(#1-11) "Flames of Rebellion" (Inactive)

Game Master rainzax

Synopsis:

Following the trail of one of the first Pathfinders, the PCs travel to the town of Sauerton where an old ally helps them find important clues. These clues lead the PCs into a dangerous wilderness to an old tower whose history goes back even farther than the Pathfinder Society itself. As the PCs navigate numerous threats with opposing interests, will they find the hidden keys to unlock the secrets of the Open Road Pact, or just another trail obscured by the passage of centuries?


CP @ 12 (Low)
Maps / Slides > LINK
Action Symbols > Single (◆), Double (◆◆), Triple (◆◆◆), Free (◇), Reaction (↺)
Status Symbols > ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions


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Grand Archive

Kobold (Draconic Exemplar: Brass) Swashbuckler (Braggart) 4 | HP 54/54 | AC 21 (23 when parrying) | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Hero Points 2 | Exploration: Avoid Notice Speed 30 (35 w/panache) | Darkvision | Fire Resistance 2 | Special Rules w/Fear Effects | Conditions:

His +1 Striking Rapier.


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Scorched Cemetery (Round Two)

Emoubu races into the skirmish.

Nedri struggles to see in the light... Concealment for TK Projectile Flat Check DC 5: 1d20 ⇒ 17 ...but his shot lands, exploding the skeleton.

Three more heads go flying - all aimed at our plucky kobold swahbuckler!

◆) Stride
◆◆) Screaming Skull

Orange Screaming Skull Jaw Strike vs Emoubu (AC 20): 1d20 + 6 ⇒ (8) + 6 = 142d4 ⇒ (1, 1) = 2
Orange Screaming Skull Demoralize vs Emoubu (Will 17): 1d20 + 2 ⇒ (12) + 2 = 14

◆) Stride
◆◆) Screaming Skull

White Screaming Skull Jaw Strike vs Emoubu (AC 20): 1d20 + 6 ⇒ (19) + 6 = 252d4 ⇒ (3, 2) = 5
White Screaming Skull Demoralize vs Emoubu (Will 17): 1d20 + 2 ⇒ (1) + 2 = 3

◆) Stride
◆◆) Screaming Skull

Green Screaming Skull Jaw Strike vs Emoubu (AC 20): 1d20 + 6 ⇒ (16) + 6 = 222d4 ⇒ (1, 4) = 5
Green Screaming Skull Demoralize vs Emoubu (Will 17): 1d20 + 2 ⇒ (2) + 2 = 4

Two of the skulls land their nasty, burning bites, clinging to Emoubu, while the third lands in his space, chattering madly at him!

...

Encounter Tracker (Round Two):

The light is Dim as the Tall Trees block the Midday Sun!
Foliage square are Difficult Terrain and give Cover!

Khaul (AC 18 or 20, HP 23/23) w/ shield & warhammer (Darkvision) @ Reaction Ready
Duncan (AC 19, HP 30/30) w/ cane (Lowlight Vision) @ Reaction Ready

Yellow Flame Bones w/ shortbow @ Blinded
Pink Flame Bones w/ shortbow @ Blinded

Nedri (AC 15, HP 15/15) w/ nothing (Normal Vision) @ Reaction Ready
Emoubu (AC 20 or 22, HP 32/42) w/ striking rapier (Darkvision) @ Reaction Ready
Aurelien (AC 17, HP 14/14) w/ dagger (Lowlight Vision) @ Reaction Ready

Orange Flame Bones w/ shortbow
White Flame Bones w/ shortbow
Green Flame Bones w/ shortbow

...

Khaul and Duncan are Up!

Vigilant Seal

NG M Dwarf Champion-8; HP 130/130; Focus 1/1; HeroP 0/3; Potion moderate healing 2/2; AC 31(with shield); Fort +16; Ref +10; Will +15; slash resist/3; poison resist/4; cold resistance/2; mental resistance/2;Perc +12; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul swings at the two heads at his feet, and then raises his shield against the expected backlast from the undead bodies.

strike: 1d20 + 6 ⇒ (13) + 6 = 19
B damage: 1d8 + 3 ⇒ (3) + 3 = 6
strike #2: 1d20 + 6 ⇒ (4) + 6 = 10
B damage: 1d8 + 3 ⇒ (5) + 3 = 8

"Stop the screaming, you'll be dead again, soon enough"

Reaction will be either shield block or glimpse depending on who is first damaged.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Duncan seems another frozen blast at the nearby blue skeleton before drawing his sword.

