Wardens of Sulfur Gulch (Inactive)

Game Master GM Sapphire Fox

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Sovereign Court

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Disguised as an adventurers’ boarding house, Tymon’s low-profile Pathfinder lodge rests directly above Smine’s Weaponworks, the city’s eminent smithy. The smell of burning coal and laborers’ sweat permeates the building, though a bowl of cloves and aromatic bark makes an earnest attempt to downplay the industrial ambiance. The door opens, letting in the echoes of hammers on metal while also revealing a sootstained dwarf dressed in blacksmith’s garb: Venture-Captain Holgarin Smine. In one hand, he effortlessly carries a large basket, while the other holds a magnificent double-headed axe of lustrous adamantine. He sets both on the table before removing a cloth-wrapped bundle and a selection of bread, cheese, and cider from the basket. “All right, Pathfinders. Got a task for you—dangerous lands, dangerous task.” He speaks in his infamously staccato manner. “You come well recommended,” he adds with an approving nod.

“I know you’re up to it.” The dwarf unwraps the bundle, revealing a sheaf of twinewrapped notes. “Ever heard of Gojan the Sharp? Early Pathfinder, renowned explorer, he wandered Numeria for a decade. Found all sorts of strange places outside Silver Mount he couldn’t explore in one lifetime; one of ‘em was Sulfur Gulch. Society’s known about lots of these places, but not that one. Long time ago, the gnome Eylysia hid away the findings.” Smine exaggerates a scowl, adding, “Not good Pathfinding policy, that. Always report. You know that already.” Patting the stack of notes, he continues. “Some others found the notes, so it’s good as new to us; you’d be the first to explore it. Trouble is that it’s Kellid territory—Ghost Wolves’ land. Lots of Kellids hate Numerian technology, but Ghost Wolves? They really hate it. The good news is Gojan did the Ghost Wolves a big favor and never collected. They owe us one, and that favor’s going to be not killing Pathfinders when they explore Sulfur Gulch.” Smine picks up the axe reverently. “We’ve set up a meeting with Xol-Nomag, the current chieftain. Bring this as a gift. Get safe passage. Don’t get killed by Kellids. Then go to Sulfur Gulch, and find out what it’s about—what was it for, who lived there, how it all worked. If you smuggle anything out, be real careful. Wearing fur doesn’t make Ghost Wolves stupid. They have magic and wits to spare. And try to make a good impression. We might need them on our side someday. Or at least not killing us on sight.” The dwarf rubs his calloused hands together. “That’s it.
Any questions?”

What Else can you tell us about the Ghost Wolves?:

“Not much else to tell. They loathe technology. So if you’ve got any, don’t flaunt it. You can still bring what you have, though. They take these debts seriously, and they won’t attack—unless provoked.”

Will we have to worry about technic league interference?:

Smine grins. “Doubtful. The Ghost Wolves despise the League. They’ll keep the technomancers off your backs.”

Is there any other info on Sulfur Gulch?:

“Not much, which is why we’re exploring it. Place gives off smoke, I hear. Nasty stuff, and poisonous too. No signs of tech near the surface. If there were, the Ghost Wolves would’ve smashed it.”

Knowledge Checks

Dungeoneering or Engineering

15:

Numeria is known for its mysterious technology. Many of Numeria’s ruins contain deadly mechanical guardians called robots.

20:

Due to its extreme age, both the technology itself and the ruins it comes from are plagued with malfunctions and glitches. Pristine technology is extremely rare and
extremely valuable, yet even partly functional devices are worth quite a bit. The Technic League maintains a tight embargo on smuggling technological devices, which drives up the price further for those who can make it out of Numeria with any goods.

25:

Experienced explorers associate Numeria’s “ruins” with the remains of an otherworldly vessel that fell from the sky millennia ago. Little is known about the vessels’ creators, all of whom likely perished in the cataclysmic crash. Even the rare humanoid facsimiles known as androids associated with Numerian technology struggle
to understand their true origins.

Geography

15:

The Sellen Hills are a harsh land, ill suited for human habitation. The only noteworthy settlement is Chesed, a city built where the Sellen River meets the Lake of Mists and Veils. Beyond its walls, most of the population is nomadic and ethnically Kellid. Chesed servesas a capable base of operations for anyone risking the Numerian wilderness.

