[PFS] Your Assault on the Kingdom of the Impossible (Inactive)

Game Master Yours is mined


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Liberty's Edge

CG Undine Wizard 1/Magus 2 | HP: 20/20 | AC: 18 T: 13 FF: 15 | CMB: +1, CMD: 14 | F: +5 R: +4 W: +6 | Init: +5 | Perception: +0 (Darkvision) | Speed: 30ft (30ft Swim) | Active conditions:
Resources:
| Arcane Pool: 1/5 | Chill Touch (SLA): 1/1 | Magus Spells (1st): 1/2 | Wizard Spells (1st): 1/2

"Well, a true sight for tired eyes. We are travelers and my name is Sinaryn. A rag-tang bunch of them at that but if you are sure we will share your fire."

The Concordance

Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
Tracked Resources:
magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2

"Nah, we just move things, we don't sell them."


"Move things?"

Phalgun *blinks* "What kinds of things?"

The Concordance

Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
Tracked Resources:
magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2

"Things that other people sell. We're part of a caravan. Sometimes people need to sell things far away but can't make the trip themselves. That's where we come in."

As far as I can tell we were sent out to be part of a caravan. We were never told to assume a cover story of being merchants ourselves.

Dark Archive

Female LG Human School Savant Arcanist 9 | HP 47/47 | AC 13 T 12 FF 11 | CMB +2, CMD 14 | F: +9, R: +11, W: +13 | Init: +8 | Perc: +15, SM: +3, Low-light Vision | Speed 30ft | Spells: 1st 6/6 2nd 6/6 3rd 6/6 4th 4/4 | Reservoir: 7/12 | Disruption: 10/10 | Counterspell: 1/1 | Active conditions: Fire Resistance 5

"Oh, that's so kind of you to offer," Matrialda says gratefully. "These old bones get so tired after all this walking. I don't suppose you've got any tea for sale? Or some of the delightful silk this region is known for? I'd love to get my hands on something nice for my favorite grandchildren back home."

Sovereign Court

Female Human Bloodrager (Steelblood) 1/Paladin 1 | HP: 23/23 | AC 18 (T 9, FF 17) | CMB: 8 CMD: 19 | F:7 R:1 W:2 | Init 1 | Perc: 3 SM: 0 | Speed 20 ft. | Active Effects: Rage;

"Tea sounds lovely. Though, I don't...have...grandchi--HOW OLD ARE YOU? Is it safe for somebody like you to be...Oh. Nevermind. Umm.

Yes, we're caravanning. Get thing X to point B from point A. Simple stuff. What brings you to this particular spot?"

Grand Lodge

HP: 17/17 l AC: 14, T 12, FF 12 l CMD 13 l F +2, R +2, W +3 l Summon Monster I (6/6), L1: 3/3 l Init +2 l Senses: Perception +0
Skills:
Kn. Arcana/Local +7, Linguistics +7, Profession: Scribe +5, Spellcraft +7
Female Human Unchained Summoner 2 | Active Conditions:

"Palomia," the woman remarks, offering a handshake (or a bow, whichever seems customary for the area). She then gestures over to her eidolon and adds, "This is my friend, Relas. Don't worry, he's harmless unless you do something stupid like try to hurt me, our companions, or innocent bystanders."

Grand Lodge

HP: 14/14 l AC: 18, T 12, FF 16 l CMD 16 l F +4; +8 vs. posion/petrification, R +5, W +0; +1 vs. enchantment l Electricity Resistance 5 l Init +2 l Senses: Darkvision, Perception +5
Skills:
Acrobatics +7, Diplomacy +5, Kn. Planes +3, Stealth +6
Male Agathion Unchained Eidolon 2 | Active Conditions:

"That's right," Relas remarks, offering a rather toothy grin to Phalgun and his companions. "But seriously though, it sounds like we're all in good company together - we're just moving things in different directions, that's all! Thanks for letting us share your fire."


मला वाटत नाही की आपण त्यांच्यावर विश्वास ठेवला पाहिजे. त्यांना धोका असू शकतो असा इशारा देखील दिला नाही? हे आदरणीय वागणे नाही. आणि ते जमीरबरोबर असतील Zamir? तुम्ही आमची योजना शत्रूला शरण जाल!

Your replies initiate a lengthy stream of Vudrani between Phalgun and the others.

Vudrani:

Others: I do not think we should trust them, Subedar.
Phalgun: Not even to warn them that they may be in danger? This is not hospitable behavior.
Others: And what if they are with Zamir? You would lay our plan bare to the enemy!
Phalgun: Clearly they are foreigners. One of them is an old woman! I do not think that is likely at all.
Others: Even if they are not, they may be part of a trick... a distraction.

