GM Jhaeman's PFS1 # 0-26: "Lost at Bitter End" (Inactive)

Game Master Jhaeman

Maps & Handouts


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As nightfall falls well and truly over Geb's Rest, it is the absences that stand out the most: the absence of sound, movement, people, and the three missing diaries of Rijana.

To make a long story short, a thorough search of the town confirms that there are no other people here (living or dead) and no sign of the diaries.


Male N Salt Mephit | Buffs: | HP 41/41|DR 5/Magic| FH 2 Arid Env|AC 25 T 14 FF 22|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|30' Fly 40'+18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 10/10

"I hope you people brought some good provisions and water of course for the journey ahead in the wasteland. My people do not need to eat or sleep."

The mephit gives a sidelong glance at Xilt.

"This is not always a good thing as my master makes me take the night shift."

@GM Jhaeman - I am going to assume that we are good for today in terms of food and drink as we were in town and able to fill up before leaving. If you disagree with this let me know. All that being said did we find any usable supplies (food or drink) in the village?

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

Xilt nods in agreement with his familiar.

"I can set us up nicely for the night in a pocket dimension of mine."

He looks at Chaine.

"We can even fit Silvermane in there if you like by having him fly or climb up the rope. I have a spell for that."

Our only lead is two days north of Geb's Rest. What can possibly go wrong?

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

"Master Xilt, Silvermane would be honored to be a recipient of your spells! I have trained him extensively at the Grand Lodge along with Master Creighton Shane and other friends to recognize the most widely known powers of locomotion in use these days, but even if you propose something new, there's a good chance our clever boy here will understand how to use that magic," replies Chaine, thankful of the offer.

Scarab Sages

Female LG follower of Sarenrae | human (actually mostly human Ifrit) | freckles, sweet, naive, fierce personality in battle | Outsider (Native), Humanoid (human) | Resistances: Elec. 3, Acid 3, Fire 2, Cold 3 | Smite 1/1 | Boots of Speed 10/10 | Swashbuckler 5, Paladin 2, Unchained Monk 3, Bloodrager 1 | HP 106/106 | Protector Familiar HP 53 | with mage armor/rage: AC 35, T 30, FF 24 | CMD 37 | F: +23, R: +25 (Evasion), W: +17 | Init: +13 | Perc: -2, SM: -2 | Ki Pool 7/7 | Stunning Fist 6/6 | Rage 6/6 | LoH 7/7 | Panache 6/6 + Plume 1/1 | Reroll 1/1 + Lesson of H. 1/1 | Eefriti Magic 1/1 | Darkvision 60ft | Speed 40ft | Active cond.: +4 Dex

Setare is clearly frustrated and concerned.

“Ye.. yes!! I’m ready to co… continue!! We ha… have to find the people!!“ she says with a sad face.


Okay, so the plan is to rest for the night inside Xilt's rope trick?

@Xilt: It's smart to ask, as I am a stickler for rations. But in this case, you can indeed "requisition" any mundane items from the wide-open houses and shops in the town.

Grand Lodge

Per +17, low light, SM +17, Acro +19 (31 to jump, running start) Mv 60, Climb 20, Mage Armor (CL1) Ring Force Shield, Barkskin HP 104/104 AC 36 FF 33 T 23 – Init +4 - CMB +17/19 trip (+1 unarmed), CMD 38 – 41 Trip, UnStrike 16/16/11 for d10+6, Ki Strike (magic/cold iron/silver/lawful,) Shattering Punch, Flying Kick Ki 7/8 Combat Reflexes (4), Bodyguard +3, In Harm’s Way, Mobility, Deflect Arrows, Insightful Wisdom, Improved Evasion

Not sure if the DC is higher in this terrain, but a 10 DC Survival check is usually enough to get food and water, depending on your travel speed. That said, I can load my porter up with supplies from here, as we may need to hustle.

"Setare is right, and I will not hold up my superior articulateness and make myself seem superior to him. Whatever did happen here, we must get to the bottom of it."


Male N Salt Mephit | Buffs: | HP 41/41|DR 5/Magic| FH 2 Arid Env|AC 25 T 14 FF 22|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|30' Fly 40'+18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 10/10

@Monkey Boy - Yes, standard DC is 10. It is not reasonable to assume that untrained survivalists have any chance of all of finding usable food and water in the Mana Wastes.

