Apollyanna Lapin Sukino
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"Heh, took you long enough, but what else could I have expected from the Society."
Grrr.
| GM Z..D.. |
Sorry for the delay, had to prepare for winter storm Stella
Part 2: Race to Seeker's Folly
A new day dawns in the Osirian trade city of Eto only hours following the meeting with Grandmaster Torch. In exchange for a handful of services, he delivered several maps and sketches of landmarks that collectively point the way to the last known resting place of one or more sage jewels—enchanted gems capable of storing memories of Osirion’s past and reviving the Sapphire Sage Amenopheus’s order. “Those will take you where you want to go,” Torch declared while handing over the maps. “Deviate from the path if you know what you’re doing.” As an afterthought, he added, “You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”
The PCs have several items left over from their adventures in Eto, including half of a weathered geode, a magical sending stone they can use to contact Amenopheus. When he gave it to the PCs, he informed them that it can transmit a message of several dozen words, to which he can then respond, but the stones will only work once; he requested that the PCs only use it when they have found one of the sage jewels. He also gave the PCs field notebook containing helpful tricks for translating Ancient Osiriani and understanding the Jeweled Sages’ written codes. A PC can use these notes to gain a +4 competence bonus on linguistics.
Grandmaster Torch also gave the PCs two maps of Osirion and a charcoal drawing. The first map clearly marks Eto and an unnamed site to the north. The second map has a much smaller scale and illustrates a winding route marked with many landmarks between Eto and the mystery location, though it’s clear that traveling in a straight line would be a faster, if more difficult, trip. An oasis is marked on this map near the final destination, and notes describe a marker stone nearby whose shadow at sunset points toward the ruins. The charcoal drawing depicts two large rock outcroppings connected by a smooth wall with a single gate. The drawing is entitled “Seeker’s Folly” and signed “V.L.”
Diplomacy (Gather Information) or Knowledge (local)
The PCs may ask around the Eto bazaar and the caravans for information about desert travel or any hint of their competition with the rival group.
Navigating the desert.
You can either stick to Torches route or you can make you own route.
Torches route is by far the easiest.
But you can make better time by cutting strait through the desert. This will require three survival checks.
You decide what you would like to do and how you do it.
Daeron Woodblood
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@GM Can we bought a map to navigate through the desert ? (buying a masterwork tool [survival] that apply only for this area ?
Daeron tries to discuss with people about what lies ahead.
Diplomacy (gather information): 1d20 + 0 ⇒ (1) + 0 = 1
But he failed to get any useful information...
Apollyanna Lapin Sukino
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Daeron tries to discuss with people about what lies ahead.
Diplomacy (gather information): 1 + 0 = 1
But he failed to get any useful information...
"You there. Yes you, the blank-eyed, mouth-breathing, morbidly obese human. I am speaking to you, not those idiots around you. By the gods you reek! These other people must be brain-dead to stand so close to you. But to my point--I have come to request your aid...."
Diplomacy (gather information): 1d20 + 7 ⇒ (10) + 7 = 17
Apollyanna returns (or rather her arms and legs do--the rest of her is obscured by all the gear's bought). "So I talked to some of the merchants in town and they said we should gear up, so I got a few things."
These things include: Big dark glasses, a tinted sun visor, a dab of zinc oxide paste on her nose, a small shovel and pail full of sand, a set of goggles, with a bent tube that sticks out over her head, flippers, some big towels, an underwater crossbow, a one-piece bathing suit, a colorful, inflatable, donut-shaped thing with a hobby-horse head, flip-flops, a huge umbrella, collapsible reclining camp chairs, a thick, soft-cover folio scribed by John Grisham, a picnic basket, a brightly-painted six-or-seven foot oblong board with a small fin attached to it, a sunbonnet, some netting, a couple of styles of inflatable ball, a camel, and a suit of hot-weather gear.
"The sales people all said how lucky I was. I had exactly enough on me to buy this, and not a copper more."
Her stomach protests loudly. She blushes at the noise."Heh, I sorta forgot to eat. What for lunch?"
Omrijka
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Omrijka asks around diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14 But all she hears is can you believe what this woman bought. When she joins up with the rest of the group and sees Apollyanna she says "oh!".
