[PFS_CORE_Aerondor] 05-16 Destiny of the Sands part 3 (low tier) (Inactive)

Game Master Aerondor

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Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6
GM Scott wrote:
You know this is an Allip which is an incorporeal undead. You can ask one question.

Undead? Special Attacks please

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 18/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom delays until he knows more about this thing... at least until Bossk whips out a magic oil and applies it to his weapon. He must know enough to burn an item of value, better prepare to do the same.

He also pulls out his magic oil (oil of magic weapon, move action) and readies (standard action) to apply it to his warhammer if the spectral whatever attacks.


Shukara Melkamnet wrote:
Undead? Special Attacks please

Indeed undead. Special Attacks babble, touch of insanity

Babble (Su) An allip constantly mutters to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed at a save or be fascinated for 2d4 rounds. While a target is fascinated, the allip can approach it without breaking the effect, but an attack by the allip does end the effect. Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. This is a sonic, mind-affecting compulsion effect.

Touch of Insanity (Su) The touch of an allip deals 1d4 points of Wisdom damage. A successful critical hit causes 1d4 points of Wisdom damage and 1 point of Wisdom drain (instead of double Wisdom damage). With each successful attack, an allip gains 5 temporary hit points.

Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6

Shukara tells the others the bad news.

Liberty's Edge

M Half Orc Barbarian / 5 HP 7 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round, 18 in Rage ) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 13 MP 9 / 7

The moment Bossk starts to here the undead make a noise he becomes enraged.
Hopefully this will allow Bossk to use his clear mind ability.


Ray sees the ghost looking thing, moves a little closer to get in point blank range and cast Disrupt Undead: 1d20 + 6 ⇒ (2) + 6 = 8 but misses.
Khargrom readies to apply his oil.
Bossk yells at the cowards running away while he moves slowly forward and oils up his weapon. Can't really ready to rage after you've taken all your action this turn.
Anthony delays.
Shukara learns what they are up against and relays that to her party. Then delays.

The Allip begins babbling.

Will saves DC 15:

Anthony: 1d20 + 3 ⇒ (19) + 3 = 22
Bossk: 1d20 + 4 ⇒ (14) + 4 = 18
Khargrom: 1d20 + 4 ⇒ (19) + 4 = 23
Ray: 1d20 + 3 ⇒ (19) + 3 = 22
Shukara: 1d20 + 6 ⇒ (19) + 6 = 25
Mechien: 1d20 + 4 ⇒ (12) + 4 = 16

The Allip moves towards one of the closer targets 1:Anthony;2:Khargrom; 3:Mechien: 1d3 ⇒ 2 which triggers the readied action and the oil is applied to weapon. Then it reaches out and tries to touch him.

Touch of Insanity: 1d20 + 4 ⇒ (9) + 4 = 13 Wisdom damage: 1d4 ⇒ 4
Khargrom Will save: 1d20 + 4 ⇒ (16) + 4 = 20 It seems to have no effect.

Status Card wrote:

Gathering Hall -- Current Time (0:01)

Group conditions:

Round 1
Ray - dmg; Ring of Truth DC 20 Will to resist
Khargrom 1 dmg; reroll used; diseased (onset 1 day)
Bossk - dmg; reroll used; Stone of Weight half land speed
Anthony - dmg; mage armor AC16; Delayed
Shukara - dmg; reroll used; has ruby shards; Delayed
Allip red - dmg;
Mechien - dmg; mage armor AC17

Bold may act.

The Concordance

Male CG Elf Evoker 3 | HP 14/14 | AC14 T13 FF11 | CMB +1, CMD 14 | F+0 R+4 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Arcane Bond 1/1 | Spells: 1st-burning hands, mage armor, shield, summon monster i; 2nd-flaming sphere, scorching ray (2) | Active conditions: mage armor (2h)

Oh... my arrows won't work against that.

He stows his bow and casts a spell at it.

[move] stow weapon
[standard] cast magic missile

Force damage: 1d4 + 1 ⇒ (1) + 1 = 2

Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6

Shukara moves into a flank with Khargrom and attacks defensively.

short sword, flank, defensively: 1d20 + 3 + 2 - 4 ⇒ (16) + 3 + 2 - 4 = 17
piercing dmg: 1d6 + 2 ⇒ (5) + 2 = 7

AC 21, Touch AC 17


Mechien wisely (maybe) puts away his bow and lets loose with a magic missle that seems to get the attention of the Allip as it does full damage.
Shukara unwisely tries to use a non-magical weapon on an incorporeal creature and realizes that it just sort of passes through without effect.