The thought of drinking from an active Aqueous Orb or casting Snowball and having a magical snow cone did occur to me as well. :)

"Fantastic idea getting that guy to lug around all your stuff. He is not going to flake out in an anti-magic zone either. Say I have an idea."

Tzleztor rummages around the shops and houses looking for Hot Weather Outfit for his master, a shovel, a mundane compass and any maps of the area that they can find, as well as some charcoal, paper and some writing supplies. He hands this equipment over to Monkey Boy's porter.

@GM Jhaeman - I am going to assume that desert is Tzleztor's preferred environment as it is triggers his Fast Healing. If you feel he needs more protection than please let me know so I can set him up.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

The wizard nods at his familiar.

"Good. Give me a bit of time and I will prepare for the night."

A bit of time passes with Xilt referencing his spell book and the Rope Trick spell is cast. He also fortifies several members of the party against the elements.

Endure Elements will be cast on Monkey Boy, Chaine and Silvermane. He puts up his own protection against the elements (Life Bubble cast @ CL12).

Setare has Fire Resistance. Technically this is not the same as Endure Elements for hot weather but most GMs allow it. If not Xilt can set her up tomorrow morning.

When Chaine and Silvermane are ready he casts the Fly spell so that the horse can fly up the rope. He looks over to Setare ready to read through the book before bed time.

"I am going to give this book a proper read now."


After scavenging the mysteriously vacant town for supplies, the Pathfinders find safety--if not exactly comfort--in Xilt's magically-conjured hiding place. Xilt continues examining Rijana's journal, and the night passes without incident.

Xilt:
Rijana's journal makes for interesting reading, but unfortunately doesn't offer anything of immediate benefit to finding her other journals or the missing villagers beyond what was described in the initial summary.

It's morning, and you can refresh your daily spells and other resources.

Grand Lodge

Per +17, low light, SM +17, Acro +19 (31 to jump, running start) Mv 60, Climb 20, Mage Armor (CL1) Ring Force Shield, Barkskin HP 104/104 AC 36 FF 33 T 23 – Init +4 - CMB +17/19 trip (+1 unarmed), CMD 38 – 41 Trip, UnStrike 16/16/11 for d10+6, Ki Strike (magic/cold iron/silver/lawful,) Shattering Punch, Flying Kick Ki 7/8 Combat Reflexes (4), Bodyguard +3, In Harm’s Way, Mobility, Deflect Arrows, Insightful Wisdom, Improved Evasion

"Unlike some others, I will not hold myself up as a shining example of a Pathfinder, simply because I have a Wayfinder."

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

Xilt secures an Ioun stone being used by Tzleztor. He concentrates and aligns its function to the day's task (Survival). Further armed with an ordinary compass and some local maps of the area he feels more confident in their chances of finding Rijana's last recorded destination.

Once the party is ready to depart he casts a few more incantations including a long haul flying spell and the party's magical walkie-talkie system (Message).

He looks over at Setare and Tzleztor while eating a hardy breakfast.

"You tell me if you are feeling the heat and I will put up some magical protection for you right away. I think however that you two will be able to handle it well enough."

@GM Jhaeman - Life Bubble and Ablative Barrier are up on Xilt from the day before. Endure Elements are up on Chaine, Monkey Boy and Silvermane from last night.

New Buffs:

Xilt:
Overland Flight cast @ CL12 12 hours
Mage Armor 10 hours
False Life cast @ CL10/extended 20 hours

False Life: 1d10 + 10 ⇒ (2) + 10 = 12

1 1st level pearl of power expended
1 2nd level pearl of power expended
1 arcane point expended
2 charges of extend rod expended

Tzleztor:
Mage Armor 10 hours
False Life cast @ CL10/extended 20 hours

False Life: 1d10 + 10 ⇒ (10) + 10 = 20

Party:
Message


Male N Salt Mephit | Buffs: | HP 41/41|DR 5/Magic| FH 2 Arid Env|AC 25 T 14 FF 22|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|30' Fly 40'+18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 10/10

The mephit grumbles as his master takes away one of his toys but understands why.

He gives Monkey Boy a quizzical stare.

"Do you actually know how to use one of those funny things? I think a regular compass works just as well."

