Zero's #4-04: To Seek the Heart of Calamity [PaizoCon] (Inactive)

Game Master Super Zero

High Tier (27 Challenge Points)
Slides Tabletop
RPG Chronicles


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Pathfinder Provisions ◆◇↺

Turning south, the Pathfinders find more arid desert. In the distance, though--is the terrain a little different, a long way away? It may just be the heat.

Before the party has traveled far on this day, though, they come across something else. The underground rivers that feed the Inspiriting Wellspring and the other oases throughout the area of the desert bubble up in unexpected locations when conditions are right. While this never lasts long enough to create a new oasis, it can lead to hazardous conditions. In one such area, the water has created patches of quicksand.

Murph catches sight of a strange ripple in the sand before him and calls out a warning--but not quite quick enough. The dromedaries come to a sudden halt, but in doing so they throw the people who were already closest to stumbling in off-balance. Angvim and Aldonza fall into the quicksand up to their waists and quickly sink up to their necks.

At least the dromedaries stayed safe?

Murph critically succeeds his check to spot the hazard, Theo fails... and everybody else critically fails. The DC is harsh, though as more successes would have avoided the encounter entirely I guess that's fair? Partial success means you keep the dromedaries out, though party members are still in danger.
Angvim and Aldonza start submerged up to their waists, though the hazard wins Initiative and pulls them down one step on their turns. The steps are free - up to your waist - up to your neck - completely submerged (and must hold their breath). Characters in the quicksand can make DC 23 Athletics checks to swim or wade and improve one step. Other characters can Aid them with any appropriate skills or equipment, or can try to pull them out with their own Athletics checks.

All PCs turns.

Quicksand
Murph
Theo
Seelah
Snarlfist
Angvim
Aldonza

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Murph will retrieve his rope. tie it off to his camel for support, and throw it out over the quicksand for his compatriots to grab. Not sure if Quick Draw helps here, but it might

Skill checks if they are deemed necessary'

Survival to tie the rope: 1d20 + 10 ⇒ (17) + 10 = 27

Base Ranged attack roll (only level proficiency + Dex): 1d20 + 10 ⇒ (14) + 10 = 24

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza tries to swim in the soupy sand.

Athletics: 1d20 + 9 ⇒ (5) + 9 = 14


OBOZAYA | Female N Vesk Mercenary Soldier 4 | SP 32/32 HP 34/34 P 5/5 | EAC 21 KAC 23| Fortitude +5, Reflex +4, Will +4 (+2 vs. fear) | Perception +0 | Speed 35 | Mk 1 Serum of Healing 1/1, Medpatch 1/1, Shock Grenade I 2/2 | Active Conditions: None

In the event of an emergency, make sure that you are safe before assisting others.

Athletics: 1d20 + 11 ⇒ (8) + 11 = 19

Easier said than done, when you are weighed down by this much armor.

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Snarlfist reaches out with the back end of their spear, and when Aldonza grabs on pulls them out as best they can.

athletics: 1d20 + 14 ⇒ (2) + 14 = 16

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

"Ugh ... this feels like slime..."

Athletics: 1d20 + 9 ⇒ (9) + 9 = 18

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Theo, also with a rope in his backpack, follows Murph's lead.

He ties off the rope to one of the camels & tosses the rope to the ally who didn't get a rope from Murph.

"Grab ahold!" he yells.

(Let me know the appropriate checks)


Pathfinder Provisions ◆◇↺

Theo--any check you think is appropriate is fine. Ranged attack, Acrobatics, Athletics (although if you're good at Athletics, you might want to try pulling them out directly instead of Aiding).

Despite the Pathfinders' efforts, both victims sink a little further. Unable to breathe with their heads submerged, but they'll be fine holding their breath for little while--right?

All PCs' turns.

Quicksand
Murph
Theo
Seelah
Snarlfist
Angvim
(Submerged, holding breath 0 rounds)
Aldonza (Submerged, holding breath 0 rounds)

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Snarlfist pulls on Aldonza with all his might.

athletics: 1d20 + 14 ⇒ (7) + 14 = 21

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Using the horse as a locking point, he'll toss the rope to one of his allies that is deeper in the mire.
Let's say, Angvim.

