not forget this is a race, every hour, ah, no, every second counts! We can deal with, ah, whatever, ah, challenges face us, but we cannot, ah, manufacture time. Two other teams, ah, already have the jump on us, we are two hours behind. Surely, it, ah, has to be the plains."


Everyone gets together and starts discussing the three routes and sharing information. Afterwards, you reevaluate your choices of routes. You number them in order of north to south.

1. Walk along the road.
Your discussions bring up the possibility of a new route, where you would take the roads from city to city. This would mean taking the coastal road from Port Freedom to Eleder, then the pass from Eleder to Freehold, and finally the road from Freehold to Kalabuto. This is probably the safest route, but it will take you out of your way.

2. Travel across the plains.
The plains route stays mostly unchanged, with the danger really being dependent on the aggressiveness of the other teams.

3. Trek through the jungle
You recall the Ventire Captain mentioning a path that goes straight through the jungle. This path should be easy to find, allowing you to easily traverse the jungle. Now the route would be just as fast as taking the plains, but it's still a mixed bag. After all, how many of the other teams would've thought to take this road? Not to mention that it's still pretty likely to run into the jungle's creatures.

4. Follow the river
It's agreed that travelling along the Korir River would be the most dangerous route, as there are not only the animals of the forest to worry about, but also a variety of dangerous creatures (hippopotamus, crocodile, etc.) in the water itself. Not to mention that the route would also take the group past The Lake of Vanished Armies, which has its own dangers (mainly rumors of entire armies disappearing there without a trace). However, it's also agreed that none of the other teams will be on the river route, who could arguably be more dangerous.

WEATHER FORECAST (Everyone may read)

Spoiler:
Day 1 (Today), DC 15
Description: Windy
Temperature: Moderate
High: 40°F (4°C)
Low:  30°F (-2°C)
Wind Force: Moderate
Wind Speed: 17 mph (27 kph)
Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.

Day 2 (Tommorow), DC 20
Description: Clear
Temperature: Moderate
High: 55°F (12°C)
Low:  41°F (5°C)
Wind Force: Light
Wind Speed: 7 mph (11 kph)
Light Wind: A gentle breeze, having little or no game effect.

Day 3 (Day after Tommorow), DC 25
Description: Cloudy
Temperature: Moderate
High: 56°F (13°C)
Low: 39°F (3°C)
Wind Force: Light
Wind Speed: 10 mph (16 kph)
Light Wind: A gentle breeze, having little or no game effect.


"I think I would rather deal with simple animals over the craftyness of other teams but I would be just as well deciding this on a coin flip so we can make a formal vote or decide some other way."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"Well, ah, if we can pass through the jungle as swiftly I, ah, could support that to, but I see no point in, ah, not selecting one of the swifter routes."


Male Human (Mwangi) Monk (Drunken Master) 1

"I still 'tink da river be da best choice... but I will go wherever y'all be goin'. If it be da jungle, so be it."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"The river is, ah, slow, the other teams will avoid it for a reason. I f we simply seek to avoid them and loose we might as well, ah, just quit. I am here to, ah, win."

I'm for the jungle path, if we can have both neat jungle encounters and get there as swiftly that seems to be the winner for me.


Male Human Fighter (Two-Handed Fighter) 3

Eadgart scratches his head.

"I think you guys know a lot more about this kind of stuff than me, so I'll be the tie breaker of we need one."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

It looks to me like we have three for the jungle route, and one for the river - assuming Isco's preference for trees counts as a vote. I'm assuming this is a character decision as we have been told the river is both the most dangerous and the slowest?

"Looks like we have, ah, three votes for the jungle path, that is a, ah, majority. So, ah, the path through the, ah, Laughing Jungle it is! Now let's get moving!"

Colwin sets of heading for the Jungle at a brisk pace, every few seconds he seems to mumble a new incantation, almost like a nervous habit.


"As long as we got a path im fine with the Jungle. "


Having decided on a route, the group heads straight for the Laughing Jungle. You'll have to traverse over 60 miles of Sargavan plains to get there, and you've aready lost a few hours of daylight after that fight with the Brass Bull. But you suppose you're making much better time than the teams who places below you.

You walk 6 hours before deciding to stop for the night. It's chilly due to the wind, and those with blankets or some other sort of protection are glad to have it. However, you suspect the temperature is going to get a lot warmer as you move inland.

How will you set up camp tonight? (However you set up for tonight is what will be assumed for every other night in the plains)

EDIT: And what will be the pace for tommorow (as you're surely not going to win this race by simply walking everywhere)?

