[NostalgiaCon 2021] PFS2 #3-99 Fate in the Future (Tier 1-2) (Inactive)

Game Master cmlobue

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Rasping Rebirth | Defy the Dragon | Truth Keepers | Unearthing Ulumbia | ◆◇↺

A special adventure for characters of levels 1-2. Will begin on January 10, 2022.


Rasping Rebirth | Defy the Dragon | Truth Keepers | Unearthing Ulumbia | ◆◇↺

Pathfinders hustle about the grounds of Woodsedge Lodge, checking in, mustering in units, unloading and delivering supplies, cooking, and socializing. The atmosphere is tense but excited. The Maze of the Open Road is a place of legend that few Pathfinders have had the honor of traversing. Once dangerous, the Maze was recently repaired by Eliza Petulengro of the Decemvirate, and news that the Maze is once again malfunctioning has led to intense speculation among the gathering Pathfinders. Cutting through chaos and gossip alike, Venture-Captain Armeline Jirneau takes the lead, ensuring everyone gathers in their assigned units and tends to their duties.

You have a number of tasks to perform in preparation for the mission. Everyone can make a check on each task, and the highest result is taken. This section lasts for 48 hours (until 12 January 0000 UTC). Your success determines additional rewards beyond your school items that you will be issued for the mission.

Also, please introduce yourselves to each other.

Venture-Captains

Verdant Wheel faction leader Urwal walks amid the gathered Pathfinders. He checks each person’s face before shaking his head and moving on to the next. “There are Pathfinders unaccounted for. Although the upcoming mission will be dangerous, Galt is not a land it would do to get lost in. Find our wayward companions and bring them here so no one gets left behind."
Skills: Nature, Perception, Survival

Horizon Hunters faction leader Calisro Benarry clutches at her stomach as it grumbles loudly. “Just in time! I’m starving! Go lend the Lodge’s serving staff a hand so everyone can have a proper meal before this mission gets underway. We can’t set out on an empty stomach!”
Skills: Cooking Lore, Society, Survival

Ashasar stands outside a magnificent hedge maze, examining it with interest. “This is the fabled Maze of the Open Road. Our divinations indicate the maze’s misalignment is due to an outside source beyond the maze and not a problem with the maze itself. Still, I prefer to conduct a second assessment to ensure nothing’s changed. I’d like you to assist by gathering magical readings—just don’t enter the maze!”
Skills: Arcana, Nature, Occultism, Religion

Venture-Captain Armeline Jirneau proffers a long list of names. “I’ve organized all the Pathfinders into teams of between four and six agents. Take this list and help everyone gather in their assigned units.”
Skills: Diplomacy, Perception, Society

Head Initiate Janira Gavix smiles and waves at the sight of the PCs, then hurries over to say hello. “Do you have a second to lend me a hand? I brought along a few dozen newly graduated Pathfinders, but they’re worried about the upcoming mission. I know they’re ready for this, but the scale of it all is setting them on edge. Could you talk to the rookies? Some conversation and encouragement will help settle their nerves.”
Skills: Deception, Diplomacy, Performance

Vigilant Seal faction leader Eando Kline sifts through crates and wagons, divvying gear up into piles. “Help me sort this equipment according to the supply list, then deliver it to the assembling teams. We need to ensure everyone is well equipped for the upcoming mission.”
Skills: Athletics, Society, Survival

Vigilant Seal

Female NG Kitsune Celestial Envoy Humanoid | HP 35/35 | AC 18 | Class DC 18 | F: +8, R: +8, W: +7 | Perc: +5, low-light vision | Exploration Activity: Scouting | Speed 35ft | Active conditions: None. | Focus Points: 1/1 | Spell slots: (1st) 2/2, (2nd) 1/1 | Wounded: 0 | Dying: 0

Dancing Sunbeam asks for a list of unaccounted Pathfinders and starts searching for them.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Tired after running around looking for people the hungry kitsune heads towards the kitchen and helps make some ramen for herself and others.
Society: 1d20 + 7 ⇒ (13) + 7 = 20

Once done with her meal she proceeds to study the Maze for some time.
Arcana: 1d20 + 7 ⇒ (13) + 7 = 20

Having studied the maze until her head started hurting Dancing Sunbeam decides to take a break and help organize the teams.
Society: 1d20 + 7 ⇒ (20) + 7 = 27

Groups assembled the magus bumps into the Head Initiate and decides to lend a hand with the rookies. She tells the rookies of some of her adventures so far acting out some of the action.
Performance: 1d20 + 6 ⇒ (18) + 6 = 24

Running around all day has tired out the kitsune and she makes a half hearted effort in sorting the gear.
Society: 1d20 + 7 ⇒ (4) + 7 = 11

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | Spells: -/1/0 | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Ammo: 50 | Throwing Knives: 2 | +1 SH: 14/14

A tall man with short blond hair enters the busy tent. He takes in the scene with the practiced eye of a seasoned detective. He sees a kitsune running around madly and offers to help, looking at the list of unaccounted Pathfinders.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Unable to make heads or tails of the list, he sets it aside and sees to heading to the mess tent for some food.

Society: 1d20 + 8 ⇒ (14) + 8 = 22

He intently studies the maze, pointing out interesting features to the kitsune.

Arcana: 1d20 + 8 ⇒ (11) + 8 = 19

After studying the maze, he assists the VC organize the teams, making like an army drill sergeant in directing recruits to their groups.

Society: 1d20 + 8 ⇒ (14) + 8 = 22

Seeing the apprehensive rookies, he then tries to boost their spirits.

Performance: 1d20 ⇒ 19

Finally, he helps in sorting the gear alongside the Kitsune.

Society: 1d20 + 8 ⇒ (10) + 8 = 18

Extending his hand, he introduces himself to the frazzled kitsune. "Isaku Beru. I'm a detective from Absalom."

Vigilant Seal

Male Anvil Dwarf Magus 1 HP:(20/20) AC 18 [Fort +7 Ref +4 Will +6] Perc +4

A dwarf, looking like he's stepped right off the mountainside and into the venture captains command center. He searches about the place with a face of both excitement and determination. With his steel shield on his back and his heavy dwarven waraxe to his side, he strolls through the camp unsure how to engage with the masses of other pathfinders running about. It's then, while not paying attention, he runs smack into the kitsune and the tall man hard at work.

Eh... pardon me, lass and lad. Didnae know right where I'm supposed to be. Say, you wouldn't mind letting a pair of idle dwarf hands join you in lightening yer work load?

Igni begins aiding as best he can in each of the tasks.

Survival: 1d20 + 4 ⇒ (5) + 4 = 9
Igni begins searching markings of heavy foot traffic and bits of disturbed earth in search of the pathfinders.

Society: 1d20 + 5 ⇒ (2) + 5 = 7
He then dutifully sets forth to make sure each person has proper utensil to eat with when its time for the meal to come.

