Bossk Sharptooth |
"Why don't you pick on someone your own size."
Tossing the two silver coins on the women's cart as he walks past to get into the thugs face.
"I think it's time for you two to leave, NOW"
Intimidate: 1d20 + 7 ⇒ (1) + 7 = 8
But he still had some lettuce in his teeth which made him look funny.
I will move my avtar when I get home
Anthony Graves |
Anthony steps closer to the thugs while drawing a wand from behind his back, tapping himself. Then, he looks the thug in the face.
"Care to explain this little tantrum of yours?"
Casting Mage Armor and moving into melee. Map grid seems to be slightly off from the minis, so I'm not sure if I'm on the right spot.
GM Scott |
No worries, fixed the grid back to where is was supposed to be. FYI the google drawing app I use has full history so I can just run it backwards to a known good state and restore it, then see where people are moving.
Ray shoots his wad and misses.
Bossk fails to impress or intimidate his foe. It's almost like he is about to laugh at the attempt, like something was not at all right about it.
Anthony the thug replies "I've been looking forward to this job all day. You're a little tall to be one of the gang, but I see you're working with one of the little ones there." He gestures towards Ray.
Thug 1 red attempts to hit Bossk
melee sap: 1d20 + 2 ⇒ (6) + 2 = 8 miss
Thug 2 yellow attempts to hit Anthony
melee sap: 1d20 + 2 ⇒ (15) + 2 = 17 nonlethal damage: 1d6 + 2 ⇒ (5) + 2 = 7
Old lady moves to flank Anthony
melee sap: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13 miss
Alley -- Current Time (0:01)
Group conditions:
Round 1Thug 1 red - dmg;
Thug 2 yellow - dmg;
Old lady blue - dmg;
Khargrom - dmg;
Shukara - dmg;
Ephram - dmg;Round 2
Ray - dmg;
Bossk - dmg;
Anthony 7 NL dmg; Mage Armor (wand AC16)Bold may act.
Khargrom Shadowband |
Khargrom moves up behind the old lady, "Ach lass, that weren't smart. But I see ya ehn't trying to kill no-un, so I'll give ye the same regard." He snaps his sap off the belt clip and tries to give her a whack upside the head.
Move while drawing Sap, Attack Light Blue.
MW Sap + Flanking: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 for Bludgeoning/NL + Sneak Attack: 1d6 + 2 + 2d6 ⇒ (3) + 2 + (4, 1) = 10
Shukara Melkamnet |
Shukara charges yellow thug.
Unarmed Strike, Charge: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
bludgeoning dmg: 1d6 + 2 ⇒ (6) + 2 = 8
GM Scott |
Khargrom stomps up behind the old lady and misses.
Shukara charges the thug and also misses.
Ray not relying on the dice rolling gods lets loose with a missile that hits is mark with some force which seems to have pleased the dice gods with maximum damage.
Alley -- Current Time (0:01)
Group conditions:
Round 1Thug 1 red 5 dmg;
Thug 2 yellow - dmg;
Old lady blue - dmg;
Khargrom - dmg;
Shukara - dmg;Round 2
Ray - dmg;
Bossk - dmg;
Anthony 7 NL dmg; Mage Armor (wand AC16)Bold may act.
Bossk Sharptooth |
For a second Bossk stands there stunned that someone would dareto take a swing at him. The thugs action just start to make Bossk angry, real angry. And Bossk with pent up rage attacks the thug.
ATTACK MW Falchion: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
damage: 2d4 + 6 + 3 ⇒ (4, 3) + 6 + 3 = 16
dice+base+rage
22 rounds of Rage
GM Scott |
Bossk gets mad and hits the thug with great force and knocks him down.
Alley -- Current Time (0:01)
Group conditions:
Round 1
Thug 1 red21 dmg;
Thug 2 yellow - dmg;
Old lady blue - dmg;
Khargrom - dmg;
Shukara - dmg;Round 2
Ray - dmg;
Bossk - dmg;
Anthony 7 NL dmg; Mage Armor (wand AC16)Bold may act.
GM Scott |
Anthony delays.
Thug 2 seeing his intended victim just looking dazed and confused from the previous hit, presses the attack against Anthony.
melee sap: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 nonlethal damage: 1d6 + 2 + 1d6 + 1 ⇒ (6) + 2 + (2) + 1 = 11
and knocks him out cold then 5' steps over to "pick on someone his own size."