Scarab Sages

Female LG follower of Sarenrae | human (actually mostly human Ifrit) | freckles, sweet, naive, fierce personality in battle | Outsider (Native), Humanoid (human) | Resistances: Elec. 3, Acid 3, Fire 2, Cold 3 | Smite 1/1 | Boots of Speed 10/10 | Swashbuckler 5, Paladin 2, Unchained Monk 3, Bloodrager 1 | HP 106/106 | Protector Familiar HP 53 | with mage armor/rage: AC 35, T 30, FF 24 | CMD 37 | F: +23, R: +25 (Evasion), W: +17 | Init: +13 | Perc: -2, SM: -2 | Ki Pool 7/7 | Stunning Fist 6/6 | Rage 6/6 | LoH 7/7 | Panache 6/6 + Plume 1/1 | Reroll 1/1 + Lesson of H. 1/1 | Eefriti Magic 1/1 | Darkvision 60ft | Speed 40ft | Active cond.: +4 Dex

Setare is quite silent and eager to leave.


Leaving the solemn silence of Geb's Rest behind, the intrepid Pathfinders begin journeying to the north, intending to retrace Rijana's footsteps. Fortunately, they've equipped themselves well for the journey.

As the name implies, the Mana Wastes are a vast, desolate, barren land. Deserts and badlands are not unknown in Golarion, but the Wastes carry the feel of . . . wrongness. Whatever caused the region to become like it is was clearly not a natural occurrence.

After several hours of tedious travel, the sun again begins to set.

Your first day of travel is uneventful.

GM Dice:

?: 1d100 ⇒ 60


Male N Salt Mephit | Buffs: | HP 41/41|DR 5/Magic| FH 2 Arid Env|AC 25 T 14 FF 22|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|30' Fly 40'+18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 10/10

The little mephit comes back having dragged back a pavilion sized tent at least part of the way back to the group.

"I found a few tents in someone's shop. They look a bit worn but still very usable."

"I guess it makes sense these people would have to stay somewhere when travelling."

"It could be handy if our magic runs out and we need shelter."

A pavilion sized tent weighs 50 pounds but will be big enough for the entire party and Silvermane.

@GM Jhaeman - I am going with the assumption that this equipment is free but on loan for use for this adventure only.

I cross-posted with GM Jhaeman - If Monkey Boy or his porter wants to bring the tent he can. It is up to him.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

Xilt cautiously casts a few entry level spells to see if they are still in a magic safe zone. Assuming that he is able to magically clean and press his clothing he begins setting up his magical portal and prepares for the next day of travel.

Rope Trick will be cast before bedtime and the Fly spell cast on Silvermane so he can easily join the party. Endure Elements is cast on the entire party including both companions.

Right before bedtime Xilt casts a few more enchantments on himself and Tzleztor.

Additonal buffs for Xilt and Tzleztor:

Xilt
Ablative Barrier cast @ CL12/Extended with Rod (24 hours)
Ant Haul cast @ CL12 (24 hours)
Crafter's Fortune (10 days)

Tzleztor
Ant Haul cast @ CL12 (24 hours)


Male N Salt Mephit | Buffs: | HP 41/41|DR 5/Magic| FH 2 Arid Env|AC 25 T 14 FF 22|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|30' Fly 40'+18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 10/10

Tzleztor looks around.

"And we thought that there was nothing going on in the village. This place is spooky."

"Another night of guard duty looking through a magical window. How exciting."

The mephit suddenly perks up at the thought of some action.

"I am sure that it will pick up and then some soon enough!"

Grand Lodge

Per +17, low light, SM +17, Acro +19 (31 to jump, running start) Mv 60, Climb 20, Mage Armor (CL1) Ring Force Shield, Barkskin HP 104/104 AC 36 FF 33 T 23 – Init +4 - CMB +17/19 trip (+1 unarmed), CMD 38 – 41 Trip, UnStrike 16/16/11 for d10+6, Ki Strike (magic/cold iron/silver/lawful,) Shattering Punch, Flying Kick Ki 7/8 Combat Reflexes (4), Bodyguard +3, In Harm’s Way, Mobility, Deflect Arrows, Insightful Wisdom, Improved Evasion

Monkey Boy has over 50 lbs. weight allowance to spare without hitting medium weight.