Phalgun maintains his composure smiling at Matrialda, his back to his excitable comrades. “Nani, unfortunately we are wholesalers. Our consignment is promised to a long-term customer in Padiskar.”

“However, we would willingly invite friends for tea and supper.”

The merchant hesitates, expanding his view to the entire group. “Unfortunately, my companions are a suspicious lot. I suppose I pay them to be.”

“You see, it is unusual in Jalmeray for … teamsters(?) to not know what they are transporting. I mean, for all I know your caravan may be empty and you are looking to … garner stock … as you travel the main trade route of my country.”

Some social skill checks might be in order.

Dark Archive

Female LG Human School Savant Arcanist 9 | HP 47/47 | AC 13 T 12 FF 11 | CMB +2, CMD 14 | F: +9, R: +11, W: +13 | Init: +8 | Perc: +15, SM: +3, Low-light Vision | Speed 30ft | Spells: 1st 6/6 2nd 6/6 3rd 6/6 4th 4/4 | Reservoir: 7/12 | Disruption: 10/10 | Counterspell: 1/1 | Active conditions: Fire Resistance 5

”Oh, that’s very kind of you, dear...” Matrialda begins, but her voices trails off into stunned silence as Phalgun continues. ”...garner stock!? As in pressing people into slavery!? Why, how dare you suggest that any of my precious grandchildren might be involved in something so disgusting! Why, the nerve...” she trails off into dark mutterings as she leans heavily on her walking stick and flares down her nose at the other travelers.

”I have half a mind to march straight back to the capital and tell the Thakur about hooligans in the jungle harassing travelers and insulting them to their faces! And here I thought you were such nice boys, offering a poor old woman a respite in this jungle,” she finally says.

Diplomacy: 1d20 + 1 ⇒ (13) + 1 = 14

The Concordance

Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
Tracked Resources:
magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2

"Uh, we never said we didn't know what we were carrying."

Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16

"You keep saying Zamir. We were told to watch out for someone named Zamir. What can you tell us about him?"

If I had rolled low on that check I was going to say "You keep talking about Zamir. Are you looking for him too?"


“Zamir is a local warlord who preys on caravans travelling through this region.”

One of Phalgun’s companions stands to beg something of the merchant leader in rapid-fire Vudrani.

The man is silenced by a sharp word from Phalgun, along with a chopping motion of his hand.

शांतता!

The interjector drops his head, looking unhappy as Phalgun continues. “It is well that we have run into each other.”

"Normally I would propose an alliance for tonight wherein my men and I help guard you and your caravan.”

Angritt wrote:
"Uh, we never said we didn't know what we were carrying."

“However, you arouse my men’s suspicion by continually failing to disclose what your caravan carries.”

The merchant’s lips tighten in determination. “So now I ask you plainly. What does a group of heavily armed foreigners transport through the jungle, knowing Zamir is active in the area?”

Sovereign Court

Male Half Orc Paladin 5 AC 21 {T:11/FF:19} HP 49/49 Init+1, Perception -1 / Fort +10, Reflex +6, Will +7

Careful to keep his hands off his weapons, Korum approaches the Vudran leader. He talks quietly, man to man, his voice a mere murmur in the jungle. "Look friend, it's clear neither one of us is who we say we are. Suffice it to say, we are 'problem solvers'. We are actually planning to lay a little trap for our mutual friend." He hikes a thumb toward their guide. "That little runt is in league with Zamir, and his lackeys know we are going to be camping here tonight. I'm not sure who you are, but whoever stays her is getting attacked. We've marked an item, and can follow it after it is <<air quotes>> stolen all the way back to his base of operations. If you and your men are here, it's gonna screw up the whole operation. How about you guys have tea with us, and move along? I don't want to see any of your boys get hurt. I mean, they seem nice. Family men even. But I'm guessing we've seen more combat."

He gives it a moment to let all this sink in, "Let us put Zamir outta business, while you and all your men go home to their women with nothing more that mosquito bites. Well, what do you say? "

Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27

Grand Lodge

HP: 14/14 l AC: 18, T 12, FF 16 l CMD 16 l F +4; +8 vs. posion/petrification, R +5, W +0; +1 vs. enchantment l Electricity Resistance 5 l Init +2 l Senses: Darkvision, Perception +5
Skills:
Acrobatics +7, Diplomacy +5, Kn. Planes +3, Stealth +6
Male Agathion Unchained Eidolon 2 | Active Conditions:

"Wow, Korum really has a way with words," Relas whispers to the others. "I was gonna say something but I think he's got it under control - and Granny and Angritt, too," he's quick to add.


