[PFS2, GameDay09] 1-08 Revolution on the Riverside (GM Watery Soup) (Inactive)

Game Master Watery Soup

Maps


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(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

The town of Artume is situated on the western bank of the River Sellen. At the center of the town are the feldspar cliffs that overlook the river and surrounding planes and the Gildtmede Keep that stands on top the cliffs. The upper slopes house the oldest and generally more wealthy families which many of have a hand in ranching or trade via the Sellen River. The rest of the town houses the businesses like inns, smithies, and bakeries as well as the people that work in these establishments, or who work on the fishing boats that sail on the river or the ranches and farms outside the town proper.

Under the keep are extensive waterworks where gnome engineers maintain and operate waterwheels that power hoists and other apparatuses which move merchandise between the docks and vaults within the cliffs. The population of Artume consists mostly of humans, a significant community of gnomes, and some half-elves and half-orcs.

You are all arriving in Artume by boat. Please introduce yourselves and roleplay to your heart's content; the game will begin on September 1, 2020.

Grand Archive

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NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Intro - boat swimming towards Artume

On the boats deck stands a figure. It does not do chores nor does it speak to anyone, simply looking into the horizon. The wind moves his coat as the sun is shining. They are not that far from their destination, at most a couple of hours until the details will be distinguishable on the land. So far the figure sees only some buildings and ships standing in the docks. The person is wearing leather boots, and dark trousers, his shirt is white, or maybe it was when he started the travel. His skin is dark gently falling into green, he clearly comes from Mwangi region. His pointy ears and bigger tusks clearly show that in his bloodline Orcish ancestry was present. As he turns one can see that his eyes are yellow and he clearly is not used to traveling on the water.

As he turns, as he is a man he reaches for his flute that he begins to play on, but quickly changes his mind as it does not make him feel better.

He hides his flute to his backpack that lies next to him. He took his all belongings in the morning hoping to leave this boat as soon as it reaches their destination. On his belt, he carries a sword and next to his backpack there is a bow with arrows and a small drum. On his belt the person carries some odd-looking lucky charm and a figurine of some animal. He has an onyx dog figurine and orc superstition feat

Vigilant Seal

Male Iruxi Ruffian 1 | HP 17/17| AC 18| F: +4*, R: +7, W: +6| Perc: +10 (E) | Speed 25ft | Hero Points 1/1 | Active conditions:

Barashk sits resting against the main mast of the boat, a dingy bag by his side. He wears a long leather overcoat, hiding the club hanging off if his hip. The hood he wears obscures most of his reptilian face, most importantly, it conceals his neck frills.

He notices the half-orc standing in front of him and stands.

"You, orc blood, what brings you to this middle of nowhere town?"

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

"Was it MAGIC!?" whispers an elderly elven man, white hair peeking out from underneath his hood. "Magic is in all things, yes, and all things are in magic. It surrounds us, permeates us, binds us together as it tears us apart, yes yes." A silver holy symbol of a face hangs over his comfortable clothes on a cord around his neck - one half polished brightly, the other dark with tarnish.

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun turns around hearing voice behind him, he focuses his yellow eyes focuses at the hooded person and begins to talk

"I came here to..." on which he turns around and throws up to the water. After a few seconds when the elf begins to talk about magic he turns around and responds

"Well what I did, did not felt magical at all. I am pathfinder and I got send here for some job. " He turns silent and take a solid sip of water. He looks at the Elf and again at the hooded person as his eyes catch something

"My name is Xun, Xun Saburo and what is your interest in Artume?"

Vigilant Seal

Male Iruxi Ruffian 1 | HP 17/17| AC 18| F: +4*, R: +7, W: +6| Perc: +10 (E) | Speed 25ft | Hero Points 1/1 | Active conditions:

"Name's Barashk" The lizardfolk says standing up. "Boss said I got a job for you. Make nice for the society and try to behave yourself." He then shrugs. "It seems a nice change of pace besides guard duty."