Arcana: 1d20 + 5 ⇒ (7) + 5 = 12
Igni takes some time to consider the makeup of the maze. He seems to take particular interest in any abnormal stone formations and begins to focus his whole efforts on them.

Society: 1d20 + 5 ⇒ (1) + 5 = 6
As he watches his new comrades do their work, Igni takes then places each of the groups into staggered clumps so that the VC's may easily see which is which.

Performance: 1d20 - 1 ⇒ (9) - 1 = 8
Igni launches into a heartfelt story of dwarven history detailing the heroic search for sky and how his people became gaurdians of the land during the age of lost omens. Whether or not it inspires anyone other than him, he does not notice. Too swept up in the boundless pride it gives him.

Athletics: 1d20 + 7 ⇒ (15) + 7 = 22
Finally Igni puts in the final bits of elbow grease with the others. Content with finally breaking a sweat he turns back to them.

Igni Iron-Aegis. Absolute pleasure to labor with ya.
And shakes each persons hand.
Sort of a motley crew aren't we? Ready to see what's in this Maze?

Envoy's Alliance

LN Male Human Gunslinger 1 | ♥️ 17/17 | AC 18 | F+6 R+9 W+5 | Perc +7 (+2 initiative bonus) | Speed 25' | Exploration: Avoid Notice (Init +7 +2) | Status:

A tall middle aged human man walks among the agitation, a bit lost, not knowing if his place is among the new-recruits or if he can help out everywhere since he was field-commissionned... His left eye is covered by an eye patch and he carries a long rifle on his back.

After a few moments of hesitation, he decides to go with the flow and help out where he can. He joins a kitsune and a blond man and asks them if he can help them out. I’m Ace. Nice to meet you all. I have to confess it’s my first time at the Grand Lodge after a short mission in the Sodden Lands, so don’t worry if I look a bit out of place… Just getting my bearings…

Hearing Urwal's demand, he starts searching for the missing pathfinders, looking around the perimeter.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

After a while, he stumbles upon the towering Calisro Benarry and hears her call for food ! He calls upon his memories of an old time and starts prepping rations for a lot of people.

Survival: 1d20 + 5 ⇒ (11) + 5 = 16

Afterwards he helps out with analyzing the Maze, using his knowledge of fauna and flora.

Nature: 1d20 + 5 ⇒ (15) + 5 = 20

When VC Jirneau asks for help gathering units, he goes searching for lost agents.
A bit like gathering cattle, I guess. he thinks to himself

Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7

Ace startles when Janira Gavix calls out for help, with her enthusiastic voice. Allright. says Ace. I guess my “old” age will make me look experienced even though they probably know a lot more about pathfinding than me…

Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9

After talking with the new agents, Ace is happy to spend a moment by himself sorting out the gear, his mind slowly processing all he has experienced today and getting to know a bit better his own team.

Survival: 1d20 + 5 ⇒ (4) + 5 = 9

A bit crazy around here, isn't it ? Alkenstar has its own share of agitation but this goes way beyond...

Vigilant Seal

Female NG Kitsune Celestial Envoy Humanoid | HP 35/35 | AC 18 | Class DC 18 | F: +8, R: +8, W: +7 | Perc: +5, low-light vision | Exploration Activity: Scouting | Speed 35ft | Active conditions: None. | Focus Points: 1/1 | Spell slots: (1st) 2/2, (2nd) 1/1 | Wounded: 0 | Dying: 0

"Ah! I would be delighted if you could help! the magus replied to the dwarf. "I am Dancing Sunbeam. At your service." the kitsune introduce herself with a bow.

Grand Archive

HP 35/35 | AC 18 (19 with shield) | Fort +7, Ref +6, Will +9, (+1 vs undead) | Perc +7 | Spells 1st (4/4) 2nd (3/3) | Spell DC 19 | Hero (0/3) | Exploration: Search for hazards

Among the many agents bustling around the lodge is a balding Varisian man in an unkempt outfit, named Kornel. One might be forgiven to mistake this scruffy man for a homeless person: his undershirt is missing a button or two, his jacket has spots of patchwork and dust. While his apparel may be somewhat off-putting, the scruffy man acts amicable enough thanks to his permanent smile and relaxed mannerisms.

Yet many find Kornel's presence somewhat unnerving, like there's something off about him: his smile feels too forced, his laughter sounds hollow, his calm eyes never seem to blink.

"Kornel Pastovic. Good to meet you," he introduces himself with a handshake, when the situation allows time for such pleasantries. During this handshake, one can feel that Kornel's body temperature is abnormally low.

Tasks:
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Kornel chuckles and assures the lizardfolk explorer that no agent gets lost nor left behind.

Society: 1d20 + 4 ⇒ (3) + 4 = 7
"I, ah, may not be the best choice for kitchen staff," Kornel says, speaking with a noticeable Ustalavic accent. Those who have met the mysterious sorcerer before might recall that Kornel has an unusual aversion for food.

Religion: 1d20 + 6 ⇒ (3) + 6 = 9
Kornel glances around the maze, but then seems to get lost in thought over something trivial, and he wanders off.

Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
Connecting people together into teams seems to come naturally to the calm sorcerer.

Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16
The constant grin on Kornel's face widens. He cheerily tells short anecdotes of his previous missions, all involving some ungodly monsters and ending in near-death experiences. "...so you see, the best part of any adventure is coming back home alive. This is typically possible for many! Ah hah."

Society: 1d20 + 4 ⇒ (11) + 4 = 15
Kornel seats himself and begins reading the list, rather than help carry the gear. It seems he prefers to avoid manual labor.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

A handsome man with graying temples joins the group. His youthful countenance is overlayed by a certain world-weariness that makes it difficult to guess at his actual age. His frame is rather spare and his somewhat pale sallow skin give the impression of fragility, which is belied by his dark penetrating eyes and strong voice. He is dressed in a dark gray wool suit whose coat hangs down to the back of his knees. He wears a white high-collared shirt with a royal blue formal cravat around the neck that is tucked into the top of his waistcoat. A prominent silver tie pin in the form of a spiraling comet secures the folds of the cravat. Hanging from his leather belt, a sheathed dagger and a coiled whip can occasionally be seen as his coat opens to reveal them.

"I bid you all good day. I am Mandoo, Pathfinder and erstwhile medical doctor. I am very pleased to make all of your acquaintances and look forward to joining you on this rather interesting mission. We will doubtless catch up later once this hullabaloo of earnest preparation subsides." He dips his head and then looks around the grounds of Woodsedge Lodge. "Now then, let's see where we can be of use."