Phalgun listens patiently to Korum’s speech, before nodding like he’s made decision.

“I appreciate your candor, sahib. Seeing you have seen fit to trust me, it is only fair that I do the same.”

“My men and I are undercover soldiers in service to the Thakur. We have been ‘setting a similar trap’ for Zamir along this trail for days now without success. Your arrival gives me hope that our mission may progress this night.”

Korum wrote:
“How about you guys have tea with us, and move along? I don't want to see any of your boys get hurt.”

“I hope you can understand that duty demands that we remain in this spot to battle our prince’s enemies. We are soldiers after all.”

“However, I have no desire to disrupt your own plans. If any of Zamir’s forces flee from battle, I do not have sufficient men to safely pursue them into the jungle.”

“As such, as well as sharing tea and supper, my offer of an alliance stands.”

“If you accept, let us seal our deal with a friendly social activity.”

Phalgun waves to his men, who shuffle over to join you. One of them carries the stitched leather ball and willow bat.

“Are you familiar with the game of cricket?”

Grand Lodge

HP: 17/17 l AC: 14, T 12, FF 12 l CMD 13 l F +2, R +2, W +3 l Summon Monster I (6/6), L1: 3/3 l Init +2 l Senses: Perception +0
Skills:
Kn. Arcana/Local +7, Linguistics +7, Profession: Scribe +5, Spellcraft +7
Female Human Unchained Summoner 2 | Active Conditions:

Palo perks up as Phalgun's other men make their way over, one of them carrying objects that look suspiciously like equipment or pieces for a game. She glances at Angritt and Korum and then back to Phalgun.

"Not off the top of my head, but we've not got anything better to do, right? How's it work?"

Sovereign Court

Male Half Orc Paladin 5 AC 21 {T:11/FF:19} HP 49/49 Init+1, Perception -1 / Fort +10, Reflex +6, Will +7

To Phalgun, "I think that'll work." The paladin identifies which of the boxes has the rod the raiders have to escape with. "Otherwise the whole thing falls apart. My boss didn't really provide a backup plan."

Korum looks around the campsite, "A little small for a pitch don't you think? A match here would take weeks." It seems the half-orc has picked up a thing or two in his journeys.

I didn't want England to win this summer. I was pulling for either the Aussies or Kiwis.


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“Well, sahiba. It is a bat-and-ball game played between two teams on a field at the centre of which is a 22-yard pitch with a wicket at each end.”

Phalgun takes up the willow bat and demonstrates the correct stance for defending the wicket.

“There is enough room for a pitch, sahib. But you are right that the field is constrained by all the trees. However, we can make do with a shortened four-per-side match in the space that we have.”

Another of the Jalmerayse soldiers shows how one must keep their arm straight when ‘bowling’ the stitched-leather ball overarm to the batsperson.

“The rules are very simple:

“You have two teams of eleven, one out in the field and one in. Each person that's in the side that's in goes out, and when she's out she comes in and the next person goes in until he's out. When they are all out, the side that's out comes in and the side that's been in goes out and tries to get those coming in, out. Sometimes you get people still in and not out.”

“When a person goes out to go in, the people who are out try to get her out, and when she is out she goes in and the next person in goes out and goes in. There are two people called umpires who stay out all the time and they decide when the people who are in are out. When both sides have been in and all the people have been out, and both sides have been out twice after all the people have been in, including those who are not out, that is the end of the game.”

“Do you get the gist?”

Phalgun pulls a gold rupee from his pocket. “Shall we toss a gp to see who bats first?”

Grand Lodge

HP: 14/14 l AC: 18, T 12, FF 16 l CMD 16 l F +4; +8 vs. posion/petrification, R +5, W +0; +1 vs. enchantment l Electricity Resistance 5 l Init +2 l Senses: Darkvision, Perception +5
Skills:
Acrobatics +7, Diplomacy +5, Kn. Planes +3, Stealth +6
Male Agathion Unchained Eidolon 2 | Active Conditions:

"Sounds...complicated! Palo, I'll just watch you play since I don't think I could swing a bat very well with my teeth, okay?"

Untroubled by concerns of Zamir or anything else, Relas pads over to an out-of-the-way spot underneath some trees and flops down to watch the game.

