[PFS2, GD12] 1-20 The Lost Legend (GM Watery Soup) (Inactive)

Game Master Watery Soup

Slides
Hero Points: Alice 2, Arfsnarf 2, Gnimish 2, Khaul 2, Salaish 2
CP: 19


1 to 50 of 202 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

The Pathfinder Society begins a perilous trek through the swamps and jungles of the Mwangi Expanse, searching for the location where the founding members of their organization formed the Open Road Pact. The clues the Pathfinders must follow are centuries old, however, and their best lead is the final logs of an ancient Pathfinder whose true fate may be markedly different than the world has been led to believe.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

A doughty dwarf in full armour stands under the blazing sun. Wiping sweat from his forehead his eyes look around the area. "Hot it maybe, but the forges be hotter."

Horizon Hunters

CN (female) Gnome (Fey-Touched) Bard 6 | HP 73/74 | AC 24 | F +11 R +14 W +12 | Perc +12 | Stealth +11 | 25 ft | Hero 1/3 | focus 2/2 | spells 1: 3/3 2: 3/3 3: 3/3| ◆ ◇ ↺ | Active Conditions: Diplomat's Badge, Negative Energy resistance 1, raised shield

"Oh, I bet!" Quips a young gnome woman with wavy aquamarine hair, amethyst eyes, golden oak skin. "I'm Salaish, by the way. And you are?" Once introductions are finished, she conjures a viola and begins playing a tune that evokes the flowing of a deep, cool river.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

The dwarf extends his doughy hand. "Khaul, of the Irontoes clan. Protector of the weak, and companion of Myrsa."

Here he taps his shield, and pauses as if waiting for it to say something.

Vigilant Seal

LG; HP 120/120; Hardness 13; Will +15; Perc +12 (sight & hearing to 30'); (speaks common and celestial);

The shield makes a clanging sound as the dwarf taps it with his hammer. But seems to say nothing. For the moment.

Vigilant Seal

Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

A little girl, with her ragdoll approaches. She sets her doll on the table, gets out a toy tea set, and says, "I'm Alice." Pointing to her doll, she says, "This is Alice, also. Do any of you want to have tea with us?"

Horizon Hunters

CN (female) Gnome (Fey-Touched) Bard 6 | HP 73/74 | AC 24 | F +11 R +14 W +12 | Perc +12 | Stealth +11 | 25 ft | Hero 1/3 | focus 2/2 | spells 1: 3/3 2: 3/3 3: 3/3| ◆ ◇ ↺ | Active Conditions: Diplomat's Badge, Negative Energy resistance 1, raised shield

Uhhhhhh... Salaish is at a loss. She's pretty sure this girl is *way* too young for Society work. She's also pretty sure that any child who manages to get this far on her own is probably pretty stubborn and hungry and tired. She'll probably throw a tantrum if I just call her out like that. This calls for tact.

"Sure, I'd love some tea. Thank you! I can offer some ration cakes to go with it if you'd like. I'm Salaish, by the way. Nice to meet you Alice and Alice. So, what do each of you like best about the Pathfinder Society?" She asks brightly.

Vigilant Seal

Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

The little girl pours some imaginary tea into a tiny teacup, and passes it to Salaish.

She leans down and confers quietly with the doll, takes the rations, and says, "Here you go. And, thank you for the rations." She'll pretend to eat some and feed her doll. There's less of the rations in her hand, but it is unclear whether you saw her actually eating any of it.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul watches the little girl and the little gnome and their little tea-party.

"Greetin's to yer Alice, Alice and Salaish." he rumbles.

"I be hopin for once that this indeed be a mission suitable for the youngsters. The amount of time I spend trying to buff dents out of Myrsa here...." he shakes his head at the shield, as if he wasn't very good at looking after itself.

Horizon Hunters

CN (female) Gnome (Fey-Touched) Bard 6 | HP 73/74 | AC 24 | F +11 R +14 W +12 | Perc +12 | Stealth +11 | 25 ft | Hero 1/3 | focus 2/2 | spells 1: 3/3 2: 3/3 3: 3/3| ◆ ◇ ↺ | Active Conditions: Diplomat's Badge, Negative Energy resistance 1, raised shield

"Wow. You really care about your shield, don't you?" Salaish seems genuinely curious.

Radiant Oath

2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 3 | Spells: -/3/2 | Focus: 1/1 | ◆◇↺ | HP 42/42 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Search | Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Acrobatics, Lore (Herbalism/Theater): +5 |

A happy-go-lucky gnome enters the room. "Uhh, I was told to report here? I don't normally leave my coffee stand for any reason but- " His voice trails off as he recognizes a familiar face in the crowd.

