GM Wydroe's Run: The Rebel's Ransom (Inactive)

Game Master Wydroe

A rescue mission into the Parched Dunes of Osirion to find missing Pathfinders and complete their exploration task if possible

The Rebel's Ransom


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Grand Lodge

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It is another rescue mission. A group of Pathfinders has disappeared while conducting a sanctioned exploration of a recently uncovered. A caravan trader found it, the Ruby Prince commissioned the society, and now the Pathfinders are not responding to communication efforts. It is your job to go to the site and finish the job.

Grand Lodge

Plan to start Monday, 11 April.

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

Toral is a Dwarf from a Kelish merchant family. He always felt the pull of the heavens and stars.

Toral embraces the lessons of the past as the heavens have watched over this world since the beginning of time.

He is a stoic negotiator but has an empathic approach. He is very perceptive and understands people's motives which is very important as a merchant.

He typically walks around in his full plate and during battle tries not to attack but use spells and hexes instead.

Toral's family has deep roots in the Exchange faction of the Pathfinder Society.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

The dwarf wakes with a start and looks around the empty tavern, last nights blazing fireplace is now reduced to mid-morning embers. Sunlight pouring in a nearby window only makes the hangover worse and his body aches from a night spent sleeping on a cheap wooden chair.

The smell of cheap booze and tobacco surrounds him like a cloud. His greasy dark hair turns into a greasy salt and pepper beard, both are filled with cheap steel trinkets. His full sleeve tattoos seem to start at his fingers and end at his neck - a combination of arcane scripting and geometric patterns. All of this serves only to draw attention to his face, which is as rough as a five mile patch of bad road.

After a moment of confusion he reaslises that what woke him was the smell of a big breakfast being put out for him - thick greasy bacon, way too many eggs, and plenty of bread. As he begins to eat, an equally dirty, disreputable looking, and clearly hung-over mongoose emerges from behind the firewood and joins the Dwarf at the table, snatching a bacon rasher - hackles raised as though daring someone to try take it away - before devouring it noisily.

With the food being demolished (despite the protests from his stomach) the dwarf washes his face in what is left of his cup of drinking water and cleans the breakfast grease off his fingers. "Alright Bully, we need to go meet someone fancy - don't forget your best manners" he smiles a surprising charming (albeit broken) smile at the angry-looking creature.

He throws on his chainmail, picks up his axe and gear, and heads out the door, the mongoose riding on his shoulder.

Grand Lodge

You have been summoned to the Pathfinder Lodge in Sothis, the capital city of the ancient nation of Orision. The city is an Oasis of cool breezes and water being located at the mouth the river Sphinx and the coast of inner sea. It is surrounded by the desert and its shifting and mysterious sands. Sands that have been known to swallow entire communities, wiping them from the face of Golarion. Those same dunes sometimes uncover that which has been lost, revealing secrets from the past. In a nation with a rich and mysterious history, such discoveries set off a rush of exploration, but the deserts are not a safe place, and more than one group of treasure-hunters has donated their bones to the sands. When Venture-Captain Norden Balentiir contacted you this morning in Sothis, the story was a familiar one. A group of Pathfinders has gone missing in the desert and he would like to send you to find them. You have been asked to meet at his office to discuss the rescue.

”Ah, you have arrived. I appreciate your coming on short notice. I was lucky such a distinguished group of pathfinder agents was in the area. The matter is most pressing and has has implications at the highest levels of the Orision rulership.”
"First, please introduce yourselves. I know most of you by reputation alone. It is also nice to know who you will be traveling with for the next two or three weeks at least. I hope you got my message to be ready to move quickly. But, I must warn you, you will be traveling into the hottest desert on the face of Golarian. I hope you have made appropriate arrangements to protect yourselves. The heat is unrelenting."

Norden swallows a few sips of his morning tea while listening to the introductions.