Grand Lodge

HP: 17/17 l AC: 14, T 12, FF 12 l CMD 13 l F +2, R +2, W +3 l Summon Monster I (6/6), L1: 3/3 l Init +2 l Senses: Perception +0
Skills:
Kn. Arcana/Local +7, Linguistics +7, Profession: Scribe +5, Spellcraft +7
Female Human Unchained Summoner 2 | Active Conditions:

"Uh, sure," Palo shrugs. "But who's playing? I guess me, Angritt, Korum, and uh..." she looks to the rest of the group, waiting to see if someone's feeling froggy.

Dark Archive

1 person marked this as a favorite.
Female LG Human School Savant Arcanist 9 | HP 47/47 | AC 13 T 12 FF 11 | CMB +2, CMD 14 | F: +9, R: +11, W: +13 | Init: +8 | Perc: +15, SM: +3, Low-light Vision | Speed 30ft | Spells: 1st 6/6 2nd 6/6 3rd 6/6 4th 4/4 | Reservoir: 7/12 | Disruption: 10/10 | Counterspell: 1/1 | Active conditions: Fire Resistance 5

Matrialda is slightly mollified by Phalgun’s offer of tea. ”This sounds like a game for young folks with too much energy,” she replies. ”But I’m sure we need someone to ensure the game is played fairly, yes? I believe you called them umpires?” She reaches into her pouch, pulls out her knitting needles and a length of red yarn, and starts getting to work on a penalty flag.


“Seeing you are novices and my men and I have some experience of the game, I think it fair that we four play your team of five, comprising Sahibas Palo, Psamtic, Sinaryn, and Sahibs Angritt and Korum.”

Phalgun introduces a man named Samarjit, who had been the most vocal dissenter during the parley. He smiles shyly as he places a chair in the center from where Matrialda can adjudicate proceedings. He then presents the Umpire with a cup of steaming oolong tea.

“One normally takes formal breaks for ‘drinks’ and ‘tea’ during a cricket match.” Phalgun explains.

“But in deference to Nani Matrialda’s great experience, we shall modify the rules of play for this day.”

toss, Jalmeray vs The Pathfinder Society: 1d2 ⇒ 1

"We have won the toss and elect to bat."

Also to give their opponents a sporting chance … “Cricket must be played in the correct spirit.”, if not bowled ‘out’ by a Pathfinder, a Jalmerayse batsman must retire his innings after scoring a maximum of 25 runs.

Opener 1 scores: 1d25 ⇒ 12
Opener 2 scores: 1d25 ⇒ 22
Phalgun (the captain) scores: 1d25 ⇒ 4
Samarjit scores: 1d25 ⇒ 16

Phalgun shakes his head at his team’s performance. “All out for 54. And I did not exactly make a captain's knock! But now let us see how you Troubleshooters fare against our bowling attack.”

If you wish to take a turn at bat, roll a d25 and we shall tally the Pathfinders’ scores to see who wins the Inaugural Zamir Cup!

Grand Lodge

HP: 17/17 l AC: 14, T 12, FF 12 l CMD 13 l F +2, R +2, W +3 l Summon Monster I (6/6), L1: 3/3 l Init +2 l Senses: Perception +0
Skills:
Kn. Arcana/Local +7, Linguistics +7, Profession: Scribe +5, Spellcraft +7
Female Human Unchained Summoner 2 | Active Conditions:

"Well, let's get this sideshow over and done with," Palo mutters to herself as she elects to be first up to bat for the Pathfinder team.

"Okay, so...you just take a great big swing like this, yeah?"

Palomia At the Bat: 1d25 ⇒ 14

"Huh! That...wasn't as bad as I thought it'd be," she remarks after her turn is done and she moves to pass the bat off to the next person. She couldn't help but feel slightly cheered by the fact that at least she'd managed to do a little better than either Phalgun or the first opener for the other team.

And that was actually kind of fun. Even in the heat. Who knew?

Sovereign Court

Female Human Bloodrager (Steelblood) 1/Paladin 1 | HP: 23/23 | AC 18 (T 9, FF 17) | CMB: 8 CMD: 19 | F:7 R:1 W:2 | Init 1 | Perc: 3 SM: 0 | Speed 20 ft. | Active Effects: Rage;

"This weird plank is not properly shaped for my armor...but I guess I'll give it a go"

Hey batter batter: 1d25 ⇒ 7

The ball doesn't go very far, due to the fact that Psamtic chopped at the ball with the edge of the bat like it was a sword. Old habits die hard, I guess.

Sovereign Court

Male Half Orc Paladin 5 AC 21 {T:11/FF:19} HP 49/49 Init+1, Perception -1 / Fort +10, Reflex +6, Will +7

Team Bonding: 1d25 ⇒ 16

Stupid uneven pitch and low hanging branches!


