#0-13: The Prince of Augustana [Tier 1-2] by GM Rutseg (Inactive)

Game Master Balacertar

Augustana maps
Chronicles


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Iron Gods: Iron maps;

After a hurried summons to the Grand Lodge in Absalom, a quick conversation with Venture-Captain Alissa Moldreserva, and a wet, stormy trip across the Inner Sea to Andoran, the small, warm Pathfinder Lodge in Augustana is a welcome break from travel. "I can’t believe we are wasting our time on this matter,” says Caudron Wallace, the venture-captain of Augustana as he paces the main hall. “Frankly, I want as little to do with it as possible, so I’m passing it on to you.” Wallace nods toward a door at the back of the room. “The vagrant through there was found collapsed on our front steps gripping a wayfinder of all things. We still don’t know who he is. Talk to him, for the tale he tells is amazing if true, and then come back here.

Most PFS scenarios begin with a venture captain doing a briefing that quickly sets the goals of your mission. This is usually a good moment to introduce your character as the group assembles together. Then you usually have the opportunity to ask questions to the captain about the exposed mission.

Liberty's Edge

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Male Dwarf 1

With boots clanking on the ground and his flail making noise hanging by his side, Strom planted his feet in front of one of the tables. Scanning it for some ale or what not, he failed to find any and grumbled. He rubbed his hands, trying to warm them up a little and spoke. "At least it's nice and warm here. A nice change from the ship." The dwarf looked sturdy and energetic, despite having had such a long journey."Talk to him we will, but do you have some food and ale perhaps, in the meantime?"


Iron Gods: Iron maps;

"Oh well, I have forgotten how it is to work with dwarves" the venture-captain makes a gesture towards Strom "I will request some drinks while you proceed to inspect the case"

Caudron Wallace points towards a door at the back of the room inviting you, or more precisely pushing you, to move to the adjacent room.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Terval mutters under his breath: "How it works with dwarves? Pah! I barely had time for my second breakfast before coming here and now I shall get to the crux of this matter on an empty stomach. The society is clearly going south."

The halfling pushes his hands in the pockets of his yellow vest and wlks toward the doors, not taking even a second look towards the incompetent venture captain.


Iron Gods: Iron maps;

Entering the room at the back of the main hall, you find a small sitting room with six comfortable chairs and a few bookshelves filled with the latest Pathfinder Chronicles. An old, withered man sits in one of the chairs, half-dozing when you enter. His skin is shockingly pale and his features are sharp with high cheekbones and a jutting chin. Despite his incredibly filthy visage, matted white hair, and infirmity, when he awakes and regards you he does so with a look of absolute, confident superiority.

"My loyal subjects, welcome! I know that some of you might not recognize me in my current state, but it is truly me, Gandros, the long-lost Prince of Augustana. I have been in hiding since the untimely death of my father, the Emperor, preparing for my return to glory. Unfortunately, I bear ill news. The army I have been gathering in the other world has been infiltrated by agents of our enemies. When last I called my forces together for inspection, dark assassins attacked me and I barely escaped with my life." he takes this opportunity to roll up his sleeve and reveals a series of recently inflicted claw and tooth marks on his right forearm. He then launches into a breathless retelling of how he came to be in the Lodge, without pause or acknowledgement of interruptions "I fled back through the magic portal to this realm. Grievously wounded, and with the assassins in close pursuit, I leapt into the dark river. I floated past the Almsman’s Sanctuary, but couldn’t climb out of the water. I did manage to grab one of the bridges, but a plank fell in with me. I held on for dear life and continued to drift downstream. I went over a waterfall and then emerged in the lake of ships and crawled to shore. Augustana has changed since I last walked my city’s bright streets, but I managed to find this house, bearing the symbol of my father’s empire." he holds up a wayfinder hanging from a chain around his neck "I knew I would find help here! If you remove the threat from my kingdom below and help restore me to my rightful place as Emperor of Andoran, I will grant you any boon within my power!"

You all recognize the symbol in the wayfinder as the Glyph of the Open Road, the heraldic of the Pathfinder Society that dates back to legendary Durvin Gest exploration of Azlant.

At that point a redheaded halfling female enters the room and serves you with a mug of beer and a couple of pastries for each of you. "Courtesy of the Venture Captain Caudron" she smiles and leaves.