As the conversation dies done he continues, ”Just over a month ago, a merchant traveling through the Parched Dunes stumbled across the entrance of an ancient tomb, uncovered by the sands. He sold the location of the tomb to the markets here in Sothis, where the knowledge was quickly brought to the Ruby Prince’s attention.” “The Ruby Prince then contacted me and asked that the society provide a group, which I did, to explore the tomb and bring back its riches.” “The group left the next morning. They kept in contact via magic for most of the journey, but shortly after entering the tomb itself, they lost contact and have not been heard from since.” Norden pauses and stirs a spoonful of honey into his steaming tea. After another small sip, he adds, ”I am concerned, and I need you all to travel to the tomb and find our missing agents and complete their mission, if possible.” “I can provide a map with directions to the tomb’s location.” “The tomb is that of a Merchant prince and is called the ‘Hall of Seven Scepters.”
After another sip, ”What are your questions?”
Knowledge (history). Please roll once and feel free to read any of the below DC values your tie or beat.

DC 10+:
The Hall of Seven Scepters is the resting place of Alkhet Utmari, a powerful merchant prince from the early 1200s AR.

DC 15+:
Alkhet was said to have six wives, but no heirs. It is said that he gave each wife a precious scepter as a wedding gift, similar to the one he always carried.

DC 20+:
Alkhet outlived all of his wives, and when he died, they were all buried in the same tomb, the Hall of Seven Scepters. Shortly afterward, a great sandstorm blew across the Parched Dunes and the location of the tomb was lost.

DC 25+:
Alkhet was said to have a love for puzzles and traps, and records showed that he paid a great deal to a number of famous architects just before his death.

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

Toral listens and sighs.

"We are to do this mission to get fellow Pathfinders out of trouble??! I thought that the Exchange again forgot that I have a business to run! A business! The only reason for dragging my body to these Pathfinder events is the good pay ... and obviously the contacts and relationships ... but our fellow companions need us!! We have to save them!" he says with a stern look on his face.

He takes out one of his pathfinder chronicles from his bag of holding and studies it.

history : 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10

Using KNOWLEDGE OF THE AGES 1/8:
You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to your Wisdom modifier.

History reroll +8: 1d20 + 6 + 2 + 8 ⇒ (9) + 6 + 2 + 8 = 25

He gives you all more information about the historical context.

Read all spoilers.

"This means we need to act! Trust is the basis of my business relationships and I don't want anybody to have doubt in each other! We will do this together!!" he says with determination in his voice that sounds admonishing at the same time.

"Well, I should talk less and work harder to get back to my enterprise ASAP! So VC, the map would be great! Any danger to expect on the road? Any more information on the scepters?? What can you tell us about the traps? Who are the missing Pathfinders and can you describe them? These are my thoughts!"

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

"Puzzles and traps eh?" the crusty dwarf grins, "sounds even more intriguing than missing Pathfinders"

"Just as my fellow esteemed merchant just asked, but also, will you have the magical means to communicate with us as you did them?"

"How are we getting out there, do you have a guide and transport?"

Will purchase a Wand of Endure Elements for 2pp at the conclusion of he meeting

Sovereign Court

F Vishkanya
bot me:
[dice=Rapier]1d20+15[/dice] [dice=Damage with precision]1d6+15[/dice] [dice=Damage w/o precision]1d6+9[/dice]
charmed life 0/4 Swashbuckler 7|HP 69/69| AC 25 (26 engaged w/ 1 enemy), FF 18, T 17, CMD 21 (23 vs Disarm) | Fort +4 (+10 vs Poison) Ref +10 Will +1 | init +9; Perc +5; SM +3 | Pan. 3/3 ||low light, spd 30 Conditions- 2 str damage

Nodding to Norden, "I am Walla Kosvan. It is a pleasure to meet you." She takes a sip of her tea. "Exactly how many Pathfinders are missing? Do you descriptions of said Pathfinders?"

Grand Lodge

"To answer your question, Walla, it was a small group of three pathfinders. Jilarna Golgarna led them. She is a veteran of Galt. The group also includes a dwarven trap expert, Jojack Harnest and a sorcerer of some skill, a human, Gilleon Samsil."

Norden sips more tea, "They have been gone just short of a month and we have not heard from them in several days. I still have hope that they may been alive, but with each passing day, that possibility becomes less and less likely."