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Once she gets the hang of the oddly shaped bat Palomia has great fun driving the off-spin bowler named Muttiah through the covers, leg-glancing him past backward square leg and nudging him through slips down to third man.

She comes unstuck mistiming an unorthodox cross-bat slog over Muttiah's head, instead skying the ball (like a fly ball) allowing Muttiah to take an easy catch off his own bowling.

Matrialda puts down her second cup of tea and raises her index finger. "Out."

Psamtic seems content to push the ball around the onside infield for singles and twos, before *nicking* a ball outside the off-stump which carries through to the wicket-keeper, Samarjit. (kinda like a catcher)

Korum attempts some 'gardening' on the pitch, attempting to *thump* down some of the more questionable bumps with the bottom of his bat. Finally he signals his readiness with a grumble and takes a conservative middle-stump guard.

The paladin takes a liking to the medium-pace of the fourth Jalmerayse cricketer -- a man named Sanath -- hooking and pulling him past mid-wicket and deep backward square leg for four 4's in a row!

His opponents applaud the half-orc's batting prowess politely, but celebrate exuberantly with CHEERS and High-5s when on the next ball, Korum takes his eyes of the ball as he swings and is yorked -- sending his leg-stump flying out of the ground!

Matrialda doesn't bother looking up from her knitting as she sends the Pathfinders' top scorer back to the pavilion.

"Our worthy opponents are 3 wickets down for 37 runs, chaps."

Captain Phalgun addresses his men with hands-on-hips. "We still have much work to do to win."

Liberty's Edge

CG Undine Wizard 1/Magus 2 | HP: 20/20 | AC: 18 T: 13 FF: 15 | CMB: +1, CMD: 14 | F: +5 R: +4 W: +6 | Init: +5 | Perception: +0 (Darkvision) | Speed: 30ft (30ft Swim) | Active conditions:
Resources:
| Arcane Pool: 1/5 | Chill Touch (SLA): 1/1 | Magus Spells (1st): 1/2 | Wizard Spells (1st): 1/2

Sinaryn knew better than to play diplomacy in this situation to waited back at least until the mention of a game.

"Count me in! I need some excitement." she whoops and offers others a drink.

Wathcing the others she attempts her swing knowing she may lack the strength of the others but is at least fast.

Bat: 1d25 ⇒ 16


Sinaryn takes over from where Korum left off, punishing Sanath’s medium pace with well-timed cut-shots to the boundary through point and gully.

This forces a bowling change, with Phalgun bringing Muttiah back into the attack. The spinner’s first deceptively slow delivery catches the Myrmidarch completely by surprise.

Instead of breaking outside the off-stump as expected, the ‘off-break’ cuts back sharply striking her on the legs directly in front of middle stump.

"HOWZAT??"

In no doubt the ball would have hit the stumps, Matrialda gives Sinaryn out 'leg-before-wicket' after an enthusiastic appeal from both bowler and keeper.

❓❔ ❗ ❕

“Four for 53. A real nail-biter.”

Phalgun crosses his arms. “Let us see whether Sahib Angritt, the Troubleshooter’s tail-ender is a bunny.”

Grand Lodge

HP: 14/14 l AC: 18, T 12, FF 16 l CMD 16 l F +4; +8 vs. posion/petrification, R +5, W +0; +1 vs. enchantment l Electricity Resistance 5 l Init +2 l Senses: Darkvision, Perception +5
Skills:
Acrobatics +7, Diplomacy +5, Kn. Planes +3, Stealth +6
Male Agathion Unchained Eidolon 2 | Active Conditions:

"Wow, this is exciting! Go Angritt, you can do it!" Relas cheers from his comfy place in the shade. "Why don't we have games like this back home? It's a lot more interesting than cards!"

Dark Archive

1 person marked this as a favorite.
Female LG Human School Savant Arcanist 9 | HP 47/47 | AC 13 T 12 FF 11 | CMB +2, CMD 14 | F: +9, R: +11, W: +13 | Init: +8 | Perc: +15, SM: +3, Low-light Vision | Speed 30ft | Spells: 1st 6/6 2nd 6/6 3rd 6/6 4th 4/4 | Reservoir: 7/12 | Disruption: 10/10 | Counterspell: 1/1 | Active conditions: Fire Resistance 5

"Perhaps there is nobody to teach folks how to play," Matrialda replies idly, eyes on the game even as she scratches Relas behind the ear. "You could be the one to do so, Trellis - and if so, be sure to invite me to come watch, especially if the weather's warm and everyone feels the need to take their shirts off like this." She nods approvingly at the players on the makeshift pitch.