Old lady seeing her flanking buddy move over, also adjusts 5' over and attempts to "pick on someone her own size." Bossk.
melee sap: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19 nonlethal damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6
Alley -- Current Time (0:07)
Group conditions:
Round 2
Thug 1 red21 dmg;
Thug 2 yellow - dmg;
Old lady blue - dmg;
Khargrom - dmg;
Shukara - dmg;Round 3
Ray - dmg;
Bossk 6NL dmg; Raging (AC16?)
Anthony 9NL + 9 dmg; Mage Armor (wand AC16) UnconsciousBold may act.
Khargrom Shadowband |
Khargrom steps over next to the vicious old lady and yells to his allies, "Flank please!"
5-ft step, Standard to Ready to attack Light Blue if any ally moves into flanking.
Shukara Melkamnet |
Shukara attacks yellow thug then steps to the south.
Unarmed Strike flurry1: 1d20 + 1 ⇒ (4) + 1 = 5
bludgeoning dmg: 1d6 + 2 ⇒ (5) + 2 = 7
Unarmed Strike flurry2: 1d20 + 1 ⇒ (11) + 1 = 12
bludgeoning dmg: 1d6 + 2 ⇒ (3) + 2 = 5
Bossk Sharptooth |
Bossk being struck from behind by the woman. And seeing that it was only a minor hit.
"For that I am taking back my silver woman."
Taking a step to set the flank with the dwarf, Bossk swings with the flat of his blade.
ATTACK MW Falchion: 1d20 + 8 + 2 - 4 + 2 ⇒ (1) + 8 + 2 - 4 + 2 = 9
dice+base+rage-NL+flank
Non-lethal damage: 2d4 + 6 + 3 ⇒ (3, 4) + 6 + 3 = 16
Seeing his ax just pass through open space
For a poor woman she seems a little spry
21 Rage rounds
AC 16
GM Scott |
Khargrom moves over and calls for a flanking buddy. Which is soon provided by his buddy Bossk and allows him to get a solid hit on his mark.
Shukara is mocked by the dice gods and misses all her strikes.
Ray hits his target but feels like the dice gods are frowning on him once again.
Bossk misses in a spectacular fashion and hits the building next to him and destroys a bit of it. Looking at the building now, you think that was probably a good place for a new window anyway.
Anthony appears stable yet unconscious still.
Thug 2 feeling like he could just ignore the dwarf flailing about, moves to provide a flank for the old lady thus provoking an AoO from Shukara
AoO slap: 1d20 + 2 ⇒ (11) + 2 = 13 miss
She misses and he is able to circle around to sneak up behind Bossk and attempt to hit him.
melee sap: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 miss
Old lady
melee sap: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12 miss
Alley -- Current Time (0:13)
Group conditions:
Round 3
Thug 1 red21 dmg;
Thug 2 yellow - dmg;
Old lady blue 14NL + 1 dmg;
Khargrom - dmg;
Shukara - dmg;Round 4
Ray - dmg;
Bossk 6NL dmg; Raging (AC16?)
Anthony 9NL + 9 dmg; Mage Armor (wand AC16) Unconscious stableBold may act.
Khargrom Shadowband |
Khargrom tries to finish knocking out the jerk lady so that Bossk is less threatened and can take out the last thug.
Attack Light Blue
MW Sap + Flanking: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 for Bludgeoning/NL + Sneak Attack: 1d6 + 2 + 2d6 ⇒ (4) + 2 + (3, 5) = 14
GM Scott |
Khargrom easily hits his mark and knocks her unconscious letting Bossk focus on the guy that circled around behind him.
Alley -- Current Time (0:13)
Group conditions:
Round 3
Thug 1 red21 dmg;
Thug 2 yellow - dmg;
Old lady blue15NL + 14 dmg;
Khargrom - dmg;
Shukara - dmg;Round 4
Ray - dmg;
Bossk 6NL dmg; Raging (AC16?)
Anthony 9NL + 9 dmg; Mage Armor (wand AC16) Unconscious stableBold may act.
Shukara Melkamnet |
Shukara attempts to knock out the yellow thug.
Unarmed Strike nonlethal: 1d20 + 2 ⇒ (12) + 2 = 14
bludgeoning dmg: 1d6 + 2 ⇒ (5) + 2 = 7
Bossk Sharptooth |
Seeing that the wench has been knocked out, Bossk spins to face the thug who is trying to get the jump on him.
"You dare to try and sneak up on me!"
Bossk swings his ax forgetting to bring the blade to bare and strikes the thug with the flat of the blade.
ATTACK MW Falchion:: 1d20 + 8 + 2 - 4 + 2 ⇒ (18) + 8 + 2 - 4 + 2 = 26
dice+base+rage-NL+flank
Non-lethal damage:: 2d4 + 6 + 3 ⇒ (4, 3) + 6 + 3 = 16
20 Rage rounds
AC 16
GM Scott |
Shukara steps over Anthony to get closer to the Thug and misses again.