"See you're not one for the water" He says looking over the railing. "At least the fish are having a meal"

Grand Archive

F Seer elf, Wizard 1 HP 14 | AC 15 | Fort +5 | Ref +5 | Will +6 |Per +4

Another elf watches the small gathering from afar. She has warm, caramel colored skin and black hair with a bright blue streak on one side. She wears knee high brown leather traveling boots and wears a set of light grey robes. She also has a cloak - black on one side, white on the other. Runic symbols are etched along the hem of the cloak with black thread on the white side and white thread on the black side. He attire is spotlessly clean.

She remains quiet at first, but perks up at the mention of magic. Another magic user? How did I miss that before? She approaches the group and opens her mouth to speak just as Xun turns to vomit over the rail. Grimacing she stops dead and hovers a few steps away from the group, waiting to see if he's quite finished. By habit, she murmers softly and casts a spell and faint shimmer runs the length of her body, but nothing appears to have changed.

I just want to make sure this is allowed by the spell. My intent is that she casts prestidigitation to "clean" herself after the vomiting (though she was already quite clean because she casts it regularly, so nothing appears to change). I'd also like to say the blue streak in her hair is from prestidigitation. This is only just for flavor - I don't plan to use it to impact anything mechanically. Does that work?

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

The first elf grasps the medallion hanging around his neck with a long-fingered hand and likewise weaves a small piece of spellcraft. As if by magic, the liquid wrings itself out of the half-orc's clothing and joins the rest of the vomit in trickling hastily down the side of the boat and into the water. "A Finder of Paths, yes, but also a finder of magic, yes?" His voice carries the weight of centuries, but also a hint of child-like wonder that peeks out occasionally like a mouse from its den. "We seek, and we find, and we seek again - for there is no shortage of wonders to be had, yes. But tell me: do you seek..." He leans towards the iruxi as if to pass some secret message. "...magic?"

Grand Archive

F Seer elf, Wizard 1 HP 14 | AC 15 | Fort +5 | Ref +5 | Will +6 |Per +4

Elariel steps forward. "I seek magic. But, I have to disagree with you about your earlier point. I don't believe all things are magic. Some things are truly mundane and have to be infused with magic. If you fill a vessel with water, one would not say that the vessel itself is water."

Her eyes flick briefly to Barashk and Xun, but she does not otherwise acknowledge them.

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun spots what Maldlethu did and bows with gratitude.

"How we discuss it trying to get on the land over a cup of coffee. I got some from Osirion. Let me try to get some boiling water." speaks feeling a tad better.

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

"Yes yes, but do we add magic to things, or do we actually simply learn how to unlock the magic contained within?" Maldlethu answers sagely. "The power flows through us, yes, but does it come from within us or are we merely diverting a sliver of the inexorable flow moving through all things for a brief moment to accomplish our goals?"

He nods at the half-orc's suggestion. "I have heard of this coffee. It is said to sharpen the wit and hones the senses, yes? A most worthwhile endeavor indeed."

Grand Archive

F Seer elf, Wizard 1 HP 14 | AC 15 | Fort +5 | Ref +5 | Will +6 |Per +4

Elariel's face lights up at the mention of Osirion. "Oh! You have Osirion coffee? I will take some.'

She turns to the other elf agian. "I think it depends on the object. Some objects carry magic, of course, but I do think there are some things that are truly mundane. And thus boring." He has Osirion coffee! I wonder if he's from Osirion? Or maybe he has been there recently? I wonder how things are there?

Horizon Hunters

CG Male Goblin (Unbreakable) Rogue (Thief) 1┃hp 17/20AC 17 (+1 vs hazards)┃Fort +5 · Ref +9 · Will +6 (+1 vs to saves vs hazards)┃Per +6 · darkvision┃Speed 25┃ Acrobatics +7 · Deception +6 · Diplomacy +6 · Intimidation +6 · Absalom +2 · Pathfinder Society +2 · Scouting +2 · Medicine +4 · Nature +4 · Performance +6 · Stealth +7 · Thievery +7┃ Active ConditionsHero Points 1┃Twitchy (Initiative and hazards)

A previously unseen goblin, small and wide-eyed, steps out from the shadows. "Me could use some coffee too. Me named Reev, also in Pathfinders, also also part of your teem." Reev smiles and extends a small hand in greeting to each of his companions.

The goblin is friendly and he seems to laugh and smile easily.