Ray of Frost: 1d20 + 7 ⇒ (6) + 7 = 13
cold: 1d4 + 3 ⇒ (2) + 3 = 5

Probably not even worth drawing steel.


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Khaul swings at the two skulls by his feet...

...Which ones?

Duncan shoots another blast of ice...

...Which ones?

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

the full sized skeleton 10 ft away from him outlined in dark blue.

Vigilant Seal

NG M Dwarf Champion-8; HP 130/130; Focus 1/1; HeroP 0/3; Potion moderate healing 2/2; AC 31(with shield); Fort +16; Ref +10; Will +15; slash resist/3; poison resist/4; cold resistance/2; mental resistance/2;Perc +12; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Yellow then pink


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Scorched Cemetery (Round Two)

Duncan's beam is ineffective! The fire surrounding the skeleton melts the ray before it even reaches it! Resist cold

Khaul crunches the yellow skull - it's body across the way falls in disanimation to the ground a smoldering pile of ashen bones - the second skull dodges his foot, snapping it's jaw as if in laughter or taunt, then suddenly retracts to it's body (!), where, now whole, the pink skeleton unleashes a barrage of arrows at Khaul!

◆◆◆) Strike x3

Pink Shortbow vs Khaul (AC 20 / shield): 1d20 + 6 ⇒ (7) + 6 = 131d6 ⇒ 6
Pink Shortbow vs Khaul (AC 20 / shield): 1d20 + 6 - 5 ⇒ (12) + 6 - 5 = 131d6 ⇒ 2
Pink Shortbow vs Khaul (AC 20 / shield): 1d20 + 6 - 5 - 5 ⇒ (14) + 6 - 5 - 5 = 101d6 ⇒ 1

But all veer wide...

...

Encounter Tracker (Round Two):

The light is Dim as the Tall Trees block the Midday Sun!
Foliage square are Difficult Terrain and give Cover!

Khaul (AC 18 or 20, HP 23/23) w/ shield & warhammer (Darkvision) @ Shield Raised, Reaction Ready
Duncan (AC 19, HP 30/30) w/ cane (Lowlight Vision) @ Reaction Ready

Pink Flame Bones w/ shortbow (-3 arrows)

Nedri (AC 15, HP 15/15) w/ nothing (Normal Vision) @ Reaction Ready
Emoubu (AC 20 or 22, HP 32/42) w/ striking rapier (Darkvision) @ Reaction Ready
Aurelien (AC 17, HP 14/14) w/ dagger (Lowlight Vision) @ Reaction Ready

Orange Flame Bones w/ shortbow
White Flame Bones w/ shortbow
Green Flame Bones w/ shortbow

...

Nedri, Emoubu, and Aurelien are Up!

Grand Archive

| ◆ | ◇ ◈ | ↺ | NG Desert Elf Ancestor Oracle 1 | AC 17 | HP 14/14 | P +4 F +3 R +6 W +6 | Def. Expl.: Investigate | Hero Points: 1/3 | Active conditions: none Move 35'

Aurelien strides confidently across the battlefield/graveyard, positioning himself behind Emoubu. Raising a hand, he weaves it in the air. Light spirals around it and a beam of translucent, wispy energy flies towards the most distant skeleton (Orange).

◆ Stride (35') ◆◆ Cast Divine Lance (Good damage)

Divine Lance: 1d20 + 7 ⇒ (15) + 7 = 221d4 + 4 ⇒ (2) + 4 = 6

Grand Archive

Kobold (Draconic Exemplar: Brass) Swashbuckler (Braggart) 4 | HP 54/54 | AC 21 (23 when parrying) | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Hero Points 2 | Exploration: Avoid Notice Speed 30 (35 w/panache) | Darkvision | Fire Resistance 2 | Special Rules w/Fear Effects | Conditions:

Emoubu slashes at one of the two skulls clinging to him. Presuming they are valid target

Strike: Rapier: 1d20 + 10 ⇒ (6) + 10 = 16damage: 2d6 ⇒ (6, 2) = 8

If they are valid targets:

Emoubu strikes the skull again, shouting. "No one bites Emoubu! Emoubu bites back! With metal!"