20:

Like the rest of Numeria, technological ruins dot the Sellen Hills. Most of these remain unexplored due to the danger of the region, to say nothing of the danger the ruins themselves hold. Even so, some explorers dare the protective locals’ ire and mechanical threats in search of profit.

25:

Sulfur Gulch juts from the side of a gully in an expanse even more barren than the
surrounding region. The vapors that permeate the area have choked out nearly all plant life.

Local

15:

Most of Numeria’s population is Kellid. While many settled down in the region’s few cities, numerous tribes still wander the wilds. Their long history of clashing with neighbors for the land’s scarce resources gives these tribes a reputation for savagery, though many Kellids prove quite warm and hospitable under peaceful
circumstances.

20:

The Ghost Wolves are notorious for their open hatred of technology and their hit-and-run raids against the Technic League. Because they claim extensive stretches of the Sellen Hills, fewer sites there have fallen prey to scavenging opportunists.

25:

Kellids have a largely deserved reputation for distrusting arcane magic. The same is not true for the Ghost Wolves, who celebrate and train promising spellcasters to help fend off the alien constructs that sometimes emerge from the ruins. The Ghost Wolves are especially fond of invisibility, which protects against the constructs’ deadly light beams.

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with that there is time for any last minute purchases, as well as introducing yourselves to the other members


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 5/6 | Prescience: 6/6 | HP 45/45 | Temp HP 15/15 | AC 19 T 15 FF 16) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 1/6, 2nd: 3/5, 3rd: 0/4 | Staff charges 10/10 | Wand CLW 10/10 | Wand Mage Armor 4/5 | Rod of extend 2/3 | Reroll 1/1 | Active conditions: Mage armor, protection from evil, 5 images

You see a smiling and a little freezing halfling lady in robes standing in the room with her robe wrapped around her ... although she is slightly cold she has a wide grin.

"Oh my fellow pathfinders - I am so glad to be on this mission with you! I am from Rahadoum originally and am quite interested in magical phenomena - I hope to have your support in uncovering the secrets of this wonderful world. And I am quite optimistic that we will be successful! Wonderful to meet you!"

She grins again and continues. "Oh where are my manners ... again starting to talk without even thinking. Dear Venture-Captain, this is a very exciting mission! I really have never been in Numeria before ... how exciting!!" she says grinning!

* * *

"Okay, I know a lot about this area although I have not been here! Books, books and Nethys! Nethys guides us to find knowledge and so I do ... ha ha! So listen ..." and she laughs a litte.

kn engineering: 1d20 + 10 ⇒ (16) + 10 = 26 Please open all spoilers.

kn geography: 1d20 + 10 ⇒ (6) + 10 = 16Please open up to 15+ spoiler.

kn local: 1d20 + 10 ⇒ (18) + 10 = 28 Please open all spoiler.

* * *

Shaking her head, she looks at all of you and sighs: "I hope the ghost wolves will not hunt me because I am an arcane caster. I believe I know all that I need to ... we can depart to visit the tribe. But Venture Captain, do we know where we need to exactly go to talk to someone that knows that the tribe owes the Pathfinder Society a favour?" Enora says with a raised eyebrow.

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

A ratfolk in shiny mithral breastplate nods to everyone. A rapier hangs on his left side.

"I am Ikit. Growing up in Scrapwall, I learned to protect my self with a rapier. Interested in scholarly studies I left to join the society. During my first mission, I realized I could see the flow of magic and was able to control it through the use of my rapier and buckler. But, yes it will be good to see the homeland."

The ratfolk seems to pause for a moment. "Enora is correct in her recollection of Numeria and Ghost Wolves"
Taking 10 on Engineering and Local gives Ikit all the spoilers in those two as well.

"Who would like to take the gift? I might be able to stick it in my bag."

Grand Lodge

Male N Human Bard 13 | HP 94/94| AC 27 T 18 FF 22 | CMB +10, CMD 28 | F: +11, R: +19, W: +15 | Init: +11 | Perc: +15, SM: +21 | Speed 30ft | Bardic Performance: 41/41 | Spells: 1st 7/7; 2nd 6/6; 3th 5/5; 4th 4/4; 5th 2/2 | Active conditions: none.

Davneiros is young handsome guy with black hair and a black goat's beard and a short bow on his back.

