PFS1e - #7-16 Faithless and Forgotten, Part 2: Lost Colony of Taldor (high tier) (Inactive)

Game Master MauveAvengr

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Sovereign Court

female Human
Spoiler:
AC 13/T12/FF11 HP 26/26 F+2 R+3 W+4 Init +6 Perception +9
Psychic (Rebirth) 4

.


The adventure begins back in Corentyn's Museum of History. The former courthouse rises above many of the other buildings within the High Quarter. The museum has endured the touch of time well, and it houses those artifacts from Corentyn's illustrious history that the Thrune regime has approved. Earlier, a courier sent by Ianareth Alazzrio - the new Chelish liaison to the Grand Lodge - informed the Pathfinders that a package provided by Athenaeum archaeologists awaits them at the museum and that they are to contact Zefiro Balinger, whom they met during their investigation into the ruined keep of House Davian.

Motes of dust float in the air as the midday sun shines through the skylights of the museum roof. Several scholars and students move about the bookshelves and display cases on the main floor and the balconies above, while some are hunched ovr tables piled with heavy tomes. Zefiro is in discussion with a colleague when he notices the visitors.

"Ah, you have returned. Welcome.". He shakes hands with everyone. "Right, we have that package for you." Zeifro beckons to a student at a nearby table. "Run up and fetch the Athenaeum materials from my office." He turns back from the student, through he occasionally glances nervously at the people going about their work about him.

"The ruin you're about to investigate is certainly a major discovery, and it's sure to earn great prestige for my colleagues at Egorian's Athenaeum. A lost colony of ancient Taldor right within the Kharijite province would certainly give our beloved empire a strong claim to the region." Zefiro steps a little closer and lowers his voice. "I would be very interested to discuss your findings when you return, with a bit more privacy. Come see me here in the evening and we can have a talk in my office."

Zefiro takes a step back as the student returns with the package. He hands it over to the Pathfinders. "If there's nothing else, I must get back to my duties."

He is able to answer a few questions. Also, feel free to re-introduce yourselves, if anything is new about your character, etc.


female
Spoiler:
AC 15/T12/FF13 HP 10/10 F+1 R+4 W+2 Init +2 SM +5 /Perception +4
Human Investigator/Psychic 1

Cassiopia Minksalais a small woman, with graceful limbs and elegant hands. She has a lightly tanned skin and very long hair in the colour of honey usually braided and pinned behind her head. Her most defining feature are her eyes, one is crystal blue, the other amber.

Cassiopia listens to the briefing and then thinks for a moment about the situation.
Knowledge History: 1d20 + 5 ⇒ (7) + 5 = 12
Knowledge Local: 1d20 + 9 ⇒ (2) + 9 = 11
Knowledge Geography: 1d20 + 5 ⇒ (9) + 5 = 14
Diplomacy Gather information: 1d20 + 13 ⇒ (9) + 13 = 22

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

Bahram's face opens up into a lopsided grin as Zefiro describes their next ruin. "This job is great, isn't it Cass?" He says with a wink to Cassiopia.

Bahram is a half-orc. Well muscled, great axe on his back, but with a more intelligent glint in his eye than one might expect. He's dressed in the light loose clothing of those who live in desert climes.

Looking back to Zefiro, leaning in conspiratorially as he accepts the package. "It sounds like you may have a personal interest. Is there anything in particular we should be looking for? And where did you say this ruin was located?"

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

Wymarc nods to Zefiro. ”Well met again, my friend...a couple of questions for you. Do you know what obstacles, including denizens, we’re likely to face in these ruins? And have you heard any word from Mirielle?”

Knowledge (Local): 1d20 + 4 ⇒ (11) + 4 = 15


Zefiro hands you the Athenaeum package. It contains several items: an official document that authorizes its bearer to inspect the archaeological site, a map of the Kharjite province that has a route to Ibhir marked on it, and an archaeological report that details the discoveries made at the site.

