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

Game Master MauveAvengr

Maps and Info!


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"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.

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.

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

Can we take 10 on the Diplomacy checks and to aid another? If so then Andrelis has the first check but the second one is going to be a gamble if we can't aid.

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Hearing the question about the expedition, Gareleth realizes that he might not have been paying all that much attention during the mission briefing.

"Ah yes, I think I'll defer to my brother for this one. Andy?" he says completely avoiding hurting the group with the -2 he takes on diplomacy.

And will this check allow aid another attempts, and if so, do they count towards that "half the group must succeed" number? I mean, if two people succeed on aid another checks, but the primary fails, are we down by one, or up by one?


Aid Another wrote:
You can’t take 10 on a skill check to aid another.

From Here.

You can aid (by rolling) but it does not count towards number of successes if you pass. For example, if Gareleth and Kaseem aid Andrelis but Andrelis fails the main check, then that is zero successes and three people out who cannot retry the check.

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

I wasn't sure, thanks for the info on Aid Another. Kaseem at least has a 14 Charisma so he'll get +2 on his roll (no ranks in Diplomacy). Should we go with Andrelis and Kaseem?

Grand Lodge

Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed

I’m rolling at a +4!

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Well, its a bit academic for my taste, but someone locally discovered some ancient ruins, which got the scholars all hot and bothered, so they asked us to go investigate it. Andrelis begins offhandedly, They found some old pottery, ruins, and a statue or two. We get tasked with these sorts of projects since the bookish types aren't so good when a manticore lands on top of you, or a Troglodyte collapses an entire tower with you in it. Andrelis imperceptibly shudders at the memory. So that's what we're here to do, ride out a ways, take some notes of some old ruins, and being it back.

Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

BAM! Feel free to throw some help over to Yuzu if she needs it.

Grand Lodge

Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed

Yuzu nods along with Andy's description.

"An advance squad, we might be called;
We who have blades and who have gall;
Our duty, we will see it through;
And return once more to they and you."

Diplomacy: 1d20 + 4 ⇒ (18) + 4 = 22

I'm probably fine!

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

Excellent, Kaseem won't be the goat in his first module!

Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

Parrameleh nods along as the charmers talk, "Yes."


Mavius looks impressed with the conversation. "Intriguing! Lovely.". He smiles and orders a servant to bring a bottle of dessert 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.

Grand Lodge

Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed

Yuzu bows.

"I am but one half of a team;
My partner, held in high esteem.
If a field you have, I'm able;
I'll retrieve her from the stable."

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Andrelis accepts a lock from their host, seemingly ready to go along with the storytime, Ah yes, of course... Andrelis looks at Gareleth and Tuck, then glances at Kaseem and Yuzu as well, and the elf smiles, Well, you see, we were deep in the maze of Absalom, myself, Gareleth, and Yuzu; with some other acquaintances. He grins, producing a lockpick from the elaborate cuffs of this jacket with a flourish.

Now we were sent to recover these documents, but, and little did we know, that some other folks were interested in them, so they were well-hidden. he pauses for dramatic effect before continuing.

There was a warehouse, perched above the ocean, they call these things 'pelicans' there. And in the warehouse there was a chest, balanced on two rotting beams above a hole in the floor which led directly into the bottom of the bay... the elf paints a picture of that moment in time for their host, while absently picking the lock in his hands.

Now we, being wise beyond our years, were prepared to lower the chest into a boat, and just call it a day from there- however the only boat we could find was pretty leaky; and the waters below were full of sharks. Of course, why else would sharks congregate under a warehouse on the ocean, if the owner of the building didn't routinely feed them under his docks. the elf's hands continue working.

Sure enough though, Gareleth and Yuzu found a giant gantry in the warehouse, and maneuvered it into place over the hole in the floor. So naturally, I was expected to deal with the chest and the ropes of this aging, waterlogged contraption. the elf smiles in a self-deprecating manner.

So I climb up on the gantry, and apparently that's what they used to feed the sharks, since the fins broke the surface more and more when they heard that noise go into place. I lower myself down, and wrapped my feet into place on the ropes, assailing the lock. Knowing that the least pressure from my hands could send the chest, and our companion in the boat below, down into the shark-infested waters. he slows in the motions working on the lock for just a moment to emphasize his point, and so I worked that lock ever so carefully as the sharks circled the leaky rowboat below; until at last, the lock gave way, and we were able to recover the paperwork we'd been charged with recovering - even though we'd had the owner's permission all along! He says with a laugh, putting down the now-opened lock on the table in front of him.