Perceptions:

Anthony: 1d20 + 1 ⇒ (20) + 1 = 21
Bossk: 1d20 + 7 ⇒ (19) + 7 = 26 (darkvision, scent when raging)
Khargrom: 1d20 + 8 ⇒ (9) + 8 = 17 (darkvision, +1 traps, +2 stonework, +3 stonetraps)
Ray: 1d20 + 2 ⇒ (14) + 2 = 16
Shukara: 1d20 + 7 ⇒ (5) + 7 = 12 (darkvision)
Mechien: 1d20 + 4 ⇒ (11) + 4 = 15

Perception DC 15:
You hear the sounds of rustling in the alcove: 1d4 ⇒ 3 and see (unless you are Mechien and can't see through the wall) one of those zombie things you were fighting out in the courtyard get up.

Status Card wrote:

Gathering Hall -- Current Time (0:07)

Group conditions:

Round 2
Ray - dmg; Ring of Truth DC 20 Will to resist
Khargrom 1 dmg; reroll used; diseased (onset 1 day);
Bossk - dmg; reroll used; Stone of Weight half land speed
Anthony - dmg; mage armor AC16; Delayed
Allip red 2 dmg;
Zombie green - dmg; Knowledge Religion to know more.
Mechien - dmg; mage armor AC17
Shukara - dmg; reroll used; has ruby shards

Bold may act.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 18/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom pulls out his warhammer and tries to give a good ole whack to the allip, "Ally-OOP!"

Move to draw weapon, Standard to Attack Allip.

Magic Weaponed Warhammer + Flanking: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 for Magic/Bludgeoning + Magic Weapon + Sneak Attack: 1d8 + 2 + 1 + 2d6 ⇒ (7) + 2 + 1 + (1, 2) = 13

If flanking or sneak attack doesn't work, just subtract the +2 and/or extra 2d6. Thanks!

After his strike, he points to the back corner alcove, opposite to Mechien, "Anudder zombie back dere!"

Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6

I was assuming my knowledge roll wasn't high enough to know this couldn't be hurt with fists; even if Shukara did know, there's nothing else she can do to harm them, so setting up a flank or using the aid another action is all she can do in this fight until the zombies show up...

"Anthony: I take care of zombie and you replace me here yes?"

Liberty's Edge

M Half Orc Barbarian / 5 HP 7 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round, 18 in Rage ) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 13 MP 9 / 7

Moving up with every slow step, Bossk get angrier and angrier. Angry at how slow he is moving. Angry at the coward boasting about being a great warrior, but fleeing at first sign of trouble. Angry because some dead just don't know when to stay dead.

Once he get to the undead creature Bossk swings his (now magic) sword at it.
Enraged Power attack Falchion Attack: 1d20 + 8 + 2 - 2 ⇒ (1) + 8 + 2 - 2 = 9
Dice+base (includes magic)+Rage-Power Attack

Damage, Slashing: 2d4 + 6 + 2 + 1 + 6 ⇒ (2, 2) + 6 + 2 + 1 + 6 = 19
Dice+Base+Rage+Magic+Power Attack

19 Rage rounds left

And do to his slowed speed, the undead easily side steps Bossk's sword strike.


Ray again attempts to Disrupt undead: 1d20 + 6 ⇒ (20) + 6 = 26 Disrupt undead confirm?: 1d20 + 6 ⇒ (2) + 6 = 8 nope damage: 1d6 ⇒ 4
Khargrom lands a solid hit but it seems to do about what he expected at half damage.
Bossk has his timing all off from the slow walking and prematurely swings just before getting to the opponent and misses.
Anthony continues to delay
Shukara No problem, I assumed you knew what incorporeal and undead traits are when you identified it with Religion and saw it was undead.

Allip red strikes back at the one that hurt it the most Khargrom
Touch of Insanity: 1d20 + 4 ⇒ (11) + 4 = 15 Wisdom damage: 1d4 ⇒ 4
Khargrom Will save: 1d20 + 4 ⇒ (20) + 4 = 24 But the dwarf's Will is unmatched in this contest (must be the beard).