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

Hrothman snags a mug of beer and sips it daintily, then sighs, "I don't know anything about this Augustana you talk about. And you mention an. . . other world? What other world, pray tell? Old chap, this is very strange, very strange indeed."

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Throughout the group's entrance into the lodge and subsequent movement into small sitting room, the slender human in the long leather coat and with a pair of workman's goggles on his forehead has just been shuffling the deck of card in his hands. The occasional small flicker of a smile crossing his face as the interaction with the Dwarf's demands for ale or the Halfling's complaints about not having had his requisite number of morning meals happen.

As they've traveled together, the man introduced himself as Brandlemore DelFey, but invited the others to refer to him as Brand.

As they enter the sitting room, Brand takes a seat at the table, continuing to shuffle his cards even throughout the supposed prince's tale.

As the possible prince is speaking, Brand tries to pick out details in what he hears of this "other world" to determine if it might sound like anything he knows of other planes of existence.

Knowledge: Planes: 1d20 + 6 ⇒ (1) + 6 = 7

Following the Half-Orc's questions, Brand simply adds, while dealing out a hand of cards to himself and the prince, "And perhaps over this next hand you might want to tell me a bit more about your dear, deceased father? Some details of what brought about his fall? What threats might still exist in your kingdom, that sort of thing. Oh, and could you kindly remind me of his full name? I'm afraid these details sometimes slip my mind," and Brand looks at his hand of cards.

Profession: Gambler: 1d20 + 4 ⇒ (18) + 4 = 22

Ooo, should've wagered some coin on this hand," he thinks, looking at the excellent cards he's dealt himself.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Terval begins to see the wisdom in the venture captains words. "Clearly he is some lost field agent who went bonkers on his mission."

Terval is trying to map the locations the man named to real world locations.

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

Leena will step up to fireplace and attempts to warm up and get a little dryer from their journey. She takes a the seat and accepting the halfling's offering. "Thank you Dear" She takes a quick bite and sip.

Hmmm well this should at least be interesting.


Iron Gods: Iron maps;

Brand:
You think the reference to the Other World accounts to the River of Souls.

The reference to Augustana is clear. That is the name of the coastal city you are in: Augustana

As you speak up and direct your questions the man looks up and raises his chin looking to side and side without answering you.

Sense Motive or K. nobility DC 12* (* = you can take 10):

Gandros seems to have a pride of himself equal to his title and seems he is ignoring you because you are not addressing him appropriately. You think using titles when speaking to him, such as “My Prince” or “My Liege” or “Your Royal Highness” would work great to win his collaboration.

Trying to interpret locations in the story...

K. geography, Survival or Sense Motives DC 15*:

The lake of ships must refer to the docks. By the directions given it would seem he went all through the sewers until he emerged there.
The kingdom below might be also a reference to the sewers.

K. geography or K. local DC 20:

Almsman’s Sanctuary makes you remember something you recently read in a chronicle or a chat you had in the ship. A man called Almsman has recently started providing sanctuary and assistance to the city’s beggars. He is a mysterious figure who wears a mask, but most folk believe he is a priest. Most of the city’s poor do not know where his sanctuary is—those who do know won’t tell.

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Hmm, confused puppy head tilt wasn't quite what I was hoping for. Figured if I could get him to identify a name for his father, that might at least give us some inkling of the plausibility of his story. Still, I did get something from his ranting,"

"River of souls," Brand begins, "the dark river, the Alsman. Leads from here to Pharasma's Boneyard."

Sense Motives: 1d20 + 0 ⇒ (17) + 0 = 17

Pondering it some more, Brand plays out his own cards as well as the hand he'd dealt to the prince while saying, "The whole lake of ships thing might well be the docks. And as much as I regret to say it, this 'kingdom below' just might be the sewers." As he wins the hand of cards, he says, "Best gather your nose plugs."

Liberty's Edge

Male Dwarf 1

As soon as the halfling brings some ale and pastries, Strom helps himself to some servings. A little bit more than his share even. Dividing his attention equally between his food, drink and the tale that is told by the man. He listens intently to the story, trying to make sense of it all.

Survival: 1d20 + 5 ⇒ (6) + 5 = 11 Strom hopes to gather some clues about the way the man ended up here.