"Sorry I did not introduce myself, my name is Davneiros! I'm an artist who loves singing and dancing. My voice is so enchanting that people around me feel better and stronger when I sing. I live to travel the world and sing about the battles and adventures I've been through."

Engineering: 1d20 + 12 ⇒ (17) + 12 = 29
Geography: 1d20 + 12 ⇒ (11) + 12 = 23
Local: 1d20 + 12 ⇒ (8) + 12 = 20

Guys, like the rest of Numeria, technological ruins dot the Sellen Hills. Most of these remain unexplored due to the danger of the region, to say nothing of the danger the ruins themselves hold. Even so, some explorers dare the protective locals’ ire and mechanical threats in search of profit.

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Standing silently off to the side, you see a tall, dark human man with a dark weathered cloak and a longbow and quiver on his back. He has a habit of observing conversations, studying the comments made as if unaccustomed to civilized gatherings.

If he speaks at all, he speaks with a thick Varisian accent. He wears a holy symbol of Desna around his neck.

Howdy. Roland is what zhey call me. At least zhey do back home in Varisia. he bows and nods to the collective party and VC Smine, whom he had met a year or so ago.

With a grin he adds...

With zhe group like this, I am sure we will be doing more of zhe hunting. Which is fine by me. I like to hunt with zhe longbow. It works well enough against zhe automatons in Numeria, metal zhough zhey may be.

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

Ikit nods to Roland then states, [b]"question for those that prefer martial combat. Do your primary weapons have magically qualities? I can touch weapons and infuse power into them for a short time, usually the length of a fight. Also if for some reason I am not able to fight, my rapier is made of adamantine."

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Aye, my bow is fairly well enhanced. And my primary choice if a scuffle ensues. Roland shrugs.

By Desna, I can bless my weapons with a bit of holiness for a minute. And a wand for zhe bow.
Otherwise, I have a adamantine axe or greatsword, but neither are enchanted...outside of my magic scabbard for zhe blade.
If we are forced into hand-to-hand combat, I would gladly take a blessing on zhe blades. I hope zhat is unlikely.

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

Entering just in time for the briefing, a small Tien man stands near the doorway. "Greetings to all. My name is Jing Kwan. This.." gesturing over his shoulder..."...is Tiny, my bodyguard and friend. Say hello Tiny."

Grand Lodge

Eidolon 10/L [HP: 104/104] [init: +2; perc: +12] [AC: 29+/13/26+] [saves:10/8/6(See Below] [cmb: 14; CMD: 27(24)] [Move: Magic Flight(Perfect): 30'] [Conditions: ]

"Yes Master..."...says the 6'6", 300#, ancient suit of black armor with decorations that shift in color..."Hello to all gathered. I am Tiny."

Tiny speaks with a deep, gravely voice. The red eyes beneath his helmet glowing slightly as he does. Tiny floats slightly off the ground and wields a +1 adamantine greatsword.

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

"I have some arcane casting ability, and various wands at my disposal which I can readily use to heal, protect, and attack with."


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 5/6 | Prescience: 6/6 | HP 45/45 | Temp HP 15/15 | AC 19 T 15 FF 16) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 1/6, 2nd: 3/5, 3rd: 0/4 | Staff charges 10/10 | Wand CLW 10/10 | Wand Mage Armor 4/5 | Rod of extend 2/3 | Reroll 1/1 | Active conditions: Mage armor, protection from evil, 5 images

Enora bows again.

"It is a pleasure to meet you all! So do you want to share a little bit about your history? I for instance am from Rahadoum and you can imagine how complicated my life has been ... and still is ... now that I worship Nethys, god of knowledge and magic!" Enora says beaming.

Suddenly, she looks a little nervous.

"But ... but don't tell my parents, ok!? I ... I haven't told them yet ..." she says in a silent voice.

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As soon as the other two post their information I'll continue the story

Dark Archive

Male CG Half-orc|Dark Archive |Gunslinger 11|HP 69/70 |AC 26 T 21 FF 15|CMB 12 CMD 29|F: 8 R: 14 W :7 Init: 7 (9 w/ grit) Per: 18 (20 v haunts) SM:4

You see a grizzled half-orc man clad in a duster coat and cow boy hat carrying two pepper box pistols.

"My name is Rex I come for the Mana Waste. I am a master with pistols. but that is what happen when you have lived in the Mana wastes as long as I have, I'm happy to be on this mission. I hope I can be of assistance."

sorry I'm late.