Zombie green moves out of the alcove to the closest opponent and strikes out. (-2 around hard corner)
melee slam: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11 miss

Status Card wrote:

Gathering Hall -- Current Time (0:07)

Group conditions:

Round 2
Ray - dmg; Ring of Truth DC 20 Will to resist
Khargrom 1 dmg; reroll used; diseased (onset 1 day); magic weapon oil
Bossk - dmg; reroll used; Stone of Weight half land speed; magic weapon oil
Anthony - dmg; mage armor AC16; Delayed
Allip red 10 dmg;
Zombie green - dmg; Knowledge Religion to know more.
Mechien - dmg; mage armor AC17
Shukara - dmg; reroll used; has ruby shards

Bold may act.

Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6

Unsure of Anthony's intentions, Shukara continues to fight defensively, maintaining the flank with Khargrom.

short sword: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
piercing dmg: 1d6 + 2 ⇒ (1) + 2 = 3

AC 21, Touch AC 17

The Concordance

Male CG Elf Evoker 3 | HP 14/14 | AC14 T13 FF11 | CMB +1, CMD 14 | F+0 R+4 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Arcane Bond 1/1 | Spells: 1st-burning hands, mage armor, shield, summon monster i; 2nd-flaming sphere, scorching ray (2) | Active conditions: mage armor (2h)

How did you let a zombie get over here by me?!?

Pleads the lone wizard. He carefully moves back towards the group before unloading a fan of flames at it.

[5' step] NE
[standard] Cast burning flames at GREEN, DC16

Fire damage, DC16 reflex half: 1d4 ⇒ 3

Liberty's Edge

M Half Orc Barbarian / 5 HP 7 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round, 18 in Rage ) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 13 MP 9 / 7

Side stepping, Bossk uses the small movement to give speed to his sword strike.
Enraged Power attack Falchion Attack: 1d20 + 8 + 2 - 2 ⇒ (19) + 8 + 2 - 2 = 27
Feeling the Falchion have resistance puts a smile on his face.

Damage, Slashing: 2d4 + 6 + 2 + 1 + 6 ⇒ (1, 3) + 6 + 2 + 1 + 6 = 19

I assume Undead can not be crit.
18 rounds of rage left


Mechien surprised the zombie shambled up on him unleashes a torrent of flames in it's face while backing away reflex: 1d20 + 0 ⇒ (12) + 0 = 12 failed I'm assuming you meant the spell Burning Hands
Shukara provides the valuable flank, but is distracted by maintaining position and not getting hit. The distraction proves to be too much and she misses.

The shards in Shukara's belt pouch become active and a red lightning bolt from the shards heads straight for the Allip. The belt pouch has a hole burned through it. reflex: 1d20 + 4 ⇒ (7) + 4 = 11 failed damage: 2d6 ⇒ (3, 4) = 7 incorporeal half = 3

Bossk tries to attack out of order but is held by a magical force until he unleashes a devastating attack. There is nothing in the undead or incorporeal description that prevents precision or critical hits damage. crit confirm: 1d20 + 8 ⇒ (20) + 8 = 28 extra overkill damage: 2d4 + 6 + 2 + 1 + 6 ⇒ (1, 2) + 6 + 2 + 1 + 6 = 18 The Allip is re-dead. And with a well placed hit it seems that Bossk has regained his timing.

Status Card wrote:

Gathering Hall -- Current Time (0:13)

Group conditions:

Round 3
Ray - dmg; Ring of Truth DC 20 Will to resist
Khargrom 1 dmg; reroll used; diseased (onset 1 day); magic weapon oil
Bossk - dmg; reroll used; Stone of Weight half land speed; magic weapon oil
Anthony - dmg; mage armor AC16; Delayed
Allip red 31 dmg;
Zombie green 3 dmg; Knowledge Religion to know more.
Mechien - dmg; mage armor AC17
Shukara - dmg; reroll used; has ruby shards

Bold may act.

The Concordance

Male CG Elf Evoker 3 | HP 14/14 | AC14 T13 FF11 | CMB +1, CMD 14 | F+0 R+4 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Arcane Bond 1/1 | Spells: 1st-burning hands, mage armor, shield, summon monster i; 2nd-flaming sphere, scorching ray (2) | Active conditions: mage armor (2h)
GM Scott wrote:
I'm assuming you meant the spell Burning Hands

Hehe, that's right. Thank you.

Liberty's Edge

M Half Orc Barbarian / 5 HP 7 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round, 18 in Rage ) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 13 MP 9 / 7

oops, sorry

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 18/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom releases the breath he didn't even know he was holding as Bossk hacks the ghosty thing in two. He looks at the zombie menacing Mechian and does a quick calculation in his head before spitting out a plan to Shukara, "I'll go block da zombie from getting to da elf, you get around back and finish dem off!"