"Sewers.. not a pleasant place but the stench'll fade after a few days. Nothing we can't handle.", Strom says while replying to Brand.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Sense Motives: 1d20 + 1 ⇒ (3) + 1 = 4

Unfortunately Terval does not know enough about the local buildings to come up with any sensible explanation, but the other soon clear up the confusion. "Sewers? Sigh, is this really necessary."

Then he turns back to the prince. "Your highness, we are very sorry to hear about your ordeals.Of course we are willing to help you defeat these intruders. But maybe you can tell us a bit more details about these dark assassins, so that we meet them well prepared?"

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

Survival: 1d20 ⇒ 1
Leena has zero clue on how or where everything from his story on how he got up to here. Thankfully her other companions could figure it out.

Sewers, why must it be the sewers. Lenna takes a moment to compose herself. "But I suppose it could be worse, and I suppose the life of adventurer is not always sunshine and rainbows.


Iron Gods: Iron maps;

Gandros seems to react to Terval's question where he ignored everyone else "Oh, at last someone properly educated. Well, young lad, let me explain you those dark assassins were treacherous ones. They kind that walk in the darkness of our world. Most vile than all, how otherwise would they deceive and attack the Emperor in such a way! They had humpbacks, and despite it, they moved quickly, fast, incredibly fast! They cut all my arms as you see while I was trying to escape them!"

Grand Lodge

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Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Having heard the exchange with Terval, Brand decides to change his approach.

"Your majesty," he says, slightly inclining his head as he shuffles the deck in preparation for another hand, "we would love nothing more than to see you restored to your rightful place on the throne." And he begins dealing out the next hand of cards.

Professsion: Gambler: 1d20 + 4 ⇒ (4) + 4 = 8

"However," he continues, "we are not as knowledgeable as your grace about the dangers we ay face. Are these treacherous enemies humans? Fey creatures? Demons? And do they fight with normal weapons? Magic? Maybe a combination of both?"

And he looks at the horrible hand he dealt himself and thinks, Definitely did not shuffle the deck enough.


Iron Gods: Iron maps;

Gandros smiles pleased by the deference the group starts to show "Humm, of course, these are dark assassins of the most treacherous nature. Do not doubt they have not only access to weapons but also powerful magic, how else would have they succeeded at tricking me and making me run of my kingdom?"

Heal DC 12*:

Although old man babble gives no clue, the injuries shown in his arms are clearly made by keen claws. By the marks you can also tell the attacker has four fingers.
DC 15
Spoiler:

By the angle of incidence they are product of a small creature or someone attacking while prone.

Observing the wayfinders in some of you the man insists "I beg you noble knights, in the name of Augustana and my father, the old Emperor, that you pay homage to your liege and defend the Kingdom from this despicable attack"

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

"Hrm,"Hrothman adjusts his hat and goggles, then strokes his chin, "I can think of no reason not to aid you in this, old chap, errr, yer majaisty. You can show us where the attackers are, then?"

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Terval looks at the other to see of there is any healer present. Finding the group likely lacking in ths regard he decides to take his own Look at the wounds of the prince but finds nothing of any interest.

Heal: 1d20 + 1 ⇒ (4) + 1 = 5

or did the star mean I have to be trained?

Liberty's Edge

Male Dwarf 1

Crazy as this story sounds, Strom for a moment thinks of the possibility that his man speaks the truth. That doesn't really make the situation any better.

He looks at his companions and speaks "Well, whether it's all true or not, our mission is to get to the bottom of this. We might as well get started. Maybe we should start at the docks and look for any sewer openings?"

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

Not sure if the man is telling the truth or just a raving mad man, she at least believes there is something in the sewers that warrants an investigation.

She turns to the Group "Hmmm, Why are we still sitting here. We Have assassins to weed out. We will get to the bottom of your Grace. To the docks then?

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

"Agreed, we should get going, Brand says as he finishes losing this most recent hand of cards. "Guess I'd better switch decks," and he puts his playing cards into an inner jacket pocket as he draws a Harrow deck from another pocket.[/b]"

"Everybody else ready to go?" he asks, standing up from the table.

Liberty's Edge

Male Dwarf 1

Nodding towards his companions and itching for something more adventurous than watching waves from a ship, which they've done for the past days, Strom heads out the room first. There, the venture-captain stands in wait.

"We've come to a decision to check out his story. We're off into.. The sewers. But first, another round of ale!", Strom marches off to the table and grabs one of the cups standing there.