Urwal:
Mandoo first runs into Urwal who gives him a good looking over. "You may rely on me faction leader; I will certainly do my best to recover as many of our lost colleagues as possible."
Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Calisro Benarry:
When his faction leader, Calisro Benarry, orders him to help prepare her a meal, Mandoo looks a little nervous. "Uh, um... are you entirely sure you wish me to become involved in the preparation of food, faction leader? It is not exactly my forte, but how difficult can it be?"
Survival: 1d20 + 3 ⇒ (17) + 3 = 20

Ashasar:
Next Mandoo heads over to the hedge to examine the reason for all the tumult. When Ashasar explains the situation, Mandoo raises his eyebrows in evident interest. "outside source you say? How fascinating. I would be greatly pleased to offer you my assistance in this matter, and I assure you that I have no intention of entering the maze just yet."
Religion: 1d20 + 7 ⇒ (18) + 7 = 25

Armeline Jirneau:
Venture-Captain Armeline Jirneau hands Mandoo a list of names to organize into teams. He then moves through the crowds inquiring about the whereabouts of the pathfinders on the list and informing them of which units they've been assigned to and where they will be mustering.
Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20

Janira Gavix:
Mandoo nods to Janira as she comes over to greet him with a gaggle of initiates in her wake. "Hello, Janira. I hope all is well with you... and your charges." He indicates the rather worried looking new Pathfinders behind her. "So you wish me to calm their nerves? I'd be delighted. I've a certain knack for such things." As Janira leaves, he turns to face the nervous-looking group. "There is nothing to worry about my fellows. I've been on many such missions and nothing has ever gone awry. Well... almost nothing, that is. Pretty much all the Pathfinders make it through in one piece," he grimaces slightly at this point before continuing, "but sometimes..."
Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9

Eando Kline:
Mandoo is taken aback by the huge pile of material that Eando Kline points to when he asks for help distributing it to the teams. Though not a weakling by any stretch, he isn't exactly built like a stevedore. "Uh, if you'll give me a moment faction leader, I think I know of someone who might be of some assistance in this matter." He then closes his eyes and a smoky cloud forms beside him from which steps out an 8ft-tall black-boned human skeleton with large glossy black raven-like wings sprouting from her scapulae. A 6ft long skeletal tail extends whip-like from the base of her pelvis and her skull is covered by a polished black mask resembling a vulture’s skull, through which her glowing red eyes can be seen. In her hand she holds an adamantine scythe with a handle almost as long as her own body and featuring symbols from a long lost language etched onto its blade.

"Ah, there you are Tina dearest. I was wondering if you would be so kind as to help us with carrying some of this stuff around the camp. It'll all go so much faster with your assistance." You can't help getting the feeling that Mandoo is speaking aloud more to put everyone else at ease around his friend than to actually communicate his wishes. In response, Libitina pats Mandoo's shoulder affectionately with her skeletal hand and nods once before getting to work.
Athletics: 1d20 + 8 ⇒ (16) + 8 = 24


Rasping Rebirth | Defy the Dragon | Truth Keepers | Unearthing Ulumbia | ◆◇↺

Ace circles the perimeter under Urwal's directions and gets all the stragglers rounded up.
Reward Each character recieves a lesser healing potion.

Isaku spends some time in the mess hall making sure everyone, especially Captain Bennary, has the provisions they need.
Reward: Each character gets +1 to their next Fortitude save

Mandoo studies the maze with Ashahar and comes up with some poignant observations about it.
Reward: Each character chooses two of: owlbear claw, potency crystal, scroll of burning hands, scroll of true strike (you can choose the same item twice).

Dancing Sunbeam spends time going over the rosters with Armeline and has everyone in their correct group in no time.
Reward: Each character gets +2 to their next Will save

Kornel's humor meshes particularly well with Janira's as they give the recruits a pep talk.
Reward: Once during the adventure, each character can receive a +1 circumstance bonus to one skill check or attack roll, representing a rookie Pathfinder succeeding at a check to Aid them. The PC must decide to use this benefit before rolling.

Igni and Eando sort through all the gear and hand out bundles to the Pathfinder groups.
Reward: Each PC receives their choice of a lesser antidote or lesser antiplague.

That's all for mustering. Feel free to roleplay, shop and grab items from your school until the next part of the scenario starts in 30 hours.

Grand Archive

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HP 35/35 | AC 18 (19 with shield) | Fort +7, Ref +6, Will +9, (+1 vs undead) | Perc +7 | Spells 1st (4/4) 2nd (3/3) | Spell DC 19 | Hero (0/3) | Exploration: Search for hazards

When time permits, Kornel makes a little small talk with the other agents. "Good to meet a fellow medic, ah hah," the scruffy man laughs as he approaches Mandoo. "Where do you, ah, come from? Your name sounds familiar."

Vigilant Seal

Male Anvil Dwarf Magus 1 HP:(20/20) AC 18 [Fort +7 Ref +4 Will +6] Perc +4

Yer name rings out like a bell Sunbeam! In fact I've even heard it before in our faction hall. Igni brushes his hand over his beard for a moment in thought.
Yer a spellsword like me, aye? I joined in not long after you started going out on missions. Sort of figured I'd pay attention to see if I could learn something from ya... So what have ya done recently? I mean before all this "Maze Madness".

Horizon Hunters

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N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Mandoo turns to Kornel. "Indeed? You're a practitioner of the medical arts as well? Excellent news. The more the merrier, I say. We'll have to consult with each other when it comes to treating the inevitable wounds that our team will incur during the upcoming mission."

When Kornel asks about his origins, Mandoo's features fall slightly at the memories the question dredges up. <Sigh!> "I'm afraid to inform you that I am... or more correctly, was, a native of Lastwall until its recent expunction at the hands of the Whispering Tyrant. My current residence is Absalom, but I still hold out hope that one day we will reclaim the Gravelands from that necromancer and that Lastwall will rise from the literal ashes once again." He unconsciously reaches up to touch his silver tie pin before continuing. "Until that time, my mission is to serve the Lady of Graves and accelerate this recovery process by expunging as many of the undead from the Great Beyond as possible."

"As to my name? It is not that uncommon. Why, I've had people tell me they know of another Pathfinder with the very same name. Imagine that! I've never met the man though. Perhaps he came to bad end or maybe he was merely a figment of the imagination. We may never know for sure."

He turns his piercing eyes on the scruffy physician and gives him a professional looking over. "Are you entirely well my good doctor? You have a certain peaked look to you." <Sniff!> "And, much as I hate to mention it, you have a bouquet of, of... Hmmm, something, something... familiar." Mandoo shivers slightly. "Perhaps it might be best if you and Tina not get too near each other during this mission. I'd hate for there to be any accidents, eh? Ha ha ha."