Waiting to hear back from a few folks before stepping off into the action. Hopefully soon.

"Do you have any more concerns? The desert is an unforgiving place, and the inhabitants can be just as dangerous."

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft
GM Wydroe wrote:
"Do you have any more concerns? The desert is an unforgiving place, and the inhabitants can be just as dangerous."

"I'm from Varisia, that too is an unforgiving place, and the less said about the inhabitants the better"

"Right, questions so if we find them all dead in a ditch and their mission incomplete, do you want us to complete their mission, or just drag the bodies back? Just checking."

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness
Toral Kargar wrote:


"[…]So VC, the map would be great! Any danger to expect on the road? Any more information on the scepters?? What can you tell us about the traps? Who are the missing Pathfinders and can you describe them? These are my thoughts!"

I asked a couple of questions :)


HP: 61/61, AC 23/23/23, F+5, R+15, W+4, speed 40ft, Perception +10, init +9, Darkvision 60ft, low light vision, scent

Sorry for the delay. Deciding what to buy has been tricky. I'll get those purchases noted tonight.

Fox had quietly snuck in earlier, and had been following the discussion while hiding in the shadow in a corner.

The Exchange

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Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

The angry-looking Mongoose watches the Fox with great interest, twitching nose sniffing out the location of the prospective playmate and potential partner in crime

The Exchange

1 person marked this as a favorite.
Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Thanks for the invite! Also, hi Tiny fox! (I'm the one who gave item suggestions in your other thread. My wife is playing something similar right now so I had gone looking for more ideas.)

A pretty flame-haired girl enters the room wearing a white blouse, blue pleated skirt, and high-heeled boots. She carries a small belt pouch on her hip, but no weapons or armor.

Perception DC 34:
The girl is actually quite well-armed. She has a hand-crossbow tucked into one boot, two short swords cunningly sheathed down her back, and a pair of daggers beneath her hip pouch. (Technically a 36 to find the daggers, but whatever.)

"Sorry, all," she says when she arrives. "Someone told me the wrong place by mistake. I'm Laiashi. So what's the mission?"

Laiashi nods when the details are relayed to her. "I'm beginning to understand why I was assigned to this-- I've studied traps myself."


HP: 61/61, AC 23/23/23, F+5, R+15, W+4, speed 40ft, Perception +10, init +9, Darkvision 60ft, low light vision, scent

Hello Laiashi. What kind of character does your wife play? Also kitsune, or druid?

Fox can not help but notice the snoopy Mongoose, and wonders if a sudden entrance of a cobra snake wouldn't be a riot.

As for partner in crime....the family fox serves do have dealings with the Exchange faction on occassion.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

"Nice to meet you Laishi, Im Philthy and this is Bully" the dwarf scratces the head of the angry-looking mongoose with his tattooed hands, each finger bearing heavy steel rings. "We might get lucky, the reason these Pathfinders might be missing is because they triggered all the traps already" Philthy adds dryly with his broken smile.

Grand Lodge

"Yes, Master Kargar, your personal sacrifices have not gone unnoticed by the leaders of the exchange. I assure you they are taking notice. And they is most appreciated." Another sip of tea and a glance out the window from Norden.

He continues, "Please, forgive my lack of answers. I know very little of the scepters or of the traps. The communications were done through the agents of the Ruby Prince. These same agents have informed me they can not get through via their magical channels." "This situation is not the most flattering for our organization. I can forestall more royal oversight and suspicion for a little while especially if I am seen as taking action. That is where you all come in and why I have asked that you leave at the earliest opportunity."

"Now Master Philthy, I wish that you bring back the bodies if that is possible as we all would in their situation. It does help with closer for families left behind." "But I do ask that we finish the tasks set out before us by our agreement with the Governing authorities." He sips more tea and seems reluctant to continue but does. "They were expected to recover as many artifacts as possible from the tomb and to bring them back to Sothis. They would be properly compensated by the Ruby Prince."

"As for a guide, I don't think that will be required. THe map is fairly detailed, and most of the first portion will be following the ancient trade route. You can travel as you like, Camels and horses are available for purchase, you may travel on foot, you may even travel as part of a caravan most of the way until you have to turn South into the trackless dunes."