Iron Gods: Iron maps;

During this adventure, a spoiler with * = take 10 is allowed for this roll.

Gandros nods to Hrothman "Of course good knight. Once I am recovered the Prince of Augustana will lead you to battle through the other world without hesitation."

Once you have taken resolve you head out of the room to find Venture-Captain Caudron Wallace waiting you "Hmmm... one round of beer shall be enough Strom Highbash. I would not like Pathfinder agents running drunk through the streets"

Then turning to all of you "What do you think? My diviners say that there is some truth to his story. There has never been a Prince of Augustana, nor an Emperor in Andoran, but the old fellow has a surprising amount of knowledge of the pre-revolution noble families of the city. He may be the lost scion of some noble line. If so, he’s fallen far. From the filth and stink on him when we found him, we’re fairly certain he’s been living in or near a sewer. The wayfinder is also a mystery, but for now, it makes him one of ours. However, I’m more interested in his supposed gate to the other world. If it exists, I want to know about it. Implausible as it may seem, I’m certain that his injuries were caused by otherworldly beings. We must take the possibility of a portal seriously. I don’t want to dirty my hands with this, but you don’t have that choice. Retrace the old man’s path through the sewers. The Almsman, whom he repeatedly mentions, is rumored to be an eccentric priest who runs some sort of hidden beggar’s sanctuary in the sewers. He may know where our prince’s portal is, if you can find him. But be warned; a local gang calling themselves the Steel Wyverns claims the sewers near the Almsman’s Sanctuary as their own territory."

Venture-Captain Wallace extends a map of the sewers over the table and shows you a spot on the map of the likely sewer outlet from which Gandros came. "It’s near the north end of the crowded Augustana harbor, near where the north harbor wall hits land. You might want to buy supplies and gather some extra information in town to learn a few additional bits of knowledge before venturing into the sewers"

K. local or K. nobility DC 15 (The Steel Wyverns):
The Steel Wyverns were once the most powerful criminal organization in the city, but they have been in decline for decades. Now they are a rag-tag gang of thugs and petty crooks. The wyverns prefer to fight with spiked chains, which they call “Wyvern stings.”

K. local DC 20 or K. religion (The Almsman):
The Almsman has recently started providing sanctuary and assistance to the city’s beggars. He is a mysterious figure who wears a mask, but most folk believe he is a priest. Most of the city’s poor do not know where his sanctuary is—those who do know won’t tell.

Any of this two rolls can be later attempted by gathering information around the city (Diplomacy) but will consume 1d4 hours for each attempt.

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Brand has none of those knowledge skills, so he'll try to diplomacize if we have to, but I'll hold off on that until we see if others can make these checks to save the party time.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Terval trys to come up with any information on the people mentioned, but doesn't remember much of use.

I don't have these skills either, but soem diplomacy for later

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

I have none of these skills either

"Ah, thank you my good chap. We will certainly investigate. Certainly" Hrothman carefully studies the map.

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

I do not have any of the skill either, and my diplomacy will not be much use.

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Assuming our Dwarf also does not have the skills, I'll post Brand's attempts to gather info as a spoiler.

Brand's Diplomacy Attempt:
Brand wandered to the nearest tavern. The ale and drinks don't entice him, the inebriated suckers do. Always a good chance to help some poor fool practice moderation by winning the rest of their drinking money. Why, it's practically charity when you think about it.

Brand found a table where he thought he might be able to get some info. A human who seemed to be decently into his cups as well as a Dwarven companion who seemed significantly more into his cups.

Brand fluidly slipped into an empty chair at their table while saying, "[b]This seat taken? No? Fancy a game of cards? Nothing better to pass the time and make new friends than cards. And I mean, if you want to put a little coin on the game, I suppose we could," that will just overlap his day job check mechanically.

As the play a few hands, Brand chats them up to ingratiate himself some more and then tries to, but by bit, pull out some information about the sewers and this gang and the Almsman and tries to casually bring up the idea of otherworldly occurrences he heard someone chatting about.

Diplomacy: 1d20 - 2 ⇒ (1) - 2 = -1

Seems he inadvertently offended them. Too much questioning too quickly, maybe? Perhaps they're just afraid of or friendly with the Almsman. Regardless, Brand is content to collect his winnings, bud them a good day, and leave the tavern pulling out his Harrow deck checking behind him a few times to make sure they didn't follow him out.