"This boat ride is nice. Me like rivers more than oceans, that for sure." He turns his face up to the sun, squints, and soaks in the rays.

Reev has greenish skin and large, floppy ears. (His nickname, in fact, is Ears, and I invite everyone to call him that. He doesn't particularly like the nickname, but I do.) He carries twin dogslicers, and the swords — of distinctly goblin design and origin — seem to be as dissimilar as possible. If asked about the swords, Reev casually remarks, "Me call this one Terror, and this one is Harriet. Harriet meaner than Terror," he explains, matter-of-factly.

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

The sounds of armor, shield, and weapons precede the arrival of the champion who strides out of the hold and onto the deck of the boat with pride. The breastplate is polished, the shield displays the hammer of Torag (with spikes at the three ends), and the warhammer at their side appears well-made. They would be truly imposing, if they stood more than three-and-a-half feet tall. Strong hands remove the helm to reveal the dark green, mottled skin of a charhide goblin.

They survey the assemblage before them, smile at everyone in turn, and state in a low, scratchy voice, "Sorry for sleeping most of trip down below. I am Crunch. Pleased to be of service."

Looking up at Xun, they add cheerily, "Heard mention of coffee. Have sugar to share if others want."


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

The ship slides into dock as crews of gnome engineers operate hoists protruding from the cliffside overlooking the river. Large bundles of goods glide through the air at the end of sturdy ropes, down to ships at the docks and up to vaulted openings in the cliffside. Above the cliff, the white walls and towers of a keep reflect the morning sun. The ship sways gently in its berth as sailors ready a gangplank and throw ropes to dockhands.
Not long after the plank slams against the dock, a dwarven man strides up from below deck, dressed in a white shirt and a black vest. This is none
other than Venture-Captain Holgarin Smine. As he crosses his arms, toned by decades of hard work, he nods towards the town that spreads on the slopes around the keep, “Bet you’re eager to get on your way. The Society needs you to find an old lodge. I hear it’s northeast of the town. Learn any details you can about Kerinha Napsunar and report back to me."

DC 20 Society check #1:
Kerinha Napsunar was part of the Society 300-400 years ago, one of Durvin Gest’s peers. Pathfinder agents found out about her early exploits a few months back. She was politically savvy and willing to risk a lot for historical artifacts. For one, she established a smuggling ring in Rahadoum to save religious relics. She came here and founded a Pathfinder lodge, but no records of her exploits here remain.

"Also, a lot’s changed with the new king and all."

DC 20 Society check #2:
The old king, Drellis Artume, was assassinated two decades ago. A crusader by the name Sir Waike was made the regent. He tried to kill the pregnant Queen Sovella. She fled to a Milanite monastery called Everbloom. Waike turned into a monster, so eventually the populace rebelled with the support of the monks of Milani. Edryd, son of Drellis and Sovella, is now King Edryd.

"People don’t always like change. I’d like to know if there’s trouble brewing. I’ll be conducting some business in town. You can contact me at the River Steed Inn.” Smine points to a fancy three-story building that stands above the cliffside a bit south of the keep, “So that’s two missions: find the lodge and keep your ears open. Any questions?"

You can ask any questions of Smine, and if you'd like to attempt a Society check (#3!) to learn more about Artume or a Diplomacy check to learn directions to the lodge, please post your Society or Diplomacy modifier. These last two checks are secret checks - I will roll them, so that you won't know whether you've Succeeded or Critically Failed.

Vigilant Seal

Male Iruxi Ruffian 1 | HP 17/17| AC 18| F: +4*, R: +7, W: +6| Perc: +10 (E) | Speed 25ft | Hero Points 1/1 | Active conditions:

Diplomacy +5

Barashk waste no time and hits the streets trying to figure out the location of the lodge.

Horizon Hunters

CG Male Goblin (Unbreakable) Rogue (Thief) 1┃hp 17/20AC 17 (+1 vs hazards)┃Fort +5 · Ref +9 · Will +6 (+1 vs to saves vs hazards)┃Per +6 · darkvision┃Speed 25┃ Acrobatics +7 · Deception +6 · Diplomacy +6 · Intimidation +6 · Absalom +2 · Pathfinder Society +2 · Scouting +2 · Medicine +4 · Nature +4 · Performance +6 · Stealth +7 · Thievery +7┃ Active ConditionsHero Points 1┃Twitchy (Initiative and hazards)

Diplomacy +5

"Yessir! One question," Reev raises his hand, "who this Kerinha Napsunar and who is new king?" (Yes, I know that was two questions.)