A second day's journey begins. The heat is relentless, the terrain depressingly bleak, and signs of flora and fauna are nowhere to be found. Perhaps even more troubling, signs of disturbances in the landscape's ability to tolerate magic begin to appear! For stretches of hundreds of yards or more, the sun's heat can be felt at full force despite endure elements, the ability to communicate at a distance through message becomes intermittent, and Silvermane has a close call when the fly spell cast on him suddenly cuts out before kicking back in just before he would hit the ground! No one finds solace in the great Mana Wastes, those reliant on magic least of all . . .

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

Xilt looks desperately determined with the failing of his magic. At an opportune moment he changes into the hot weather outfit that Tzleztor had secured for him in the village and he hands his clothing over for the porter to carry. He secures all of his ioun stones for the moment placing them in a handy bandolier pocket. The wizard is careful to pace the movement of the party to spend adequate time resting in stretches where the Endure Elements is functioning. He also plans for a siesta in the middle of the day with the erection of the pavilion tent that Monkey Boy is carrying.

The wizard ponders over this particuliar area of null-magic trying to determine what types of magic (spells,su abilities,spell like abilities or permanent magical items) if any remain reliable.

30 K-Arcana on a take 10.

@GM Jhaeman - I am trying to time our travel so we do not need to make Fortitude check for the heat. Tzleztor and Setare should be fine regardless but the rest of the party is not.

@GM Jhaeman - In terms of Handy Haversacks and other extra-dimensional spaces I am going to assume that the openings to these bags are simply closed shut and not available where the magic is failing.


Male N Salt Mephit | Buffs: | HP 41/41|DR 5/Magic| FH 2 Arid Env|AC 25 T 14 FF 22|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|30' Fly 40'+18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 10/10

Tzleztor is still able to fly under his own wing power as his master is temporary grounded with all of his flight privileges suspended. He enjoys the periodic stretches of dry and heat as most of the others in the party feel the burn.

"I knew that tent would come in handy. Ha!"


Xilt and Tzleztor take intelligent precautions as they travel through the Wastes.

If anyone else wants to make any adjustments, now's the time, as I'll move us on in about 12 hours.

@Xilt: That makes sense, and yes your understanding of how the extradimensional baggage works is correct.

Grand Lodge

Per +17, low light, SM +17, Acro +19 (31 to jump, running start) Mv 60, Climb 20, Mage Armor (CL1) Ring Force Shield, Barkskin HP 104/104 AC 36 FF 33 T 23 – Init +4 - CMB +17/19 trip (+1 unarmed), CMD 38 – 41 Trip, UnStrike 16/16/11 for d10+6, Ki Strike (magic/cold iron/silver/lawful,) Shattering Punch, Flying Kick Ki 7/8 Combat Reflexes (4), Bodyguard +3, In Harm’s Way, Mobility, Deflect Arrows, Insightful Wisdom, Improved Evasion

Monkey Boy puts on his hot weather gear, hoping their magic, and their luck, holds.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

Earlier

Before departing the silent town Chaine requisitions the correct amount of waterskins, horse feed and additional rations for the journey, taking care to secure a pavillion, firewood, flint & steel, waterskins, smoked goggles and two or three desert kits.

"Ah, camping preparations are in order it seems! we will make sure those citizens do not go uncompensated, should they return..." says Chaine, leaving notes behind everywhere stuff was requisitioned, indicating his name and contact information at the Grand Lodge in Absalom.

Donning hot weather clothing over his horse and his own armor, he finishes the preparations by draping a scarf around his mouth and finally applies some blain bane around any leftover exposed areas. After applying liberal amounts of the stuff on Silvermane, he then sets out for the journey with the rest of the Pathfinders, trading his lance for a large umbrella.

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

Now

Chaine is momentarily horrified when Silvermane's cries of terror disturb his reverie and he finds the horse plummeting towards the sands below.

"Solid ground for us today, dear boy. I know it's fun to fly, but let's be safe."

Before resuming their travels, he adjusts his turban and smoked goggles, then calms the horse with soothing words and a long drink from one of the multiple waterskins hanging from his saddlebags.