"Welcome, Laiashi, I am glad you could make it." He continues with a recap of the situation.

"I hope I have answered your questions. As far descriptions, they are a mid aged human female with brown hair. She wears leather armor and loose lightly colored clothes in a local style. The male dwarf has red blond hair and beard wears leather armor and deeply tanned. The male magic wielder is young and has dark hair. He is not a native and wears brown and tan loose clothes. They are experienced and have been working in this area for a while." "I am not sure this is even helpful. If you find them I think they will be at the tomb and you will be able to tell who they are then." "And if luck would have it, they will be able to introduce themselves.

It is late and I will need to finish this now. There are faction missions. I will post the notes left for you all in the morning.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

"Caravan sounds like an idea, they usually have one or two people along who can cook, and sometimes even a covered wagon on can have a sleep in if they need a nap" Philthy considers as he strokes his greasy beard "And there is always at least one person good with a musical instrument around for evening entertainment"

Philthy will pick up his wand of endure elements and sensible amounts of supplies - let me know if this scenario is 'one of those' where we have to get super specific :

Grand Lodge

"Ahh, I almost forgot, these messages arrived this morning from Absolom for you.

Exchange faction persons:
"Greeting Agents of the Exchange, There are may mysteries in the desert and it comes to our attention that you will be soon exploring them. One of the Satrap's naturalists has taken a keen interest in the life of the desert, particularly when it comes to toxins. If you could recover samples of any such poisons, it would be aof interest. Of course, it need not be from a creature. There is a rare blue flower that only seems to grow around tombs that also contains a deadly poison if properly prepared." It is signed Pasha Muhlia AL-Jakri.

Sovereign Court:
"Glorious Agent, I hope this mission finds you well and in sublime comfort. Such hope is fleeting, since my informants tell me that you are in Osirion, so may you insted find shade and a chilled wine. While you are there, however, you might be of some use to me. There is a Lady in my confidence that is looking for a gift for her father, a collector of antiquities. If you might procure some ancient trinket, such as a ring or locket, while you are there ,I wouldbe in your debt.
I have another small matter that is of some interest. I am looking to procure an authentic dagger from the region. Not the kind you might find in a shop, but one made by the natives. It is best not to discuss it any further here." It is signed Baron Jacquo Dalsine.

Faction missions no longer have benefits, but it is flavor the some enjoy. @Fox, I have no idea what faction with which you are affiliated. If you let me know I will give you your note as appropriate.

[b]"I would be remiss if I did not warn you. The desert is very hard on those unprepared. This task could take several weeks. I would suggest you provision yourselves accordingly. And take appropriate precautions to battle the heat." "Again, you are venturing into the deepest, hottest desert in all Golarion."

I will need to know how you all plan to travel, what provisions you are taking and how you plan to deal with the heat. As a rule of thumb, most days will be above 90 degrees for 10 hours. You must save each hour or take 1d4 non lethal damage. Wearing armor of any type imparts a -4 penalty on these saves. A successful survival check by a party member will give you a +2 on these saves for that day. Endure elements from any source will prevent this heat problem for 24 hours. So please in a post describe your general provisions and plan for the heat. I don't need the exacts on provisions, just how may days food and water you will have in total as you enter the desert.

Sovereign Court

F Vishkanya
bot me:
[dice=Rapier]1d20+15[/dice] [dice=Damage with precision]1d6+15[/dice] [dice=Damage w/o precision]1d6+9[/dice]
charmed life 0/4 Swashbuckler 7|HP 69/69| AC 25 (26 engaged w/ 1 enemy), FF 18, T 17, CMD 21 (23 vs Disarm) | Fort +4 (+10 vs Poison) Ref +10 Will +1 | init +9; Perc +5; SM +3 | Pan. 3/3 ||low light, spd 30 Conditions- 2 str damage

I'll pick up a wand of endure elements,Type I bag of holding, 2 months worth of rations.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Bought - Wand of Endure Elements, 14 additional days of rations (takes me to 19 days), wand of produce water, and 12 wineskins full of water (just as a backup).