See Handout #1 here

Zefiro is quick with some answers. "The lost colony lies under a ruined Rahadoumi village called Ibhir, which is located a couple days' ride southwest from the city of Khari" Map here with the location of Khari. "A collapse uncovered the site as a fierce battle was fought in Ibhir during the Everwar. Centuries later, a forgotten war diary led the Athenaeum archaeologists to rediscover the colony and mount an expedition to exhume it. According to the Athenaeum archaeologists, Taldan colonists established the settlement as part of the Third Army of Exploration, sometime after Corentyn was founded in 1520 A.R." He explains the situation.

Will wait till we hear back from the potential fourth member before continuing any further.


The Pathfinders set sail to Khari and it is quite uneventful. The crewmembers - none too pleased about having to transport civilians aboard a military vessel - keep to themselves.

Upon arriving in Khari, the Chelish frigate cuts through the waves by the Arch of Aroden as sunrise paints the harbor of Khari red. Vessels from all around the Inner Sea are moored at the docks, waiting for their cargo to be unloaded or for new goods to be brought aboard. The city spreads around the bay, with sandstone buildings and twisting minarets marking its Rahadoumi origin now emblazoned with red-and-white banners of Cheliax.

Most of the inhabitants dress in a Garundi fashion of colorful robes and billowing blouses, but occasionally a regiment of Chelish soldiers or a Hellknight parts the crowd. Several open-air markets fill the city with clamor as merchants and patrons haggle loudly under many-colored stalls.

At one of the stalls, an exasperated man with an Osirian accent complains loudly, "It would be bad enough if it was just the damned dockworkers who take their time unloading my goods, but now I have to wait for those infernal bureaucrats to grant me a travel permit to even leave the city. I swear I'm about to lose my mind with the incompetence of these people!"

The Society has provided the group with basic archaeological equipment (picks, shovels, brushes, sacks, parchment tags, and notebooks) and sufficient funds to cover essential expenses and purchase mounts; you can keep anything left over as a bonus.


”Amiri” | Female CN Medium Human Barbarian 4 | HP 45/45 | AC 18, T 12, FF 16 | CMD 20| F +6 R +3 W +2; +2 vs. fear; +1 vs. traps | Init +2 | Perc +8 | Speed 40ft | Rage 12/12 | Power attack -2/+6 | Active Conditions: None.

Diplomacy: 1d20 + 0 ⇒ (7) + 0 = 7

Knowledge (history), untrained: 1d20 + 0 ⇒ (4) + 0 = 4


A tall Kellid joins the group. She carries a large bastard sword, but it otherwise friendly. Amiri knows nothing about Kharijite and is blunt to the locals.

Wymarc knows that these people of Khari see themselves more as Chelish citizens than as Rahadoumi despite their ancestry. Lord-mayor Marsiol Giovenci, a steadfast ally of the Thrune regime, rules Khari. Giovenci takes a harsh stance against anyone who would engage in smuggling and black-market deals.

Cassiopeia knows that Cheliax forcibly annexed the Kharijite province from Rahadoum during the Everwar, and Rahadoumi diplomats have been demanding that Cheliax return the region to its rightful owner ever since.

Asking around Khari, Cassiopeia learns more about Khari and the previous expeditions. She meets up with a gruff barkeep that informs her of the tight grip Cheliax keeps on the city. "Recently they've been cracking down on any shady business, so everyone needs a travel permit to leave the city. I hear the inspections of coming and going cargo are pretty thorough as well. Good luck at the magistrate's office - the lines are bound to be as long as the Arch!"

She runs into a chatty caravan guard that is bored out of his mind and provides information about the archaeological expedition. "They had plenty of scholars and soldiers as well. The number of tools and supplies they were willing to lug across the desert surprised me. Our caravan shared the road with them for a while, but they kept mostly to themselves."

Wymarc and Bahram can make a Diplomacy check to gather information, a Knowledge (local) or Knowledge (geography) check to learn more about the Kharijite region, or a Knowledge (history) check to learn more about the history of the Kharijite province. Amiri failed on both checks she could make.


Forgot to mention, Ianareth had arranged passage to Khari aboard one of the ships the Chelish navy uses to patrol the Hespereth Strait. Once you talk to the locals and/or learn more about the region, it'll be time to acquire travel permits.