Vigilant Seal

Female NG Kitsune Celestial Envoy Humanoid | HP 35/35 | AC 18 | Class DC 18 | F: +8, R: +8, W: +7 | Perc: +5, low-light vision | Exploration Activity: Scouting | Speed 35ft | Active conditions: None. | Focus Points: 1/1 | Spell slots: (1st) 2/2, (2nd) 1/1 | Wounded: 0 | Dying: 0

"Let's see...ah! I led some initiates to look for a lost leshy recruit, Rain on Cloudy Day. Poor guy had a string on bad luck on his confirmation." Dancing Sunbeam replies as she takes the potion of lesser healing, potion of antiplague and two potency crystals handed to her. The magus asks to have one of the crystals set into the pommel of her sword.

Horizon Hunters

Female Halfling (Gutsy) Swashbuckler (Battledancer) 3 | HP 39/39 | AC 20 | Hero Pts 1/3 | Per +8 (Keen Eyes) |Spd 30 ft | Fort +8 | Ref +10 | Will +8 | Exploration Activity: Scout | Active Conditions: None

A bedraggled halfling stumble-runs up to the group. Her maple skin is flushed at her round cheeks, and a wild bush of thick, tawny hair is held back from her forehead by a single band of pink cloth. Her leather armor is violently fuchsia, with a gray-white undershirt and a forest green cloak that has clearly seen better days. Mud cakes her gray-lined fuchsia boots, and a short-sword, whose wristguard bears a faintly shimmering magic rune, is strapped to her waist.

She skids to a stop in front of the group, then puts her little hands on her knees and takes several deep, gasping breaths. "H... here," she wheezes. She finally stands up and sucks in what feels like half the air in the country before exhaling and forcing herself to take slow, deliberate breaths. "Frickin... slept in... Woof. Okay... what... whew... what's left to do for the mustering oh it's done." She slaps her forehead. "Welp. Solid first impression, as per usual."

She sighs and offers her hand up to the bigger folk. "Bina Sevencloaks. Nice to meet you."

Once introductions are done, she hurriedly and sheepishly goes about gathering the proffered supplies.

"Hi how are you nice to meet you I'm just gonna help myself to these supplies you worked so hard for aaaand thanks" XD

Vigilant Seal

Male Anvil Dwarf Magus 1 HP:(20/20) AC 18 [Fort +7 Ref +4 Will +6] Perc +4

Igni nods to Sunbeam as Bina makes her entrance.

He walks up to Bina with a large scowl. Then without a moment lingering too long, he begins handing over further provisions and supplies.

There ye are! Reports said we had a sixth member. Was starting to get upset that you might have better dealed us...

His face snaps to a rosie beaming smile beneath a landslide of dark brown hair.

I'm Igni and this is Sunbeam, were both spellswords. We're lucky enough to have not one...but TWO doctors; Mandoo and Kornel, Torag bless them both. And that tall blonde fellar back theres with the boom stick, that's Ace. I had the pleasure of running into him today. LITERALLY HA! Welcome to the team!

Grand Archive

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HP 35/35 | AC 18 (19 with shield) | Fort +7, Ref +6, Will +9, (+1 vs undead) | Perc +7 | Spells 1st (4/4) 2nd (3/3) | Spell DC 19 | Hero (0/3) | Exploration: Search for hazards

During his conversation with Mandoo, Kornel is his usual relaxed self at first. "No no, I merely, how do you say, dabble in medicine, ah hah." As they converse more, however, Kornel stiffens and becomes less jovial. His unblinking eyes now stare at Mandoo much more than is socially acceptable, and his constant grin seems more forced than ever.

"It is... terrible, yes," the strange Varisian says slowly and laconically in condolence to Mandoo and his home country of Lastwall, "The, ah, nation in question fell very efficiently, and, ah, quickly. People died."

Kornel takes a few steps back when Mandoo expresses his reverence to Pharasma and hostility against undead, muttering, "Pharasmin faith does seem to be strangely common in our, ah, profession, eh?"

Mandoo's concern for Kornel's health and odd odour prompts a somewhat panicked response from the scruffy man: "I, ah... perhaps I slept poorly. Happens to the best of us, no? Ah hah. Now, I think I should return to my duties. Excuse me."


Rasping Rebirth | Defy the Dragon | Truth Keepers | Unearthing Ulumbia | ◆◇↺

A junior Pathfinder agent rushes over to Ingi and whispers urgently to him, "Sorry, but we got your assignment wrong. You're with team C3, not 3C..."

Looks like there was some confusion over mustering for this table, and Ingi is not supposed to be at this table. Bina, you can roll on Urwal's, Calisro's, Janira's and Eando's tasks to try to improve the team's rewards.

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | Spells: -/1/0 | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Ammo: 50 | Throwing Knives: 2 | +1 SH: 14/14

Isaku's eyes light up as he recognizes a name known to him.

"Dancing Sunbeam! One of my comrades, a Francine Quickfingers, mentioned you. That's why the name sounded familiar."

Isaku is well dressed, and he carries a long firearm slung across his back (Piercing Wind).

Envoy's Alliance

LN Male Human Gunslinger 1 | ♥️ 17/17 | AC 18 | F+6 R+9 W+5 | Perc +7 (+2 initiative bonus) | Speed 25' | Exploration: Avoid Notice (Init +7 +2) | Status:

Ace stays a bit behind all the agitation, observing and taking in everything, not quite sure how to behave or what to do. Finally he strides towards the group and says "Hi there. Ace Malaluna, you can call me Ace. First time in the city and in the lodge. I've come a long way and I guess I'm here for now... Is this kind of agitation usual ? Sounds like something big, I didn't think I'd be put on such a job so quickly. Can someone tell me what's all this about ?"

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

A hush falls over the gathered Pathfinders as Venture-Captain Armeline Jirneau ascends a podium erected outside the entrance to the Maze of the Open Road. “Welcome to Woodsedge, Pathfinders! Thank you for coming. As many of you know, the Maze of the Open Road is an interdimensional pathway built long ago by Forest King Narven Feathereyes as a gift for the Society. Time was not kind to the maze, but thanks to the efforts of Eliza Petulengro and other Pathfinders, it was repaired.

“Recently, the maze’s paths realigned and now all point to a single location. Our investigations indicate this isn’t a problem with the Maze of the Open Road but an outside source—a beacon—that’s attracting the paths. The maze is of critical importance to many missions and must remain available. Our mission is to fix this strange anomaly.

“We traverse the Maze of the Open Road to an unknown destination. Although this is an exciting opportunity to explore new horizons, our mission is not exploration. Our mission is to find the beacon and sever its connection to the Maze of the Open Road. Prepare yourselves! We leave shortly.”

After a few minutes to allow for any last-second preparations, Venture-Captain Jirneau leads the assembled Pathfinders into the Maze of the Open Road. ”Stay close, we won’t be here long.”

Armeline guides the Pathfinders through the maze with confidence, while Eando Kline, faction leader of the Vigilant Seal, takes the rear, ensuring no Pathfinders get left behind. Armeline hesitates only a moment before plunging through a shimmering portal, out of the Maze and into the unknown.