If we can get ourselves onto a caravan for a few gold we can pick up bulk water and rations to get us to where we want to go

The Exchange

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Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Philthy reads the note "Any other Merchants registered to the Trade Prince or frequent shoppers at the Pickled Imp?" - he moves over to Toral to read the letter.

Dwarven:

"You any good with poisons and diseases? I have some alchemicals for protection, and some basic alchemical skills"

****

Philthy casts an appraising eye over the party for a moment, clearly in thought.

"A few things to bear in mind, I have some curatives and wands on my person and will show you where to find them all. If I get knocked down in combat, don't worry about stabilising me, I wont be bleeding out. Getting me back on my feet is always welcome. I'd request you show me where any healing items may be found on your person should you be dropped like hot rocks in combat - I can use my own but you might like your better quality ones. If you pick up any strange gashes, rashes, or things turning blue - then let us know so we can treat it."

"You shouldn't pick up any strange gashes or rashes though, because we're all sensible people and will avoid picking up strange objects before they have been well examined. That goes double for any opening of doors, windows, panels, latches, boxes, jars, vases, or anything else that is likely to conceal a trap or hidden needle set to punish light fingers and enquiring minds - Laishi and I will check things over carefully before we play with anything. Anyone else good with traps?"

"A few other things to mention, codes and phrases"

"Sometimes conversations break down and the other party needs some direct force applied to them - if you hear the words "I sure could use some Five Mountains ale" you'll know I'm about to kick the head of the person I'm looking at, if we're dealing with a group and I then add "and all the drinks are on me" then it's the code for hitting ALL of them"

"If things do turn to combat, don't just go running off like a bunch of wayward six year old halflings who just spotted a freshly baked cake, stick close and wait for the magic to happen, depending on the situation you will all be hasted or possibly the enemy will be blasted with flames - then we move in and 'flank and spank' them, I fight far better when I fight dirty. I'll be bringing my axe and am always happy to get in close and personal"

"If you spot something suspicious about a person, or potential ambush, and you want to draw our attention to in a subtle manner, just announce "Is there a word for camel in Dwarven?" that will alert us that something is up".

"When we get to our destination we can work out how we're going to operate, especially in a dungeon. Probably a combination of trap spotters up front with the rest postured in a defensive position we can withdraw to if things go bad. Just as long as we don't all bunch up in tunnels and halls, that is the pits"

"Lastly, I'm looking for some nice blue desert flowers for my dear old grandmother, if you happen to see any blue flowers let me know"

"Oh and one more thing, what is with the Fox, who owns that familiar?"

***

Philthy and Bully happily spend their time casting suspicious eyes over most people, essentially taking 20 perception to observe friends and potential foes alike - they don't even care, they often just openly stare. 41 Perception check to notice things

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

Philthy :
“To be honest, I am not! I know we’re not that practical knowledge except business was never part of my training!“ he says shrugging.

I’ll prepare endure elements for myself and take 8 days of rations.


HP: 61/61, AC 23/23/23, F+5, R+15, W+4, speed 40ft, Perception +10, init +9, Darkvision 60ft, low light vision, scent
GM wrote:
Faction missions no longer have benefits, but it is flavor the some enjoy. @Fox, I have no idea what faction with which you are affiliated. If you let me know I will give you your note as appropriate.

It's lady's family has business relations with The Exchange, mostly the Tian Xia branche.

If the letters are given with a name on each, it likely would say something like "vulpine companion Hasoshi".
When it got the fox form feat, it went on mission with an introduction note signed by the sorceress of the family, in essence sending a smart/intelligent animal to aid the mission. Such an unusual charade was just too good to pass up.
I believe Toral's player could tell you about a fox trying to convey a message by drawing/scratching pictures.

Fox will disappear for a time, and in human form purchase 1 month worth of rations, and since fort saves are not its forte, also a wand of endure elements. Special request, tiny sized water skins x5. With the letter mentioning poisonous creatures, x3 antitoxin as well.