Since he's trained in the use of Athletics when it comes to combat strategies (Athletic Strategist), he'll then pull using the best leverage options.

Athletics for extraction: 1d20 + 12 ⇒ (10) + 12 = 22

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Murph has a climbing kit, which includes a grappling hook and pulleys. Can he pull it out and use the pulleys for leverage in pulling them out? He also has Crafting, Engineering Lore, Survival, and Thievery if any of those will help pull them out.

Crafting to help get Angvim out: 1d20 + 11 ⇒ (8) + 11 = 19

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza hangs onto Snarlfist’s lifeline, and shimmies through the sand like an eel.

Acrobatics: 1d20 + 11 ⇒ (18) + 11 = 29


Pathfinder Provisions ◆◇↺

Aiding yourself is unorthodox, but Theo having the last post in one round and the first in the next did make it the next attempt... and I'm feeling generous because dang y'all.
I should probably also award a Hero Point around now to Aldonza/Angvim: 1d2 ⇒ 1.

With Theo using his rope to pull on Angvim, and Aldonzo pulling herself up Snarlfist's, both victims' heads break through the surface of the sand. They can breathe easily again. For the moment.

Seelah and Angvim's turns.

Quicksand
Murph
Theo
Seelah
Snarlfist
Angvim (Sunk up to neck)
Aldonza (Sunk up to neck)

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

"This is proving to be a lot harder than I thought" grumbles Angvim as he tries to force his way out of the quicksands.

Athletics: 1d20 + 9 ⇒ (8) + 9 = 17


OBOZAYA | Female N Vesk Mercenary Soldier 4 | SP 32/32 HP 34/34 P 5/5 | EAC 21 KAC 23| Fortitude +5, Reflex +4, Will +4 (+2 vs. fear) | Perception +0 | Speed 35 | Mk 1 Serum of Healing 1/1, Medpatch 1/1, Shock Grenade I 2/2 | Active Conditions: None

Seelah tries to pull Angvim out.

Athletics: 1d20 + 11 ⇒ (7) + 11 = 18

She would really prefer a stand-up fight on solid ground.

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza gasps for air, as her head breaks the surface. She continues to undulate, since it seems to be more effective.

Acrobatics: 1d20 + 11 ⇒ (19) + 11 = 30


Pathfinder Provisions ◆◇↺

Angvim sinks below the surface once more, though Aldonza keeps her head up this time.

Quicksand's turn, you both sink one step, but Akdonza succeeds and recovers one step.

Quicksand
Murph
Theo
Seelah
Snarlfist
Angvim
(Submerged, holding breath 0 rounds)
Aldonza (Sunk up to neck)

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

I've got to get some leverage here.

Engineering Lore to assist getting Angvim up: 1d20 + 11 ⇒ (7) + 11 = 18

Arggh!

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

"..."

Athletics check: 1d20 + 9 ⇒ (20) + 9 = 29

"Send a rope over here!" he shouts as he gasps for breath.

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Snarlfist continues to pull Aldonza.

athletics: 1d20 + 14 ⇒ (13) + 14 = 27


Pathfinder Provisions ◆◇↺

With heroic effort, Angvim posts himself up and nearly out of the sand. With help, Aldonza accomplishes the same.

Both are now only up to their waists again.

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Theo continues to pull on the rope he tossed to Angvim.

Athletics, pulling angvim's rope: 1d20 + 12 ⇒ (5) + 12 = 17

He yells "There's a rope in your hand already, Angvim. Are you delirious? Are there toxins in the water? It's ok - I have a treatment that should work for that. It's rarely fatal.


OBOZAYA | Female N Vesk Mercenary Soldier 4 | SP 32/32 HP 34/34 P 5/5 | EAC 21 KAC 23| Fortitude +5, Reflex +4, Will +4 (+2 vs. fear) | Perception +0 | Speed 35 | Mk 1 Serum of Healing 1/1, Medpatch 1/1, Shock Grenade I 2/2 | Active Conditions: None

Seelah tries to heave Aldonza up.

Athletics: 1d20 + 11 ⇒ (15) + 11 = 26

At last, she manages to brace herself well enough on the shifting sands to help.

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

"Well, it seemed to me that I needed even more rope as I drowned in the sand." he answers Theo as he continues to struggle.