Angritt can retro his choice to bat or not. (If not, the Pathfinders lose by one run! ;) But I am going to move us on now.

Phalgun declares it is, “Stumps, Drinks and time for supper, my friends.”

“I must say, you picked up the game very quickly for foreigners.”

The evening is spent in enjoyable camaraderie, with plenty of tall tales told.

However, neither group ever relaxes completely. You all watch the darkening jungle with suspicious eyes as the gloom deepens and darkness creeps upon you. The sounds of nocturnal creatures rise around you like a wild chorus, ♪ chirping ♪ and ♬ crooning ♬ the music of the night.

"We must settle in for the night, my foreign trouble-shooters. One of my soldiers will be keeping watch at all times. If we do have trouble before the dawn, you will hear us raise the alarm."

I have placed tokens on your camp map for Phalgun and his group. For simplicity, all his men look like him and have black outlines.

Go ahead and place your own tokens and the scepter where you would like them. Feel free to move your campfire to wherever, or just share Phalgun’s. The cubes are your caravan goods.

Please specify your watch arrangement, otherwise I will assume you are not setting a separate watch from Phalgun’s.

The map is also in my header and at the top of the page.

The Concordance

Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
Tracked Resources:
magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2

No Rath, you cannot go fetch the ball.

Angritt picks up the bat and tries to play the game.

Bat: 1d25 ⇒ 17

Grand Lodge

HP: 17/17 l AC: 14, T 12, FF 12 l CMD 13 l F +2, R +2, W +3 l Summon Monster I (6/6), L1: 3/3 l Init +2 l Senses: Perception +0
Skills:
Kn. Arcana/Local +7, Linguistics +7, Profession: Scribe +5, Spellcraft +7
Female Human Unchained Summoner 2 | Active Conditions:

It doesn't seem very sensible to me to have our campfire so far away from where the goods/cart/horses are so I moved it to the top left corner; it could also go in the small clearing directly south of our goods as well.

When it comes time to set camp and potentially set watches, Palomia considers which time would work out the best for her. "Okay, so you've seen that Relas vanishes at night when I'm asleep. It'd probably be easiest to either stick us on first watch or last watch, so he can either stay with me until it's my turn to get some sleep or I can go ahead and call him when I start my watch and that way he'll already be with us when it's time to start waking the rest of you up," she explains.

Not that I expect we'll get to the morning without trouble but gotta make sure Waman doesn't know that we know he's a dirty rotten traitor.

"It also makes sense to do it that way too because my vision at night is crap, even if Relas can see in the dark just fine. But if someone's got a better idea, I'm all ears," Palo adds with a shrug.

Liberty's Edge

CG Undine Wizard 1/Magus 2 | HP: 20/20 | AC: 18 T: 13 FF: 15 | CMB: +1, CMD: 14 | F: +5 R: +4 W: +6 | Init: +5 | Perception: +0 (Darkvision) | Speed: 30ft (30ft Swim) | Active conditions:
Resources:
| Arcane Pool: 1/5 | Chill Touch (SLA): 1/1 | Magus Spells (1st): 1/2 | Wizard Spells (1st): 1/2

"Well, staying up all night and waking up in unknown places with most of the day gone is one of my past times. Since I will be *mostly* sober I can see just fine at night. I can stay up." Sinaryn offers.

Dark Archive

1 person marked this as a favorite.
Female LG Human School Savant Arcanist 9 | HP 47/47 | AC 13 T 12 FF 11 | CMB +2, CMD 14 | F: +9, R: +11, W: +13 | Init: +8 | Perc: +15, SM: +3, Low-light Vision | Speed 30ft | Spells: 1st 6/6 2nd 6/6 3rd 6/6 4th 4/4 | Reservoir: 7/12 | Disruption: 10/10 | Counterspell: 1/1 | Active conditions: Fire Resistance 5

”I’ll be up early anyway, Bologna dear,” Matrialda says kindly. ”And you young folks are always staying up late into the night with your shenanigans.”

Campfire location looks good. Do we want to move the scepter-box away from the other boxes slightly? I agree with keeping it closer to our camp than the other folks’s fire. And Matrialda can take the last watch, which would put Palo on first watch.

Sovereign Court

Female Human Bloodrager (Steelblood) 1/Paladin 1 | HP: 23/23 | AC 18 (T 9, FF 17) | CMB: 8 CMD: 19 | F:7 R:1 W:2 | Init 1 | Perc: 3 SM: 0 | Speed 20 ft. | Active Effects: Rage;

As Psamtic most certainly wants her heavy armor on if something goes down. Somebody else should keep an eye on the scepter. Psamtic doesn't have the best perception, but she'll take a middle watch. Unless, of course, we want to not watch and just let stuff happen. Just have to keep the scepter safe, right? Put it near those with the best perception? Anybody got an alarm spell or something?