Do those cost 5 gp, like 3 medium sized would? Or less, with the difference in less material used & water provided?
-----------------------------------------

Filthy wrote:

Oh and one more thing, what is with the Fox, who owns that familiar?"

***

Philthy and Bully happily spend their time casting suspicious eyes over most people, essentially taking 20 perception to observe friends and potential foes alike - they don't even care, they often just openly stare. 41 Perception check to notice things

There's definitely at the least familiar level intelligence behind those eyes, that equally seem to size up people who are not Toral or Walla, while exploring its new surroundings.

Fox is now wearing a tiny pouch on its chest, held by a cord across its neck and back, but otherwise not hindering its movement.

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

"It's my understanding that making clean water is a pretty simple spell for people who can do magic. Can anyone do that? As for travel, it definitely sounds like a caravan is our best bet, if for no other reason than to transport all our provisions-- I can probably get us into one for cheap."

I'd like to buy 30 days of rations, but I can't carry it. Also water is really heavy so I hope someone has create water.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

"The caravan is the smart way to travel, safety in numbers, easy to carry our provisions, and if it is on a trade route that suggests stations to replenish along the way. Creation of water is the realm of the divine, not that of the arcane. Best I have is a wand"

I'm tracking we now have about 4 months of rations being carted between us, a significant number in a portable hole and stashed into handy haversacks :)

Grand Lodge

"If there are no further questions, arrangements for a caravan if that is your wish are usually made at the western gate. I believe you just have time to catch one in the next hour or so." "It has been a while, but I believe you should make the turning point in approximately two weeks, less if the weather is favorable. I wish you all the a safe trip. May the wind be at your back and the road rise up to meet you."

You all have a virtue travelling market of food for your journey.I do not believe that this is be an issue.

I also see that 4 of the five pathfinders have endure elements spells or wands to battle the heat. @ Laiashi, are you planning on endure elements help from others or do you want make the fortitude saves or possibly not wear armor while traveling? Not sure your plan.

Your group makes arrangements to travel by caravan. You join a small group of four wagons, with several individuals walking or riding along for company. Azzel, the caravan organizer, asks for the payment of 5 gold for the trip. He also asks a few questions related to your purpose for travel and your business. You are able to satisfy his curiosity with a few vague answers.

I assume those with wands use or have them used on them each morning prior to traveling.

The first day you travel for approximately four hours and find a campsite with a few tents to use for shade and shelter. You estimate you managed almost 8 miles, though the lights and outline of Sothis is still in view in your wake. A fire is started and most prepare themselves meals and talk around the fire until they are ready to retire to wagons or the tents. The night passes uneventfully.

In the morning, the caravan takes a little time to get organized and ready to move out. Again traveling alone you estimate you could manage two more hours of travel in a smaller group. Azzel, promises that each day will get better but that starting out there is a learning curve for procedures that will keep them on schedule. The day starts hot and just gets hotter. The caravan breaks for a mid day rest during the hottest part but still the caravan manages another respectable 16 or so miles. And as light is starting to darken almost like magic, you find you are approaching a small oasis. Another fire, dinner, a little socializing and then bed. The rhythem is established, a slow start but somehow you manage a oasis or nice campsite each night.

The days tick by as the miles add up. You finally reach the turn off where you will head South just after the mid day break on the thirteenth day. You part company from the caravan. The trail now is trackless, you have a heading from the map and a few landmarks one being a large rock formation that looks like an elephant lying on its side that the map says should remain off your right shoulder.

13 charges on endure elements wands as appropriate and 13 days of rations each..

I need a survival check for day 1 from your map navigator. I need a primary roller and others may attempt to aid.

The Exchange

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Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

I have +12 survival. Should I lead?

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Good progress!

Toral, if you want to lead and make the check that would be great, I will assist (auto)

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

“I am glad that we dwarves can work together here to find the right path!“ Toral says.

survival, aid : 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Oh sorry, forgot to mention that part. Yes I'll purchase a wand as well.