Chaine total weight with gear: 233 lbs.
Silvermane: light load 519 lbs., medium load 1038 lbs., heavy load 1560 lbs. // lift above ground 3120 lbs., push/pull 7800 lbs. // total weight carried: Chaine + own gear = 233 lbs. + 166 = 399 lbs.
Extra gear gathered in the empty town: pavillion 50 lbs; desert kits x3 60 lbs.; 10 days of feed 100 lbs; 50 days of trail rations 50 lbs; firewood 5 days 100 lbs; 5 additional waterskins 20 lbs. = 380 lbs.
Total Weight on Silvermane with Extra Desert Gear: 399 lbs. + 380 lbs. = 779 lbs.
Silvermane has Barding Training (Ex): At 3rd level, a charger’s armor check penalty for wearing barding or for carrying a medium load is reduced by 1 and the maximum Dexterity bonus for its armor and load increases by 1. Reduce the armor check and medium load penalties by an additional 1 for every 6 levels after 3rd; increase the maximum Dexterity bonus for the charger’s armor by an additional 1 for every 6 levels after 3rd. In addition, the charger’s speed does not decrease when wearing medium armor or carrying a medium load. At 9th level, a charger can move at normal speed in heavy armor or while carrying a heavy load. This ability replaces evasion and Multiattack.

Scarab Sages

Female LG follower of Sarenrae | human (actually mostly human Ifrit) | freckles, sweet, naive, fierce personality in battle | Outsider (Native), Humanoid (human) | Resistances: Elec. 3, Acid 3, Fire 2, Cold 3 | Smite 1/1 | Boots of Speed 10/10 | Swashbuckler 5, Paladin 2, Unchained Monk 3, Bloodrager 1 | HP 106/106 | Protector Familiar HP 53 | with mage armor/rage: AC 35, T 30, FF 24 | CMD 37 | F: +23, R: +25 (Evasion), W: +17 | Init: +13 | Perc: -2, SM: -2 | Ki Pool 7/7 | Stunning Fist 6/6 | Rage 6/6 | LoH 7/7 | Panache 6/6 + Plume 1/1 | Reroll 1/1 + Lesson of H. 1/1 | Eefriti Magic 1/1 | Darkvision 60ft | Speed 40ft | Active cond.: +4 Dex

Setare is walking and walking. She is eager to speed up to find the missing people and fulfill their mission.

But the gloomy atmosphere lets her stay silent.


One hour follows another during the long trek across the barren Wastes until finally the sun begins to set again. As talk turns to meals and rest, there is reason for optimism: at the group's current place, the location noted in Rijana's journal should be reached by noon tomorrow.

This whole area seems to be one of flickering magic, making a rope trick impossible to sustain, but bringing the tent a good idea. It'd also be a good time to figure out a default watch rotation for the rest of the adventure.

@Chaine: Thanks for keeping track of the encumbrance. Can you tell me when I should use your regular vs your "Lookout" Perception modifier?

GM Dice:

?: 1d24 ⇒ 21

Grand Lodge

Per +17, low light, SM +17, Acro +19 (31 to jump, running start) Mv 60, Climb 20, Mage Armor (CL1) Ring Force Shield, Barkskin HP 104/104 AC 36 FF 33 T 23 – Init +4 - CMB +17/19 trip (+1 unarmed), CMD 38 – 41 Trip, UnStrike 16/16/11 for d10+6, Ki Strike (magic/cold iron/silver/lawful,) Shattering Punch, Flying Kick Ki 7/8 Combat Reflexes (4), Bodyguard +3, In Harm’s Way, Mobility, Deflect Arrows, Insightful Wisdom, Improved Evasion

Monkey Boy is happy to take a shift in the middle of the night.

Wayfinder + Low Light +17 Perception

Scarab Sages

Female LG follower of Sarenrae | human (actually mostly human Ifrit) | freckles, sweet, naive, fierce personality in battle | Outsider (Native), Humanoid (human) | Resistances: Elec. 3, Acid 3, Fire 2, Cold 3 | Smite 1/1 | Boots of Speed 10/10 | Swashbuckler 5, Paladin 2, Unchained Monk 3, Bloodrager 1 | HP 106/106 | Protector Familiar HP 53 | with mage armor/rage: AC 35, T 30, FF 24 | CMD 37 | F: +23, R: +25 (Evasion), W: +17 | Init: +13 | Perc: -2, SM: -2 | Ki Pool 7/7 | Stunning Fist 6/6 | Rage 6/6 | LoH 7/7 | Panache 6/6 + Plume 1/1 | Reroll 1/1 + Lesson of H. 1/1 | Eefriti Magic 1/1 | Darkvision 60ft | Speed 40ft | Active cond.: +4 Dex

Setare can take any shift but she does not really have good perception she admits.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

"Both myself and Tzleztor see perfectly well at night and I like to think that we are sharp eyed. You might have noticed already that Tzleztor does not actually sleep so he can stand watch all night."