Took the liberty of adding some flavor text to make the skill check more interesting. Hope that's alright.


Iron Gods: Iron maps;

Assuming by your posts there are no further questions... Venture-Captain Caudron Wallace nods and gives you farewell "Don't make any crazy thing, in any case do not take risks that put you in danger. If you find the portal to another world, just come here and report. I will send an expert group of Pahtfinders more able to manage that sort of thing. And now, good bye and luck. For the Society!"

Once out of the Lodge you start moving your strands around the city, trying to look for more information.

Unsurprisingly, Brand decides to start his search at a tavern. The man is though more interested into finding a good gaming table than a good informant. He does discover little else than rumors about magistrate visits to the local brothel and that "House Naran and House Vaylen have founded the Bountiful Venture Company and they recently got rights to explore and exploit the resources in Ancorato island in Old Azlant. They are recruiting for colonists to build up a settlement in the place"

gather information hours: 1d4 ⇒ 4
Although Brand discovers nothing of use, his hands are good and wins a good sum of money making his rivals go home rather frustrated after 4 hours of hard gaming.

Others feel free to post Diplomacy rolls for a total 4 hours of questioning

Liberty's Edge

1 person marked this as a favorite.
Male Dwarf 1

As Strom strides out of the office together with his companions he mumbles "Hmph, what is he thinking? Asking us to come back after finding the portal to call in an expert group. What does he think, that we're errand boys?"

Slightly fuming Strom heads off to the local blacksmith and see if he's got some leads.

Diplomacy check: 1d20 ⇒ 7 Asking around at the local blacksmith for some leads.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

time Taken: 1d4 ⇒ 4
Diplomacy: 1d20 + 3 ⇒ (13) + 3 = 16

When the meeting is adjourned, Terval remembers that one of uncle Tergos Business partners, a ale merchant was hailing from Augustana. He pay the man a visit and try to find out a bit about the locals.

The man a Dwarf by the name of Badar is pleased to meet him and invites him in for lunch. They reminiscene about Tervals youth andhis mischievious nature easily losing track of time. Terval barely manages to free himself before the evening meal and return to the lodge.

So now I am allowed to open the spoiler about the steel wyvern correct?

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

time: 1d4 ⇒ 1
Diplomacy: 1d20 - 1 ⇒ (1) - 1 = 0

As Leena asks a vendor about portals in the sewer. She gets interrogated by a nearby guard. She spends the next hour clearing her name, convincing the guards she Pathfinder agent, and not speaking in code for illicit activities.

Hmmm maybe a should not start with dark portals in sewers and sound just as mad as the Prince

Leena hopes the others had better luck and figures her time might be better used to gather supplies for their expedition in the sewer.

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

Diplomacy: 1d20 - 1 ⇒ (3) - 1 = 2

Hrothman tries his hand at it, but finds himself continually unable to stay focused.

"Well, I'm not that type of rogue!"


Iron Gods: Iron maps;

Strom time: 1d4 ⇒ 4
Hrothman time: 1d4 ⇒ 2

Leena Diplomacy: 1d20 - 1 ⇒ (7) - 1 = 61d4 ⇒ 4
Hrothman Diplomacy: 1d20 - 1 ⇒ (8) - 1 = 71d4 ⇒ 3

It seems the Sanctum and the Steel Wyverns are very obscure topics or no one really wants to talk with you. After four hours of barely any result, you gather together. Leena takes a bit more time, but ultimately you are deceived to discover she just was entertained by the city guard.

Only Terval seems to have managed some answers to his questions about the Steel Wyverns. He retells they are a criminal party.
Everyone can open the spoiler about the Steel Wyverns now.
@Terval: Yes, once you make the Diplomacy roll you are expected to open the spoiler and explain the others what you find, preferably in your words, but if you are in a rush, copy & paste or telling them to unfold the spoiler are usually used by some players :)

Although with partial information, the group knows the mission cannot be further delayed. They move the the docks and start to look for the sewers exit that Grandos retold.