Strike: Rapier: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18damage: 2d6 ⇒ (1, 5) = 6

He then uses his last movement to put up some sort of guard, hoping it would prevent him from further injury.
◆Parry

IF they are not valid targets:

Emoubu attempts to escape from the skulls biting him.

Escape: 1d20 + 9 ⇒ (12) + 9 = 21
Escape: 1d20 + 9 ⇒ (3) + 9 = 12

Vigilant Seal

Ysoki Witch 1 (He/Him) | HP 13/13 | AC 15 | Per+4 | Hero Pts 1/3 | Spd 25 ft | Fort +4 | Ref +5 | Will +6 | Exploration Activity: Investigate| Active Conditions: None

Grumbling to himself, Ned surges forward with shocking speed for a frail old man, plucking up another rock from the ground with his mind and flinging it at a skeleton.

Stride 30ft.
♦♦ Telekinetic Projectile vs White: 1d20 + 7 ⇒ (20) + 7 = 27 B Dmg: 1d6 + 4 ⇒ (6) + 4 = 10

Ned cackles with glee as the stone rips through its target.

Beware Old Man With Rock!


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Scorched Cemetery (Round Three)

Aurelian's lance disentangles the negative energy that girds the skeleton together and gently snuffs it's flame - it neatly piles onto the ground.

Nedri hurls another rock into the white skeleton through the dim light - Flat check DC 5: 1d20 ⇒ 17 - which explodes in a gout of flame!

Emoubu starts stamping at the final gnashing skull below his feet, and manages to crunch it on his second awkward thrust.

...

Encounter Tracker (Round Three):

The light is Dim as the Tall Trees block the Midday Sun!
Foliage square are Difficult Terrain and give Cover!

Khaul (AC 18 or 20, HP 23/23) w/ shield & warhammer (Darkvision) @ Reaction Ready
Duncan (AC 19, HP 30/30) w/ cane (Lowlight Vision) @ Reaction Ready

Pink Flame Bones w/ shortbow (-3 arrows)

Nedri (AC 15, HP 15/15) w/ nothing (Normal Vision) @ Reaction Ready
Emoubu (AC 20 or 22, HP 32/42) w/ striking rapier (Darkvision) @ Reaction Ready
Aurelien (AC 17, HP 14/14) w/ dagger (Lowlight Vision) @ Reaction Ready

...

Khaul and Duncan are Up!

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8

Duncan takes a run at the skeleton and tries to dive past it, but the thin, shifting bones throw off his judgement. He bounces off an extended leg and hurriedly spins around behind the undead. His sword stabs out, trying to do enough damage to disperse the energy in the final skeleton.

Attack: 1d20 + 8 ⇒ (2) + 8 = 10
damage: 1d6 + 2 ⇒ (3) + 2 = 5

(◆), stride
(◆), stride
(◆), strike

Vigilant Seal

NG M Dwarf Champion-8; HP 130/130; Focus 1/1; HeroP 0/3; Potion moderate healing 2/2; AC 31(with shield); Fort +16; Ref +10; Will +15; slash resist/3; poison resist/4; cold resistance/2; mental resistance/2;Perc +12; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul strides forward. Shield up in one hand, his warhammer swings easily from the other.

As he approaches the skeleton with ominous pink flames around it he pauses, lines it up, and swings mightily.

strike: 1d20 + 6 ⇒ (15) + 6 = 21 Plus flanking
B damage: 1d8 + 3 ⇒ (4) + 3 = 7

(◆), stride
(◆), raise shield
(◆), strike


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Duncan:

What action did you use to "Acrobatics"?

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

GM:
Tumble through


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Duncan:

Do you have a link to this action? Or the full text?