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

Knowledge (Local): 1d20 + 4 ⇒ (8) + 4 = 12

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

kn. Local: 1d20 + 10 ⇒ (9) + 10 = 19

kn. Geography: 1d20 + 8 ⇒ (9) + 8 = 17

kn. History: 1d20 + 4 ⇒ (15) + 4 = 19


Bahram meets an unscrupulous merchant that reveals information about the Aspis Consortium caravan that went to the expedition site. "The Aspis Consortium transported a caravan full of supplies to the ruins. I'm not sure what they were carrying in those crates, but I hear they looked heavy - no tthat they were advertising this on the streets or anything, but I have my sources. It didn't take long for them to receive appropriate permits either. I guess it helps to have friends in high places."

Though Bahram doesn't know more about the Kharijite region, he knows a bit more about the history of the province. The Everwar, also known as the Wars of Expansion, was a century-long war of conquest launched by King Haliad III in 4305 AR that - among other territories - expanded Chelish control into northern Garund, allowing them to control both ends of the Arch of Aroden. The Everwar lasted through the reigns of five Chelish monarchs and finally ended in 4410 AR.

===============================

Acquiring Travel Permits

Following the recent exposure of an extensive smuggling ring, Khari's government has tightened security on who can or cannot leave the city. Even the Pathfinder's official authorization to explore Ibhir is insufficient to get them past the gate guards. In order to leave, the Pathfinders must secure travel permits from the office of Magistrate Mavius Giovenci.

Scores of applicants hoping to procure official travel permits fill the bulky sandstone building, and clerks steadily work their way up and down the lines to identify each applicant and inquire about their business. Once a clerk confirms the Pathfinder's authorization from Athenaeum, she fetches a letter, lowers her voice, and tells them, "Magistrate Mavius Giovenci wants to handle this matter in person. This is an invitation to attend an evening function at his estate.". She forces a smile and then turns her attention to the next group in line. Examining the letter, it requests the Pathfinders join the magistrate at sundown for a fancy meal.

DC 15 Diplomacy (gather information) or Knowledge (local) or Knowledge (nobility) to learn more about Magistrate Mavius Giovenci:

Mavius is a cousin of the lord-mayor of Khari. The magistrate takes advantage of his station to enjoy all the pleasures the city has to offer, therefore his palanquin is a regular sight on the street as Mavius travels between the mansion and several high-end establishments and the opera.

DC 20:
The lord-mayor, Marsiol Giovenci, isn't too fond of his cousin. He secured the post of magistrate for Mavius as a favor to Mavius's father, yet Marisol feels that his cousin doesn't live up to the city's standards. The lord-mayor is concerned that Mavius might make him regret the favor by becoming entangled in some scandal.

DC 25:
Mavius has been involved in some dubious dealings with shady indiviudals tied to the Aspis Consortium, including the halfling, Tamrin Credence (who you met last game). You learned during their previous investigation in Corentyn that Tamrin has also been involved with Zarta Dralneen. There's enough evidence to let you leverage this information to force the magistrate to cooperate - even become a long-term asset for future endeavors - though actually using information against a Chelish noble would be risky at best.

You are welcome to disregard the magistrate's request, meaning you'd probably have to find travel permits another way or sneak out of the city.

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

Diplomacy: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24

Bahram could really use an assist here!

"Mavius, yes, I know that name..."

Drawing on a bit of his archaeologists luck, Bahram racks his brain for information on this cousin.

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

Knowledge (Local): 1d20 + 4 ⇒ (8) + 4 = 12

Wymarc shrugs. ”All my sources have dried up...”

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

Aid Another (Diplomacy: GI): 1d20 + 2 ⇒ (18) + 2 = 20


Feel free to read all the spoilers then decide what you're going to do!

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

"Yes, that's right Wymarc! I'm glad you were able to jog my memory there. Mavius is cousin to the mayor of Khari, Marisol Giovenci. Marisol does not care to much for his cousin, for various reasons, but most importantly for a reason that should cause it's to dislike him as well. He has had already, underhanded, dealings with the Aspis Consortium. More specifically with Tamrin Credence. You remember him. I'm sure that the Lord-Mayor is unaware of this, and that Mavius would like to keep it that way. That means that if we can't get our travel permitsabove the table, we now have a sure fireway to get them under the table. Of course it will not do well to make an enemy of Mavius, probably keep this as a last resort."