Pathfinder Provisions ◆◇↺

With Seelah's help, Aldonza is free. Damp, sandy, lying facedown on the desert floor, and probably feeling like someone just tried to rip her arms off--but free.

Angvim sinks a little into the quicksand again.

All PCs' turns.

Quicksand
Murph
Theo
Seelah
Snarlfist
Angvim
(up to neck)
Aldonza

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

Hoping to finally get free of the sands, Angvim tries his best to stay afloat, however he once again fails to free himself from the quicksands.

Athletics: 1d20 + 9 ⇒ (3) + 9 = 12

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

With Aldonza up, Snarlfist reaches out to Angvim for a change.

athletics: 1d20 + 14 ⇒ (15) + 14 = 29


OBOZAYA | Female N Vesk Mercenary Soldier 4 | SP 32/32 HP 34/34 P 5/5 | EAC 21 KAC 23| Fortitude +5, Reflex +4, Will +4 (+2 vs. fear) | Perception +0 | Speed 35 | Mk 1 Serum of Healing 1/1, Medpatch 1/1, Shock Grenade I 2/2 | Active Conditions: None

Heave-ho!

Athletics: 1d20 + 11 ⇒ (6) + 11 = 17

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Maybe I had the pulley threaded backwards? Hang on to the rope

Engineering Lore to assist getting Angvim up: 1d20 + 11 ⇒ (3) + 11 = 14

I really want to give up at this point

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Theo thinks that maybe Angvim's confused by the surplus of options.

Though that won't stop his continued attempt to assist his floundering ally.

more rope, more pulling, more Athletics: 1d20 + 12 ⇒ (7) + 12 = 19

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza gets to her feet, and grabs the rope. ”Come on, Angvim! Put your hips into it!”, she cries.

Athletics: 1d20 + 9 ⇒ (12) + 9 = 21


Pathfinder Provisions ◆◇↺

Yeah, with the camels safe and one victim freed you've essentially won. You need multiple successes in the same round to make actual progress, but even once success gives Angvim a chance to breathe at the very least.
As a Society GM I believe I am technically supposed to go through the rolls since the hazard has listed mechanics and DC. As a pbp GM in a con game with a time limit, however, I am explicitly encouraged to Bot PCs to speed things up! This'll go much faster if I roll six physical dice simultaneously. ...oh sure, now we get three immediate successes (I really did roll, promise).

Angvim slips below the sand once more. Theo and Seelah lie on the sand and each seize him under one arm. Between the two of them (and Angvim's own help), the manage to pull him up onto dry ground.

And now everyone can see why he had so much more difficulty getting out than Aldonza--he was snagged on something else that had sunk below the sand. Bones.

As the puddles dry, sand shifts and the victims are exposed to sun, winds, and scavengers. Near the edge of the quicksand (which is much more obvious to see now that it has been so disturbed) are the rest of the remains of this earlier victim. There's little there: a few more scattered bones, and a backpack that falls apart when touched. The backpack contains a tarnished metal box. It's locked and there is no apparent key, but it could probably be forced open without too much effort.

After that excitement, the Pathfinders soon need rest. As they prepare for the next leg of their journey, though, the dagger again points directly in one specific direction: Due south.

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Murph would like to examine the box.

Perception to look for traps and examine the mechanism: 1d20 + 12 ⇒ (15) + 12 = 27

If it does not appear trapped, he will try to open it.

Thievery to open box: 1d20 + 13 ⇒ (19) + 13 = 32

If I missed something, I have Wary Disarmament

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Once we resolve the tarnished box, Theo thinks that continuing South would be the best option.


Pathfinder Provisions ◆◇↺

Oh. Huh. I definitely wrote a post answering that.

The box contains a velvet cloth that has eroded to is base fibers. Inside are a few gems--five high-quality tourmalines the party estimates to be worth around 100 sp apiece. The box also contains a set of bracers made from plates of durable mithral that gleam like the summer sun and a brass badge.

The Pathfinders are able to identify them as magic items--bracers of missile deflection and a diplomat's badge.

As they travel they pass some arge stones standing in a circle. They sport large inclusions of copper ore and sport the scorch marks of numerous lightning strikes, but no other damage.