Grand Archive

| ◆ | ◇ ◈ | ↺ | NG Desert Elf Ancestor Oracle 1 | AC 17 | HP 14/14 | P +4 F +3 R +6 W +6 | Def. Expl.: Investigate | Hero Points: 1/3 | Active conditions: none Move 35'

Tumble Through:
Tumble Through Single Action
Move
Source Core Rulebook pg. 240 2.0
You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.

Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.

Panache:
You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through.


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Haunted Woods (Part One)

Smashing it's head in, the last skeleton clumps onto the ground.

Amid the meager possessions - 5x shortbows, 47x arrows - this particular skeleton has an archaic wayfinder and a leather satchel.

2 Treasure Bundles

...

Open the Satchel?:

Brass-bound book, with a title not written in Common...

What languages do you read?

Recall Knowledge (Religion, Trained) DC 15:

This haunted wood would need to be consecrated to prevent more rising of the dead.

It would be unwise to spend the night here.

...

Who is taking what items?

The Party is Up!

Vigilant Seal

Ysoki Witch 1 (He/Him) | HP 13/13 | AC 15 | Per+4 | Hero Pts 1/3 | Spd 25 ft | Fort +4 | Ref +5 | Will +6 | Exploration Activity: Investigate| Active Conditions: None

Ned opens the satchel and inspects the book.

Ned speaks Common, Draconic, Dwarven, Goblin, Kelish, and Osiriani.

Grand Archive

| ◆ | ◇ ◈ | ↺ | NG Desert Elf Ancestor Oracle 1 | AC 17 | HP 14/14 | P +4 F +3 R +6 W +6 | Def. Expl.: Investigate | Hero Points: 1/3 | Active conditions: none Move 35'

Aurelien will go over to Ned. He reads Common, Elven and Sylvan. 'That looks interesting.' he says whilst leaning over for a look.

Religion: 1d20 + 4 ⇒ (18) + 4 = 22

'It's not safe to stay here. This wood needs consecrating to stop the dead rising again and I do not possess that ritual. We should take their weapons if we can. That will make them less dangerous if they come back. One of us should also carry that Wayfinder.


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Nedri:

This appears to be a Journal written in Osiriani.

Spoiler:

...But despite my frequent letters to the imperial governor, I fear my request will go unheard. Diggen Thrune and his ilk are considered heroes in the capital thanks to their efforts in “protecting the empire’s borders and quelling rebellion,” while I’m seen as little more than a foreign agitator, despite my accomplishments and discoveries, several of which have benefitted the empire. These tactics the imperial forces are using will have detrimental effects. Many of these so-called rebels were simply farmers and landowners asking for fair representation, or at least some pretense of imperial protection in return for the tithes and taxes they pay. This heavy-handed tyranny goes too far by several measures, and if the empire does not lighten its touch and work to fulllits responsibilities to its people, it may not last long enough to suffer the long-term effects of foolish choices like leaving the rebels unburied and unshriven or provoking the elven communities who call the nearby forests home...

...Perhaps I can convince Durvin to get involved; he’ll see the sense in my warnings, and they’ve been publishing his last adventure in a string of serials across the empire. I’d ask Selmius, but I’m afraid the old fool has more dignity than sense when it comes to dealing with politicians. Gregaro would surely understand my worries, but with his heritage and the prejudices running rampant across the empire these days, I fear his word would carry even less weight than my own. There must be something...

Anyone abridged may attempt a Trained Recall Knowledge skill check using Society (DC 15) or Pathfinder Society Lore (DC 12) to ask a question about this passage...

Grand Archive

| ◆ | ◇ ◈ | ↺ | NG Desert Elf Ancestor Oracle 1 | AC 17 | HP 14/14 | P +4 F +3 R +6 W +6 | Def. Expl.: Investigate | Hero Points: 1/3 | Active conditions: none Move 35'

Aurelien will cast Read Aura on the Wayfinder.


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Aurelien:

Link? Full text?

Grand Archive

| ◆ | ◇ ◈ | ↺ | NG Desert Elf Ancestor Oracle 1 | AC 17 | HP 14/14 | P +4 F +3 R +6 W +6 | Def. Expl.: Investigate | Hero Points: 1/3 | Active conditions: none Move 35'

Read Aura:
Cast 1 minute (somatic, verbal)
Range 30 feet; Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.