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

Wymarc smiles wryly. ”Great...looks like we have to attend this soirée; you can do all the talking Bahram, and I’ll just nod wisely...”


Once everyone is ready, the group heads over to meet with the magistrate. The magistrate's mansion is of modest size, but well-maintained. Upon receiving the invitation, a halfling servant guides everyone through an iron gate with flowery designs onto a terrace overlooking the bay near the Arch of Aroden. A ring of sitting pillows and several water pipes furnish the terrace. At the end of the hall sits a handsome, dark-haired man with an easy smile, though years of indulgent living seem to haven taken their toll on his physique. The air is humid as thundering clouds gather far from shore.

Mavius beckons everyone to sit down, "My dear guests, please relax and enjoy yourselves. There are plenty of local delicacies, and the wine is quite exquisite. I'm sure you're eager to get down to business, yet there'll be time for that later."

As advertised, Mavius has provided a sumptuous feast, and he greedily partakes of the many delicacies. You can eat and drink to excess, granting the sickened condition for the duration. But matching Maviu's appetite delights him and you will be able to reroll one failed skill check to impress the magistrate. If you wear a fully accessorized courtier's outfit or finer, you will gain bonuses to impress Mavius.


female
Spoiler:
AC 15/T12/FF13 HP 10/10 F+1 R+4 W+2 Init +2 SM +5 /Perception +4
Human Investigator/Psychic 1

Diplo: 1d20 + 10 ⇒ (4) + 10 = 14

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

Against his better judgement, Bahram will gluten himself along with Mavius. "It has been too long since I have had truly good food, that can only be found here in heat the desert!"

Bahram has only simple dessert garb


Once the bulk of the meal is done, Mavius cheerfully seeks other amusement. The magistrate orders a servant to bring out an ornate board with several dozen ivory pieces, "Would anyone care for a friendly game of Siege - unless one of you can entertain us with some Chelish opera? Hah!"

Siege is a deeply strategic game that is played with pieces on a board and involves each player attempting to surround the pieces of his opponent. If you want to play, it is an Intelligence or Profession (gambler) check to win (or if you are purposefully trying to lose). If you attempt to lose, it is a Bluff check to lose in a convincing way.

Instead, you can offer to sing a piece selected from a Chelish opera. It would be a Perform (sing) check.


female
Spoiler:
AC 15/T12/FF13 HP 10/10 F+1 R+4 W+2 Init +2 SM +5 /Perception +4
Human Investigator/Psychic 1

I could offer to play the game of siege if no one is able to sing?
Looking down at the board Cassiopia smiles and nods.
"Well I would play you. But what are the rules?


DC 15 Sense Motive:
Mavius looks like one of those people who hates to lose, which may put you in disfavor if you win.

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

sense motive: 1d20 + 0 ⇒ (18) + 0 = 18

Seeing that Cass had a fair shot at beating Mavius, Bahram begins to worry. He seems like one used to winning, and would take a defeat by a female especially hard.

Laughing, Bahram jostles Cassiopeia with a friendly elbow. "Oh ho! That's awful sporting of you countess, but you might want to let Ole Bahram give magistrate Mavius a challenge. He looks to be quite the shrewd strategist, and deserves a man of equal cunning for a challenge.". Bahram looks to Cass and gives her a bit of a grimace as he says this.

bluff: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
+2 for archaeologists luck

Bahram plays a solid game of siege, but gosh darn it if Mavius doesn't thwart him at the last moment!


female
Spoiler:
AC 15/T12/FF13 HP 10/10 F+1 R+4 W+2 Init +2 SM +5 /Perception +4
Human Investigator/Psychic 1

SM: 1d20 + 5 ⇒ (4) + 5 = 9
Cassiopeia just shrugs and replies.
"If you want to, you might take the spot!"


"Aha! Servant! Bring me some palm wine!" He calls for a servant. A minute or so later, the servant brings out a bottle of wine and glasses for all those to enjoy. "Great game. What was your name, did you say? Bahram? Cassiopeia? Vuldruk? And the ever lovely Amiri.". He pats Bahram on the back.