Take 10 on Disable Device for a total of 21

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

"It was during that mission," Gareleth says, following Andrelis' tale, "that I met my one true love, Halli. If you can provide a servant to stand in for my beloved, I'll show you how I made her fall for me. She was a human woman, slenderly built, and her hair was red and hung loose and wild in ringlets. Oh, I could speak of her beauty all day...oh, you found one? Excellent."

He then turns to the lovely woman, gives her a deep, formal bow, says, "The flaming red of your hair is only matched by the fire in my heart," and quickly draws his scorpion whip, slashes out, and attempts to trip the unsuspecting gal.

Trip Attempt: 1d20 + 9 ⇒ (7) + 9 = 16

As the woman drops to the ground, he turns to Mavius and says, "she fell for me!" Then, his eyes begin to water, his lip begins to quiver and he erupts into sobs as he mutters, "I miss her. I just miss her so much!"


I'll say no taking 10s on these checks as he wants to see some risk involved!

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Darn, I tried with the storytime to cover taking 10! Oh well, here goes... WOW nailed it, barely....

Disable Device: 1d20 + 11 ⇒ (5) + 11 = 16

Grand Lodge

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Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed

After Everyone Else Goes, Because Yuzu Has To Take Hers Outside:

Yuzu bows, and retrieves Satsuki from the stables after giving some instructions.

Targets are set up on the grounds; once everyone is seated, the samurai explodes onto the scene atop her horse, riding hard, a Minkan asymmetrical longbow in-hand. As she approaches one, she draws back her bow and fires. Satsuki wheels around to the next target, and with a single, smooth movement, Yuzu nocks, draws, and looses her arrow. Targets splinter and shatter, and Yuzu does not slow to make sure. With practiced precision, she shoots the targets, and once that's done, she redirects Satsuki toward a row of straw dummies.

Her bow falls gently to the ground behind her and she draws the nodachi from Satsuki's side. She dips her blade low like a calligrapher's brush getting just a dab of ink, and paints her art across the field; straw flies behind her as the targets erupt, and soon, the field is the site of what would have been a massacre.

She sheathes her blade, rides to Mavius, and both horse and rider bow low.

Ride: 1d20 + 7 ⇒ (14) + 7 = 21

And a link for your pleasure! Kind of an example of what she's doing, here.

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

"Although it may get me branded a heretic in some lands I, along with more and more of my fellow countrymen, are reaching back into the old ways of Osirion. Look closely at this Magistrate: A holy symbol of the ancient Osirion deity Ra! Now with Ra's blessing I will demonstrate the holy power he bestows upon his servants. Since this is dangerous I will not risk any of your staff; I will place my faith in Ra."

Kaseem steps back far enough from Mavius so his action would not be a threat. Kaseem draws a dagger from his belt and draws it across his arm, drawing blood.

Dagger: 1d20 + 0 ⇒ (14) + 0 = 141d4 ⇒ 1

"Now I shall call upon the power of Ra to heal my wound."

Channel Energy: 1d6 ⇒ 6

Kaseem will include Mavius in the area so he may also feel the power of light.

Grand Lodge

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|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None

Tuck looks around for this strongest guard then invites them to come over.

He gives a big smile and opens his arms as if for a hug then quickly grabs him in a headlock.

Grapple: 1d20 + 9 ⇒ (19) + 9 = 28

As the guard struggles his switches his grip and knocks the guard to the ground before sitting on him.

Grapple to pin: 1d20 + 9 + 4 ⇒ (16) + 9 + 4 = 29

He then sits, as relaxed as if he was lounging on a bench in a tavern, one meaty hand holding both of guard's wrists behind the poor man's head.

"One of the most memorable, if not pleasant things I've seen was a man, well what used to be a man, surviving by cutting bits off a still living troll so as it regenerated he had a constant source of food. Memorable even if it nearly put me off my dinner. Nearly but not quite."

A keen observer would see that Tuck took care to sit in a way that the majority of his weight was on the ground not the innocent guard. Wouldn't want to hurt him after all.

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Oh my gosh! I just remembered that Gareleth is sickened from the overeating, so would have had a -2 and failed, but also would have that re-roll, so I'm going to cash that in now.

Trip Attempt: 1d20 + 9 ⇒ (16) + 9 = 25

Ok, so his aforementioned action still happens :=) Sorry about forgetting his sickened condition!