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

"Kerinha Napsunar was part of the Society 300-400 years ago, one of Durvin Gest’s peers. Pathfinder agents found out about her early exploits a few months back. She was politically savvy and willing to risk a lot for historical artifacts. For one, she established a smuggling ring in Rahadoum to save religious relics. She came here and founded a Pathfinder lodge, but no records of her exploits here remain."

"The old king, Drellis Artume, was assassinated two decades ago. A crusader by the name Sir Waike was made the regent. He tried to kill the pregnant Queen Sovella. She fled to a Milanite monastery called Everbloom. Waike turned into a monster, so eventually the populace rebelled with the support of the monks of Milani. Edryd, son of Drellis and Sovella, is now King Edryd."

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

diplomacy +8, society is untrained ;) sorry I have my profile updated on laptop but I can only connect thorough my phone, tethering miles the connection here :( I will change profile on Saturday or Sunday

Xun offers coffee to all his allies.

"Sorry but I have no sugar" responds still not feeling well. He takes a sip from his cup as he observes the dockers in the harbor.

Xun takes his belongings to the shore and nods to Venture-Captain.

"Find the lodge and listen to rumors, got it." Says heading to some Inn to gather some information

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

Society +7

"Perhaps this Kerinha obscured her trail by means of magic..." the old elf murmurs excitedly.

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

Diplomacy +5, Society +0
Society: 1d20 ⇒ 7 and Society: 1d20 ⇒ 14

In a scratchy voice, Crunch pipes up, "How long ago was rebellion? Most people happy with new king?"

Seeing Xun headed for a nearby inn, Crunch nods in approval then tucks their helm under one arm and turns to amble along the docks. They lend a hand with a heavy crate here or there as a means of greasing the wheels of gossip among the workers.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

GM Screen:

Barashk Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18
Reev Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8
Xun Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
Crunch Diplomacy: 1d20 + 5 ⇒ (9) + 5 = 14

Meldlethu Society: 1d20 + 7 ⇒ (10) + 7 = 17
Crunch Society: 1d20 + 0 ⇒ (5) + 0 = 5

Crunch:
They know that everyone in the River Kingdoms hates nobles and rebellions are basically a popular pastime.

Meldlethu:
He knows the Six River Freedoms and gains a +1 circumstance bonus to checks to Make An Impression on people of the River Kingdoms any time they incorporate one of the Freedoms into their argument.

Barashk:
A scruffy-looking, lanky hunter scratches her
head and gives pretty accurate directions to the ruined village, granting you a +2 circumstance bonus to the upcoming Survival check to locate it.

I do not expect that characters will share information from spoilers by default. If you'd like to share the information, please repost it in character, or post OOC "spoiler open".

---

After poking around a bit, the group heads out of town.

Rolling plains stretch to the horizon outside Artume’s walls. The road leads north alongside the Sellen River. Smaller paths and side roads branch off towards the eastern plains, where mounted riders herd livestock across the grasslands. Beyond the grassy hills opens up a gloomy valley, where a snaking river flows sluggishly toward the Sellen. Over the centuries, the river has turned the valley into marshland.

Charting a path to the ruined village requires a DC 15 Survival check to Sense Direction. Only one PC can make the attempt, though one other PC can Aid them if they are also at least trained in Survival.
Note that, as typical for Sense Direction, the PCs take a –2 item penalty on this check if they do not have a compass. Some PCs have bonuses or penalties to this check based on their success or failure in the Diplomacy/Society checks, so please discuss who is making the check and who is Aiding.

Vigilant Seal

Male Iruxi Ruffian 1 | HP 17/17| AC 18| F: +4*, R: +7, W: +6| Perc: +10 (E) | Speed 25ft | Hero Points 1/1 | Active conditions:

Barahsk shares the information given to him by a scruffy-looking, lanky hunter. The directions are detailed and should lead to the ruined village.