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

Cameron. If you look at the bottom of the box you just posted with on the left side is "Post As XXXXX". By selecting the character you are going to play, it will post with that character's name and information.

Liberty's Edge

M Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7

You see a haggard, miserable, dare I say haunted traveler. He is dressed in serviceable military gear, under practical and professional high-ranking guardsman clothes and a broad brimmed hat.

His eyes wearily turn toward the oily, horrific miasma of roiling screaming faces that seeps through the wall behind him leaving behind a oily sheen of slime on the wall.

Seemingly coming from nowhere and everywhere at the same time comes a voice out of a meat locker. It is the kind of voice that feels like you have nettles in your brain.

Whisper
"sorry we're late" it whispers. "but the meat-sack here gesturing to the man"had a run-in with some bandits, they were delicious"

Sam
"shut up Whisper" the man mutters as if chastising a child "It did no such thing. "In fact it is not allowed to harm anything or anyone without my permission." Though it is most of the time a giant pain in the ass, albeit a useful one". "Not that we have any choice in the matter." "Whisper and I are stuck together for reasons I am too tired to get into right now"

Sam
"sorry for my manners." "I am Samuel Cabot former High Captain of Magical Investigations in Absalom district 3." "I say former because of this"

gesturing toward Whisper

Whisper

Ssssssssss

Sam

Now, I am an adventurer like yourselves (Presumably) and I... I mean we are here to help I any way we can to make this mission a success.

Sam

Whisper, please if you would....you are disturbing everyone

With flourish, the shapeless horror places at top hat on top of what you can only guess is its head. it's form shimmers for a second and then coalesces in into the shape of a crookedly grinning child

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so before being just being shipped off, there is some time to buy supplies if needed

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland nods to the newcomers.

Welcome to zhe both of you.
Roland's the name. You did not miss much yet.

He checks his pack for a few last minute items.

Not sure how much healing we will have once we are zhere.
Zhis trusty wand is getting a bit low. I may have to buy another.

He will spend 2PP for another CLW wand as a backup. As well as a potion of lesser restoration (300gp)

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

Paying cash, 4,500 GP for a new Wand of Cure Moderate Wounds

Dark Archive

Male CG Half-orc|Dark Archive |Gunslinger 11|HP 69/70 |AC 26 T 21 FF 15|CMB 12 CMD 29|F: 8 R: 14 W :7 Init: 7 (9 w/ grit) Per: 18 (20 v haunts) SM:4

paying 150GP for 10 alchemical bullets and 30 regular bullets

Liberty's Edge

Whisper, ?? LG Phantom I 11I HP 80(13 temp)/67 I AC30 T18 FF19 *Mage Armor* CMB10, CMD 25 I F:4 R: 12 W:7 Init:+5 I Per+6, SM+0

Not Buying anything

quick note about both Sam and Whisper.
Both have two items that fit in the same slot.

For Sam it is Mnemonic Vestment and a Xorn Cloak. both are Body slot items of which he is wearing the Vestment unless otherwise noted.

but as the vestment is a one use/day he will take it off after use and put on the Xorn Robes thereafter.

With Whisper it is a little different.

Whisper has a amulet of mighty fist(vicious) and a Swarmbane clasp of which it is wearing the amulet unless otherwise noted but is going to want to swap them out as needed.

I have looked at online discussions of what kind of action it is to swap item in the same slot but with no difinitve answer.

So GM, what is your thoughts on this?

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let me look into it a bit as some of your information isnt exactly 100% or I am remembering wrong, which is possible, and when I update later today or tomorrow morning I will let you know

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Whisper, my ruling on your question will be in the discussion tab

After the shopping is completed, you hop on a riverboat bound up the Sellen River toward Chesed. The trip takes a few weeks as the boat winds its way through the waterlogged woodlands of the river kingdoms and crosses into the scrublands of Numeria. Several days later the captain points out a pile of rocks adorned by a series of sun-worn cloth streamers, identifying it as a common signal that a local tribe awaits visitors. you all land on the east back shortly thereafter, the captain and crew wishing you luck before departing for Chesed.

Within an hour a small band of Ghost Wolves warriors arrives with weapons sheathed and silvery mail partly hidden by their rough cloaks. Jala Spirit-Eye, a handsome warrior steps forward

"You are the Pathfinders, is that correct?"