@Gareleth - thanks for reminding me about that!

@Parrameleh can still post a check if she wants, but more than half of you passed so Mavius is pleased! Will update in the morning (it's far past my bed time).

Grand Lodge

|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None

Tuck was also feeling unwell and I forgot the -2 but even an overfull stomach can't stop a Tetori from grappling

Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

attack: 1d20 + 5 ⇒ (3) + 5 = 8

Parrameleh begins to rise, sees that her companions have things in hand and sits back down again. As she does so, she knocks a brass candlestick from its perch and the thing narrowly avoids braining her.
"Apologies," She flushes and looks down at the object, "It's fine. No harm done."
The shifter hurriedly returns the candlestick to its position.


Mavius listens and watches while everyone performs. He takes particular interest in Yuzu and Tuck. "Wow, what sportsmanship. I haven't seen such talent in ages. Bravo.". He brings out dessert for everyone. "About your travel permits. I'll waive those fees. You are now allowed to travel to this Ibhir place."

The magistrate burps. "Where are you staying tonight? My mansion has plenty of guests beds. Why not stay here? You can travel in the morning."

By now, it's approaching sunset.

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

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.

Andrelis gains 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

Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed

You might have guessed, but I’ll be riding a horse!

Grand Lodge

|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None

Before we head to bed Tuck will ask around for what mount would accommodate his bulk best.
He expects to be directed towards a cart horse or a camel. Either way he makes sure to get lots of whatever they like to eat and plies his mount with treats.

He also takes the time to get clothing suitable for the desert.
Hot weather outfit

----

As the party travels it becomes clear Tuck has planned for the desert. Each time they stop waterskins of cool tea and fruit cordial are passed around as well as fresh oranges and nuts.

Survival: 1d20 + 5 ⇒ (11) + 5 = 16

Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

Parrameleh is uncomfortable with riding animals and would rather walk.

She follows Tuck's lead and also purchases a hot weather outfit, "I am used to the heat of the jungle. These arid places, I do not enjoy."

Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

survival: 1d20 + 6 ⇒ (10) + 6 = 16

If nobody gets the survival - assuming it relates to the sandstorm - Parrameleh would still react to a sandstorm. Is there somewhere we can take cover if it comes our way?

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Gareleth rents a horse, and while he is not nearly the equestrian that Yuzu is, his natural dexterity has him looking fairly comfortable in the saddle.

As the winds begin to kick up and the sand begins to blow, Gareleth scans the situation. Help me, nat 20, you're my only hope!

Survival: 1d20 + 0 ⇒ (14) + 0 = 14

Grand Lodge

Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed

Hey, Nat 20’s happen!

Survival: 1d20 ⇒ 1

...As do Nat 1’s!

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

Kaseem is walking because he is too poor to afford any mount - not even enough for a donkey or mule!

Survival: 1d20 + 3 ⇒ (16) + 3 = 19

So close...


The Pathfinder society gave you enough money for a mount if you want one. Will wait for Andrelis for an update.

Grand Lodge

Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed
GM Mauve wrote:
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.

You're good, Kaseem!

EDIT: Ninja'd by the GM!

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Andrelis graciously accepts the offer of hospitality for the evening, and in the morning will set out to purchase a horse and a set of clothing similar to Tuck's.

survival: 1d20 + 5 ⇒ (2) + 5 = 7

Nope

During the travel, That magistrate was a snake. I'm glad we all impressed him, but I can't help but feel he's working at odds with us down the road.


The next set of checks is a series of skills to get you to safety away from the sandstorm!

The only cover in sight is the Chelish camp's sandstone building at the top of the bluff! The Pathfinders need to reach it before the storm reaches them.

The sand is starting to buffet the Pathfinders! Quick, everyone needs to hurry to the bluff.

For those on mounts (all of you are able to purchase camels in town if you want), please make a DC 13 Ride check to hurry your mount towards the bluff. Those who are walking (Parrameleh, Kassem?) must make a DC 13 Constitution check to hurry towards the bluff

Once everyone makes it to the bluff, they find the path is treacherous that snakes up the side of the bluff. DC 16 Ride check or DC 14 Handle Animal check. For Parrameleh/Kassem, it is a DC 16 Acrobatics or Climb check to make your way up the path.

At the top of the bluff, the Pathfinders need to locate the Chelish camp! DC 17 Perception check.