Perception:

Brand: 1d20 + 0 ⇒ (11) + 0 = 11
Hrothman (darkvision, +1 vs traps): 1d20 + 3 ⇒ (18) + 3 = 21
Leena Ridalla (low light vision): 1d20 + 2 ⇒ (4) + 2 = 6
Strom (darkvision): 1d20 + 1 ⇒ (1) + 1 = 2
Terval: 1d20 + 3 ⇒ (15) + 3 = 18

It is hard to see from land, but after half an hour of hard search, Hrothman points you to a pipe that extends under a breaker just when some sailors and passers by are starting to look at you suspiciously.

Following the pipe, you find out what seems a sewer outlet. It does not seem firmly anchored, and just a small combined effort of strength could open it.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

When Terval returns to the party he tells his fellow agents of his findings:
" The Steel wyverns, were once one of the biggest gangs in the cities, but times have been very tough lately. My friend would not know very much about them, but he told me they were famour for their spiked chains, which they used as main weapons."

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Feeling very ill prepared for their little adventure Terval still thinks there is nothing to do but press forward. "So shall we get inside?"

Terval will keep behind the fighters and cast light if it is necessary.

Liberty's Edge

Male Dwarf 1

Arriving at the docks with his friends, it was bustling with activity as you would expect from the docks. Filled with cargo crates, aromas of various nice things, such as spice, and aroma's of less pleasant things. As Strom trudges on, he notices some sailors keeping their eyes on them. Strange, adventurers are no uncommon sight in the docks, he thinks.

As they arrive at the pipe, Strom asks "Is this it? Do we go in here?" Somewhat hoping his companions tell him this is all a bad dream, he quickly realizes this must be it. "I can try and pry it open".

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

If permissible, I would like to have bought a filter scarf during the time getting supplies

Leena keeps an eye out as she walks down to the docks I am not too worried about those Steel Wyverns, we should be able to handle a few common ruffians. I am more worried about what could have came out of portal if there is one.

Leena turns to Strom This is it, not having second thoughts are you?. She takes a look at the outlet Do you need a hand with that?


Iron Gods: Iron maps;

Loosely encouraged by Terval and Leena, Strom decides to open the outlet. After some efforts I assume you Take 20 on Strength the outlet gives up to the tough dwarf. If he found the docks aroma to spices and salt was pleasant, what comes out of the pipe is completely contrary to that sensation.

Feeling the new aroma, Leena adjusts her recently bought filter scarf to her face.

The light of the day quickly dies into the pipe, but Brand and Strom darkvision allows them to see beyond. The first section of the tunnel is a major passage without any kind of walkway. The water flowing out to the docks' waters is revoltingly filthy. The effluvium's current is fairly swift, floating waste drifting at about 20 feet per round. The water flow is considerable here, with almost 5 feet depth.

Brand and Strom can see things get much better deeper in the tunnel. After the initial flow 100 feet long, the tunnel opens up with a lateral walkway through which you could easily walk in a line of one.

Both wading and swimming are good options to reach the walkway, while climbing through the tunnel walls would prove much more difficult due to the slippery surface but keep you away from the waste.

Wading will require a Strength DC 8 check to advance at half speed, if you fail by 5 or more, the current takes you (20 feet per round).
These are not calm waters, but they are neither rough, the Swim DC will be 12. Similarly, failing by 5 or more would mean being pushed back 20 feet per round. Remember with each check you swim 1/4 of your speed as a move action, or 1/2 of your speed if making the Swim check as a full round action.
Finally, Climbing through a "any surface with adequate handholds and footholds" is DC 15 plus 5 for slippery => DC 20.
Remember you will need multiple checks as you have to cover 100 feet length until you reach the walkway.
Although there is tension in the current situation, I will allow Take 10 here.

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

"Well, I see no reason to make this more difficult than it needs be-- though I wish I had brought a pair of waders along!"

With that he leads the way into the muck, wading.

STR check: 1d20 + 4 ⇒ (7) + 4 = 11
STR check: 1d20 + 4 ⇒ (17) + 4 = 21
STR check: 1d20 + 4 ⇒ (20) + 4 = 24
STR check: 1d20 + 4 ⇒ (15) + 4 = 19

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Brand looks over the situation, sigh, and pulls out both decks of cards (the Harrow and the playing cards) and holds them up above his head as he wades into the filth water staying a good 10 feet behind the Half-Orc.