Bossk still mad lashes out at the sneaky Thug and connects, knocking him out.
Out of Combat.
Alley -- Current Time (0:13)
Group conditions:
Thug 1 red21 dmg;
Thug 2 yellow13 NL + 3 dmg;
Old lady blue15NL + 14 dmg;
Khargrom - dmg;
Shukara - dmg;
Ray - dmg;
Bossk 6NL dmg; Raging (AC16?)
Anthony 9NL + 9 dmg; Mage Armor (wand AC16) Unconscious stable
More to come.
GM Scott |
You are able to revive your fallen friend and heal up.
Once Naleth Hundredfingers believes the coast is clear, he emerges from his hiding spot, greets you, and asks if you’re friends of the scarred man. After you confirm this, he requests that you either escort him to Grandmaster Torch to deliver a message or deliver the message for him. His message is that “The Red Mantis is searching Eto for a scarred man.” When Torch hears this, he gives a noncommittal grunt and remarks that persistence does not guarantee a successful assassination.
Once you complete all of Grandmaster Torch’s tasks to his satisfaction (which you have), he fulfills his part of the bargain by giving you several old maps. One is a map of Osirion, clearly marking Eto and an unnamed site to the north. The second map has a much smaller scale and marks the route between Eto and the mystery location. The last sheet has a charcoal drawing that depicts two large rock outcroppings connected by a smooth wall with a single gate. It is entitled “Seeker’s Folly” and signed “V.L.”
Once you have had an opportunity to review the papers, Torch explains, “Those will take you where you want to go. Deviate from the path only if you know what you’re doing. Otherwise, stick to the landmarks.” He pauses to consider another thought. “Normally this is where I would say ‘pleasure doing business with you.’ However,” he adds with a grisly grin, “I’m going to throw you something extra for free—just because I’m such a caring individual. You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”
Thus ends Part 1.
Primary Success Condition Complete
The PCs successfully complete their main mission by fulfilling Grandmaster Torch’s tasks and receiving the maps to Seeker’s Folly. Doing so earns each PC 1 Prestige Point.
Secondary Success Condition Complete
The PCs successfully complete their secondary mission if they finish the scenario in possession of Amenopheus’s geode and are not caught sabotaging one of Grandmaster Torch’s missions more than once.
I'll get the chronicle sheets completed and posted. I'll recruit for another player to join and we can continue to part 2 in a couple days. You can do any standard PFS leveling up or purchases in the city between scenarios. If anyone doesn't want to continue or needs to drop out, please let me know as soon as possible so I can recruit more folks if needed.
Khargrom Shadowband |
Linguistics: 1d20 + 5 ⇒ (14) + 5 = 19
Once they leave, Khargrom shares what he noticed about the handwriting.
"Looks like Torch isn't a go-between on this one, he wrote the map himself."
Bossk Sharptooth |
Once out of ear shot of Torch.
"Torch gives nothing for 'free'. If the map is drawn by the same hand then perhaps he has been there already and needs us to uncover what is there since he was not able to."
Khargrom Shadowband |
Khargrom nods, "Das a good call, prolly true. Maybe he just wants us to do his dirteh work."
GM Scott |
Prepping all the things. Feel free to jump in and RP all ya like.
PART 2
A new day dawns in the Osirian trade city of Eto only hours following the meeting with Grandmaster Torch. In exchange for a handful of services, he delivered several maps and sketches of landmarks that collectively point the way to the last known resting place of one or more sage jewels—enchanted gems capable of storing memories of Osirion’s past and reviving the Sapphire Sage Amenopheus’s order. “Those will take you where you want to go,” Torch declared while handing over the maps. “Deviate from the path if you know what you’re doing.” As an afterthought, he added, “You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”
You have several items left over from your adventures in Eto, including half of a weathered geode, a magical sending stone they can use to contact Amenopheus. When he gave it to you, he informed you that it can transmit a message of several dozen words, to which he can then respond, but the stones will only work once; he requested that you only use it when you have found one of the sage jewels. He also gave you a field notebook containing helpful tricks for translating Ancient Osiriani and understanding the Jeweled Sages’ written codes.
Grandmaster Torch also gave you two maps of Osirion and a charcoal drawing. The first map clearly marks Eto and an unnamed site to the north. The second map has a much smaller scale and illustrates a winding route marked with many landmarks between Eto and the mystery location, though it’s clear that traveling in a straight line would be a faster, if more difficult, trip. An oasis is marked on this map near the final destination, and notes describe a marker stone nearby whose shadow at sunset points toward the ruins. The charcoal drawing depicts two large rock outcroppings connected by a smooth wall with a single gate. The drawing is entitled “Seeker’s Folly” and signed “V.L.”