Double move, route shown by line.

Grand Lodge

Male Halfling Sorcerer 3 HP 13/29 AC 14 Tch 14, FF 11; F: +1, R: +5, W: +4; Init: +5, Perc +2, SM +0; Active Conditions: none

Ray moves closer again to cast Disrupt Undead at th green zombie, trying to help as much as he can. "I really hate these undead things..." Yep, that's the truth.

Ranged Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Crit confirm?: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 1d6 ⇒ (3) + (6) = 9


Ray moves a little closer to the hated undead and unleashes a well timed critical hit that disrupts the zombie and it explodes in a burst of decay just before Khargrom gets there.
Khargrom starts heading over towards the zombie to protect the fragile elf, remembering the last fight where the elf fell over unconscious, and just as he is about there, a ray/Ray shoots out and demolishes the zombie in a poof of ick that he is happy is not on his face again. He gives the elf a sideways look and a nod to the sorcerer.

Out of combat

Status Card wrote:

Gathering Hall

Ray - dmg; Ring of Truth DC 20 Will to resist
Khargrom 1 dmg; reroll used; diseased (onset 1 day);
Bossk - dmg; reroll used; Stone of Weight half land speed;
Anthony - dmg;
Mechien - dmg;
Shukara - dmg; reroll used;

One of you remembers that geode you've been carrying around was supposed to be used to contact Amenopheus once you found something. So you use the sending stone to contact Amenopheus and let him know you discovered the remnants of one of the jewels, he immediately begins scrying on one of you to study the location for accurate teleportation. He responds with a short message to whoever used the sending stone that he will arrive in 1 hour.

As promised, Amenopheus arrives 1 hour after you contact him about the broken sage jewel. At first he bemoans the loss of the jewel, but he quickly realizes that the shards hold a glimmer of magic and may still contain several of the Ruby Sage’s memories. Amenopheus uses his magic to contact the spirit of the Ruby Sage, who briefly animates her nearby corpse and restores it to how she must have appeared in life. She thanks the you for putting her colleague’s spirit to rest and can explain the events that led to her death—the same events that led to her sage jewel’s near-destruction.

Through the gem, she has maintained a limited degree of awareness, and she also related that until only day before, the topaz and emerald jewels sat on this table alongside her. When the thief handled one of her shards, she was able to read his thoughts before he discarded the fragment and fled. She identifies the thief as a man named Kafar, who had intentions of delivering the jewels to the Diamond Sage in a region known as the Pillars of the Sun. It is there that the Jeweled Sages’ built their sanctum, but it strikes both her and Amenopheus as odd that the Diamond Sage would collect the gems there instead of finding new candidates to become sages elsewhere in Osirion. Amenopheus voices his concern that the Diamond Sage’s actions are not typical for the order, and he is dismayed that the jewels may be in the hands of known enemies of the Pathfinder Society.

Sharing her fellow sage’s concern, the Ruby Sage offers her power—mythic power—to the PCs if they are willing to chase down the thief Kafar, reclaim the stolen jewels, and find the Diamond Sage to learn what she intends. With that said, her corpse slumps and returns to its desiccated form.

Amenopheus has prepared the spell remove curse once and casts it on a cursed party member at no charge. Any additional curse removal must be performed in Eto at their own expense.

random remove curse: 1: Bossk, 2: Ray: 1d2 ⇒ 2 @Bossk remove curse is 1PP in town if you choose, it will go on your chronicle either way.

With the thief Kafar headed to the Pillars of the Sun, Amenopheus teleports you back to Eto to resupply before you make the trek to the south. He warns the Pathfinders that the Pillars of the Sun is a very dangerous region of towering rocks, searing wind, and terrible beasts. With the fate of his order riding on the your success, he announces that he will accompany you to Sanctum of the Sages.

Thus ends Part 2 of 3.

Primary Success Condition Success
The PCs successfully complete their main mission by recovering the shards of the Ruby Sage’s jewel and contacting Amenopheus. Doing so earns each PC 1 Prestige Point.