Grand Lodge

Your group under the guidance to Toral and Philthy, strides out into the dunes at first going slow and careful, but soon hitting a pace down one dune and up another. As the light starts to fade, Toral spots an rock formation hidden from a distance as an optical illusion blinding into the much farth elephant shaped rock as if it were it rock creature's knee, now possibly reachable before dark. The rocks seem ideal as a camping area providing a nice wind brake. Once your arrive you find evidence that it has been used as such and possibly in the past month or so. There are signs of camping, a fire perhaps indicated by a darkened area up against the southern face, broken glass maybe a wine bottle and an old piece of leather reminding you of a tie down strap.

You arrange watches for the night and camp mostly protected from the wind by the rocks.

GM rolls:

gm stuff: 3d100 ⇒ (51, 7, 71) = 129

The night passes without incident. The morning chill quickly replaced with a growing heat. After a short breakfast your group is ready to move out.

Toral and Philthy consult the map again and determine your course, straight on but slightly right of the 'trunk' of the rock formation elephant.

Please give me survival checks for the second day of travel. Again Toral and Philthy?

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

"Our teamwork seems to pay off" Philthy nods sagely as he continues to work with Toral, double-checking his companions calculations and bearings with his Wayfinder.

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

“I am glad that we Exchange members can show our diverse skills!!“ Toral says grinning.

survival, aid : 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25

Grand Lodge

gm rolls:

Philthy perc: 1d20 + 21 ⇒ (18) + 21 = 39
Toral perc: 1d20 + 19 ⇒ (19) + 19 = 38
Walla perc: 1d20 + 5 ⇒ (17) + 5 = 22
Laiashi perc: 1d20 + 9 ⇒ (10) + 9 = 19
Fox perc: 1d20 + 10 ⇒ (18) + 10 = 28

Philthy init: 1d20 + 6 ⇒ (7) + 6 = 13
Toral init: 1d20 + 0 ⇒ (11) + 0 = 11
Walla init: 1d20 + 9 ⇒ (11) + 9 = 20
Laiashi init: 1d20 + 6 ⇒ (17) + 6 = 23
Fox init: 1d20 + 9 ⇒ (7) + 9 = 16

monsters perc: 8d20 ⇒ (18, 7, 9, 15, 1, 11, 8, 17) = 86
monster init: 8d20 ⇒ (9, 6, 14, 12, 11, 14, 8, 5) = 79

The dwarven duo leads the way, up one dune and down to another, always with the rock formation slightly to their right. As the day gets hotter you start to hit your stride. By mid day you estimate you have covered about half the distance from the turnoff to the tomb if the map is to scale. The rolling dunes of the Parched Desert seem to go on and on, without change. Beyond each ridge is another, and another, and another. But just over the next ridge lies a nest of bones, rocks, and sand - a very large nest.

Surprise round: Toral and Philthy notice the chittering of claws and legs as they crest the ridge and may act in the surprise round with a move or standard action

Surprise Round:
Philthy
Toral

round 1
Laisashi
Walla
Fox
Purple
Yellow
Green
Philthy
Blue
Red
Toral
Brown
Lt blue
white

Map coming up soon.

Grand Lodge

Knowledge nature to know useful information.
Eight, sixteen-foot long scorpions with ferocious claws, and stingered tails arched over their back skitter around on the far side of the nest.

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Round 1

Even my crossbow wouldn't be much use at this range. Laiashi moves up in anticipation of the large creatures' approach and draws her two short swords. In her hands, the blades glow red-hot.

Move action to move 30', move action to draw hidden weapons, swift action to use Scorching Weapons.

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

kn nature : 1d20 + 6 ⇒ (14) + 6 = 20

Immune to mind affecting? Will post my actions when I know what we face.


HP: 61/61, AC 23/23/23, F+5, R+15, W+4, speed 40ft, Perception +10, init +9, Darkvision 60ft, low light vision, scent

If Toral is within movement range of Toral, after he takes his surprise round action..

Fox starts prying into the pouch, and pulls out a wand that is longer than the pouch itself?!

Fox moves over to Toral, wand between its teeth. It has a small cloud icon engraved on it. Fox looks at him and tries pointing its paw at itself, as far as would be possible.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

"Five Mountains ale for everybody!"

Philthy drops a spell on the group with a maniacal grin, brimming with bloodlust.