"Salaish! How nice to see you again! My, you've gotten better since our meeting at the Dacilane Academy!"

I still need to apply level bumps and mentor boons but I thought I'd check in

Salaish:

I did tell you that Gnimish has sort of a crush on Salaish. He's just trying not to show it... Call it hero worship (the same way kids ogle at singers, etc...) :)

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

"Myrsa here is not just a shield. She's a real person. Well, she was. That is she was a shieldmaiden of Tanagaar who died while questing to slay a linnorm. Fell defending her beloved with her last breath. And she'll defend each and every one of you as well."

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

A goblin, in a draconic jump-suit approaches the agents assembled so far. He eyes the ongoing tea party with vague confusion and the dwarf tending lovingly to his shield with curiosity.

Hey! I'm Arfsnarf! Fortune-teller extraordinaire! My clacky rock can tell us what may become of this mission. So far it has never let me down! Oh, hi Salaish!

He retrieves a multi-faceted, round'ish object roughly the size of his fist and lets it roll onto the ground and into the midst of the forming team. It lands on one of the flat sides, such that one face shows clearly at the top to present a number.

Clacky rock: 1d20 ⇒ 4

Uh oh...

He quickly retrieves it and stows it away before others can ask about what the result foretells.

Horizon Hunters

CN (female) Gnome (Fey-Touched) Bard 6 | HP 73/74 | AC 24 | F +11 R +14 W +12 | Perc +12 | Stealth +11 | 25 ft | Hero 1/3 | focus 2/2 | spells 1: 3/3 2: 3/3 3: 3/3| ◆ ◇ ↺ | Active Conditions: Diplomat's Badge, Negative Energy resistance 1, raised shield

Salaish's eyes light up when she sees Gnimishmeijinomu. "Oh, hi Gnimish! It's been so long. Good to see you! How've you been?" She seems genuinely pleased to see him.

Her eyes light up again when Arfsnarf enters. "Oh, hi Arfsnarf! Do me! Do me!" She assumes that roll he didn't announce didn't count because it was just a demonstration or a warm-up or something. "Alice, come watch! You too, Khaul!"

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul sighs and approaches the all-too-gullible gnome.
"You'd best be careful.. rolling with rune dice can give ... unexpected... results."

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

No no... clacky rock is in time out.

Radiant Oath

2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 3 | Spells: -/3/2 | Focus: 1/1 | ◆◇↺ | HP 42/42 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Search | Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Acrobatics, Lore (Herbalism/Theater): +5 |

"Whatcha got there? You tell fortunes? I could use you at my coffee stand. So what does your fortune teller tell you about my fortune?"

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf eyes the clacky rock suspiciously for nearly a minute before giving in.

O-okay... It didn't have good things to say about our mission though!

He rolls it towards the gnome's feet.

Clacky rock: 1d20 ⇒ 3

He gasps and scoops it up, scurrying to hide behind Salaish.

Clacky rock is in a dark place.

Radiant Oath

2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 3 | Spells: -/3/2 | Focus: 1/1 | ◆◇↺ | HP 42/42 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Search | Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Acrobatics, Lore (Herbalism/Theater): +5 |

Gnimish gets a glimpse of the result and scratches his head. "So what does it mean?"

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul tries to hide a smile when he learns the rock in in timeout. Myrsa however lets out a metallic chime. Or maybe that was just Khaul's hammer banging against her.

Horizon Hunters

CN (female) Gnome (Fey-Touched) Bard 6 | HP 73/74 | AC 24 | F +11 R +14 W +12 | Perc +12 | Stealth +11 | 25 ft | Hero 1/3 | focus 2/2 | spells 1: 3/3 2: 3/3 3: 3/3| ◆ ◇ ↺ | Active Conditions: Diplomat's Badge, Negative Energy resistance 1, raised shield

"Oh, Arfsnarf, don't feel bad! I remember getting a low roll on it before one of our last missions, but nothing really bad happened to me. I didn't manage to come up with a good song about it, though, no matter how hard I tried. Maybe that's what it means for me." Salaish puts her arm around the goblin and gives his shoulder a friendly jostle, giving Khaul a wink as she does so. It seems she doesn't take it as seriously as Arfsnarf does.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Yeah maybe. It's not always just about songs though. Clacky rock foretell life and death! Fortune telling is heavy, heavy burden.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Many days ago, the Pathfinder Society mustered an expedition to the Mwangi Expanse, including the five Pathfinders currently on the Risen Albatross. Each of them received a similar missive in Absalom to invite them on this mission.

