[Table Fez] ScorchedOne's Insane 5-6 Run

Game Master Nathan Hartshorn

Map

Drandle Dreng

Ambrus Valsin


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"Waitwaitwait! I can sweeten the deal. I'll take the artifacts and in exchange I offer my services and those of my network to help you and whatever company you mercenaries come from."

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris gives a look to Sabert telling him that we aren't here for us.


Seeing that no one is willing to parlay with her Ungala backs down. It doesn't take long for your team to remove the blockage from the road and continue on your way. The shipment makes its way to Warehouse Row and is out of your hands. When you return to Novaria she congratulates you on a job well done and promises Ungala will make it to the proper authorities. Cover rolls here please. I'll roll Sabert's.

Perform: 1d20 + 9 ⇒ (17) + 9 = 26

Only the dead drop left, you guys ready to move on to it?

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

"The dead drop then we are done in the jungle?" Kelris states a question

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Appraise (Shh! It's my cover): 1d20 + 7 ⇒ (12) + 7 = 19

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James starts a conversation with Kelris about being ready to get back into the jungle and hunt some of the more exotic game around here.

Survival: 1d20 + 7 ⇒ (19) + 7 = 26

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Survival: 1d20 + 7 ⇒ (20) + 7 = 27

Kelris concurs that he wants to hunt more big game

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Stealth: 1d20 + 9 ⇒ (9) + 9 = 18


You know where to go after deciphering the clue from Malika's fake bounty. Free Trade Square is the busiest part of Bloodcove. The streets swarm with merchants and wagons buying, selling, and transporting food, spices, and antiquities. Lot number 342 sits on the southeastern edge of the market, bordering the fringes of Warehouse Row. A run-down-looking stall dealing in lamps and oil occupies the space, though the poor quality of the lamps may be an indicator of why no customers are anywhere near the stall. The owner, a thoroughly bored middle aged Mwangi man, sits behind the counter making fishing lures.

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Aura again takes up her post of watching for ambushes or people taking excessive interest in the group. This time, however, she is going to find a hiding spot on the roof and observe from there.

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris moves in and takes a position like a guard for Sabert


The man barely acknowledges you, far too focused on his lure.


Anybody else want to talk with the guy? I promise there's no crazy difficult Diplomacy check involved...

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Aura is on Overwatch, otherwise I would.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Ensuring his mystic defenses are in place, Fethril approaches the man with his traditional courteous aplomb. Mage Armor

"Your stall may be busier if you carried higher quality wares, perhaps something elven. Unless your true objective is to spend your time preparing to 'fish'. My aunt Malika used to enjoy that pass time."

Not crazy Diplomacy: 1d20 + 3 ⇒ (4) + 3 = 7


The name draws the man from his craft. He looks around worriedly before shooting an angry glare at Fethril. He motions for your group to head around to the back of a shop. As you head back there someone motions to Aura to get a new lookout on the roof.

The man emerges from the back of the stall with a small clay oil lamp in one hand. He once again checks the area no one else is watching before handing the lamp over to you and saying “This will lead you to what you seek. Only one of your number can use it, but keep it protected and out of sight as much as you can. Good luck.” He slips back to his position at the front of the stall, working on his lures.

The clay lamp is unremarkable, but it rattles slightly when handled, as though there were a broken piece of clay inside.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

The Nethian slides the lamp under his cloak. Thinking himself rather insightfully witty, Fethril departs saying, "Good luck with your...'fishing'." The final word punctuated with a wink of his eye.

I have no idea what Aura goes on and on about. This spycraft business is almost too simple.

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

One day, Fethril, you'll get yours. I just hope I'm there to see it. =P

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris again is dumbfounded that Fethril as oblivious as he is can smooth talk his way through most things.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Oh, no doubt! I'm certain we will be standing side by side, elf to elf.


When you find a quiet location you examine the lamp again. Pulling off the lid you discover a small sphere of hematite. You're not sure how it got in there, but it becomes apparent the only way to get it out is to break the lamp. Once that is accomplished Fethril and Sabert are able to examine it closer. You discover it is an ioun stone, and it has some form of connection with a Wayfinder. Who has one?

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

I haven't bought one yet, mainly because I keep forgetting to.

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

A wayfinder? I keep forgetting as well.

"So what is that thing?' Kelris asks


You travel back to Novaria and acquire a Wayfinder to use with the ioun stone. Slotting it into the Wayfinder you realize the needle spins wildly for a moment before pointing northwest. As you move about you realize the needle is pointing to something. Following the compass while hiding your intent will be difficult. You can follow it with a DC 16 Survival check. To hide you are following it you need a DC 14 Dex or Sleight of Hand check. If you're following the compass without being the one holding it the Survival DC increases to 18. If you want to take 10 on the Survival check you must check the compass regularly leading to a DC 18 Dex or Sleight of Hand check.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

"Well now, this seems like a lot of tedious busy work. Who would like to hold on the aptly named 'Wayfinder'?"