In general the desert is getting rockier. It may be possible to find food here, though it's just as dry as ever. And some of these hills might provide better vantage points. If the Pathfinders are good at climbing and finding these better views, searching the area might be faster.

Which may be useful. In the morning, the calamitous dagger again swivels uncertainly as it did when too close to the crumbled ruins. Something very near here is interfering with the signal.

The next hex south is Rocky Desert. You can forage for food, but water remains inaccessible. It's still difficult terrain, but a successful Athletics check, or a Scouting Lore, Hills Lore, or other appropriate Lore, can allow you to Reconnoiter with only one activity. Everyone can attempt the check once each, and only one success is needed.

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Athletics check for exploration: 1d20 + 9 ⇒ (3) + 9 = 12

These sharp rocks are hard on my hands.

My dice luck continues.

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

As they aproached a different terrain Angvim would've changed one of his Lores accordingly

Hex exploration: Scouting Lore: 1d20 + 9 ⇒ (18) + 9 = 27

As they explore, Angvim tries to stablish some small conversation with his fellow pathfinders. "So, what other missions have you been in recently? Let me tell you about this genie named Safa..."


OBOZAYA | Female N Vesk Mercenary Soldier 4 | SP 32/32 HP 34/34 P 5/5 | EAC 21 KAC 23| Fortitude +5, Reflex +4, Will +4 (+2 vs. fear) | Perception +0 | Speed 35 | Mk 1 Serum of Healing 1/1, Medpatch 1/1, Shock Grenade I 2/2 | Active Conditions: None

Seelah climbs the rocks.

Athletics: 1d20 + 11 ⇒ (16) + 11 = 27

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Snarlfist growls. "More rocks, less sand, things are changing. Think we're making good pace and can use existing supplies."

Athletics(E): 1d20 + 14 ⇒ (20) + 14 = 34

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

"Higher elevation for better scouting - sounds like an excellent plan."

climbing the rocks with Athletics: 1d20 + 8 ⇒ (14) + 8 = 22

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza tucks her marotte into the back of her belt, and prowls her way to higher ground.

Athletics: 1d20 + 9 ⇒ (11) + 9 = 20

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Theo checks his notes before responding to Angvim.

"A mission into the vaults, under Skyreach was my most recent Society mission. Many strange items were logged for the Venture Captains - we're dealing with one of them during this mission."


Pathfinder Provisions ◆◇↺

The Pathfinders, it would seem, are quite skilled at finding their paths.

With most of the team checking larger areas from superior vantage points, it doesn't take long for them to locate something interesting that is surely the goal of their search. The ruins are located between several rocky bluffs.

Sand gathered between the rocks and the shade it provides allowed hardy succulents to grow. Through the sand the outline of a rectangular stone building is visible, its roof long gone. From the center of the building, several metal rods stick up high into the air. The metal is uncorroded but shows wear and tear from the sand. As the Pathfinders approach the ruin, a strange vibration can be felt through the sand.

As the party crests a dune to get a closer look, however, they realize there are creatures near the ruin. Things they first took for ancient, crumbling statues start to move. There are three humanoid figures made of earth and stone, and two shapes rise from the waving dirt resembling the melded forequarters of a charging warhorse and a rocky knight wielding a rudimentary lance of gray stone.

Elementals. Elementals that bellow as they spot the approaching party. They don't look friendly.
Murph, at least, is certain they haven't spotted him.

Murph's turn.

Initiative:
Murph
Red Living Landslide
Aldonza
Theo
Angvim
Purple Living Landslide
Seelah
Black Living Landslide
Blue Earthen Destrier
Snarlfist
Green Earthen Destrier

Image and map added to the Slides. The large sand dune on the map reaches as high as 10 feet but is closer to 5 feet high at the ends. The dune is difficult terrain.

GM Dice:
Theo: 1d20 + 8 ⇒ (15) + 8 = 23
Snarlfist (Stealth): 1d20 + 11 ⇒ (1) + 11 = 12
Seelah: 1d20 + 8 ⇒ (7) + 8 = 15
Murph (Stealth): 1d20 + 13 ⇒ (20) + 13 = 33
Aldonza: 1d20 + 9 ⇒ (20) + 9 = 29
Angvim (Stealth): 1d20 + 13 ⇒ (4) + 13 = 17
LL Black: 1d20 + 12 ⇒ (1) + 12 = 13
LL Red: 1d20 + 12 ⇒ (20) + 12 = 32
LL Purple: 1d20 + 12 ⇒ (3) + 12 = 15
ED Green: 1d20 + 10 ⇒ (1) + 10 = 11
ED Blue: 1d20 + 10 ⇒ (3) + 10 = 13

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Murph will move out to flank and hide to prepare for the elementals' advance.