Secondary Success Condition Success
The PCs successfully complete their secondary mission if they find, recover, and translate the court librarian’s notes in area B8. Doing so may allow the Pathfinder Society and Amenopheus to repair the damage to one of more sage jewels and thus recover that much more knowledge of Ancient Osirian. This earns each PC an additional 1 Prestige Point.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 18/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom watches all that is happening and is a bit peeved when he finds out that two gems were stolen before they got here. "I'll make dat Kafar guy pay!"

He is ready to move along with the next mission, but takes the time to make sure everyone is prepared.

GM:
I believe Khargrom is diseased. Do I need to make saves for that?


Khargrom:
There are two options, pay the prestige point (1PP) to remove the disease before the onset or try to make a save each day until you make two consecutive saves while taking 1d2 Con damage each day (which will make the Fort save even harder) then get lesser restoration to try to recover from that (1PP per casting for 1d4 Con fixing or 2PP for full resto.). Probably the easiest approach is the former 1PP remove disease. Your choice, let me know and it will be on your chronicle.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 18/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

GM:
I'll pay the prestige point to remove the disease, thanks!

Liberty's Edge

M Half Orc Barbarian / 5 HP 7 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round, 18 in Rage ) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 13 MP 9 / 7

Patting Khargrom on the back.
"One of the few time I like how a dwarf thinks. Lets see how far this Kafar runs with his legs chopped out from under him."

GM:
Yesss, he will spend a PP to remove the curse. I will have to think about other gear to purchase. How soon will we start part 3?


I wonder if they are coming back? They just left us here and those other ones ran off. I don't want to stay here, it smells funny.

Camel:
"Hey guys, want to walk back to that oasis and grab a drink?"


The growing light of predawn filters in through a window of the two-story building that Amenopheus has rented in Eto, and the aging Garundi man takes a seat on one of the cushions set out for this meeting. He produces a sealed letter from his robe, placing it in the middle of the floor before speaking.

“Good morning, Pathfinders. As you know, we have had our share of setbacks recently. Not only have the emerald and topaz gems sacred to my order slipped through our fingers, but we also faced the frustration of finding nothing but fragments of the once great ruby. Thankfully, its power is not lost entirely, and through the Ruby Sage’s blessing, it lives on in you. I am thankful that you have agreed to act on her behalf and see this through to the end.

“As we speak, the scoundrels who seized the two gems cross the Pillars of the Sun to meet their employer, the cryptic Diamond Sage.” He sighs heavily. “What she intends to do with the gems is a mystery, but the sage jewels are too important for me to take risks with. If the power that you wield is representative of a shattered jewel’s potential, imagine what one might accomplish with three undamaged stones! Until we know what her plans are, it is paramount that we get to the jewels first."

“Kafar and Nefti have a rudimentary map of the Pillars of the Sun, and last night I found a bartender who spotted them poring over it between drinks. She recalled little of the map, and she could not make sense of the marks or annotations; however, the right spells have allowed me to probe her mind and determine Kafar and Nefti’s entry point into the mountains. We will follow them from there.” With a somewhat chagrined smile, Amenopheus adds, “It may be that they will lead us to the Sanctum of the Sages, a hidden complex I have long suspected might be in this area.”

He stands and announces, “Prepare yourselves quickly. We shall leave momentarily.”


Player Handout #3 wrote:

Loyal Pathfinders,

The Sapphire Sage has requested our help once more as his hunt for the lost order of the Jeweled Sages and their iconic gemstones continues. Amenopheus tells us that Kafar and his pupil Nefti have snatched two of the gems: an emerald and a yellow topaz. It goes without saying that the Aspis Consortium’s involvement in this matter troubles me deeply; I will not have them outwit us as they did my colleague, Hestia. It saddens me that such a pair of brilliant operatives may die before your mission is over, but I would sleep better knowing that they were no longer a threat to the Society. Were that they had chosen to become Pathfinders rather than pawns of the Aspis Consortium!

I hereby deputize the Sapphire Sage Amenopheus to lead this expedition, and you shall assist him in his quest. Remember our tenets: explore, report, and cooperate. I look forward to receiving word of your success.

Godspeed,
Venture-Captain Norden Balentiir


You may have questions for Amenopheus, which he will endeavour to answer.

You had several hours the previous evening to explore Eto and make inquiries. Diplomacy (gather information) or Knowledge (local)

DC 10+:
Witnesses report seeing a rather tipsy Nefti playing the flute in various taverns throughout Eto over the past several weeks. He hasn’t been seen for three days.

DC 15+:
A man matching Kafar’s description recently visited a local herbalist and apothecary.