Following her lead, the Pathfinders arrive in a large stone chamber with red stone walls and polished tan floor tiles, lit by a luminous arch rising from a central raised platform. The chamber has three side chambers and one exit. “Fan out, Pathfinders!” Venture-Captain Armeline orders. “Secure the area.”

Table GMs, please begin Part 1

Horizon Hunters

Female Halfling (Gutsy) Swashbuckler (Battledancer) 3 | HP 39/39 | AC 20 | Hero Pts 1/3 | Per +8 (Keen Eyes) |Spd 30 ft | Fort +8 | Ref +10 | Will +8 | Exploration Activity: Scout | Active Conditions: None

Seeing the dwarf get shuffled off, one of the junior Pathfinders mutters to Bina that there's still work to be done. Her shoulders relax visibly. "Oh thank the gods, I might not be useless after all. One sec, guys."

She can't help but stop at her faction leader first. It doesn't help that the smell of cooking food is alluring. Not being much of a cook herself, she tries to help the cooks pair foods that go well together from different cultures.

Society: 1d20 + 4 ⇒ (4) + 4 = 8

----

She then heads to the Verdant Wheel leader, Urwal. Upon learning some of the recruits have apparently wandered off, she uses clambers up on some crates to get a better view of the crowd and try to spot them.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

----

Outside the hedge maze, she absently scratches the side of her nose as she tries to suss out how to help. She's not particularly knowledgeable about magic of any sort, but she remembers a few tidbits from her childhood about the gods and tries to dig through that for anything that might be pertinent here.

Religion (untrained): 1d20 + 1 ⇒ (13) + 1 = 14

----

Taking the list of names from Venture-Captain Jirneau, she does her best to make short work of pairing up the teams, reading the list and matching descriptions with faces as quick as she can.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

----

Bina waves cheerfully at Janira Gavix. She was the first other halfling Bina had met upon arrival at the Grand Lodge, and she'd been relieved to not be the only one of her kind there. "Janira! Hey! What can I help with? I got here late and I'm trying to work off the sin." She offers a lopsided grin, but it vanishes upon the Head Initiate's request. "I mean, I'm not really good at rallying the troops, so to speak, but maybe a little merriment will take their mind off things." Bina mutters to a nearby musician, who strikes up a lively tempo on a pair of lap drums, and Bina quickly launches into a fast-paced and acrobatic improvised dance number.

Performance (dance): 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18

----

Bina frowns and nods soberly at Eando's request. She's usually pretty capricious, but something about the Vigilant Seal faction leader's gravitas makes her stand a little straighter. She's not great at making things tidy, but she's not weak either, so she helps by lifting some of the heavier crates and moving them around where others direct her.

Athletics: 1d20 + 5 ⇒ (12) + 5 = 17

----

She finally returns to the others looking significantly more out of breath, but also a lot less guilty about arriving late. "Sorry about that," she huffs. "I hate being useless, especially when I'm working with strangers. Leaves a bad taste in my mouth. Anyway, nice to meet all of you."

At Ace's questions, she shrugs noncommittally. "I mean, yeah, mostly. Especially for these big missions. So many people in one place, it's hard to coordinate it all, ya know? Gets pretty crazy. I've never been in the Maze, just heard stories about it. Some of them are really out there, so I'm not sure how much stock I put in it. Just keep your head on a swivel and you'll probably be fine." She cocks her head up at him and looks him over. "You from Alkenstar? Heard all kinds of wild rumors coming outta that place. Guns and all that. Some firing balls as big as my head, I hear. That true?" She looks both deeply concerned and nervously excited at the idea.


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With Bina's help, Urwal gets the last few Pathfinders where they need to go.
Updated Reward: Each character receives a second lesser healing potion.


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You emerge into the empty ruins and quickly investigate the entry room with its three side chambers.

The first side chamber contains a fountain that splashes water into a large stone washing basin. The running water makes a soothing, burbling sound that is quite relaxing. The water is clean, clear, and tastes metallic.
Religion check to identify

In the second side chamber, three rows of wooden hooks protrude from the stone walls in a line around the perimeter of this side chamber, one row at three feet above the ground, one at five, and one at nine. A smooth and well-worn black wood bench is in the chamber's center. It’s old, but sturdy and comfortable.
Society check to identify

The arch in the center of the room soars up fifteen feet wide and twenty-five feet tall. It’s constructed of a luminous crystal that sheds bright light.
Arcana or Religion check to identify

The final side chamber behind the arch is ovoid-shaped. The entrance to this ovoid chamber is only partially blocked by a circular stone door, which slides in and out of the wall. The red stone chamber is completely curved, with no angles or hard edges anywhere.

GM Screen:
1d6 + 1d5 + 1d4 ⇒ (2) + (1) + (1) = 4

Isaku, Ace, Bina:
The chamber is empty.

Mandoo, Kornel, Dancing Sunbeam:
As you enter this chamber, you see a large grey and blue container in the center, similar to a sarcophagus, constructed from metal and glass.

Envoy's Alliance

LN Male Human Gunslinger 1 | ♥️ 17/17 | AC 18 | F+6 R+9 W+5 | Perc +7 (+2 initiative bonus) | Speed 25' | Exploration: Avoid Notice (Init +7 +2) | Status:

As all the teams walk through the Maze, Ace tells Bina about Alkenstar and the Wastes, describing the huge city of smoke, clockwork and cogs. "And you know, firearms look impressive but they're not more or less deadly than a well placed greataxe swing and, well, they're a lot more expensive to build and repair! But it's kind of our thing and they've proved useful to shoot the bloody forsaken creatures of the Wastes..."

Once the group has arrived behind the shimmering portal, Ace walks towards the first chamber and looks at the fountain. He dips his fingers in the water and smells them.
Religion: 1d20 + 2 ⇒ (13) + 2 = 15

In the second chamber, Ace walks in front of the hooks, wondering if they serve a grim purpose or a more mundane one.
Society: 1d20 ⇒ 18

Back in the main room, Ace spends a moment staring at the huge arch, wondering if there's a link between it and the fountain or the hook chamber.
Religion: 1d20 + 2 ⇒ (19) + 2 = 21

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

As soon as the group arrives in the large stone chamber, Mandoo closes his eyes momentarily. A pulse of light in the form of a spiral comet shines from his neck and is easily visible through his cravat as Libitina appears at his side. She also sports a similar spiral symbol glowing from her forehead and plainly visible through her vulture-skull mask.

Action: Manifest Eidolon

As usual, the first thing the psychopomp does is scan the area for potential threats to Mandoo. The medic puts his hand gently on her wing. "I don't believe we're in any immediate danger, my love, but we're definitely in unknown territory. I thought it best to have you with me, especially as we seem to be in a tomb of some sort." He indicates the partially blocked circular stone door leading to the ovoid chamber.

Ignoring the side chambers for a moment, Mandoo and Libitina stride into the ovoid-shaped chamber containing the large grey and blue sarcophagus-like container made of metal and glass. Mandoo inspects the object...