Sovereign Court

Male Half Orc Paladin 5 AC 21 {T:11/FF:19} HP 49/49 Init+1, Perception -1 / Fort +10, Reflex +6, Will +7

Actually, to be clear, the plan is to lose and allow them to escape with the scepter. It is magically marked so we can follow them back to their HQ...then mercilessly kill them all proceed from there with no bias.

The Concordance

Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
Tracked Resources:
magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2

"I suppose we could let Rath sleep on it. Probably no one will want to reach under him and take it."

"My armor is light enough and I can see in the dark, so I can watch in the middle of the night too."

Sovereign Court

Male Half Orc Paladin 5 AC 21 {T:11/FF:19} HP 49/49 Init+1, Perception -1 / Fort +10, Reflex +6, Will +7

"Uh guys...you know that we WANT them to take it, right? I mean, that has been the entire plan from the beginning. We don't want to make it more difficult for them."

The Concordance

Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
Tracked Resources:
magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2

"But they also said don't make it too easy or they will know something is up."

Sovereign Court

Male Half Orc Paladin 5 AC 21 {T:11/FF:19} HP 49/49 Init+1, Perception -1 / Fort +10, Reflex +6, Will +7

"You think hiding it under Rath is what they had in mind? No offence, but you couldn't pay me enough to go near that beast. But, if that's what the party thinks is best. I don't really know how to plan to lose. This assignment is a real kick in the parts so far."

I really am good with whatever the plan is. Just adding some RP.

Liberty's Edge

CG Undine Wizard 1/Magus 2 | HP: 20/20 | AC: 18 T: 13 FF: 15 | CMB: +1, CMD: 14 | F: +5 R: +4 W: +6 | Init: +5 | Perception: +0 (Darkvision) | Speed: 30ft (30ft Swim) | Active conditions:
Resources:
| Arcane Pool: 1/5 | Chill Touch (SLA): 1/1 | Magus Spells (1st): 1/2 | Wizard Spells (1st): 1/2

"I don't think it will stop them but what little Rath does from there is the real wildcard. Should be interesting!" Sinaryn chuckles at the idea of the dinosaur eating all the apsis.

Grand Lodge

HP: 17/17 l AC: 14, T 12, FF 12 l CMD 13 l F +2, R +2, W +3 l Summon Monster I (6/6), L1: 3/3 l Init +2 l Senses: Perception +0
Skills:
Kn. Arcana/Local +7, Linguistics +7, Profession: Scribe +5, Spellcraft +7
Female Human Unchained Summoner 2 | Active Conditions:

"Yeah, maybe like...put it somewhere near Rath but not right under him?" Palo remarks. "I mean Korum's right, these guys are probably stupid but I doubt they're that stupid."


Sinaryn, unless I’m missing something unless you plan to get 8 hours sleep you acquire the fatigued condition during your all-night vigil.

GM screen:

West: 1d20 + 8 ⇒ (6) + 8 = 14
1d20 + 8 ⇒ (20) + 8 = 28
1d20 + 8 ⇒ (12) + 8 = 20
1d20 + 8 ⇒ (3) + 8 = 11

East: 1d20 + 8 ⇒ (17) + 8 = 25
1d20 + 8 ⇒ (10) + 8 = 18
1d20 + 8 ⇒ (8) + 8 = 16
1d20 + 8 ⇒ (6) + 8 = 14

Psamtic Va'Ansu Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Sinaryn Perception: 1d20 + 0 ⇒ (20) + 0 = 20
Samarjit Perception: 1d20 + 2 ⇒ (18) + 2 = 20

Angritt + Rath o vvv o Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Korum of the Silver-eyed Wolf Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Matrialda Initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Palomia + Relas Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Psamtic Va'Ansu Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Sinaryn Initiative: 1d20 + 5 ⇒ (15) + 5 = 20

Phalgun’s crew: 1d20 + 6 ⇒ (14) + 6 = 20

West Bandits: 1d20 + 2 ⇒ (15) + 2 = 17
East Bandits: 1d20 + 2 ⇒ (18) + 2 = 20

The noises of the jungle ebb and flow around you, the sounds of nature lulling you to uneasy sleep and restless dreams. The midnight hour comes and goes and the camp remains quiet save the rhythmic breathing of your sleeping comrades.

At the end of her watch, Psamtic nods good night to Sinaryn and creeps slowly towards Matrialda to wake her up for her turn as look-out.