DC 20+:
Several caravan guards in the city overheard Kafar and Nefti complaining to one another about the Aspis Consortium.

DC 25+:
Nefti tried to sell information about the Aspis Consortium to a foreigner, but the deal fell through.

DC 30+:
The foreigner was actually a covert Pathfinder operative who suspects Kafar and Nefti may not only be aiming to go rogue, but are also looking for a new patron.

You may already know about the Pillars of the Sun. Knowledge (Geography)
DC 10+:
The Pillars of the Sun are an isolated range of mountains named for their tall, wind-weathered spires.

DC 15+:
The mountains begin 15 miles south of Eto, and an experienced rider might reach them in half a day. Because of its location and elevation, the region is extremely dry and hot during the day, with temperatures dropping drastically at night due to strong winds.

DC 20+:
In past eras, attempts to settle in the region were frustrated by the mountains’ harsh conditions and aggressive fauna. To this day, many ruins stand as reminders of these ill-fated enterprises.

DC 25+:
The Pillars of the Sun have long been an isolated place, and interspecies competition has honed the abilities of its monstrous inhabitants. Even creatures that are typically harmless in other ecosystems can be deadly here, and some are said to have truly extraordinary power.

DC 30+:
Many ancient structures within the Pillars of the Sun take advantage of the terrain and are actually carved inside the rock. Adventurers looking for ruins are more likely to find hidden trap doors and secret passages than crumbled temples covered in sand. Some of these subterranean vaults extend for miles beneath the surface, and a clever explorer can use them to cross from one valley to another to circumvent the most difficult of the mountainous terrain.

Yes a DC30 is a bit of a challenge for the low tier. But you are mythic and do things like Surge


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 50/50* | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +3* | Perc +5* | Speed 30ft* | Mythic Power 11/11, Channel positive energy 5/5 (DC16), Rebuke death 7/7, CLWW 47/50 | Active Conditions: +1 to all skill/ability checks.

Accompanied by the others, Kyra makes some inquiries as she explores Eto.

Diplomacy, Heroic Skills, Enhanced Diplomacy: 1d20 + 9 + 1 + 2 ⇒ (12) + 9 + 1 + 2 = 24

If there are any assists, I will add more info later; for now, here's what she says:

"Friends, I have heard witnesses seeing a rather tipsy Nefti playing the flute in various taverns throughout Eto over the past several weeks. He hasn’t been seen for three days. As well, a man matching Kafar’s description recently visited a local herbalist and apothecary... several caravan guards in the city overheard both of them complaining to one another about the Aspis Consortium..."


”Seltyiel” | Male LN Half-elf Sage-blessed Magus 4 | HP 47/47 | AC 17, T 13, FF 14 | CMB +6 CMD 18 | F +7 R +5 W +6 (+2 vs. enchantments) | Init +7 | Perc +2 SM +0 | Speed 30ft | arcane pool 3/5 | Mythic Power: 10/11 | 2nd-glitterdust, mirror image; 1st-enlarge person, grease, shocking grasp (2) | Active Conditions: endure elements (wand)

Diplomacy (aid), DC10: 1d20 - 1 ⇒ (16) - 1 = 15

The gruff elf accompanies Kyra in her informal inquiry for relevant knowledge. Not being the best people person, he... makes her more appealing by comparison. Every time he opens his mouth she smooths it over and re-asks questions in a manner delightful to passerby.

Adding on to her report to the other Pathfinders, he recalls additional information they came across.

The Pillars of the Sun have long been an isolated place, and interspecies competition has honed the abilities of its monstrous inhabitants. Even creatures that are typically harmless in other ecosystems can be deadly here, and some are said to have truly extraordinary power.

No Kn (geo) here.


This is one of those times where you could surge the result and use up one of your mythic points. So you are at a 26 with the assist. You could burn the mythic point and add a d6 to that and try to get the 30. The odds are at 50% at this point. Or you can save your mythic points for later, you never know when you might need them.


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 50/50* | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +3* | Perc +5* | Speed 30ft* | Mythic Power 11/11, Channel positive energy 5/5 (DC16), Rebuke death 7/7, CLWW 47/50 | Active Conditions: +1 to all skill/ability checks.

Since this is Sunday I'd like to see if two more assists will come at some point on Mon AM before burning Mythic already... :P

Grand Lodge

Male Halfling Sorcerer 3 HP 13/29 AC 14 Tch 14, FF 11; F: +1, R: +5, W: +4; Init: +5, Perc +2, SM +0; Active Conditions: none

Ray watches Kyra collect information like an expert, and lends a hand making a few introductions to some of the seedier contacts.