Diplomacy (gather information) or Knowledge (local) You may ask around the Eto bazaar and the caravanserais for information about desert travel or any hint of their competition with the rival group.
You can pick up any needed supplies in town for the trip.
For the trip, you can follow the path marked or attempt to travel more quickly by either hiring mounts or taking shortcuts. You need to decide as a group which you would like to do.
Khargrom Shadowband |
Do we get an opportunity to ask Torch about anything or are we are starting beyond that point? If questions are allowed, he will simply ask for an estimate of the travel time.
Knowledge: Local: 1d20 + 5 ⇒ (6) + 5 = 11
Meeting up with the group after the last mission, you don't see a lot of change in the sneaky dwarf.
Any newcomers see that he is of average height (for a dwarf) with a lithe build and moves quietly when he walks. His clothes, chosen for subtlety, are a dark mottling of grey, black and tan colors. Hung from his belt are a black metal battleaxe and a finely crafted warhammer. Slung over his back is a bedroll and backpack. His dark brown hair and beard are an impressive length, but always secured tightly by brown leather ties.
He slams his ale down, "Anywun know anythin about this desert? I'm guessing hot? Should we get some magical protections? I say we take the route on da map, prolly a good reason fer it."
Heading out into a desert, I'd suggest we invest in potions of endure elements or a wand for the group. Don't forget water too. Thoughts on that or other things?
GM Scott |
BTW the common mounts available in this desert setting are Camels for 150g even though they are out of Ultimate Equipment. It will be legal for you to purchase one should you choose to.
Also we will be using Pathfinder RPG Mythic Adventures and Pathfinder Player Companion: Mythic Origins in Part 3 if you have them. They will be legal for use in the Part 3 CORE game as long as you are not playing a pregen, then we have other rules for you.
GM Scott |
Do we get an opportunity to ask Torch about anything or are we are starting beyond that point? If questions are allowed, he will simply ask for an estimate of the travel time.
We'll say you were able to ask him before you left the meeting. Torch will tell you that the place you seek is a long day of traveling away. You could take longer if you wanted and let the other team win but being the competitive sort you all are, you want to get there by tonight.
Khargrom Shadowband |
Khargrom looks through his pack, "Aha! I forgot about this thing. Bought it fer a mission up in da cold and never even used it. Tough dwarven blood saw me through. I say we give it a go and just set on out on foot. Less worry about bein' knocked offa mount that way."
He has a Wand of Endure Elements purchased for Part 3 of Shades of Ice, never even got used. He will let a caster use it on the group so they can keep going full speed.
Bossk Sharptooth |
Diplomacy: 1d20 + 0 ⇒ (13) + 0 = 13
"Yes, this harsh land can kill you as quick as someone's sword."
Bossk checks his pack for anything he might need.
Bossk will purchase a potion of Endure Elements and a camel (in case he needs a snack) and a ring of resistance +1, Military Saddle, feed for 2 days, and Saddlebag for a total of 2224.1 gp.
Anthony Graves |
Diplomacy: 1d20 - 1 ⇒ (16) - 1 = 15
Anthony is dressed in his usual garb of loose-fitting cloth trousers and an open vest, with protective bandages wrapped around his wrists and hands."This is going to be a wonderful opportunity. I've been a little behind in my training, and a trip to through the harsh environment will serve as a reminder of why it's important."
He smiles and nods to Shukara when he sees her. "And speaking of that, we really should spar some time. Your fighting style is something I haven't seen before in my travels."
Anthony will pick up a camel, a day's worth of feed, a saddle, a 2PP wand of cure light wounds, and a saddlebag.
Ray Hogan |
Diplomacy, Gather Info: 1d20 + 10 ⇒ (8) + 10 = 18
Thanks, Khargom - I was thinking to purchase the same wand, but since you have one I will get something else to use.
Ray spends some time in the marketplace, gathering good advice on travel in the desert and translating that into a shopping list.
As he struggles to carry his new items, a camel vendor flags him down and talks him into buying one of the large beasts. The man keeps calling Ray "Joe", despite numerous attempts to correct him, so Ray decides to call the camel "Joe" as a small private joke.