Religion - Mandoo: 1d20 + 7 ⇒ (5) + 7 = 12

...but isn't sure exactly what he's dealing with. "What do you think it is Tina?"

Religion - Libitina: 1d20 + 5 ⇒ (19) + 5 = 24

She shares what she learns with Mandoo through their telepathic connection and he relays it to the rest of the group. "Let's see if we can make any sense of these other chambers."

First they inspect the fountain...
Mandoo Religion: 1d20 + 7 ⇒ (11) + 7 = 18
Libitina Religion: 1d20 + 5 ⇒ (4) + 5 = 9

...and then the arch.
Mandoo Society: 1d20 + 0 ⇒ (16) + 0 = 16
Libitina Society: 1d20 + 0 ⇒ (11) + 0 = 11

I've placed tokens for Mandoo and Libitina on the slide.


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The first chamber is an ablution chamber, used to ritually wash before entering a sacred space.

The arch is a powerful artifact with a connection to another plane. Ashasar is impressed by any information you offer him and assures you he’ll investigate further while they tend to their duties.

Still no idea about the room with hooks.

Mandoo:
How exactly are you inspecting the sarcophagus? Looking? Touching? Tasting?

Grand Archive

HP 35/35 | AC 18 (19 with shield) | Fort +7, Ref +6, Will +9, (+1 vs undead) | Perc +7 | Spells 1st (4/4) 2nd (3/3) | Spell DC 19 | Hero (0/3) | Exploration: Search for hazards

(Ace's (untrained) Society result of 18 didn't identify the hook chamber? Guess I'll give it a go.)

Kornel's unblinking eyes try not to make contact with the eidolon's bird skull. He ambles in a separate direction from the summoner and his psychopomp, towards the side chamber to their left.

Society: 1d20 + 4 ⇒ (2) + 4 = 6

"Ah, detective, what do you think this is?" he hollers Isaku, grinning.

Envoy's Alliance

LN Male Human Gunslinger 1 | ♥️ 17/17 | AC 18 | F+6 R+9 W+5 | Perc +7 (+2 initiative bonus) | Speed 25' | Exploration: Avoid Notice (Init +7 +2) | Status:

Ace feels a bit uneasy with all these discoveries. He takes his musket on his back, loads it with a bullet and carries it around, his eyes checking every corner and especially the great arch.

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | Spells: -/1/0 | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Ammo: 50 | Throwing Knives: 2 | +1 SH: 14/14

Isaku examines the hooks, wondering what they represent.

Society: 1d20 + 7 ⇒ (10) + 7 = 17

Isaku then has a look at the crystal.

Arcana: 1d20 + 7 ⇒ (14) + 7 = 21

Finally, Isaku closely examines the fountains, tasting some of the water and wondering what the metallic taste would be.

Religion: 1d20 + 1 ⇒ (11) + 1 = 12

Following Ace's lead, Isaku unslings Piercing Wind and loads it.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Mandoo and Libitina give the sarcophagus a good looking over to see if there's any text or decoration that might give them a clue as to its contents. (Use previous Religion rolls)

Assuming there is nothing about the sarcophagus that indicates what the contents may be ...

Mandoo looks to Libitina to see if she's come up with something. She replies directly into his mind through their telepathic connection. {𝕹𝖔. 𝕹𝖔𝖙𝖍𝖎𝖓𝖌. 𝕷𝖊𝖙'𝖘 𝖑𝖔𝖔𝖐 𝖎𝖓𝖘𝖎𝖉𝖊 𝖆𝖓𝖉 𝖒𝖆𝖐𝖊 𝖘𝖚𝖗𝖊 𝖙𝖍𝖊𝖞 𝖆𝖗𝖊 𝖙𝖗𝖚𝖑𝖞 𝖉𝖊𝖆𝖉... 𝖔𝖗 𝖒𝖆𝖐𝖊 𝖎𝖙 𝖘𝖔.} Mandoo nods in agreement and turns to the rest of the group. "Excuse me fellow Pathfinders, but over here is what appears to be a sarcophagus of some sort. Tina and I are about to attempt to open it. This has sometimes resulted in, um... shall we say, unexpected outcomes, so perhaps we should all prepare ourselves for any eventuality."

As everyone gets themselves ready, Mandoo takes his dagger in one hand and whip in the other before stepping back a short distance from the sarcophagus. He calls back. "Is everyone in position? Good." Then, turning to Libitina. "Very well my dear. Pop the lid off whenever you're ready."

The psychopomp swings her adamantine scythe through the air with a whistling sound and jams the pointy end of the long blade into the gap just beneath the lid. She starts lifting the handle, her bones making ominous creaking sounds as she applies more and more pressure. Then in one quick motion, she thrusts upwards to free the lid from its base.

Action: Force Open - Sarcophagus
Libitina Athletics (Force Open): 1d20 + 8 ⇒ (20) + 8 = 28

Not sure if Libitina's scythe works as a crowbar. If not, then add in a -2 item penalty.

Envoy's Alliance

LN Male Human Gunslinger 1 | ♥️ 17/17 | AC 18 | F+6 R+9 W+5 | Perc +7 (+2 initiative bonus) | Speed 25' | Exploration: Avoid Notice (Init +7 +2) | Status:

Ace gets ready just behind the door to the sarcophagus room.
((The idea is to roll Stealth for initiative and potentially have standard cover))

Vigilant Seal

Female NG Kitsune Celestial Envoy Humanoid | HP 35/35 | AC 18 | Class DC 18 | F: +8, R: +8, W: +7 | Perc: +5, low-light vision | Exploration Activity: Scouting | Speed 35ft | Active conditions: None. | Focus Points: 1/1 | Spell slots: (1st) 2/2, (2nd) 1/1 | Wounded: 0 | Dying: 0

Dancing Sunbeam gives a curious look at the arch before Mandoo's attempts to open the sarcophagus. Society: 1d20 + 7 ⇒ (2) + 7 = 9

Unsure of what it might hold the kitsune draws her shortsword and readies herself for combat.


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Isaku, Ace, Bina:
What sarcophagus? The room is empty.

Mandoo, Kornel, Dancing Sunbeam:
The scythe passes through the sarcophagus as if it is not there. The box flickers in and out of sight rapidly.

Libitina:
You hear a jumble of words — “for,” “me,” “no,” “run,” and “wait” among them—and then the box vanishes completely.

Envoy's Alliance

LN Male Human Gunslinger 1 | ♥️ 17/17 | AC 18 | F+6 R+9 W+5 | Perc +7 (+2 initiative bonus) | Speed 25' | Exploration: Avoid Notice (Init +7 +2) | Status:

Ace is attracted by the noise Mandoo and Libitina are making and see the eidolon trying to manipulate something in the middle of the room.
"What's going on here ? There is something in the room ?"
He tries to distinguish the thing.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

A little retcon.