Strength: 1d20 + 1 ⇒ (16) + 1 = 17
Strength: 1d20 + 1 ⇒ (15) + 1 = 16
Strength: 1d20 + 1 ⇒ (16) + 1 = 17
Strength: 1d20 + 1 ⇒ (16) + 1 = 17

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

After searching for a while Terval finds a place where the current is at his shallowest and manages to barely keep his head above the water while wading forward.
When the channels turns a bit deeper locally he is forced to revert to swimming.

STR 8: 1d20 - 1 ⇒ (20) - 1 = 19 --> 20
STR 8: 1d20 - 1 ⇒ (5) - 1 = 4 --> 20
Swimming 12: 1d20 - 1 ⇒ (20) - 1 = 19 --> 30
STR 8: 1d20 - 1 ⇒ (10) - 1 = 9 --> 50
STR 8: 1d20 - 1 ⇒ (10) - 1 = 9 --> 70
Swimming 12: 1d20 - 1 ⇒ (19) - 1 = 18 --> 80
STR 8: 1d20 - 1 ⇒ (20) - 1 = 19 --> 100

Cursing like a tiefling Terval arrives relatively easy on the other side after barely a minute.

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

Leena while waiting for Terval to get a good start, unfastens her sheathe for her katana and lifts it above her head before wading into the current.

STR: 1d20 + 3 ⇒ (12) + 3 = 15
STR: 1d20 + 3 ⇒ (8) + 3 = 11
STR: 1d20 + 3 ⇒ (20) + 3 = 23
STR: 1d20 + 3 ⇒ (16) + 3 = 19


Iron Gods: Iron maps;

Hrothman is the first one bold enough to brave the filthy waters. Full of determination he opens the way, setting foot in the walkway after avoiding the worst of the floating waste.

Brand does not want to be left behind and presses on behind, avoiding the waste as much as the first Pathfinder and eventually reaching the walkway too.

The little halfling has more trouble though. Wading quickly finds him with undesirable filth in his face and his short legs make his advance more difficult and adventurous. Eventually, a combination of sure footing and resolved swimming finds him reaching, breathless, at the walkway with the others.

Left behind to check on the passersby Leena and Storm are the last ones to wade. The considerable strength of both Pathfinders make them advance sure until they reach the walkway with the others.
To keep this moving I will assume Storm crosses with Take 10

The cloths soaked in filth water stink but also carry more potential unseen dangers.
You are exposed to filth fever, not likely affect the scenario because incubation period is 1d3 days and the damage caused can be healed with downtime rest, but you can roll Fortitude for fun

The walkway is 5 feet wide and the tunnel is 6 feet high from the walkway ground. The channel waters seems to have a depth of 5 feet for the time being. The walkway extends in the darkness in a straight passage for as long you can see.

Order of the march and lighting sources? Please narrating it in character would be appreciated.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

"So how do we proceed from here? I think there might be dangers haead or behind of us now at any turn. Therefore I would suggest that you Sir take the front?" Terval suggests to Strom.

" I could summon a magic light on your shield to help us better find our way."

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Fort for Fun: 1d20 + 2 ⇒ (14) + 2 = 16

"I'd certainly appreciate having a light out front," Brand says to both Terval and Strom, "helps me see where I'm throwing my cards," and he manages to twirl one of the Harrow cards around his fingers.

He then looks at his attire as if trying to figure out where he could tuck the playing cards as they're not for combat, but struggling to find dry pockets, simply lets out a sigh and keeps them in his left hand beneath the Harrow deck.

"I can stay towards the middle of the group," he offers. "I rather specialize in ranged combat."

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

Fort Save: 1d20 + 3 ⇒ (11) + 3 = 14

Leena refastens her scabbard around her waist. I can take the rear in case anything or anyone sneaks up behind us. Leena unsheathes her katana and casts Light upon it and then moves to the rear.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

"I could go second behind Strom. That way I can easily recast the light if its needed. DO you want it attached to your shield or should I cast it on my amulet so that it comes from behind you?"

Fortitude: 1d20 + 2 ⇒ (14) + 2 = 16

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

"do we need light? I do not. Storm? Anyways, I can go second my good chap- no worries there, I will want to be near the front to check the traps and open any locked doors. And so that my axe might cleave our enemies and send them to their afterloaves."

Hrothman had visions of enemies dispatched to the afterlife, and also, for some reason, of a nice crusty bread. . .

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