Someone must have a better Survival skill than I do.

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

I could realistically do the sleight of hand check as I add 9, but not the survival check as I only add 1.

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

Sabert shakes his head as the rest of the party decides against treating with Ungala. Quietly, he follows the team back, and acts as Fethril's shadow for the conversation with the merchant. He is surely and grumpy, dropping random comments about "Standing up for whats right", and "Protecting the weak".. trying to remind the group that although they are playing mercenaries, it doesn't mean that they have to abandon all tenants of being Pathfinders.

Finally, the group clusters up around the hematite looking to each other as they play a game of mental hot potato.

I have a +2 dex, +1 survival, and no sleight of hand... If anyone else can do better, please do so!!

Dex: 1d20 + 2 ⇒ (9) + 2 = 11
Survival: 1d20 + 1 ⇒ (6) + 1 = 7

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Survival: 1d20 + 7 ⇒ (18) + 7 = 25

"Should we do this quickly? If James and I stand on either side of who has the map we might not look so obvious"

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James nods and says "Either of us should be able to follow it, I just can't fake not looking at it."


With Kel's roll he can lead while someone else hides it from sight.

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Sleight of Hand: 1d20 + 9 ⇒ (19) + 9 = 28

Aura picks the side that Kelris is more comfortable with and the walks with her arms crossed, holding a bundle of wood. Just under the bundle sits the compass, tilted just enough so that Kelris can easily see it, and it is not reflective or visible to anyone not standing in his square.


The wayfinder directs you to a section of Bloodcove that occupies dry land. There, a fountain stands in a small plaza, and the needle points to an unoccupied storefront. There is little of interest inside the building beyond its cellar door, which is sealed with an imposing iron padlock.

Interacting with the lock + DC 17 Will:
You play with the lock for a bit before realizing that it's not there at all. You can sort of see a shadowy form of it but it's not actually there.

Interacting with the lock + failed DC 17 Will:
No matter how much you poke at and prod the lock it just won't come off. It feels resistant to every attempt to manipulate it and break it and refuses to come off.

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Aura bends down and checks the lock before trying to pick it.

Will Save: 1d20 + 3 ⇒ (6) + 3 = 9

"I've never seen one before, but this appears to be a magic lock. It is beyond my ability to pick. We may need to find another entrance."

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James steps up to the trap door and says, "Stand back while my methods arn't as quiet I can open lock doors too." He studies the lock for a moment to aim properly and then says "This is a magic lock all right! It's not even real! Can you check for traps?"

Will Save: 1d20 + 2 ⇒ (15) + 2 = 17

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

"What do you mean it is not real?"

Will save with whatever bonus because of James: 1d20 + 3 ⇒ (4) + 3 = 7

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Will vs DC 17: 1d20 + 9 ⇒ (7) + 9 = 16 Plus any bonuses?


+4 when someone tells you something isn't real.

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

Will: 1d20 + 4 + 4 ⇒ (18) + 4 + 4 = 26

Sabert steps forward to look for himself.
"Huh! Pretty neat trick, that. I should learn it.."

He looks around at the door, carefully examining it and listening beyond it. If it seems safe, he will open it.
Percpetion: 1d20 + 7 ⇒ (17) + 7 = 24


The door seems safe, lacking anything that looks like a trap. The cellar beyond is a small, square room with walls made of irregular stone cobbles.

DC 20 Perception:
There is a hidden niche behind one of the stones.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Perception: 1d20 + 13 ⇒ (8) + 13 = 21

"In additions to the very obvious illusion, there just happens to be a hidden compartment behind that stone. Aura, perhaps you should check it out for traps, you know, to regain your confidence. Getting back in the saddle after being thrown off a horse and all that."


New DC 20 Perception:
Yep, that compartment is trapped. Nasty looking poisoned needle too. DC 25 to disable

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Perception: 1d20 + 13 ⇒ (8) + 13 = 21

Casting a quick spell to enhance Aura's abilities, the arcanist tries to point out the trouble. "See...its about....just look...right behind that rock there...do you see it now? You've totally got this. Here, why don't I ask the All-Seeing Eye of Nethys to help guide you, just until you're sure of yourself again. Nothing to be ashamed of, even for an elf. I mean, an elf being completely fooled by a basic and simple spell like that is a rarity. Still, it apparently does happen from time to time. Don't worry, I won't use your name in the report to the Venture-Captain. I will list the event has happening to an 'unnamed elf, female'. It could literally be anyone on the team. None will be the wiser. Now, about looking for any of those nasty ole traps..."