Haste

"Stay tight, let them come closer"

Potential Fireball incoming

Sovereign Court

F Vishkanya
bot me:
[dice=Rapier]1d20+15[/dice] [dice=Damage with precision]1d6+15[/dice] [dice=Damage w/o precision]1d6+9[/dice]
charmed life 0/4 Swashbuckler 7|HP 69/69| AC 25 (26 engaged w/ 1 enemy), FF 18, T 17, CMD 21 (23 vs Disarm) | Fort +4 (+10 vs Poison) Ref +10 Will +1 | init +9; Perc +5; SM +3 | Pan. 3/3 ||low light, spd 30 Conditions- 2 str damage

Walla moves up closer while drawing her rapier.

Grand Lodge

@Toral, yep immune to mind stuff. These are giant scorpions, large insects, vermin. You also know they have a toxin sting that weakens a victim over time. These are exceptionally healthy and well feed specimens by your estimate.

On phone. More to come soon as purple, yellow, and green react...

Grand Lodge

Three of the giant insects close in from their nest splashing through the shallow muddy water of the spring. They advance quickly pinchers clicking menacingly.

Round 1
Laisashi acted
Walla acted
Fox acted
Purple acted
Yellow acted
Green
Philthy
Blue
Red
Toral
Brown
Lt blue
white

Philthy is up.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Philthy decides to head to the combat and start swinging his axe.

Acrobatics to tumble in and avoid AOO
Acrobatics 1d20 + 15 ⇒ (13) + 15 = 28

Arcane Strike, hasted (Magic/Silver)
Attack 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Damage 1d10 + 6 + 2 ⇒ (10) + 6 + 2 = 18

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

Surprise round action:

Toral takes the wand from Fox’s mouth.

Grand Lodge

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I don't think that works, Toral. A surprise round action should happen in the surprise round. But you all have been together two weeks. You could have worked out this wand exchange ahead of time and be storing Fox's wand for Fox especially since you are Fox's defacto translator. This way you could just pull the wand during the surprise round and Fox could move to you and wait to be tapped. Essentually this would be a pre discussed reaction to trouble. Still weird but I will roll with it.

Grand Lodge

Philphy tumbles under reaching pinchers moving much too slow to grab him. He buries his ax in the back of Yellow, the exoskeleton cracking loudly.
Two more scorpions advance on the party.

Round 1 (party hasted R1, +30' movement, +1 to hit and AC, extra attack on full attack action)
Laisashi acted
Walla acted
Fox acted
Purple acted
Yellow -18 acted
Green acted
Philthy acted
Blue advances
Red advances
Toral
Brown
Lt blue
White

Toral is up!

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

Toral uses the wand on Fox and then puts it back in his bag of holding.

Grand Lodge

Brown, Lt Blue and white all converge on the group of food that walked over the ridge. They scurry to get their share.

Could you please explain what effect the wand has on Fox? I probably should know, but I am not familiar. I am guessing it is mage armor something like that. Does Toral need to make a UMD check?

Round 2 (haste R2)
Laisashi
Walla
Fox
Purple
Yellow -18
Green
Philthy
Blue
Red
Toral
Brown
Lt blue
White

Laisashi, Walla and Fox are all up!


HP: 61/61, AC 23/23/23, F+5, R+15, W+4, speed 40ft, Perception +10, init +9, Darkvision 60ft, low light vision, scent

Mage armor would be the case, but IC fox doesn't know the wand does not cooperate for Toral. It only now occurred to me now, that mage armor is not on a shaman's spell list. :/

Fox, displaying a thankful animal smile for Toral trying with the wand anyway, darts to helping Filthy in the scorpion slaying.

Acrobatics vs aoo for entering square: 1d20 + 19 ⇒ (19) + 19 = 38
Spring attack bite, underfoot flank, haste: 1d20 + 15 + 2 + 1 ⇒ (18) + 15 + 2 + 1 = 36 Dmg, underfoot SA: 1d3 + 11 + 3d6 ⇒ (1) + 11 + (6, 3, 1) = 22

It then returns to the starting square.

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