Ray makes the following purchases:
Backpack 2
Bedroll 0.2
5 map/scroll cases 10
Chalk (10) 1
Candles (10) 0.1
Flint & steel 1
Rations (5 days) 2.5
Rope, silk 50' 10
Spade,/shovel 2
Tent 10
Waterskin (3) 3
Acid (3) 30
Alchemist's fire (3) 60
Antitoxin (3) 150
Holy water (4) 100
Traveller's outfit 1
Saddlebags 4
Saddle, riding 10
Camel 150
TOTAL: 546.8
GM Scott |
So far it looks like three have chosen to purchase mounts for the ride and one is walking (20' speed) and two haven't chimed in and will be walking unless I read different before tomorrow. Your slowest speed will affect the outcome. If one of you is walking, there is no benefit to bringing camels and I will let you sell them back to the vendor, tack and all, for full price before you set out (even if you've already named it).
I will consider letting you ride two up on a camel but we will use the Mounted Movement Hustle rules where the driver and passenger get nonlethal damage and the mount takes lethal damage and all involved get the fatigued condition for the duration of the day being that it will be super uncomfortable. The first hour of hustle wont be free as you'll both be squished on a camel and the camel overloaded. And the fatigue will not go away with healing, only a full nights rest.
By the way, camels have 13hp so at most you could ride two-up is 3 hours before having to stop and heal everyone of 1 + 2 + 4 = 7hp damage.
I'm not pressuring anyone into buying a mount, it is really not required, you can and will make it on foot if you want. So don't feel like you need to waste money on a mount and tack that you might not ever use again in a scenario (except maybe the very next one you play).
Shukara Melkamnet |
Shukara follows Ray's lead and buys the same:
Ray makes the following purchases:
Backpack 2
Bedroll 0.2
5 map/scroll cases 10
Chalk (10) 1
Candles (10) 0.1
Flint & steel 1
Rations (5 days) 2.5
Rope, silk 50' 10
Spade,/shovel 2
Tent 10
Waterskin (3) 3
Acid (3) 30
Alchemist's fire (3) 60
Antitoxin (3) 150
Holy water (4) 100
Traveller's outfit 1
Saddlebags 4
Saddle, riding 10
Camel 150
TOTAL: 546.8
Khargrom Shadowband |
Seeing the trend and not having any major objections, Khargrom plunks his money down to purchase a camel as well, "Cousin o' mine said camels are betta then horses anyway, might as well give one a go and see."
Purchasing
Camel 150g
Riding Saddle 10g
Saddlebags 4g
2 days feed 10c
Total: 164g 10c
Khargrom Shadowband |
Vuldruk hasn't posted in gameplay yet and no posts since Friday so it's possible they haven't even seen anything we have said.
Ray Hogan |
Well, I was waiting to see if we had a choice 3. In any case, survival is not a strong skill for me despite the +1 from the marketplace, so I have to vote for follow the path.
Khargrom Shadowband |
Khargrom also voted to follow the map way back at the start, but he’ll abide by the majority decision.
GM Scott |
You are able to follow the path at a leisurely pace and locate all of the landmarks on the map. At midday you come upon an oasis. map is up
The oasis shimmers like a sapphire in the midday heat. Life clings around its edges tenaciously, with only a few hardy plants nestled amid the rocks managing to survive in patches around the area. Finches bathe in the water, resting on an abandoned harness. Trash and castoffs from travelers litter the area, and a small brick hearth is the only permanent fixture.
The water looks about a foot deep in the shallows and maybe 10 feet deep in the middle (it is hard to judge from the shore).
Anthony: 1d20 + 1 ⇒ (8) + 1 = 9
Bossk: 1d20 + 7 ⇒ (19) + 7 = 26 (darkvision, scent when raging)
Khargrom: 1d20 + 8 ⇒ (12) + 8 = 20 (darkvision, +1 traps, +2 stonework, +3 stonetraps)
Ray: 1d20 + 2 ⇒ (20) + 2 = 22
Shukara: 1d20 + 7 ⇒ (11) + 7 = 18 (darkvision)
Vuldruk: 1d20 + 6 ⇒ (2) + 6 = 8
Also make sure I have your perception modifiers right again if anything changed for you between scenarios.
Khargrom Shadowband |
Khargrom dismounts, ties up his camel and pulls his warhammer, "Got sometin over dere by da rocks. Sometin shiny and sometins else, maybe critters."
GM Scott |
Ray stays up on his camel in order to keep an eye out.
Quickly scanning Ray's character sheet and seeing his Ride/Handle Animal skill is lacking for controlling a non-battle trained mount in battle. Quickly scanning the rules on how fast/far a mount might run away when scared. He might make the "soft fall" DC or he might break his neck, that racial bonus to acrobatics might come into play. I can't wait to see what happens next.