After pouring a glass for whoever wants some, he turns to the Pathfinders. "Tell me about this expedition you are embarking upon. I have heard a little about it here and there - enough to get me intrigued. I'd love to know more."

Bluff, Diplomacy, or Perform (oratory) DC 15 check to impress Mavius. At least two people have to attempt this check. At least half of those who try must succeed to impress him.

Sovereign Court

female Human
Spoiler:
AC 13/T12/FF11 HP 26/26 F+2 R+3 W+4 Init +6 Perception +9
Psychic (Rebirth) 4

Sitting down like a proper lady Cassiopia smiles at Mavius.
"Well, let us say we are trying to find something lost in time of the glorious past of my home."
[DIce=DIplo]1d20

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15

"It is a lost Taldor settlement dating back to the founding of Corentyn in 1520AR! It was part of the third army of exploration. Imagine the artifacts that will come out of this site, and the prestige that will be associated for those involved.". He adds with a wink to Mavius.


Cassiopia, looks like your roll didn't go through.

Sovereign Court

female Human
Spoiler:
AC 13/T12/FF11 HP 26/26 F+2 R+3 W+4 Init +6 Perception +9
Psychic (Rebirth) 4

Ok second try
Diplo: 1d20 + 13 ⇒ (16) + 13 = 29
She then charmingly and wittingly explains as much as needed with as little as possible.

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

Wymarc feels like a fish out of water, stays quiet initially, keeping his eyes open for anything that seems wonky...

Perception: 1d20 + 10 ⇒ (12) + 10 = 22

...seeing an opening from Cassiopia's conversation with Mavius, he chimes in,
"Aye, if you might be able to help the lady with any information, it'd be most appreciated..."

Aid Another (Diplomacy): 1d20 + 2 ⇒ (12) + 2 = 14


Mavius looks impressed with the conversation. "Intriguing! Lovely.". He smiles and orders a servant to bring a bottle of wine over. He liberally pours a glass for himself, then offers some to anyone who wants some.

"I have heard some wild tales about the exploits of Pathfinders. I'd like to hear more of your adventures, or perhaps you'd like to showcase your considerable skills!"

Any appropriate skill (DC 16), ability (DC 12), or attack (AC 16). Mavius expects everyone to contribute. Each character must either tell a story about their exploits, showcase their physical aptitude, or demonstrate their knowledge that relates to their talents as a Pathfinder. He can gather a number of props, such as locks to pick, ripe fruit to cut from the air, etc. Everyone must attempt a check!

OR can use an Intimidate check to leverage what you know about Mavius/learned about him when you gathered information.

Sovereign Court

female Human
Spoiler:
AC 13/T12/FF11 HP 26/26 F+2 R+3 W+4 Init +6 Perception +9
Psychic (Rebirth) 4

Mentally stretching her neck, Cassiopia lays down the who is who of the inner seas nobility, stating that often the nobles own the lands where some of the lesser exploration sites are located.
She adds that often the society is funded by the nobility or sells their lesser spoils to further pay for their expeditions.
Finally she adds that the ability to know whom to bribe or charm greatly enhances the ease of missions.
knowNobility: 1d20 + 17 ⇒ (9) + 17 = 26

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

Wymarc shrugs and, with a running start vaults from a hand-stand to his feet to a double back-flip...

Acrobatics vs DC16: 1d20 + 12 ⇒ (4) + 12 = 16

..,and lands cleanly. (By the skin of his teeth)

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

kn. Local: 1d20 + 10 ⇒ (7) + 10 = 17

Bahram begins to heft his huge axe, and then smiles slyly at Mavius. "Sure, I could tell you all about our adventures, or I could smash something to splinters with this here axe... But wouldn't you rather here some juicy gossip about your peers?"


”Amiri” | Female CN Medium Human Barbarian 4 | HP 45/45 | AC 18, T 12, FF 16 | CMD 20| F +6 R +3 W +2; +2 vs. fear; +1 vs. traps | Init +2 | Perc +8 | Speed 40ft | Rage 12/12 | Power attack -2/+6 | Active Conditions: None.