I'll provide an assist.

Diplomacy, gather info: 1d20 + 10 ⇒ (3) + 10 = 13

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 18/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

I'll attempt to get that other Aid. Khargrom has no Geography either. I still need to add the Mythic stuff since the chronicles changed what I was planning to do. I'll get that updated today, but nothing I do will change my Diplomacy roll... especially with how bad that was.

Diplomacy Aid DC 10: 1d20 + 2 ⇒ (2) + 2 = 4

Khargrom just seems annoyed at needing to ask around for information. Maybe he needs more sleep? Maybe he is still peeved two gems were stolen from under their noses? Maybe... maybe he is just having a bad beard day.

Liberty's Edge

M Half Orc Barbarian / 5 HP 7 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round, 18 in Rage ) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 13 MP 9 / 7

Diplomacy: 1d20 + 0 ⇒ (9) + 0 = 9
Don't have Know Geo, But I will burn a mystic point if all we need is one more assist.
Bossk being too busy drinking than actually asking about the information, find out nothing of much use.

If Mystic point is used:

enhanced Diplomacy: 9 + 1d6 ⇒ 9 + (5) = 14
But the last drinking buddy Bossk meets did have something to talk about.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 18/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom thinks for a bit after the briefing, finally breaking out of his fugue. "How's de heat? We need magic for it? What about camels, will dey be usable in the mountains or should we leave em behind?"


As Bossk is the first to burn a mythic point he learns a valuable clue about the thieves (under the 30 spoiler).

Amenopheus considers Khargrom's question, "I think it best to leave any pack animals here and well cared for, plus I can only transport so many people in a teleport."

"Anyone have any more questions for me before we teleport out?"

Liberty's Edge

M Half Orc Barbarian / 5 HP 7 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round, 18 in Rage ) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 13 MP 9 / 7

"Don't worry about the heat Khargrom, as long as someone can use my new endure elements wand."

Says Bossk standing there in his new +1 Mithral Breastplate, and holding his new +1 Mithral Falchion in hand. He is very shiny.

"How do we get back or call you when we are done? Do you know who else might be after the gems?
If you don't mind using the wand on us before we leave Amenopheus."

Bossk has not bought anything in a very long time. And went on a buying spree.


Bossk Sharptooth wrote:

"Don't worry about the heat Khargrom, as long as someone can use my new endure elements wand."

"How do we get back or call you when we are done? Do you know who else might be after the gems?
If you don't mind using the wand on us before we leave Amenopheus."

Amenopheus adds, "WE're going to the mountains so the heat shouldn't be any problem. And did you pay attention a moment ago there Bossk, you're coming with ME! You don't have to call me, you can just turn around and there I'll be staring back at your next dum... silly question. Again with the comprehension, what did I expect from a barbarian, the Diamond Sage wants the gems and somehow the Aspis Consortium is involved as well. That is what we are going to find out."

"Now if you all are ready. We don't have time to sit around while the bad guys get away with the gems. We have to chase them down."

If there are no further questions, we are heading off to the next stop on the choo-choo train.

Liberty's Edge

M Half Orc Barbarian / 5 HP 7 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round, 18 in Rage ) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 13 MP 9 / 7

Squinting his eyes, he give a cold stare at the wizard.
No it's to early to get blood on my new armor. he thinks to himself.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 18/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom looks at the half-orc after the browbeating and mouths, it ain't worth it.

"Yeah boss, ready to crack some heads. Ain't nobody steals from us."


”Seltyiel” | Male LN Half-elf Sage-blessed Magus 4 | HP 47/47 | AC 17, T 13, FF 14 | CMB +6 CMD 18 | F +7 R +5 W +6 (+2 vs. enchantments) | Init +7 | Perc +2 SM +0 | Speed 30ft | arcane pool 3/5 | Mythic Power: 10/11 | 2nd-glitterdust, mirror image; 1st-enlarge person, grease, shocking grasp (2) | Active Conditions: endure elements (wand)

Seltyiel looks like he's going to ask a follow up question when Bossk starts in. After Amenopheus dresses him down, he zips up tight and takes a subtle step back.

Yup, nothing else. We'd best be heading out!