Mandoo looks somewhat confused at Ace's inability to see the anything in the room. He points to the large and very substancial looking object in front of him. "Do you not see a large sarcophagus here? How odd. Perhaps later I will examine your remaining eye to make sure it is fully functional."

After the box vanishes.

"How interesting. You don't see that every day. Assuming Ace's eye is working fine, then it appears we are... or better said, were, dealing with some sort of selective illusion. Did anyone else see the sarcophagus?" (assuming that Kornel and Dancing Sunbeam speak up) "More and more intriguing. What is it about us that made us more sensitive to the presence of the illusion, I wonder." He thinks about it for a moment and shrugs. "We may never know."

Libitina nudges Mandoo with her elbow. He looks up at her. She tells him, {𝕴 𝖍𝖊𝖆𝖗𝖉 𝖜𝖔𝖗𝖉𝖘 𝖇𝖊𝖋𝖔𝖗𝖊 𝖎𝖙 𝖉𝖎𝖘𝖆𝖕𝖕𝖊𝖆𝖗𝖊𝖉. 𝕴𝖙 𝖘𝖆𝖎𝖉 "𝖋𝖔𝖗... 𝖒𝖊... 𝖓𝖔... 𝖗𝖚𝖓... 𝖜𝖆𝖎𝖙." 𝕴 𝖉𝖔 𝖓𝖔𝖙 𝖐𝖓𝖔𝖜 𝖜𝖍𝖆𝖙 𝖎𝖙 𝖒𝖊𝖆𝖓𝖘.} Mandoo tilts his head in thought and relays what she told him to the rest of the group. "Stranger and stranger. Quite a mystery we have on our hands. Anyone have any ideas?"

If the funny font I'm using for Libitina's mental communications is illegible or annoying, let me know and I'll come up with something else.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Another little retcon. I assumed incorrectly that the sarcophagus disappeared for everyone, not just Libitina. Turns out Mandoo (and presumably Kornel and Dancing Sunbeam) can still see the thing.

Mandoo frowns when Libitina tells him the sarcophagus disappeared. It seemed to be quite solidly in place to him. He closes his eyes and projects his senses into Libitina to see what she sees.

Action: Share Senses

Sure enough, the sarcophagus is gone.

{𝕴 𝖙𝖔𝖑𝖉 𝖞𝖔𝖚}
[I believed you dear, but I had to see for myself]
{𝖂𝖍𝖆𝖙𝖊𝖛𝖊𝖗}

He returns to his own body and looks at the sarcophagus again. There it is. "This must be some sort of illusion we're dealing with here". He then reaches out and touches it with his hand.


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As soon as Mandoo "touches" it, the same thing happens for him as it did for Libitina.

Horizon Hunters

Female Halfling (Gutsy) Swashbuckler (Battledancer) 3 | HP 39/39 | AC 20 | Hero Pts 1/3 | Per +8 (Keen Eyes) |Spd 30 ft | Fort +8 | Ref +10 | Will +8 | Exploration Activity: Scout | Active Conditions: None

Bina shakes her head helplessly as she wanders from chamber to chamber, feeling useless again. Seems like the only time I'm not useless is when I have something to stab. She sighs and follows the others, barely stifling a yelp when Libitina appears out of nowhere. She gives the creature a wide berth the whole time.

Doubt Bina can get a better roll on any of the three checks but I'll give it a shot anyway.

Religion on First Chamber: 1d20 + 1 ⇒ (19) + 1 = 20

Society on Second Chamber: 1d20 ⇒ 7

Religion on Third Chamber: 1d20 + 1 ⇒ (19) + 1 = 20

When Mandoo starts going on about a sarcophagus in the empty chamber, she frowns and looks at him incredulously. But when it becomes clear others saw it too, only for it to "vanish" when touched, she shrugs. "I don't know diddly about magic, but that sounds pretty magic-y to me." Her small hand rests on the pommel of her short-blade as she lingers by the door between this chamber and the main one, eyeing the arch nervously. "This place gives me the willies. Is that..." she gesticulates toward the arch "... thing... the beacon? How do we sever the connection?"

Internet connection at work is absolute trash so I can't get onto Google Slides. (Took me over half an hour just to load the gameplay thread to post!) If someone could move Bina to the entrance of the third chamber that'd be great. Otherwise I'll try to get to it when I'm off work later tonight.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

With the sarcophagus now gone for both of them, Mandoo and Libitina give the rest of the now-empty ovoid chamber a quick search before joining the rest back in the main room.

Mandoo Action: Seek (Perception +7) - SECRET
Libitina Action: Seek (Perception +5) - SECRET

Noticing Bina's reaction to Libitina's appearance, Mandoo apologizes profusely. "I am terribly sorry. Really I am. I should have warned you all about Tina before she popped out of nowhere. I'm just so used to having her around that I plum forgot that she can be quite an um... intimidating presence to the uninitiated."

{𝕴𝖓𝖙𝖎𝖒𝖎𝖉𝖆𝖙𝖎𝖓𝖌?}
[Yes dear; and quite deliberately so, I believe]
{𝕲𝖔𝖔𝖉}

"I assure you that she's quite harmless, um... well, to you all, at least. Less so to those who are a threat to us. Oh! and the undead; especially the undead. She's not keen on them at. all. But then again, who is, eh? No one here, I'm sure." He stands there looking sheepish for a moment.

{𝕿𝖍𝖊 𝖘𝖈𝖗𝖚𝖋𝖋𝖞 𝖑𝖔𝖔𝖐𝖎𝖓𝖌 𝖔𝖓𝖊 𝖘𝖊𝖊𝖒𝖘... 𝖔𝖋𝖋}
[What? Don't be silly. He's just a bit odd. Nothing to worry about]
{𝖂𝖊'𝖑𝖑 𝖘𝖊𝖊}

He then looks up at the arch. "It might be best to leave the arch to Ashasar. He seems to have a particular interest in it. But this room over here..." They heads towards the room with the hooks. "...is quite interesting. Has anyone figured out what the hooks are all about? I first thought it was some sort of cloakroom, but either the denizens of this place come in a wide variety of heights, or it serves a different purpose."

Envoy's Alliance

LN Male Human Gunslinger 1 | ♥️ 17/17 | AC 18 | F+6 R+9 W+5 | Perc +7 (+2 initiative bonus) | Speed 25' | Exploration: Avoid Notice (Init +7 +2) | Status:

What about trying to analyse the sarcophagus without touching it ? says Ace


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GM Screen:
6d20 ⇒ (17, 1, 14, 4, 16, 2) = 54

As the group studies the box - or lack thereof - in the ovoid chamber, Eando Kline approaches and says, "While I appreciate that this is is exactly the sort of mystery that we would normally occupy a team for weeks, our mission today is to find the disruption to the maze." He then indicates the door on the opposite end of the chamber.