"This is good as both Tzleztor and Tiber will be on watch at least all night."

"Without a reliable use of my magic I cannot really be of much help in combat other than perhaps to tell you what we are facing and how to better fight them. Perhaps my magic will work but under these conditions I cannot guarantee anything."

@GM Jhaeman - If you could tell what is working and what is not at this point it would be helpful. Are permanent magical items functioning steadily or do they wink on and off as well? Also as we are outdoors in a desert like environment with no cloud cover I am assuming that low-light vision will work very well at night.

@GM Jhaeman - My character has not actually cast any real spells today (only cantrips) with the failing magic. The spells that he does have up were cast last night and last 24 hours or longer. When my character attempts to do magic what exactly happens? Does it randomly not function or does it require more concentration to cast a spell?

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

Chaine calls Private Corvinus over, asking him to assist in the removal of his armor for the night. "Keep an eye on things this night, Private. You're not only watching over Silvermane and me, but over a gathering of impressive Absalom scholars and masters. Let us not disappoint them. After you give my lances a good oil wipe, tuck them at the ready on Silvermane, in case things get interesting. I've unloaded everything else off him but the saddle."

Turning to Silvermane, he adds, "Sorry old boy. We have to keep the saddle on tonight. We are not behind the safety of Absalom's walls I'm afraid..."

Liberty's Edge

Lookout to Lance Corporal Chaine Alazario

"Consider it done Lance Corporal. I'll make sure you're up and about if I hear or see anything," replies the private, unsaddling his own horse and getting ready to brush its coat.

Perception +11 and automatically wakes up Chaine if anything is detected.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

Alright if anyone wants to switch it up you can but I am going to put down a watch schedule that I think makes the most sense.
8 PM - Midnight : Tiber, Tzleztor, Chaine (resting but not asleep), Silvermane.
Midnight - 4 AM: Tiber, Tzleztor, Monkey Boy.
4 AM - 8 AM: Tiber, Tzleztor, Setare, Xilt.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

One more point. In a desert (in real life) there is a huge differential between day and night in terms of temperature. Now assuming that this is the case in-game as well it might well be worth skipping our characters watch. We can have Tiber and Tzleztor on watch from 8PM to 4 AM essentially for free while our characters sleep. Then at 4 AM it should still be rather cold/cool so we should be able to march to the site before it gets really hot.

I think that this option is the better of the two presented if people are alright with it.

Grand Lodge

Per +17, low light, SM +17, Acro +19 (31 to jump, running start) Mv 60, Climb 20, Mage Armor (CL1) Ring Force Shield, Barkskin HP 104/104 AC 36 FF 33 T 23 – Init +4 - CMB +17/19 trip (+1 unarmed), CMD 38 – 41 Trip, UnStrike 16/16/11 for d10+6, Ki Strike (magic/cold iron/silver/lawful,) Shattering Punch, Flying Kick Ki 7/8 Combat Reflexes (4), Bodyguard +3, In Harm’s Way, Mobility, Deflect Arrows, Insightful Wisdom, Improved Evasion

Memo to self: buy potions of Lesser Restoration.

"I think that's a sound plan, Xilt. We'd need to use mundane light sources."

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

"I brought enough firewood for 5 days. Dig into those saddlebags, Monky Boy! Silvermane knows your scent and is friendly!"


After arranging watches, the group settle in for the night. With little to hold in the day's heat, the temperature falls quickly in the Wastes. A few hours before dawn, not long before a shift in rotation would be coming, Tiber, Tzleztor, and Monkey Boy can't help but notice a pair of fast-moving lights, their edges flickering like they are on fire, flying through the sky at a great distance away. With no landmarks, it's hard to discern altitude or direction, but they do seem to be getting generally closer rather than further away.

It's about 3 a.m.

@Xilt: Magic in this area seems to function like an annoying jerk is rapidly flipping a light switch on and off--there's power one second and it's gone the next. A spell you cast one minute might fail instantly, but work perfectly the next time you try. Spells with long durations and permanent magic items kick in and out like an engine stalling and getting restarted in an endless cycle.