60 - 13.5 = 46.5 miles of plains to go.


First or last watch is fine by me.


Male Catfolk Alchemist 24/33 HP
Stats:
16(13) AC, +3 init, 30(20 climb) speed, 5/7/0 F/R/W , P: +7, acro:+18
, DR 10/magic v ranged: 5hr

Resting up in a tree by preference, or curled up next to fire. With low-light, any watch is feasible.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

I suggest we skip watches and have Sigh do them all, he does not sleep has a very good perception is super fast and stealthy.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

First off I'd like to have set a faster pace from the start, hopefully this would be no work for Colwin - see discussion - so he would certainly be encouraging it.

"Gentlemen I suggest we leave the watch to Sigh, he has no need of sleep and with his speed ability to see in the dark and excellent perceptive abilities he ought to prove an excellent watchman. We would also be stealing a march on our opponents who need to stagger their shifts and rest longer - we should make up hours each day if they set watches."

Colwin sets up his hammock if there is anything available to hang it upon and covers himself with his poncho. If there is nothing to hang his hammock upon he has Sigh collect grasses to make him a bed and lays upon that covering himself with his poncho and the hammock. Before he goes to sleep he carefully removes two clear crystal lenses from his eyes and hands them to Sigh who places them in the area of his face which must constitute his eyes.

Sigh has +13 Perception darkvision 60ft.


Male Human Fighter (Two-Handed Fighter) 3

Eadgart lays near some sort of large object, whether it be a tree, rock, or hill. He puts his back to said object and covers himself in his blankets. He does not take off his armor.


Due to a full 8-hour rest, everyone heals 5 hit points (1 hp per level)

Thaddius goes oddly silent after the route has been chosen. 

Sigh is chosen to make the watch and the night goes without a hitch; everyone wakes up feeling refreshed and ready to tackle the day.

The group sets off at a faster pace, hustling for 1 hour before walking the 7 other hours. You make good time, and you think you'll reach the jungle tomorrow evening.

46.5 - 27 =19.5 miles to go.

You go down for the night, in the same manner as yesterday night. Sigh makes the watch.

Sigh (Perception): 1d20 + 13 ⇒ (17) + 13 = 30

Before even an hour has passed though, Sigh shakes his Master awake and points west. Three men are advancing towards the camp, 280 ft. away, undoubtedly the Sargavan Team.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin shouts,

"To arms, everyone up and make ready! Sargavan team incoming!"


After strugling to his feat Monskar whispers "I'll cast CalmEmotions if they get close.


Male Human Fighter (Two-Handed Fighter) 3

Eadgart hides next to whatever large object he decided to sleep against.

Stealth: 1d20 + 4 ⇒ (12) + 4 = 16


Right then! Back to business and all that~

You make camp for the night and set Sigh, the Air Elemental, up for the watch. However, before you can even get settled into your beds, Sigh shakes Colwin awake, pointing west, and Colwin gives the alarm. There are five men, marching across the very plains you made your way through the day before. They are someways away (280 ft.), but even from this distance you can catch the moonlight shining off their armor and weapons as they approach, advancing on your camp.

It doesn't take them long to get into shouting distance (40 ft.), where they pause and look over your camp before speaking. These men are undoubtedly the Sargavans you heard about during the beginning of the race; they wear chainshirts, bucklers, muskets, and have swords at their sides. The leader of their party (you assume) steps forward.

"We are soldiers of Sargava, representing the authority of Baron Utilinus. Identify yourselves! And state your purpose within this land. Why have you not started a fire for tonight?"


"We are Pathfinders here on official buisness, a race I am sure you know the one? We don't want to advertise our position to the other runners but if you insist..." Moonskar reaches into his pocket and activates his Campfire Bead.

Sence Motive 1d20 + 9 ⇒ (5) + 9 = 14
If they become hostile then I will cast calm emotions.


Male Catfolk Alchemist 24/33 HP
Stats:
16(13) AC, +3 init, 30(20 climb) speed, 5/7/0 F/R/W , P: +7, acro:+18
, DR 10/magic v ranged: 5hr

Isco stretches as he stands up, pulling a small potion and drinking it. Looking around, he asks, "A party?"


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"B@%$*+~%. You are clearly the, ah, Sargavan race party," Coliwn shouts from some hundred feet up in the air, where he has levitated as their foes advanced, "so this, ah, undignified charade will do you no good. Go away or we will be forced to deal with you, we will not allow you to hinder us."


Male Human Fighter (Two-Handed Fighter) 3

Eadgart stays silent, listening, and hoping he hasn't been noticed.

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