Samarjit has also been on watch-duty and from his behavior during the celebration of Angritt’s winning runs, seems to have developed a crush on Matrialda. He constantly looks your way, occasionally waving at Psamtic or Sinaryn, which is frankly making him a very poor guard indeed.

Psamtic has just begun to try and rouse Matrialda when the soft crunch of a stick-under-heel draws attention to their ears.

The paladin freezes like a statue to be double sure that she wasn't the one who made the sound as Matrialda’s eyes pop open. Someone is moving around the camp!

A beat more and they hear the soft rustling of nimble hands sorting through an array of items.

Surprise Round:

West Bandits – begin searching cargo
East Bandits
--
Sinaryn (fatigued)
Samarjit
Psamtic
Matrialda (prone on bedroll)

Sinaryn, Psamtic, Matrialda move or standard action in the Surprise round.

Everyone else is currently prone and asleep.

Dark Archive

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Female LG Human School Savant Arcanist 9 | HP 47/47 | AC 13 T 12 FF 11 | CMB +2, CMD 14 | F: +9, R: +11, W: +13 | Init: +8 | Perc: +15, SM: +3, Low-light Vision | Speed 30ft | Spells: 1st 6/6 2nd 6/6 3rd 6/6 4th 4/4 | Reservoir: 7/12 | Disruption: 10/10 | Counterspell: 1/1 | Active conditions: Fire Resistance 5

”Eeeek! Bandits! They’ll take my family heirlooms! Get up, you lazy oafs, before they steal everything!” Matrialda shrieks in her best old-lady fashion, floundering about wildly before getting to her feet.

Bluff: 1d20 + 1 ⇒ (9) + 1 = 10

Move action to stand

Sovereign Court

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Female Human Bloodrager (Steelblood) 1/Paladin 1 | HP: 23/23 | AC 18 (T 9, FF 17) | CMB: 8 CMD: 19 | F:7 R:1 W:2 | Init 1 | Perc: 3 SM: 0 | Speed 20 ft. | Active Effects: Rage;

Sorry. Though the scepter was the thing that would lead us, it's the special wayfinder we need to care about the location of

Psamtic quickly jolts out the tent with a loud scream while drawing her greataxe. "Almost caught me with my armor off! ALMOST!"

Liberty's Edge

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CG Undine Wizard 1/Magus 2 | HP: 20/20 | AC: 18 T: 13 FF: 15 | CMB: +1, CMD: 14 | F: +5 R: +4 W: +6 | Init: +5 | Perception: +0 (Darkvision) | Speed: 30ft (30ft Swim) | Active conditions:
Resources:
| Arcane Pool: 1/5 | Chill Touch (SLA): 1/1 | Magus Spells (1st): 1/2 | Wizard Spells (1st): 1/2

"Oh Besmara. I feel like I have a hangover...I just wanted a bit of sleep! I am going to blow a hole in at least one of these fools." Sinaryn says shaking her head.

She holds her pistol up and fires making sure the others aren't caught unaware by any more violent thugs.


If the quiet wasn't already broken by Matrialda's harpy queen mother shriek, it was blown to pieces by Sinaryn's pistol shot, alerting Pathfinders, soldiers and bandits that something is amiss.

Samarjit shoots his short bow at the eastern bandit group, scoring a hit in one of the opposition's knees. The wounded brigand calls out in Vudrani, possibly suggesting his injury will prevent him from adventuring further, though it could also be an order to move in, as yet more bandits pour into the camp from the surrounding darkness. Several draw battleaxes and begin attacking the pathfinders' allies, but a few seem more focused on rooting through the cargo containers and resume their search.

Round #1:

Angritt + Rath (awake, prone)
Samarjit
Phalgun's crew (awake, prone)

Sinaryn (fatigued)
--
East Bandits
--
Psamtic
--
West Bandits
--
Korum (awake, prone)
Matrialda
Palomia (awake, prone)

Angritt, Rath and Sinaryn, do something awesome!

The Concordance

Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
Tracked Resources:
magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2

Angritt gets up and grabs his club. He then directs Rath to get up and attack the closest bandit who has a weapon in hand.

Grand Lodge

Neutral Tyrannosarus Animal 3 (Sheet) | HP: 16/16 | AC: 20 (13 T, 17 F) | CMD: 17 | F: 3, R: 6, W: 3 | Init: 3 | Perc: 7 | Speed 30

Rath gets up and tries to take a bite out of the magenta bandit.

Bite: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d8 + 6 ⇒ (1) + 6 = 7

But the groggy dino just nips at the air, his eyes still half closed.

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