@Everyone: Thank you for taking realistic and sensible steps to deal with the temperature fluctuations of travelling through a desert. In a home game I love to apply environmental factors to reward characters that come prepared for wilderness travel (and to make stuff like the Endurance feat useful). As the scenario doesn't tell me to apply any environmental conditions, I'm not going to impose them on you in a mechanical sense. But I appreciate the good role-playing anyway!

Liberty's Edge

Lookout to Lance Corporal Chaine Alazario

Tiber wakes Chaine up immediately and helps him strap on his full plate. Silvermane paws at the sands in expectation...

Grand Lodge

Per +17, low light, SM +17, Acro +19 (31 to jump, running start) Mv 60, Climb 20, Mage Armor (CL1) Ring Force Shield, Barkskin HP 104/104 AC 36 FF 33 T 23 – Init +4 - CMB +17/19 trip (+1 unarmed), CMD 38 – 41 Trip, UnStrike 16/16/11 for d10+6, Ki Strike (magic/cold iron/silver/lawful,) Shattering Punch, Flying Kick Ki 7/8 Combat Reflexes (4), Bodyguard +3, In Harm’s Way, Mobility, Deflect Arrows, Insightful Wisdom, Improved Evasion

Monkey Boy tries to find some cover to hide and observe.

Activate Ring of Force Shield.

Stealth: 1d20 + 11 ⇒ (7) + 11 = 18

Scarab Sages

Female LG follower of Sarenrae | human (actually mostly human Ifrit) | freckles, sweet, naive, fierce personality in battle | Outsider (Native), Humanoid (human) | Resistances: Elec. 3, Acid 3, Fire 2, Cold 3 | Smite 1/1 | Boots of Speed 10/10 | Swashbuckler 5, Paladin 2, Unchained Monk 3, Bloodrager 1 | HP 106/106 | Protector Familiar HP 53 | with mage armor/rage: AC 35, T 30, FF 24 | CMD 37 | F: +23, R: +25 (Evasion), W: +17 | Init: +13 | Perc: -2, SM: -2 | Ki Pool 7/7 | Stunning Fist 6/6 | Rage 6/6 | LoH 7/7 | Panache 6/6 + Plume 1/1 | Reroll 1/1 + Lesson of H. 1/1 | Eefriti Magic 1/1 | Darkvision 60ft | Speed 40ft | Active cond.: +4 Dex

When Setare is woken up she immediately uses her wand of mage armor on herself.

Umd dc 20 : 1d20 + 17 ⇒ (11) + 17 = 28

“What is it?! What’s happening?!?“ she asks.


Male N Salt Mephit | Buffs: | HP 41/41|DR 5/Magic| FH 2 Arid Env|AC 25 T 14 FF 22|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|30' Fly 40'+18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 10/10

Tzleztor takes a good look at the pair of lights before rushing off to wake his master.

K-Dungeoneering: 1d20 + 8 ⇒ (3) + 8 = 11

Alright that result is terrible. Suffice it to say that Tzleztor just does not know what these creatures are regardless of knowledge chosen or if they are still too far away to even roll a check.

"Master, master. There is a pair of lights approaching in the air. Wake up now."

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

Xilt grimaces at the prospect of going into battle under these conditions and yet he has little choice. The wizard attempts to use his magic with much trepidation. He tries to put up a defensive spell after getting to his feet.

Mirror Image cast @ CL12 with Potent Magic: 1d4 + 4 ⇒ (1) + 4 = 5

@GM Jhaeman - Should we be posting round by round actions now? Also combat will be cumbersome and may be inaccurate if we need to readjust our permanent magical items on and off every round.


The camp hurriedly awakens and prepares for combat!

It sounds like the consensus is for a wait-and-see approach. I'll give a little bit more time for any last prep posts, and then move us forward.

@Monkey Boy: Your ring of force shield functions as expected.

@Setare: Your wand of mage armor works perfectly.

@Xilt: Duplicate images spring up around you!

GM Dice:

?: 1d100 ⇒ 66

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

Xilt does not want to push his luck but trying to be prepared as a wizard is always a good idea so he sharpens his own senses with an enchantment to be able to see invisible creatures and then taps himself with his wand of Heightened Awareness. The mage then attempts to fortify Tzleztor with a spell of protection (Mage Armor). Xilt also attempts to get two of his ioun stones to float around his head.