Not sure if I can pass along the +2 circumstance bonus or not. I'm not trained in survival, so I will not be making the check

Grand Archive

F Seer elf, Wizard 1 HP 14 | AC 15 | Fort +5 | Ref +5 | Will +6 |Per +4

Sorry for my delayed response. I wrote a post, then the internet went down and ate it. The internet is finally up again. If it's not too late, she would have rolled a society check (+7).

Elariel looks doubtful. "Navigation is not my strong point. Hopefully one of you knows something about it? She murmers under her breath and smiles as steam again rises from the mug of coffee she has been slowly savoring. She takes a swallow and closes her eyes, savoring the warmth and the flavor. This reminds me of home!


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(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

GM Screen:

Elariel Society: 1d20 + 7 ⇒ (14) + 7 = 21

Elariel:
She knows the Six River Freedoms and gains a +1 circumstance bonus to checks to Make An Impression on people of the River Kingdoms any time they incorporate one of the Freedoms into their argument.

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun spent his time in Inn talking but not on the subject. He met worth his allies glad that they were more successful.

"I was never a tracker, even back home I got lost in jungles of mwangi. I could ask Loas for help. I know a story about a young traveler Mtumba who was navigating through the haunted swamps..."

no survival here, only or cleric has survival ;) but Xun has inspire competence cantrip which allows him to use performance to aid another. And my failure counts as success, so only critical failures do not aid. From what I remember the one doing the roll need to accept the aid before the roll is done so Xun will roll in spoiler.

inspire competence:

performance, Dc20: 1d20 + 8 ⇒ (2) + 8 = 10

"Maldlethu, hold this. It is a talisman to protect your from bad spirits"

Xun has root magic feat and he gives the talisman to our cleric

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

Maldlethu accepts Xun's gift with a smile. "Oho! Could it be magical protection?" He spends several minutes examining the herbs and oils within the pouch before hanging it from his belt. "The All-Seeing Eye sees all things, but I do not. Perhaps the magic of this talisman will become evident should we encounter any malevolent spirits."

I'll go ahead and roll the Survival check and let the GM add any bonuses or penalties that may apply. Is there a place in town where he could purchase a compass?

Survival: 1d20 + 7 ⇒ (8) + 7 = 15

"There are six rules, or agreements you could say, that are common throughout the River Kingdoms," the elf lectures as he leads the group through the wilderness outside of town. "There is the freedom of speech - though not freedom from the consequences of your speech, as many have discovered - summarized as 'Say what you will, I live free'. Another agreement is that 'Oathbreakers die', which seems somewhat redundant given the lack of reports of immortality in the area. Or perhaps it is a reflection of the fact that no mere mortal can avoid breaking their word at some point? Anyway, that is beside the point. You can travel anywhere in the River Kingdoms without fear of blockades or tolls thanks to the agreement 'Walk any road, sail any river', which prevents such things. Most anything else goes though, depending on the local ruler, though how they derive that meaning from 'Courts are for kings' is a bit beyond me. Well, most anything except for slavery that is. Everyone here seems to be in agreement that 'Slavery is an abomination'. While I suppose they could be clearer with something like 'slavery is not allowed here' or 'slavers die', I think the point comes across well enough, don't you? And lastly, remember that 'You have what you hold'. Stealing is frowned upon, but taking what you want through force is considered acceptable and perhaps even encouraged."

The elf pauses to tap the ground for emphasis. "Remember these agreements, and you may even find those who honor them to look upon you more favorably. Truly, even simple words like these have magic if you know how to use them."


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Maldlethu buys a compass (Please track this purchase on your character sheet) and leads the group into the woods.

After a long trek, the Pathfinders arrive at a ruined village, its name lost to time.

Nestled next to a lone hill is a drab-looking village where many of the houses have collapsed, sinking slowly into the morass. On a hillside, overlooking the village, resides a weathered, two-story house with a broken tower. The Pathfinders deduce that this vantage point would have been the perfect spot for a Lodge.

A dilapidated wooden house looms on the windy hillside. The empty window frames and doorways reveal the building’s dreary interior. An old tower juts upward from the building’s southwestern corner. Most of the lodge’s ceilings are 10 feet tall. The upper levels in the octagonal tower in the southwest have collapsed, leaving a space that is 30 feet tall.