Casting Guidance on Aura, assuming she doesn't punch Fethril in the mouth first.

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris turns to remain vigilant for anyone coming up upon the group.

"Like Fethril said, falling off the horse and all. Good thing your not pregnant or you could have lost the baby." Kelris says with a rather large grin.

Taking a 20: 20 + 4 = 24

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Disable +Guidance: 1d20 + 13 ⇒ (17) + 13 = 30

Aura sighs but says nothing, clearly used to dealing with Elves like Fethril. She does accept his magical guidance, which she uses on to disable the trap on the compartment.

Once it's disabled, Aura turns to Fethril and says "You know, I'm not sure I got it, what with my flagging confidence and all. Since you seem to be a master trapsmith, why don't you go ahead and double-check my work? I'm sure there isn't a poison needle trap or anything, but not too sure. I'm sure with your skill level you'll be able to tell me if the Fenderose tumbler set is quarter-inch turned correctly or not, and that I set the Tenser bar to the first position without issue. I await your guidance master."

Her years of training at deception are on display, as she doesn't even crack the hint of a smile at Fethril. She does, however, gesture towards the disabled trap expectantly.


After opening the hidden panel, you discover a second ioun stone as well as a broad, wax-sealed scroll case that contains dozens of pages detailing Aspis activities in Bloodcove, qualitative data about the upcoming expedition, and even dossiers on several of the agents involved. Some entries stand out from the others, including Pahwoki the Blade, a murderous Bekyar who wears a necklace of ears and is believed able to make the trees walk; Lilianna Alazzario, an agent relocated to Bloodcove after she burned down an Isgeri village just to collect a small debt; Yola Hask, a one-handed smuggler banished from Rahadoum for “crimes against the state;” Micky Threetoes, an Andoren exile with a history of aiding slave traders; Zamil Namoth, an Ustalav aristocrat known both for his charm and his claiming trophies from his macabre hunts; and “Fiveknives” Kalim, a seasoned explorer of the Mwangi Expanse infamous for his callous treatment of the native people. Malika also suspects that the mission’s primary purpose is looting, and she reports that the Consortium is particularly interested in a giant golden statue of some type. Finally, her report suggests the Consortium knows about Venture-Captain Nieford Sharrowsmith’s expedition to the Bandu Hills, though it seems the Aspis are merely planning to attack him but have not actually done so yet.

The reason for the second ioun stone is written below:
When slotted into a wayfinder, the stone causes
the wayfinder’s needle to point toward the nearest
hematite sphere ioun stone, no matter the distance,
enabling bearers to locate one another across a city or
even across a continent. When an ioun stone of this type
comes in contact with another hematite sphere ioun
stone, one of the two stones fades into a dull gray ioun
stone, while the other stone begins to home in on the
next nearest stone.
TL;DR: It was what the stone in your wayfinder was homing on for the dead drop.

After the exciting day you have, and the relative inattention brought to yourselves, you decide it would be safe to rest in the city for the rest of the day before heading out of Bloodcove altogether. The next morning, exiting Bloodcove is relatively easy, but less than a mile from the city the road leads to a narrow bridge crossing a small tributary of the Vanji River. On the other side of the bridge stands the Consortium agent, Na’alu, accompanied by a strange, artificial looking humanoid. “I’ll be taking those documents back now.” he says smugly, “My employer would very much like to know their contents.”

Map updated! The tributary here is about 30 feet wide and 10 feet deep at its center. The water runs swiftly but has few rapids, requiring a successful DC 15 Swim check to traverse. The bridge has fairly low sides, providing little cover.

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris takes one step on the bridge, "What documents are you referring too?"

Readied action if they move in to attack: 1d20 + 8 ⇒ (5) + 8 = 131d10 + 4 ⇒ (1) + 4 = 5

Kelris is not lying just asking for specifics

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

To his allies, "We needn't fight on the bridge. We have what he wants, let him come to us on ground we select."


Na'alu gives the same grin and laugh that you remember from the inn. "Why the ones that your fellow Pathfinder agent left you of course! We knew that some team or another would be sent to retrieve them. All I had to do was wait until a strange and eclectic group showed up and keep tabs on them."

DC 15 Sense Motive:
He's lying about something, but you're not sure what.

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Sense motive: 1d20 + 6 ⇒ (3) + 6 = 9

"Well good to know there is a mole"

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

Under his breath James says, "He's lying about something, but I'm not sure what. Why don't you guys pepper him with arrows and i'll wait for that thing to come across with Kelris."

Sense Motive: 1d20 + 1 ⇒ (20) + 1 = 21

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