She considers the route. "I find tings ard enough following a map. goin off da map seem a bad plan to me."
she has picked up two potions of lesser restoration
Daeron Woodblood
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I have some skills to cross the desert by the shortest way. But having a map of the area could help me a lot.
Bought a wand of cure light wounds as well as a wand of endure element with 2PP each and upgrade my weapon and armor.
| GM Z..D.. |
The PC's stick to Torches route and eventually arrive at an oasis. The oasis shimmers 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 harness. Trash and castoffs from travelers litter the area, and a small brick hearth is the only permanent fixture.
As the PC's go to settle down, they do not get a moments rest before being surrounded by dog like humanoids.
Daeron: 1d20 ⇒ 12
Appolyanna: 1d20 + 1 ⇒ (14) + 1 = 15
Omrijka: 1d20 + 2 ⇒ (10) + 2 = 12
Bemmer: 1d20 + 4 ⇒ (11) + 4 = 15
Meralda: 1d20 + 4 ⇒ (11) + 4 = 15
Theodic: 1d20 + 3 ⇒ (3) + 3 = 6
gnolls: 3d20 ⇒ (10, 12, 10) = 32
Combat Round 1
Meralda
Bemmer
Appolyanna
Omrijka
Daeron
GM
Theodic
Apollyanna Lapin Sukino
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So, was anyone going to buy a wagon, and hire some horses, and teamsters for all of Apollyanna's stuff? ;)
untrained knowledge (local, untrained MAX 10): 1d20 ⇒ 19
"Look! Gnolls!" From the back of her ill-tempered camel, apparently named 'Bloody Evil Bastard', Apollyanna waves, and calls to the gnolls. "Hey guys! How's the surf? You wanna make a bonfire? We could tell ghost stories, and sing camp songs!"
Omrijka
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knowledge local: 1d20 + 6 ⇒ (10) + 6 = 16
diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23
Omrijka thinks who knew growing up in the streets of Katapesh would prove so useful to my pathfinder career
Meanwhile Slighlty less evil bastard snorts as if to say So how was Tsort to Bloody Evil Bastard.
Daeron Woodblood
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Daeron takes a 5ft. step toward blue. Hearing Omrijka saying something he asks
What did you say ?
Waiting for an answer he waits before shooting one of the creature.
Ready Action : if the creature tries to attack shoot blue
Longbow (Str+1): 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damages: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
| GM Z..D.. |
The three gnolls just growl at Omrijka words. And then charge the group from all sides.
Daeron fires off his arrow just prior to the Gnolls charging, however it deflected off the Gnoll's shield.
green charge vs Omrijka: 1d20 + 4 ⇒ (4) + 4 = 8 miss
damage: 1d8 + 5 ⇒ (6) + 5 = 11
red charging vs Daeron: 1d20 + 4 ⇒ (9) + 4 = 13 miss
damage: 1d8 + 5 ⇒ (6) + 5 = 11
blue charging vs Apollyanna: 1d20 + 4 ⇒ (13) + 4 = 17 miss
damage: 1d8 + 5 ⇒ (6) + 5 = 11
Bold may Act
Round 1
Theodic
-----------------
Round 2
Meralda(Delay)
Bemmer
Appolyanna
Omrijka
Daeron
GM
Theodic
Apollyanna Lapin Sukino
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mwk cold iron longsword (higher ground): 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 damage: 1d8 + 3 ⇒ (3) + 3 = 6
Apollyanna prods her flippers into the camel's flanks, but doesn't get the response she wants from the Bloody Evil Bastard. Beach-balls roll everywhere.
Omrijka
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Omrijka draws her sap and and strikes at green with it
sap attack: 1d20 + 4 ⇒ (6) + 4 = 10
non lethal damage: 1d6 + 3 ⇒ (3) + 3 = 6
She shouts in common "Defend yourselves I'll knock some sense into em yet"
| GM Z..D.. |
Theodic strikes out at blue, making it past his shield and sticking into his hide.
Green falls from the ranged attacks from MEralda and Bemmer.