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 5/6 | Prescience: 6/6 | HP 45/45 | Temp HP 15/15 | AC 19 T 15 FF 16) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 1/6, 2nd: 3/5, 3rd: 0/4 | Staff charges 10/10 | Wand CLW 10/10 | Wand Mage Armor 4/5 | Rod of extend 2/3 | Reroll 1/1 | Active conditions: Mage armor, protection from evil, 5 images

Enora steps forward and bows.

"Oh hello! Yes indeed! We are the Pathfinders. My name is Enora and I am pleased to make your acquaintance. We have heard so much about you and your successful attempts to defend this land against the Technic League." Enora says.

Diplomacy aid, +4 if successful due to 'helpful' trait, DC 10: 1d20 + 3 ⇒ (2) + 3 = 5

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

Ikit picks up three scrolls of Aram Zey's Focus and two potions of Invisiblity before leaving town.
Before leaving town, the ratfolk asks, "is anyone oppose to using undead to supplement combat or to spring traps? I have learned some uses of necromancy that have assisted in the past."

At the meeting, Ikit bows to the Kellids. In Hallit, he states, I am Ikit of Scrapwall. I hope the fight against the Technic League goes well."

Liberty's Edge

Whisper, ?? LG Phantom I 11I HP 80(13 temp)/67 I AC30 T18 FF19 *Mage Armor* CMB10, CMD 25 I F:4 R: 12 W:7 Init:+5 I Per+6, SM+0

Whisper will smile disarmingly and also bow saying:

"Indeed we are the Pathfinders you have been expecting. Word of the Ghost Wolves' prowess does not do you justice."

Diplomacy aid, DC 10: 1d20 + 4 ⇒ (12) + 4 = 16

if needed, here is the Disguise check to appear as human subtype with a Hat of Disguise

disguise: 1d20 + 23 ⇒ (18) + 23 = 41

note: i have included the +10 from the hat in the expression. if that does not apply then the skill is +13

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland response to the question regarding undead is hesitant

”I have zhe usual disdain for zhe undead. Not zhe overwhelmingly hatred as of a zealot. “

The ranger keeps his mouth shut during the diplomatic exchanges.

Dark Archive

Male CG Half-orc|Dark Archive |Gunslinger 11|HP 69/70 |AC 26 T 21 FF 15|CMB 12 CMD 29|F: 8 R: 14 W :7 Init: 7 (9 w/ grit) Per: 18 (20 v haunts) SM:4

Rex keeps his pepper boxes in his Endless bandolier and tries to blend in with the crowd

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Jala seems somewhat unconcerned about the group, chuckles heartly at the rat when he starts to speak in his native tongue.

"You must be confident that you can gain Xol-Nomag's favor. Confidence is good, come, come along. We will take a meal together at our camp and then you can present your case to her."

Grand Lodge

Male N Human Bard 13 | HP 94/94| AC 27 T 18 FF 22 | CMB +10, CMD 28 | F: +11, R: +19, W: +15 | Init: +11 | Perc: +15, SM: +21 | Speed 30ft | Bardic Performance: 41/41 | Spells: 1st 7/7; 2nd 6/6; 3th 5/5; 4th 4/4; 5th 2/2 | Active conditions: none.

"A meal! Great! I am so hungry! Mmmmmm!"

Liberty's Edge

M Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7

"take us to your leader"

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the camp is about a day away, and during the travel the ghost wolves exchange tales of battle, some against the technic league. Jala seems more open and happier to discuss other things and he mentions that perhaps the ghost wolves could benefit greatly from trade with the society, especially for magical wisdom.

when you arrive at the settlement, its abuzz with activity. some are wrestling, and sparring, while others are mending weapons and armor. in a broad tent Mystics consult books, familiar and each other while discussing magical theory. while Kellids of all ages busily butcher an immense boar, cutting it into strips to preserve, while several older members lead in an energetic work song to keep the pace lively. Through out the afternoon, children busy themselves with play or by shadowing the adults. Xol-Nomag is not preset at the moment.

While you wait for the chieftain you can ingratiate yourselves with the other kellids as long as it doesn't distract from the Kellids main tasks.

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

Jing Kwan brings Tiny over to meet the children. With the parent's permission, Tiny will give them rides flying around the camp about 10' or so off the ground.