◆ Stride

◆ Stride

◆ Hide
Stealth: 1d20 + 14 ⇒ (8) + 14 = 22


Pathfinder Provisions ◆◇↺

And advance they do, seemingly still unaware of Muph's presence.
The humanoid figure composed of reddish stones bellows and surges forward. It doesn't walk, exactly, but glides across the sand. And through it--it doesn't go over the dune in its path but in one side and out the other, apparently without disturbing a single grain of sand.

Aldonza, Theo, and Angvim's turns.

Initiative:
Murph
Red Living Landslide
Aldonza
Theo
Angvim

Purple Living Landslide
Seelah
Black Living Landslide
Blue Earthen Destrier
Snarlfist
Green Earthen Destrier

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

From her position on the ridge, Aldonza surveys her audience. It’s showtime…

”Ladies and gentlemen, and children of all flavors! I present to you, for your viewing pleasure...”

She makes an elaborate bow. ”...Aldonza Delamorte...”

She gestures toward the others with her free hand. ”...and entourage, in a theater-in-the-round performance that we like to call...”

She grips the top of her marotte, and draws the blade hidden inside.

”…Leave No Stone Unturned

She raises the haft in a defensive position, and waits for the attackers to close.

Perform (gain Panache), Interact, Parry

Performance: 1d20 + 12 ⇒ (11) + 12 = 23

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Watching the elemental glide thru the sands as it moves to engage intruders (the PCs), Theo ponders the best angle to deliver an arrow for the best effect.

Devise a Strategem - Arrowbourne delivery: 1d20 ⇒ 18

Believing that his angle of attack is good, he lets the arrow fly.

Arrow-borne Delivery: 18+11 = 29 to hit
Strategem Damage: 2d6 + 1d6 ⇒ (6, 4) + (1) = 11

His remaining actions are spent Recalling Knowledge of both elemental types. (Arcana +10)


Pathfinder Provisions ◆◇↺

Success! Aldonza gains Panache.

Theo's arrow solidly strikes the elemental. It stays where it hits, embedded in the rock as the creature bellows. There... might be words there?

Terran:
Ah. No. It's just bellowing.

He knows a few general facts about this type of creature--they lack blood, and can't be poisoned or put to sleep, and they can glide through the earth as he's already seen--but nothing about the humanoid rocks in particular.

The other creatures, though, he's heard of before. In some imitation of the riders whose shape they imitate, they like to make charging attacks. They're fast, but not quick to react.

Angvim's turn.

Initiative:
Murph
Red Living Landslide (-9)
Aldonza (Panache)
Theo
Angvim
Purple Living Landslide
Seelah
Black Living Landslide
Blue Earthen Destrier
Snarlfist
Green Earthen Destrier

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

Angvim will first draw his Tome and focus his will into finding out more about these rock creatures, hoping to find something in his arsenal to weaken them.

◆ Interact, Tome.
Intimidation to demoralize: 1d20 + 14 ⇒ (20) + 14 = 34
Exploit Vulnerability: 1d20 + 13 ⇒ (3) + 13 = 16


Pathfinder Provisions ◆◇↺

The pile of rocks tilts away from Angvim, apparently startled. He isn't sure about its defenses, but its fear of his intense stare might give him an idea...

That is, as is likely obvious, a critical success to Demoralize and a failure to Exploit Vulnerability.
Also, I see I have the damage on the first elemental listed incorrectly. Where'd I get 9? Fixed.

The one with veins of purple ore glides forward in a similar fashion, just on the heels of the first.

Seelah's turn.

Initiative:
Murph
Red Living Landslide (-11, Frightened 2, Personal Antithesis 4)
Aldonza (Panache)
Theo
Angvim
Purple Living Landslide
Seelah
Black Living Landslide
Blue Earthen Destrier
Snarlfist
Green Earthen Destrier

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