The rest of the partys seems to be having issues with the gnolls.
Blue retaliates against Theodic
spear: 1d20 + 1 ⇒ (9) + 1 = 10 Miss
Red goes after Omrijka.
1 daeron 2 omrijka: 1d2 ⇒ 2
spear: 1d20 + 1 ⇒ (10) + 1 = 11 Miss
Bold may Act
Round 2
Theodic
-----------------
Round 3
Meralda
Bemmer
Appolyanna
Omrijka
Daeron
Red
Blue-7 damage
Theodic
Apollyanna Lapin Sukino
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handle animal: 1d20 + 7 ⇒ (10) + 7 = 17
Swinging around the picnic basket in her lap, and the various fully-inflated flotation devices, Apollyanna lays into the blue gnoll, but Bloody Evil Bastard decides it would be prudent to step to the left just then.
Omrijka
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Omrijka moves to a flank and looks to hit the gnoll out
sap attack: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
sapdamage: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (6) = 11
| GM Z..D.. |
@ Theodic, they seem to be wearing leather Armor
Omrijka manages to knock on out cold. The remaining gnoll flees into the desert.
END OF COMBaAT
After a quick search of the area you come across a poorly hidden cache. Inside you find an alchemy crafting kit, a vial of antitoxin and two flask of alchemist fire.
The remainder of the journey through the desert proceeds uneventfully, with only the rise and fall of the dunes to break the monotony. A low, uneven hill of granite appears on the horizon to the northwest, presenting the only shelter for miles around. Although the crag appears solid from a distance, on closer examination there is a wide fissure in the rock sealed by a heavily weathered stone wall fitted with a large iron door.
the walls are 30 feet high and the doors stand 15 feet tall.
The archway’s ceiling contains a recessed inscription in that has avoided the worst of millennia of erosion.
What do you do
Omrijka
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" airoglips! I never got the hang of em but dey usually mean this some old geezers place beware the traps and curses. Traps I can do rest of yer take copies of the pictures so someone can read em later"
Omrijka looks at the door carefully for traps
perception to find traps: 1d20 + 8 ⇒ (4) + 8 = 12
takes out tools to try disarm if she does find some
disram: 1d20 + 7 ⇒ (20) + 7 = 27
Apollyanna Lapin Sukino
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Apollyanna dismounts from her terrible camel, and looks about from under her sun hat.
perception: 1d20 - 2 ⇒ (20) - 2 = 18
"We're here... I guess."
Daeron Woodblood
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Daeron smiles at Theodic drawings and Says.
Fortunately for us, I'm here for a long time and knows ancient Osiriani. It's written Welcome travelers who seek shelter from the winds.
Daerons looks around trying to find tracks to know if people come before them.
Survival (tracks): 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 +2 vs human
| GM Z..D.. |
The doors do not appear to be trapped or locked. Just closed. You believe you can force the door by brute force.
Strength chceck...the door locks wide enough for at least three of you can get to it.
Apollyanna Lapin Sukino
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Although the crag appears solid from a distance, on closer examination there is a wide fissure in the rock sealed by a heavily weathered stone wall fitted with a large iron door.
the walls are 30 feet high and the doors stand 15 feet tall.
The archway’s ceiling contains a recessed inscription in that has avoided the worst of millennia of erosion.
What do you do
Are we where we appear to be on the map, or are we in the courtyard looking at the double doors at the top of the steps?
Str. check: 1d20 + 3 ⇒ (3) + 3 = 6"It's stuck!" Apollyanna says her flippers making strange prints in the sand. "You'd think the Ancient Osirians would come out, and keep the place up."
"Maybe I can get that bloody evil bastard to help."
"Push (or pull?) you bloody evil bastard!"
handle animal: 1d20 + 7 ⇒ (10) + 7 = 17
Apollyanna Lapin Sukino
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"Please."
handle animal: 1d20 + 7 ⇒ (18) + 7 = 25
Omrijka
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"Is ya camel called crowbar?" Omrijka asks Apolyanna
she gives a hand opening the door
strength check: 1d20 + 3 ⇒ (1) + 3 = 4
Unless of course the camel counts as the size of two people