If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.

Testing out my magic and seeing if it is anything out of the ordinary.

Grand Archive

| ◆ | ◇ ◈ | ↺ | NG Desert Elf Ancestor Oracle 1 | AC 17 | HP 14/14 | P +4 F +3 R +6 W +6 | Def. Expl.: Investigate | Hero Points: 1/3 | Active conditions: none Move 35'

Divine cantrip

Vigilant Seal

Ysoki Witch 1 (He/Him) | HP 13/13 | AC 15 | Per+4 | Hero Pts 1/3 | Spd 25 ft | Fort +4 | Ref +5 | Will +6 | Exploration Activity: Investigate| Active Conditions: None

Ned's eyebrows slowly rise further and further up his forehead as he reads the passage from the book. "Well ain't that sumthin'," he mutters. He tries to parse when this passage might have been written, and by whom. It seems to take place after the bedviling of Cheliax, from the context, but...

"But why's it written in Osiriani?" he mutters, brow furrowed.

I don't remember how you do secret checks, so I figured I'd just use the spoiler method. If you want to roll it for me instead, that works too. Modifier is +7.

Recall Knowledge (Society):

1d20 + 7 ⇒ (14) + 7 = 21

Grand Archive

| ◆ | ◇ ◈ | ↺ | NG Desert Elf Ancestor Oracle 1 | AC 17 | HP 14/14 | P +4 F +3 R +6 W +6 | Def. Expl.: Investigate | Hero Points: 1/3 | Active conditions: none Move 35'

'Does anyone have medical skills or should I magically healing Emoubu?'


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Aurelien:

Besides the properties linked above, there remains remnants of a faint aura of abjuration magic...

...you feel as though this Wayfinder is connected to your dreams somehow...

...even as the prospect of it making contact with you over a hundred miles away seems inexplicable!

Nedri:

Why Osiriani?

Most likely you reckon because the expanding empire of Cheliax at the time both fought and assimilated people of Osirian decent, whether in appropriating land and language, or in exporting it's own culture over a people slowly colonized.

There may be hundreds of other journals such as this - water-logged, torn, lost to time - in as many languages as there are adjacent people to the former Chelaxian empire!

Grand Archive

| ◆ | ◇ ◈ | ↺ | NG Desert Elf Ancestor Oracle 1 | AC 17 | HP 14/14 | P +4 F +3 R +6 W +6 | Def. Expl.: Investigate | Hero Points: 1/3 | Active conditions: none Move 35'

'Would you mind if I carried this Wayfinder? It feels linked to what I have been experiencing. I can't quite explain it yet. he says, followed by a barely audible whisper 'No, you don't know either. Any of you.'

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

I have a little skill. I'll see what I can do for him.

Duncan walks over to Emoubu and pulls out some bandages.

Medicine: 1d20 + 4 ⇒ (8) + 4 = 12

He makes some progress, but in the end isn't experienced enough to deal with the differences in kobold anatomy.

Duncan sighs,

Looks like it's up to you, Aurelien.

Vigilant Seal

Ysoki Witch 1 (He/Him) | HP 13/13 | AC 15 | Per+4 | Hero Pts 1/3 | Spd 25 ft | Fort +4 | Ref +5 | Will +6 | Exploration Activity: Investigate| Active Conditions: None

Ned holds out the book for the others to look at. "Gonna look like gobbledy-gook if'n ya don' unnerstand Osiriani, but I'll give ya the rundown." He gives a brief summary of the passage he read in the copper-bound book.

"The author has a bee in their bonnet over some Thrune agents gettin' involved with the folks on the borders of some country or other, schmoozin' the imperial governor and killin' folks in the outskirts jes' fer wantin' proper representation. The author talks about needin' help ta make the gov'ner see the light, but they ain't too optimistic they're gonna get it. Even mentions Durvin Gest! Must be a right old journal if'n he was still alive when it was wrote. How long ago was he again? I forget."

Also feel free to read the second-to-last "Nedri" spoiler, it should have the journal entry in a nested spoiler. Ned will read it aloud for anyone who can't read Osiriani.