Perception, DC 10:
The floors of the lodge are rotten; if anyone Strides two or more times during their turn, they must succeed at a DC 12 Reflex save at the end of each Stride or fall prone.

Please put yourselves in the yellow box on Slide 3. There is no light in the house, so please describe how your character will see (darkvision, torch, etc.)

Maldlethu, can you please fill out the information on Slide 2?

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

"Those six rules are long. Think "courts are for kings" reflect people's dislike of nobility, since they do not go to court much. And "you have what you hold" is their enjoyment of rebellion, but Captain Smine did not answer question about that."

Looking up at the house, they let out a dramatic sigh. "Another old structure - need of repair. Keep this up, can retire as carpenter."

Perception: 1d20 + 3 ⇒ (16) + 3 = 19

"Warning that floors are bad - no running."

Shield is up. Default exploration activity is defend.
Have darkvision.

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun would stand in the second row of agents. His natural low-light vision so far proving sufficient to see inside.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

"The floor does not look safe. It is rotten, and might not always be safe walk on."

Open the spoiler to read the details

Xun carries his drum in his hands.

Horizon Hunters

CG Male Goblin (Unbreakable) Rogue (Thief) 1┃hp 17/20AC 17 (+1 vs hazards)┃Fort +5 · Ref +9 · Will +6 (+1 vs to saves vs hazards)┃Per +6 · darkvision┃Speed 25┃ Acrobatics +7 · Deception +6 · Diplomacy +6 · Intimidation +6 · Absalom +2 · Pathfinder Society +2 · Scouting +2 · Medicine +4 · Nature +4 · Performance +6 · Stealth +7 · Thievery +7┃ Active ConditionsHero Points 1┃Twitchy (Initiative and hazards)

Perception: 1d20 + 4 ⇒ (9) + 4 = 13

"Could use bit of work," Reev whispers to Crunch, "but it remind me of home." At that, he draws his two mismatched dogslicers.

Reev's default exploration mode is Stealth, unless engaged in a social situation, in which case it is Deception. He has darkvision.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺
Xun Saburo wrote:
Xun would stand in the second row of agents. His natural low-light vision so far proving sufficient to see inside.

It's dark inside. I've only exposed the sections so far because I know some people have darkvision. Those without darkvision can't see anything.

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])
GM Watery Soup wrote:
Maldlethu, can you please fill out the information on Slide 2?

Either someone already filled it out for me, or the default is precisely what Maldlethu needed. Either way, good to go!

If nothing else, Maldlethus will use one of his torches to provide illumination. #NeverEnoughCantrips

Grand Archive

F Seer elf, Wizard 1 HP 14 | AC 15 | Fort +5 | Ref +5 | Will +6 |Per +4

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

"I can't see anything! Crunch, I'm going to make your shield glow." She moves up to Crunch and begins casting Light. She then scans the area, looking for magic.

Elariel does not think to check to see if Crunch gives assent to having light cast on their shield, but *I* want to make sure Crunch is okay with it, so I tried to leave it open for them to intervene if you so desire.

Exploration activity is Detect Magic.

Vigilant Seal

Male Iruxi Ruffian 1 | HP 17/17| AC 18| F: +4*, R: +7, W: +6| Perc: +10 (E) | Speed 25ft | Hero Points 1/1 | Active conditions:

Normal vision here and he will be searching.

Barashk waits for the wizard to cast her light spell before moving in.

Envoy's Alliance

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LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

You want to make the emblem of Torag glow and think Crunch will object?!? Quite the opposite, I'm afraid - they might start asking for that enhancement when it's completely unnecessary. :D


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

GM Screen:

Initiative (Xun): 1d20 + 4 ⇒ (8) + 4 = 12
Barashk (Perception): 1d20 + 6 ⇒ (1) + 6 = 7
Perception (Crunch): 1d20 + 3 ⇒ (5) + 3 = 8
Stealth (Reev): 1d20 + 7 ⇒ (2) + 7 = 9
Perception (Elariel): 1d20 + 4 ⇒ (10) + 4 = 14
Perception (Maldlethu): 1d20 + 7 ⇒ (4) + 7 = 11
Initiative (Hunting Spider): 1d20 + 7 ⇒ (17) + 7 = 24
Swarms: 1d20 + 4 ⇒ (4) + 4 = 8

As the group moves into the house, illuminating the dark corners, two spiders descend from the tower. Out of the corners, a horde of their babies coalesce into two swarms in preparation of their first meal.