Mavius brings out some dummies for Amiri to slice open.

Bastard Sword: 1d20 + 7 ⇒ (9) + 7 = 16


Mavius is impressed! "Well done everyone!". He calls over a servant. "Bring the best bottle of champagne we have!"

Once the servant is back, he fills up glasses. "Toast! To the Pathfinders.". He downs the glass in one sip. "I'll waive any fees related to the travel permit. You can pick up your permit in the morning. You're also welcome to spend the night here. We have plenty of beds."

It's evening. Everyone can rest, buy anything you need in town, find a place to stay, buy horses/camels, etc.

==========================

In the morning, the Pathfinders set off. Most of the overland journey is safe and uneventful, thanks to the carefully notated map provided by the Athenaeum. In the final stretch, off in the distance a sandstorm rages on.

The last rays of the setting sun light up a bluff to the southeast that towers over the desert. Ruined buildings and leaning towers jut up from the plateau on its top as ominous clouds loom to the south of Ibhir - a sandstorm roars across the desert towards the ruins.

Bahram and Wymarc gain a +5 bonus on the Survival check below.

DC 20 Survival check:

You notice the sandstorm approaching quickly and you need to hurry to get to the ruins.

Are people riding horses (or camels or other mounts)? Or is everyone walking?

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

Can we rent horses or camels? Or must we buy them? What are the rates?

Survival: 1d20 + 5 + 5 ⇒ (17) + 5 + 5 = 27

Wymarc alerts his friends. "A sandstorm approaches. Quickly! We must make for the ruins..."


The society gave you enough money for mounts.

Wymarc notices the storm approach well in advance! But it's still coming in fast. Assuming everyone bought a mount: the Pathfinders must hurry their mounts towards the bluff - DC 14 Ride check.

Once at the bluff, there's only one way up! A treacherous path that snakes up the side of the bluff. DC 17 Ride check or DC 15 Handle Animal check.

Once on top of the bluff, the Pathfinders must navigate the stinging sand and locate the Chelish camp (where the archaeological is) and get out of the sandstorm once and for all! DC 18 Perception check to find it.

If you chose not to have a mount and walk instead, there are other checks. Let me know if you chose to walk and I'll give you the alternative checks.

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

Wymarc rides his horse towards the bluff...

Ride: 1d20 + 9 ⇒ (18) + 9 = 27

...and deftly maneuvers it around the treacherous and snaky path...

Ride: 1d20 + 9 ⇒ (20) + 9 = 29

...and tries to locate the Chelish camp...

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

...and finds it! Wymarc quickly alerts his friends and motions for them to follow him...

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

survival: 1d20 + 0 ⇒ (8) + 0 = 8

ride: 1d20 + 2 ⇒ (2) + 2 = 4

ride: 1d20 + 7 ⇒ (7) + 7 = 14

perception: 1d20 + 2 ⇒ (7) + 2 = 9

"What? Storm? Go horse! Go... No. Follow that horse. Ahh! Why couldn't they have had camels? WYMARC?! Where'd you go?". Bahram exclaims as he struggles with the whole process.

How comical! Those rolls though...


Cassiopeia? Will wait to roll for Amiri after Cassiopeia rolls.


”Amiri” | Female CN Medium Human Barbarian 4 | HP 45/45 | AC 18, T 12, FF 16 | CMD 20| F +6 R +3 W +2; +2 vs. fear; +1 vs. traps | Init +2 | Perc +8 | Speed 40ft | Rage 12/12 | Power attack -2/+6 | Active Conditions: None.

Botting Cassiopeia.

Ride: 1d20 + 2 ⇒ (3) + 2 = 5
Ride: 1d20 + 2 ⇒ (20) + 2 = 22
Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Botting Amiri

Ride: 1d20 + 0 ⇒ (2) + 0 = 2
Handle Animal: 1d20 + 5 ⇒ (13) + 5 = 18
Perception: 1d20 + 8 ⇒ (9) + 8 = 17


Wymarc rushes his mount through the start of the sandstorm to the bottom of the 200-foot-tall stone bluff. The wind starts to pick up and buffets the Pathfinders, as the rest have trouble! Everyone takes 2d4 ⇒ (1, 4) = 5 points of non-lethal damage as the sand gets into your eyes. In addition, sand gets into your eyes (unless you are wearing goggles or something), imposing a -2 penalty on your Perception checks for the next hour)

The only way to reach the top of the bluff, where the ruins are, is a precarious path that snakes up the side. With Wymarc in the lead, the Pathfinders carefully make their way up.