I promise we will be back to this later.

Your examinations reveal the door is made of pitch-black stone, with no traps you can see. On the other side of the door (the side that faces the next room), there are six faintly glowing glyphs, but the symbols make no sense to you. Outside the chamber's exit, numerous branching halls and passages lead in different directions.

Through careful examination, discussion and checking of notes, you can get some clues to where five of the paths may go - "sanctum", "vault", "pools", "library" and "ascent".

Which way do you go?


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GM Screen:
6d20 ⇒ (6, 16, 4, 4, 14, 3) = 47

As the group studies the box - or lack thereof - in the ovoid chamber, Eando Kline approaches and says, "While I appreciate that this is is exactly the sort of mystery that we would normally occupy a team for weeks, our mission today is to find the disruption to the maze." He then indicates the door on the opposite end of the chamber.

I promise we will be back to this later.

Your examinations reveal the door is made of pitch-black stone, with no traps you can see. On the other side of the door (the side that faces the next room), there are six faintly glowing glyphs, but the symbols make no sense to you. Outside the chamber's exit, numerous branching halls and passages lead in different directions.

Through careful examination, discussion and checking of notes, you can get some clues to where five of the paths may go - "sanctum", "vault", "pools", "library" and "ascent".

Which way do you go?

Grand Archive

HP 35/35 | AC 18 (19 with shield) | Fort +7, Ref +6, Will +9, (+1 vs undead) | Perc +7 | Spells 1st (4/4) 2nd (3/3) | Spell DC 19 | Hero (0/3) | Exploration: Search for hazards

(I suggest we head to 1d5 ⇒ 5 the "ascent".)

"This place seems like a maze, eh? Ah hah."

Envoy's Alliance

LN Male Human Gunslinger 1 | ♥️ 17/17 | AC 18 | F+6 R+9 W+5 | Perc +7 (+2 initiative bonus) | Speed 25' | Exploration: Avoid Notice (Init +7 +2) | Status:

Ace nods.
As you want, Sir Kornel. I'm fine with the Ascent, whatever that is


Rasping Rebirth | Defy the Dragon | Truth Keepers | Unearthing Ulumbia | ◆◇↺

Slide 11

At the far end of this triangular chamber is a stairwell that rises into darkness, flanked by a pair of dull copper statues. A deep feminine voice calls out from up the stairs, “Felise? Is that you?” From the east wall, a glowing purple crack emanates an eerie baying.

As the party approaches the chamber’s center, the statues begin to move, positioning themselves to attack the new intruders. The purple crack’s glow intensifies as the statues begin their advance, and the party feels time dilate, first slowing drastically, then speeding up. In a few moments, they witness all times at once, overlapping within this chamber. The statues crumble to dust, reform, then crumble again while countless souls move back and forth through the room.

Combat!

GM Screen:
”Dancing Sunbeam Initiative”: 1d20 + 4 ⇒ (12) + 4 = 16
”Kornel Initiative”: 1d20 + 6 ⇒ (19) + 6 = 25
”Isaku Beru Initiative”: 1d20 + 7 ⇒ (3) + 7 = 10
”Mandoo Initiative”: 1d20 + 7 ⇒ (16) + 7 = 23
”Libitina Initiative”: 1d20 + 5 ⇒ (20) + 5 = 25
”Ace Malaluna Initiative”: 1d20 + 9 ⇒ (12) + 9 = 21
”Bina Sevencloaks Initiative”: 1d20 + 7 ⇒ (14) + 7 = 21
”Red 1 Initiative”: 1d20 + 4 ⇒ (4) + 4 = 8
”Blue 2 Initiative”: 1d20 + 4 ⇒ (14) + 4 = 18
”Green 3 Initiative”: 1d20 + 4 ⇒ (3) + 4 = 7
”Yellow 4 Initiative”: 1d20 + 4 ⇒ (10) + 4 = 14

Round 1 - bolded may go

Kornel
Libitina
Mandoo
Ace Malaluna
Bina Sevencloaks
Blue 2
Dancing Sunbeam
Isaku Beru
Yellow 4
Red 1
Green 3

Recall Knowledge on these creatures requires an action and a secret Occultism check. If you want to do so, put your modifier in your action.

Envoy's Alliance

LN Male Human Gunslinger 1 | ♥️ 17/17 | AC 18 | F+6 R+9 W+5 | Perc +7 (+2 initiative bonus) | Speed 25' | Exploration: Avoid Notice (Init +7 +2) | Status:

((Before I choose Ace's action can you tell me if Stealth was rolled for his initiative and which statues he has line of sight with?))


Rasping Rebirth | Defy the Dragon | Truth Keepers | Unearthing Ulumbia | ◆◇↺

I rolled whatever you put on the slides. No reason you couldn't use Stealth if your default exploration activity is Avoid Notice. Ace has line of sight to all enemies from his current position, though 3 and 4 have cover.

Grand Archive

HP 35/35 | AC 18 (19 with shield) | Fort +7, Ref +6, Will +9, (+1 vs undead) | Perc +7 | Spells 1st (4/4) 2nd (3/3) | Spell DC 19 | Hero (0/3) | Exploration: Search for hazards

(Quick FYI: no need to roll eidolon's initiative separately. The duo shares the turn and the actions.)

"Ah, something strange is happening," Kornel speaks, oddly phlegmatically and indifferently. "Never a dull moment, eh?" His constant smile contorts slightly, transforming into more of a lunatic grin.

In spite of the mysterious time anomaly, the sorcerer begins spellcasting, evoking lightning from one hand and a small barrier from the other.

Electricity damage: 1d4 + 4 ⇒ (3) + 4 = 7
(Basic Ref save, DC 18.)

◆◆ Cast a Spell: Electric Arc, targeting #2 blue and #4 yellow; ◆ Cast a Spell: Shield.

Horizon Hunters

Female Halfling (Gutsy) Swashbuckler (Battledancer) 3 | HP 39/39 | AC 20 | Hero Pts 1/3 | Per +8 (Keen Eyes) |Spd 30 ft | Fort +8 | Ref +10 | Will +8 | Exploration Activity: Scout | Active Conditions: None

I forgot to mention it at the outset, but for future reference I keep Bina's exploration activity in my tagline.

Bina is almost relieved to have something to fight. Academic curiosity is not her forte. She draws her short-blade and strides forward, feet twisting and skipping as she moves in a pattern whose rhythm is only heard by her.

Though to a keen eye, it might seem she's dancing to the beat of "Canned Heat" by Jamiroquai.

Draw blade.
Stride 15 ft.
Fascinating Performance (dance) vs Green 3 Will DC: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9

Regardless of whether Green 3 is immune to the Fascinate effect, she gains panache if she beats its Will DC.

Of course, it's a moot point when I roll a nat 1. >_<

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