Grand Lodge

|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None

Tuck urges his camel onwards
Ride: 1d20 + 3 ⇒ (14) + 3 = 17

They make it to the bluff in good shape

Ride: 1d20 + 3 ⇒ (2) + 3 = 5

but the camel balks at the rocky path.

Tuck hops down, trusting the camels natural instinct to serve it fine.
"If anyone would like to grab the beastie feel free but I'm steadier on my own feet."

Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26

He then darts up the cliff nimbly and easily, stopping occasionally to offer a hand to any who need it.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Once reaching the top he continues to watch his allies, more worried for their safety on the bluff than for where the party will go next.
No one gets left behind!

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)
GM Mauve wrote:
The Pathfinder society gave you enough money for a mount if you want one. Will wait for Andrelis for an update.

Then Kaseem would've bought an appropriate mount for the terrain (desert) and a hot weather outfit. Although being from Osirion he should be used to the desert heat and sand.

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

Time for the list of fails!

DC 13 Ride check:

Ride: 1d20 + 2 ⇒ (4) + 2 = 6

DC 14 Handle Animal check:

Handle Animal: 1d20 + 2 ⇒ (19) + 2 = 21

DC 17 Perception check:

Perception: 1d20 + 8 ⇒ (5) + 8 = 13

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Ride Check: 1d20 + 5 ⇒ (17) + 5 = 22

Ride Check: 1d20 + 5 ⇒ (20) + 5 = 25

Perception: 1d20 + 0 ⇒ (20) + 0 = 20

Holy lord!!! If Gareleth rolls like garbage for the rest of the adventure, let's just remember how great this moment was.

With no real experience with horses, Gareleth somehow just seems in sync with his mount. Half-Orc and beast work as one rushing and racing to avoid the storm. "Follow me, friends!" Gareleth calls out to his companions and he spots a safer-looking route...and then spots the Chelish camp!

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Andrelis struggles to control his mount, obviously the elf is more suited to walking the streets of a grand city than being atop a horse.

Ride: 1d20 ⇒ 7
Ride: 1d20 ⇒ 9
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Move you darn horse, come on! the elf curses at the mount, obviously frustrated with his inability to control the horse.

Grand Lodge

Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed

Hooray! Yuzu's department! Although Garaleth seems to have found a horse that functions as a familiar!?

Yuzu is sweaty.

Everyone else has purchased a hot weather outfit, but there's no real way to keep samurai armor cool. She is only glad that she's wearing a tatami-do and not the even heavier o-yoroi, but even that is no cold comfort to her.

That all becomes secondary, however, when a blanket of sand appears on the horizon.

"Ikō! Ikō!"

Ride: 1d20 + 7 ⇒ (9) + 7 = 16

Yuzu and Satsuki are as synchronized as ever; she expects to lead the pack, and is a little surprised to find Garaleth riding just ahead of her.

She is less surprised that Andrelis is having trouble, but shoots him a dirty look for his demeanor.

When did that happen?

Ride: 1d20 + 7 ⇒ (17) + 7 = 24

Satsuki handles the cliff face with grace and speed; Yuzu, meanwhile, is happy for the mask, because seeing Garaleth's back as she maneuvers puts her in a position she hasn't been in since she was an apprentice.

Handle Animal: 1d20 + 4 ⇒ (3) + 4 = 7

She calls out to Tuck's mount, but doesn't know its command words, and she doesn't really have time.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

She wheels toward the camp, and hopes the rest will follow!

Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

constitution: 1d20 + 2 ⇒ (6) + 2 = 8

climb: 1d20 + 1 ⇒ (3) + 1 = 4

perception: 1d20 + 6 ⇒ (10) + 6 = 16

Oh, dear...

One of the weird things about shifters is their terrible skills.


Yuzu with Satsuki and Garaleth with an unnamed mount lead the way. Tuck follows close behind on his camel. Kaseeem, Andrelis, and Parrameleh all struggle to move in the sand.

As they inch closer to the bluff, the sandstorms starts buffeting them. Tiny sand grains get into their clothes and into their hair. The mounts are not happy!

Again, Yuzu, Satsuki, and Garelth lead the way up the 200 foot tall bluff. Parrameleh stumbles as she attempts to climb. Some of the mounts refuse to go up. But with some gentle guidance (and some coaxing from some carrots or sugar cubes), everyone makes it up.