Diplomacy: 1d20 + 14 ⇒ (4) + 14 = 18

Hoping to increase general attitude towards the group, and by extension, the Pathfinder Society, with the members of the camp.

Liberty's Edge

M Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7

Sam will watch the wrestling and sparring to which he will offer helpful advice and insight to the participants via his feat Combat Advice (see spoiler)

Combat Advice:
Benefit(s): As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.

Dark Archive

Male CG Half-orc|Dark Archive |Gunslinger 11|HP 69/70 |AC 26 T 21 FF 15|CMB 12 CMD 29|F: 8 R: 14 W :7 Init: 7 (9 w/ grit) Per: 18 (20 v haunts) SM:4

Rex will try to help the butchers with the boar

Survival: 1d20 + 4 ⇒ (5) + 4 = 9

Liberty's Edge

M Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7

Wisdom Check: 1d20 + 5 ⇒ (11) + 5 = 16

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sam give me either a Diplomacy, or wisdom check

Liberty's Edge

Whisper, ?? LG Phantom I 11I HP 80(13 temp)/67 I AC30 T18 FF19 *Mage Armor* CMB10, CMD 25 I F:4 R: 12 W:7 Init:+5 I Per+6, SM+0

Whisper will grinch around the festivities aching extract all the joy from the party goers, only to be chastised and threatened by Sam with a "time out" (by banishment into Sam's consciousness). After which it will just pout dramatically in a corner.

Sovereign Court

Map

and Whisper give me a Cha check

Liberty's Edge

Whisper, ?? LG Phantom I 11I HP 80(13 temp)/67 I AC30 T18 FF19 *Mage Armor* CMB10, CMD 25 I F:4 R: 12 W:7 Init:+5 I Per+6, SM+0

charisma: 1d20 + 5 ⇒ (11) + 5 = 16

Grand Lodge

Male N Human Bard 13 | HP 94/94| AC 27 T 18 FF 22 | CMB +10, CMD 28 | F: +11, R: +19, W: +15 | Init: +11 | Perc: +15, SM: +21 | Speed 30ft | Bardic Performance: 41/41 | Spells: 1st 7/7; 2nd 6/6; 3th 5/5; 4th 4/4; 5th 2/2 | Active conditions: none.

Davneiros walks around and sings.

Sovereign Court

Map

Davneiros Perform sing check

Grand Lodge

Male N Human Bard 13 | HP 94/94| AC 27 T 18 FF 22 | CMB +10, CMD 28 | F: +11, R: +19, W: +15 | Init: +11 | Perc: +15, SM: +21 | Speed 30ft | Bardic Performance: 41/41 | Spells: 1st 7/7; 2nd 6/6; 3th 5/5; 4th 4/4; 5th 2/2 | Active conditions: none.

perform sing: 1d20 + 19 ⇒ (17) + 19 = 36

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland will help with lessons in bow crafting

”Selection of zhe strong but flexible lumber is zhe most essential part “

Bowyer take-10 : 10 + 12 = 22

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

Ikit joins in on the magical theory discussion.

Sovereign Court

Map

Ikit give me an INT, Spellcraft, OR Knowledge Arcana check


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 5/6 | Prescience: 6/6 | HP 45/45 | Temp HP 15/15 | AC 19 T 15 FF 16) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 1/6, 2nd: 3/5, 3rd: 0/4 | Staff charges 10/10 | Wand CLW 10/10 | Wand Mage Armor 4/5 | Rod of extend 2/3 | Reroll 1/1 | Active conditions: Mage armor, protection from evil, 5 images

”What a wonderful sight!! Look at all the magical talent here! I was mistaken when I believed that they ... they dislike arcane magic!“

Enora also joins the discussions with the young scholars.

Spellcraft : 1d20 + 15 ⇒ (18) + 15 = 33
kn arcana : 1d20 + 15 ⇒ (12) + 15 = 27

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

"Actually they are one of the few Kellid tribes that uses arcane magic to counter the technology that the Technic League acquires and uses," Ikit tells Enora.

As Ikit joins the discussion he talks about his implements. He mostly engages in talks related to the schools of Abjuration, Conjuration, Transmutation and Necromancy.

spellcraft: 1d20 + 15 ⇒ (15) + 15 = 30

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