The first spider (Red) descends, moves forward, and spits a web at Crunch.

Web: 1d20 + 7 ⇒ (14) + 7 = 21

The web hits. It doesn't do any damage, but Crunch is immobilized (Escape DC 17).

The second spider (Yellow) descends, moves forward, and spits a web at Xun.

Web: 1d20 + 7 ⇒ (5) + 7 = 12

Its saliva falls short.

Round 1!

Red Spider
Yellow Spider
Elariel
Xun
Maldlethu
Reev

Green Swarm
Blue Swarm
Crunch (immobilized)
Barashk

Recall Knowledge is Nature - there are two separate checks for the spiders and the swarms.

Remember the difficulty with Striding more than once.

Note that light gives normal light for 20', and dim light for another 20'. The swarms are currently hidden to all but those with darkvision, and the two spiders are concealed (20% miss chance) to those with normal vision (but not LLV and DV). If you have normal vision and are making a ranged attack further than 20' past the front line, please roll a d100 (DC 21).

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun begins to drum which fills the whole room with the music. You feel inspired to great deads, that could start with killing the spiders

Performance, DC15: 1d20 + 8 ⇒ (13) + 8 = 21 Inspire Courage + Lingering Composition. I passed the DC so Inspire Courage lasts 3 rounds. Each PC gains +1 to attack and +1 to damage

After reaching out for his music to aid his allies he calls out for loas. The corridor that he stands infills with a translucent light in which, if one looks, can see animal spirits and spirits of the dead.

He keeps on playing a slightly different rhythm that mixes with the ongoing one.

inspire competence : 1d10 + 8 ⇒ (6) + 8 = 14

1st: Inspire Courage + Lingering Composition
2nd: inspire competence - to aid recall knowledge to identify spider
3Rd: take out sword

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

Is Xun certain he wants to do that? You can only have one composition spell active at a time (at least until you take the lvl 6 Harmonize feat, so casting inspire competence would immediately nullify the lingering inspire courage.

Maldlethu’s smile is almost as bright as Crunch’s shield in the wake of Elariel’s spell. ”Excellent work!” he cheers. ”You too, Xun! Let us add even more magic to the mix!” The elf traces a single line in the air and adds a few smaller lines branching off before the rune glows brightly and sends a glowing line of ice streaking towards the reddish spider.

Ray of Frost, Inspire Courage: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Cold damage, IC: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

”And Crunch, let magic be your guide!”

Casting ray of frost [AA] on Red and guidance [A] on Crunch.

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

I was not aware of that, was certain that cantrips are not limited by that. Damn, if gm let's me I would change my last 2 actions, if not than not a big deal

Horizon Hunters

CG Male Goblin (Unbreakable) Rogue (Thief) 1┃hp 17/20AC 17 (+1 vs hazards)┃Fort +5 · Ref +9 · Will +6 (+1 vs to saves vs hazards)┃Per +6 · darkvision┃Speed 25┃ Acrobatics +7 · Deception +6 · Diplomacy +6 · Intimidation +6 · Absalom +2 · Pathfinder Society +2 · Scouting +2 · Medicine +4 · Nature +4 · Performance +6 · Stealth +7 · Thievery +7┃ Active ConditionsHero Points 1┃Twitchy (Initiative and hazards)

"Hold on, Crunch!" Reev shouts. He moves forward to protect his companion, and glares menacingly at both of the adult spiders and waves his swords around trying to look larger than he actually is.

Stride
Intimidating Glare vs red
Intimidation: 1d20 + 5 ⇒ (10) + 5 = 15

Intimidating Glare vs yellow
Intimidation: 1d20 + 5 ⇒ (3) + 5 = 8
I will use a Hero Point on this roll.
Intimidation: 1d20 + 5 ⇒ (20) + 5 = 25 Ok! Much better!