The storm starts to rage. Now, the Pathfinders only have glimpses of the Chelish camp through the sand. Atop Satsuki, Yuzu sees it. Gareleth must be half sphinx as he sees it too. Then the sand overcomes them as the trudge along.

For what seems like an eternity, the Pathfinders struggle against the storm. Everyone takes 1d3 ⇒ 3 nonlethal damage. In addition, the sand damage's everyone's eyes, imposing a -2 penalty on your perception checks for the next 24 hours.


Updated the map

The ruins of Ibhir are atop the 200-foot-tall stone bluff you just climbed up via a precarious path that snakes up the side. Most of the buildings you pass are heavily damaged, possibly from 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.

You can safely secure any of your mounts nearby, out of the sandstorm, before entering the building. Unfortunately, there are ladders and I don't think Satsuki can climb them.

Sand gusts into the building as you enter through the open door. 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 bings begin 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 across both ledges, and several bloodied corpses are scattered throughout.

The ceiling here rises 15 feet above the floor to the south (light brown). It is 10 feet above the lower floor (medium brown). Then 20 ft down to the bottom level (dark brown). The tarp covering the building is threatening to come loose. You'll have to climb up (where the purple star is) the fragmented walls (Climb check) then reattach the tarpaulin (full round Strength check). If you fail to do it in time, sand from the storm could cover some important archaeological findings in erosive grit.

Near the firepit to the south stands a man in robes.... no!! a skeleton! It lunges out at the Pathfinders as they enter! Another one pokes its head out from behind the tent. And they hear another one down on a lower level.

GM Screen:

Andrelis: 1d20 + 3 ⇒ (15) + 3 = 18
Gareleth: 1d20 + 5 ⇒ (13) + 5 = 18
Parrameleh: 1d20 + 2 ⇒ (13) + 2 = 15
Tuck: 1d20 + 3 ⇒ (5) + 3 = 8
Yuzu: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

b: 1d20 + 6 ⇒ (6) + 6 = 12
g: 1d20 + 6 ⇒ (5) + 6 = 11
o: 1d20 + 6 ⇒ (17) + 6 = 23

The orange skeleton climbs up the ladder to the top floor knowing that dinner something has arrived.

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

[u]Round 1[/u]

Orange

Andrelis
Garaleth
Parrameleh

Blue
Green

Yuzu
Tuck

Andrelis, Garaleth, and Parrameleh are up!

DC 11 Knowledge (religion) to ID these skeletons

Remember, you have a certain amount of time before the tarp flies off! Purple star is where you need to climb up!

Grand Lodge

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Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed

Yuzu sees the ladder. She looks at Satsuki, looks back at the ladder. Back to Satsuki. Back to the ladder.

She swears in Tien.

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

I've added Kaseem's information and token to the slides. Please add Kaseem to the Initiative order so I know when it's his turn.

Knowledge Religion: 1d20 + 4 ⇒ (3) + 4 = 7

Yet another blown skill check.

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Andrelis springs into action, moving directly into the nearest skeleton, Tuck, can you get the tarp he calls out, stabbing with his shortsword.

Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d6 ⇒ 3

I wasn't sure if orange climbed up higher than we are, if so, move to blue and add sneak attack dice

Sneak attack: 1d6 ⇒ 6

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Gareleth moves forward popping a wand out of his spring-loaded wrist sheath and blasting at the skeleton near the access point to the tarp.

Magic Missile Wand: 1d4 + 1 ⇒ (3) + 1 = 4


Orange climbed from the lower level (the medium brown level) to your level (the light brown level).

@Kaseem, sorry!

Kaseem, init: 1d20 + 2 ⇒ (10) + 2 = 12

Andrelis moves in to the structure and nearly trips over himself. In doing so, he misses his target, the orange skeleton!

Gareleth follows behind his 'brother'. With a flick of the wrist, a wand pops out and one missile flies right at the green skeleton!

Kaseem peers into the room. He only knows that these are skeletons, but knows nothing about their abilities.

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

[u]Round 1[/u]

Orange

Andrelis
Garaleth
Parrameleh
Kaseem

Blue
Green (-4 HP)

Yuzu
Tuck

Parrameleh and Kaseem are up!

DC 11 Knowledge (religion) to ID these skeletons

Remember, you have a certain amount of time before the tarp flies off! Purple star is where you need to climb up!

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

Kaseem presents his holy symbol and shouts, "By the power of Ra, begone foul undead!"

Channel Energy: 1d6 ⇒ 2

DC 14 Will save for half damage.

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