See Invisibility cast
Heightened Awareness from wand cast
Mage Armor cast
Float ioun stone +1 initiative
Float ioun stone +1 saves

As the creatures approach the wizard also attempts to identify them.

As we are out of combat Xilt should be able to take 10 on this check. It would be 32 for K-Arcana/Planes or 30 for K-Religion/Dungeoneering for the most common knowledges. You can subtract 2 if Heightened Awareness does not function.


Male N Salt Mephit | Buffs: | HP 41/41|DR 5/Magic| FH 2 Arid Env|AC 25 T 14 FF 22|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|30' Fly 40'+18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 10/10

Tzleztor is usually ready with a barbed remark at Xilt's expense but the mephit rushes to the wizard's defence.

"Don't worry master they will have to get through me to get to you."

Let me see if my cousin is available to help out.

"Frantz, Frantz ..."

Summon Mephit, 25%, Low is good: 1d100 ⇒ 13

@GM Jhaeman - Assuming that the Mana Wastes allow it we might have another Salt Mephit on our hands at least for the next hour. :)

Grand Lodge

Per +17, low light, SM +17, Acro +19 (31 to jump, running start) Mv 60, Climb 20, Mage Armor (CL1) Ring Force Shield, Barkskin HP 104/104 AC 36 FF 33 T 23 – Init +4 - CMB +17/19 trip (+1 unarmed), CMD 38 – 41 Trip, UnStrike 16/16/11 for d10+6, Ki Strike (magic/cold iron/silver/lawful,) Shattering Punch, Flying Kick Ki 7/8 Combat Reflexes (4), Bodyguard +3, In Harm’s Way, Mobility, Deflect Arrows, Insightful Wisdom, Improved Evasion

Monkey Boy channels his Ki to harden his flesh like wood.

1 Ki for Barkskin.


As the Pathfinders begin casting various spells--some that work and some that just fizzle out--the resulting bright lights and sounds seem to catch the flaming, flying creatures' attention! They make a beeline straight for the campsite!

Xilt: The following spell effects did not work: mage armor, the initiative ioun stone, and the saves ioun stone. Everything else you tried did work (at least so far).

@Monkey Boy: Barkskin is up.

@Chaine: We go on Initiative after six rounds' worth of your armor being fitted--please adjust as necessary.

GM Dice:

see invis: 1d100 ⇒ 84
heightened aware: 1d100 ⇒ 42
mage armor: 1d100 ⇒ 39
Init Ioun: 1d100 ⇒ 57
Saves Ioun: 1d100 ⇒ 37
summon: 1d100 ⇒ 34
barkskin: 1d100 ⇒ 94
distance: 6d10 + 40 ⇒ (2, 10, 7, 7, 9, 6) + 40 = 81
Initiative (foes): 1d20 + 9 ⇒ (2) + 9 = 11
Initiative (Monkey Boy): 1d20 + 4 ⇒ (17) + 4 = 21
Initiative (Xilt: 1d20 + 12 ⇒ (6) + 12 = 18
Initiative (Setare): 1d20 + 13 ⇒ (10) + 13 = 23
Initiative (Chaine): 1d20 + 2 ⇒ (11) + 2 = 13


As the flying creatures get within about 800 feet, details can be made out: a pair of eerie beasts that appear to be the animated skeletons of huge fanged cats, their bones glowing with fire and seething with smoke! But as the battle begins, magic seems to have failed!

Magic is not functioning here in Round 1. It would be helpful to me if you can let me know your armor class and CMD sans any magic.

Initiative (Round 1)

Setare
Monkey Boy
Xilt
Chaine

Foes

Bold should go!

This encounter will be on the new Slide # 2.

GM Dice:

Magic?: 1d100 ⇒ 73

Xilt:
As they draw closer, you're able to identify them as Hellcats! Hellcats are devious predators native to the fiery pits of Hell. They often serve as guardians or mounts for devils, but are as intelligent as humans. They can see well in the dark, have keen senses of smell, are resistant to fire, sometimes shrug off magical spells, and are deadly in close combat--especially if they manage to wrap up a foe with their deadly claws!

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