Once you are prepared to leave Eto, Amenopheus teleports the group to the northern edge of the Pillars of the Sun. There, just as the sun is peaking over the horizon, he and you are able to find the path Kafar and Nefti used to enter the mountains.

Temperatures continue to rise all through the morning, and after four hours of travel, the group reaches a place where the winding path through the spires splits.

The tracks make it appear that Kafar and Nefti split up and traveled in separate directions. Without knowing which of the two agents has the sage jewels or whether they too have been split up, Amenopheus decides that the best choice is to split up. Assuring you that he will remain in contact with you (gives a sideways glance at Bossk), he sends you down one path, and he travels in the other direction.

Your path leads you to a series of switchbacks that ascend the steep side of a gorge, and approximately one hour after Amenopheus’s departure, you reach an immense cliff where the tracks simply end.

Perceptions:

Anthony (Yoon?): 1d20 + 0 ⇒ (4) + 0 = 4
Bossk: 1d20 + 7 ⇒ (13) + 7 = 20 (darkvision, scent when raging)
Khargrom: 1d20 + 9 ⇒ (17) + 9 = 26 (darkvision, +2 traps, +2 stonework, +4 stonetraps)
Kyra: 1d20 + 7 ⇒ (1) + 7 = 8 (darkvision)
Ray: 1d20 + 2 ⇒ (6) + 2 = 8
Seltyiel: 1d20 + 2 ⇒ (18) + 2 = 20

Perception or Survival DC 20:
You reveal a crevice in the rock face that leads to a trap door that descends deep underground.

Make sure I got your perception modifiers right for your new levels/classes as this will be copy and pasted many times again. And if you ever want to surge a roll, just pop in a post real quick and roll the d6.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 18/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Looks correct! Thanks for doing that updating and managing perceptions for us.

Khargrom points out the obvious (at least to him) crevice, "Look here, there's a hidden trapdoor behind this little gap in the rock. Must have gone inside."

He checks the trapdoor for traps (obviously, why else call it that?) and then quietly pulls it open. If nothing stops him at that point, he will quietly slink inside, dart drawn and buckler up.

Stealth: 1d20 + 9 ⇒ (4) + 9 = 13


Everyone has the opportunity to make a bonus Survival check while you were following the tracks to see if you able to follow efficiently.

Also everyone give me two Fortitude saves while you were trying to avoid the very hot conditions. You could also mitigate that with Endure Elements or other abilities. If you are using a spell, mark it off your spells or wands.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 18/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Earlier Then

Khargrom pulls out a wand and asks Kyra to cast it on him, "Dis'll help wid da heat. Help yourself to a use."

He hands her a second wand, "And use dis one if I get hurt."

First Wand, Endure Elements, 48/50 charges remain. Second wand is CLW, currently at 31/50 charges.

_________________________

While following footsteps

Survival: 1d20 + 2 ⇒ (14) + 2 = 16


”Seltyiel” | Male LN Half-elf Sage-blessed Magus 4 | HP 47/47 | AC 17, T 13, FF 14 | CMB +6 CMD 18 | F +7 R +5 W +6 (+2 vs. enchantments) | Init +7 | Perc +2 SM +0 | Speed 30ft | arcane pool 3/5 | Mythic Power: 10/11 | 2nd-glitterdust, mirror image; 1st-enlarge person, grease, shocking grasp (2) | Active Conditions: endure elements (wand)

Survival: 1d20 ⇒ 6
Fortitude: 1d20 + 7 ⇒ (7) + 7 = 14
Fortitude: 1d20 + 7 ⇒ (9) + 7 = 16

The elf can’t make heads or tails of which are the distinct tracks. He stops to pull out a dry rag to wipe the sweat from his brow as he enters the passage.

I... hope this doesn’t go on too long.

Liberty's Edge

M Half Orc Barbarian / 5 HP 7 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round, 18 in Rage ) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 13 MP 9 / 7

After Amenopheus heads off down his path. Bossk turns to the path "Pifft, That is what I thought, you better keep walking wizard." he says under his breath.
Bossk take a knee and looks for tracks.
Survival: 1d20 + 6 ⇒ (5) + 6 = 11
But can't out anything. His mind is still fantasizing about how it would feel to have his hands on the wizards neck, and just squeezing the wizards neck until the life left his eyes.

"Kyra can you use my wand on me?" As he hands her his endure elements wand to her.
"Anybody else need this? Seltyiel go ahead and take a charge."

Endure elements wand now at 49 charges, just let me know how many more uses.

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