Once at the top, the Pathfinders can see that most of the buildings here are heavily damaged, most likely from centuries of abandonment to the elements. The Chelish base camp is located in the middle of the wrecked village surrounded by a palisade. In the center of the camp stands a partially intact sandstone building that leads into the chambers below - and that is your destination!

Again, with Wymarc in the lead, he leads everyone to the camp site before the worst of the storm. There is a place to tie up your horses/mounts out of the storms.


Entering the sandstone structure, sand gusts into the building through the open door to the west and the southwest corner of the canvas roof, where the broad tarpaulin has broken free at one end. The canvas strains violently in the wind as the rest of the bindings being to pull loose. Only half of the building's original floor still exists to the south. A ladder descends ten feet to a ledge below, and another ladder descends further into a jagged crack in the ground. A campsite sprawls across both ledges, and several bloodied corpses are scattered throughout.

The ceiling rises 15 feet above the floor you are on, which is 10 feet above the lower level. Someone will need to secure the canvas before it rips completely off. To do so requires a climb check up the fragmented wall (where the pink star is), then a full-round Strength check to reattach the tarpaulin. If you don't tie it down in time, the roof will fly off, causing an enormous amount of sand to come in, possibly covering up important archaeological finds!

When the Pathfinders enter, they notice something is amiss. They see a cloaked man standing there.... no! not a man, a skeleton. It sees you and lunges to attack! Another one behind the tent!

GM Screen:

Bahram: 1d20 + 1 ⇒ (5) + 1 = 6
Cassiopeia: 1d20 + 6 ⇒ (8) + 6 = 14
Wymarc: 1d20 + 7 ⇒ (9) + 7 = 16
Amiri: 1d20 + 2 ⇒ (2) + 2 = 4

?: 2d20 ⇒ (3, 3) = 6

===================

[u]Round 1[/u]

Cassiopeia
Wymarc

Blue
Green

Bahram
Amiri

Cassiopeia and Wymarc are up!

DC 12 Knowledge (religion) check to ID these skeletons

Remember, you have certain amount of time to tie down the canvas roof! The pink star is where you have to climb!

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

Wymarc quickly peels off two blunt arrows at the nearest skeleton (orange), catching it flat footed...

To hit: Base/Dex, Magic, Weapon Focus, PBS, Favored Enemy, Rapid Shot
Damage: Magic, Strength, PBS, Favored Enemy, Sneak Attack

Magic Longbow vs FFAC: 1d20 + 8 + 1 + 1 + 1 + 2 - 2 ⇒ (1) + 8 + 1 + 1 + 1 + 2 - 2 = 12
Magic/Bludgeoning Damage: 1d8 + 1 + 1 + 1 + 2 + 2d6 ⇒ (6) + 1 + 1 + 1 + 2 + (5, 3) = 19

Magic Longbow vs FFAC: 1d20 + 8 + 1 + 1 + 1 + 2 - 2 ⇒ (19) + 8 + 1 + 1 + 1 + 2 - 2 = 30
Magic/Bludgeoning Damage: 1d8 + 1 + 1 + 1 + 2 + 2d6 ⇒ (8) + 1 + 1 + 1 + 2 + (5, 6) = 24

...and then moves back 5’...

Sovereign Court

female Human
Spoiler:
AC 13/T12/FF11 HP 26/26 F+2 R+3 W+4 Init +6 Perception +9
Psychic (Rebirth) 4

KnowRel: 1d20 + 9 ⇒ (19) + 9 = 28
Knowing that Skeletons... as undead are usually immune to mindmagic, she uses the phrenic amplification to cast Mind Thrust so that the second skeleton is affected by it.
MT: 5d6 ⇒ (3, 4, 6, 6, 4) = 23
Will 16 for half damage

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