"Cheliax was gettin' inta all kindsa business it had no right bein' in. Even crept in on Osirian territories clear on another continent! Buggers jes' don' know when summat ain't theirs fer takin'." He turns and spits irritably.


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Party Status / Exploration:

Khaul (AC 18 or 20, HP 23/23) w/ shield & warhammer (Darkvision) @ Defend
Duncan (AC 19, HP 30/30) w/ cane (Lowlight Vision) @ Search
Nedri (AC 15, HP 15/15) w/ nothing (Normal Vision) @ Search
Emoubu (AC 20 or 22, HP 32/42) w/ striking rapier (Darkvision) @ Avoid Notice
Aurelien (AC 17, HP 14/14) w/ dagger (Lowlight Vision) @ Investigate

Grand Archive

| ◆ | ◇ ◈ | ↺ | NG Desert Elf Ancestor Oracle 1 | AC 17 | HP 14/14 | P +4 F +3 R +6 W +6 | Def. Expl.: Investigate | Hero Points: 1/3 | Active conditions: none Move 35'

Aurelien will swap dagger for pistol crossbow.

Vigilant Seal

Ysoki Witch 1 (He/Him) | HP 13/13 | AC 15 | Per+4 | Hero Pts 1/3 | Spd 25 ft | Fort +4 | Ref +5 | Will +6 | Exploration Activity: Investigate| Active Conditions: None

Ned has his staff out, as he uses it to walk.

With the light waning, Ned casts light on the gnarled, bulbous head of his walking staff, muttering about eye strain and goblins, with absolutely zero obvious points of connection between those two things.


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Having destroyed the skeletons, the party decides what to do next...

Party Status / Exploration:

Khaul (AC 18 or 20, HP 23/23) w/ shield & warhammer @ Defend (Darkvision)
Duncan (AC 19, HP 30/30) w/ cane @ Search (Lowlight Vision)
Nedri (AC 15, HP 15/15) w/ staff w/ Light spell @ Search (Normal Vision)
Emoubu (AC 20 or 22, HP 32/42) w/ striking rapier @ Avoid Notice (Darkvision)
Aurelien (AC 17, HP 14/14) w/ pistol crossbow @ Investigate (Lowlight Vision)

Vigilant Seal

NG M Dwarf Champion-8; HP 130/130; Focus 1/1; HeroP 0/3; Potion moderate healing 2/2; AC 31(with shield); Fort +16; Ref +10; Will +15; slash resist/3; poison resist/4; cold resistance/2; mental resistance/2;Perc +12; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

"We've got a job to do." mutters the champion.

"If these dead rose from being unburied, maybe we should be a burying them?" he suggests.

Looking around for a convenient hole, he enlarges it and starts to drag the skeletons bones towards them.

"Any of you go one of them extra dimensional sacks to put all these bows in?" he asks once the bodies are taken care of.

"I cannie consecrate the graves, but I'll say a prayer for them to Torag. May he forge them anew and put back into the great Spiral."

Finally, he examines his companions.

"Yer still be hurting Emoubu. Shouldn't stayed behind me shield. Lets see what I can do. Bandages go left, then right..."
Medicine, if you want, bonus is only +5 though.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

No such luck. If we each take a bow out shouldn't be too bad.

Duncan did what he can to help Khaul with the makeshift grave, loosening earth with his grappling hook and carrying remains.

Grand Archive

| ◆ | ◇ ◈ | ↺ | NG Desert Elf Ancestor Oracle 1 | AC 17 | HP 14/14 | P +4 F +3 R +6 W +6 | Def. Expl.: Investigate | Hero Points: 1/3 | Active conditions: none Move 35'

'How far away from the Keep are we? If we need to rest, I will attune to this and it will be easier to aid Emoubu. The past weighs heavily on the future here.


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

The party continues to discuss their plan...

Grand Archive

Kobold (Draconic Exemplar: Brass) Swashbuckler (Braggart) 4 | HP 54/54 | AC 21 (23 when parrying) | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Hero Points 2 | Exploration: Avoid Notice Speed 30 (35 w/panache) | Darkvision | Fire Resistance 2 | Special Rules w/Fear Effects | Conditions:

"Emoubu can carry some stuff. Emoubu would bury people, but aren't there many people to burry?"