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

if he can change his 2 actions:

Xun chants for a moment using some of the magic gathered add he played and tosses one piece of rubble towards the spider

Telekinetic projectile@red, ic: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
damage, bludgeoning, ic: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Ha! I read your post, thought, 'I think you can only have one composition up at a time,' and then spent 10 minutes digging around AoN to try and find support for my position, gave up, and came back to the thread ready to allow it ... I should have just read the next post! LOL

Xun drums up some support for his allies, and sends a rock at Red, which hits it squarely on the head.

Maldlethu sends a ray of frost at Red, which also hits on the abdomen.

Reev saunters up and glares at the spiders. The Red spider is hesitant, but the Yellow spider is very wary.

Round 1!
Universal conditions: 20' of normal light, 20' dim light beyond; +1 to attack and damage (Inspire Courage round 1/3)

Red Spider (-12 hp, frightened 1)
Yellow Spider (frightened 2)
Elariel
Xun
Maldlethu
Reev
Green Swarm
Blue Swarm
Crunch (immobilized)
Barashk

Grand Archive

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F Seer elf, Wizard 1 HP 14 | AC 15 | Fort +5 | Ref +5 | Will +6 |Per +4
Crunch wrote:
You want to make the emblem of Torag glow and think Crunch will object?!? Quite the opposite, I'm afraid - they might start asking for that enhancement when it's completely unnecessary.

She will be happy to oblige!

"Beautiful work, Maldlethu!" Elariel takes a deep breath and goes very still, concentrating. A globe of green liquid coalesces between her hands and and then she pushes her palms forward, fingers spread, aiming at the spider directly in front of her.

Please don't embarrass yourself, please don't embarrass yourself, please don't embarrass yourself.

Acid Splash: 1d20 + 7 ⇒ (19) + 7 = 261d6 ⇒ 2

The spell seems to go off without hitch and she relaxes visibly.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Elariel lets a ball of acid fly from crossed fingers, and it lands true on the Red spider's back.

The baby spider swarms begin moving towards the group, and start crawling up peoples' legs. Both Stride x3 and cannot attack.

Round 1!

Red Spider (-12 hp, frightened 1)
Yellow Spider (frightened 2)
Elariel
Xun
Maldlethu
Reev
Green Swarm
Blue Swarm
Crunch (immobilized)
Barashk

Vigilant Seal

Male Iruxi Ruffian 1 | HP 17/17| AC 18| F: +4*, R: +7, W: +6| Perc: +10 (E) | Speed 25ft | Hero Points 1/1 | Active conditions:

Barashk wades through the swarm and strikes using his claws.

claws: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 3 ⇒ (1) + 3 = 4

If that drops it, doubt it, will use you're next as a reaction to attempt to demoralize the yellow spider, not sure if it will make a difference though. My ancestry allows me to intimidate losing auditory and gaining visual

You're next:

demoralize: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

Crunch draws their warhammer and smashes down on the swarm that surrounds them.
Warwammer: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 for 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 bludgeoning.

Satisfied with that blow, Crunch squats down slightly and then attempts to jump free of the sticky stuff holding them in place.
Athletic 17 w/ guidance: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
But no luck. The others can hear Crunch's scratchy voice swearing softly in goblin inside their helmet.

Horizon Hunters

CG Male Goblin (Unbreakable) Rogue (Thief) 1┃hp 17/20AC 17 (+1 vs hazards)┃Fort +5 · Ref +9 · Will +6 (+1 vs to saves vs hazards)┃Per +6 · darkvision┃Speed 25┃ Acrobatics +7 · Deception +6 · Diplomacy +6 · Intimidation +6 · Absalom +2 · Pathfinder Society +2 · Scouting +2 · Medicine +4 · Nature +4 · Performance +6 · Stealth +7 · Thievery +7┃ Active ConditionsHero Points 1┃Twitchy (Initiative and hazards)

@GM: did you miss the damage from Elariel's acid splash?

Grand Archive

1 person marked this as a favorite.
NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Elariel and Barashk should add +1 to attack and damage rolls

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet
Reev Ranzak wrote:
@GM: did you miss the damage from Elariel's acid splash?

Including its one point of splash. :)

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