Emoubu would not object to any kind of healing. Those bites hurt.

"Normally Emoubu good with people, but Emoubu does not know this language. Emoubu does not want to get in other people's way, so if any can read it, they should try."

Vigilant Seal

Ysoki Witch 1 (He/Him) | HP 13/13 | AC 15 | Per+4 | Hero Pts 1/3 | Spd 25 ft | Fort +4 | Ref +5 | Will +6 | Exploration Activity: Investigate| Active Conditions: None

"Bow? I en't takin' no bow. En't got the slightest idear how ta shoot 'em. Prolly snap m'self in the eye with it. Let's not worry 'bout the bodies. Dead's dead. Stick 'em in a hole if ya gotta but I'm gonna scope the place, see what there is ta see."

Sticking with Search Exploration, in other words. How far are we from our destination?

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Just the bones left, a quick grave for all of them will have to do. We should get moving once Emoubu has been tended to.

Vigilant Seal

NG M Dwarf Champion-8; HP 130/130; Focus 1/1; HeroP 0/3; Potion moderate healing 2/2; AC 31(with shield); Fort +16; Ref +10; Will +15; slash resist/3; poison resist/4; cold resistance/2; mental resistance/2;Perc +12; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

With a sigh The champion of Torag sets about trying to fix up Emobu.

"LEts see, you rebreak the arm..." he says, taking out his hammer.

medicine: 1d20 + 5 ⇒ (17) + 5 = 22


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Khaul heals Emoubu for...

...how many hit points / time?

Vigilant Seal

NG M Dwarf Champion-8; HP 130/130; Focus 1/1; HeroP 0/3; Potion moderate healing 2/2; AC 31(with shield); Fort +16; Ref +10; Will +15; slash resist/3; poison resist/4; cold resistance/2; mental resistance/2;Perc +12; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul spends ten minutes Assuming there is nothing special here, during which time Emnoubu feels hp: 2d8 ⇒ (3, 8) = 11 better.


Absalom Initiation (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

100 Miles (Part Three)

With Emoubu patched up after a short rest, but unable to consecrate the forest graveyard, the party continue heading east...

To represent Overland Travel, we will need one person to roll Sense Direction (Survival) vs DC 10

...

Party Exploration:

Khaul (AC 18 or 20, HP 23/23) w/ shield & warhammer @ Defend (Darkvision)
Duncan (AC 19, HP 30/30) w/ cane @ Search (Lowlight Vision)
Nedri (AC 15, HP 15/15) w/ staff w/ Light spell @ Search (Normal Vision)
Emoubu (AC 20 or 22, HP 42/42) w/ striking rapier @ Avoid Notice (Darkvision)
Aurelien (AC 17, HP 14/14) w/ pistol crossbow @ Investigate (Lowlight Vision)

...

Who is taking what items?

The Party is Up!

Grand Archive

| ◆ | ◇ ◈ | ↺ | NG Desert Elf Ancestor Oracle 1 | AC 17 | HP 14/14 | P +4 F +3 R +6 W +6 | Def. Expl.: Investigate | Hero Points: 1/3 | Active conditions: none Move 35'

Aurelien will take the Wayfinder, occasionally inspecting it as he walks along, muttering to himself in Elven.

Grand Archive

Kobold (Draconic Exemplar: Brass) Swashbuckler (Braggart) 4 | HP 54/54 | AC 21 (23 when parrying) | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Hero Points 2 | Exploration: Avoid Notice Speed 30 (35 w/panache) | Darkvision | Fire Resistance 2 | Special Rules w/Fear Effects | Conditions:

Emoubu starts taking several of the bows, but after a second or two of trying to walk around carrying them, Emoubu is forced to drop most of them.

With a grimace "Marshall Emoubu is a mighty, but Marshal Emoubu is also carrying many, many things. It is good for a Pathfinder to ask for help, so Emoubu must ask fellow Pathfinders for help carrying things."

Emoubu will take one of the shortbows and half of the arrows.
He is presuming someone else is carrying the satchel, journal and wayfinder.

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