Handout #1 wrote:

Illustrious Associates,

I write on behalf of newly commissioned Venture-Captain Stella Fane. The Pathfinder Society has need of your services again in an expedition to the Mwangi Expanse. New information has come to light regarding members of the Open Road Pact and their adventures in said region. The venture-captain shall impart specific details of the mission to you later.

However, you are to be the lead team for an expedition that starts in the Sodden Lands at the mouth of the Frogmarch River. From there, you are to proceed inland, exploring a few sites along the way. I say lead team, because a support team of experts and others shall follow the trail you forge. Although these secondary personnel have guards, we suspect you would agree that your skill allows you to trailblaze and move faster than they. To be clear, your responsibilities include marking a trail for this slower group and clearing said trail of hazards. This entourage shall rejoin you late each day to provide you with supplies to aid your trek and to help you catalog and store any important finds.

You set sail with Venture-Captain Stella Fane aboard the Risen Albatross at dawn in five days. If that schedule is not agreeable, please report it to the lodge or Venture-Captain Fane, who can be found fitting the Risen Albatross in the Docks, or else most likely at the closest tavern to the ship, the Spinning Coin.

Sincerely,

Amita Dugada, senior clerk


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Numerous experts, warriors, and porters are aboard the Risen Albatross. Venture-Captain Stella Fane has kept the details of the mission close, vowing to reveal everything once the ship nears its destination. After a long voyage, including skirting the northern edge of the Eye of Abendego, the time has finally come.

About midmorning, Fane calls for the crew to gather in her quarters. Inside the cabin, a large desk faces the door; a worn leather chair faces away. Papers clutter the desktop, some of them weighted down with sailing cleats and tackles. Curtains adorn the room, accompanied by an unmade bed and a long table with benches. Wall shelves hold books, maps, and more bottles of various spirits than can be counted quickly.

The leather chair turns melodramatically. In it reclines Venture-Captain Fane, her hair pinned back from her face. She stops the spinning chair with a firmly planted boot on the desk and takes a swig of dark-brown liquid from a glass in her hand, then breaks the silence by saying, “Have a drink and a seat.

Art on Slide 2.

She grins and gestures to the bottles and glasses on the desk, and then to the benches along the table. Most of the bottles are sealed and full of good, dark rum from the Shackles.

One is already open and half empty.

Fane begins, “I know this a weird one. It has been, all around. But I’m going to get to the point, short and sweet.” She looks at her glass and takes another swig, savors it for a moment, and continues, “The Society has come across some information that’s led them to believe that what they know about Gregaro Voth isn’t true. And whether or not that’s right, they think he left a trail to follow. You’re going to see if the loremongers know their stuff. When the Albatross drops anchor, your mission is to go ashore, make your way inland, and find three sites the Society believes Voth left clues in. I won’t blather on about it. Wrote the details down for you, I did. Harder to forget, right?

Fane grins and slides a few papers across her desk.

See Slide 3 for a copy of Handout #2.

Those wishing to make a DC 20 Society or Pathfinder Society Lore check can roll openly.

Critical Success:
The Pathfinder Society has been gathering information about members of the Open Road Pact far and wide recently. This mission must be an extension of this search.

Success:
Gregaro Voth was a half-orc explorer and member of the adventuring group that formed the Open Road Pact centuries ago. Voth is famed for exploring the Mwangi Expanse; his last mission aimed at finishing the Pact had once failed at. However, he failed again and died a year later in Absalom in disappointment. According to history, he is thought to be the last surviving member of those who formed the Pact, which included other famous Pathfinders, such as Durvin Gest, Kerinha Napsunar, and Selmius Foster.

Critical Failure:
Gregaro Voth was a famous actor, singer, and playwright in Absalom, who went missing during a trip to the Mwangi Expanse to research a part.

"Questions?"

Horizon Hunters

CN (female) Gnome (Fey-Touched) Bard 6 | HP 73/74 | AC 24 | F +11 R +14 W +12 | Perc +12 | Stealth +11 | 25 ft | Hero 1/3 | focus 2/2 | spells 1: 3/3 2: 3/3 3: 3/3| ◆ ◇ ↺ | Active Conditions: Diplomat's Badge, Negative Energy resistance 1, raised shield

PFS lore DC 20: 1d20 + 7 ⇒ (5) + 7 = 12

Unable to dredge anything about this Gregaro Voth guy from her own memories, Salaish begins twiddling a tune on her ukulele to help her teammates' memories. Surreptitiously, she looks around to see how her teammates are faring on this pop quiz.

Casting Inspire Competence for the next person to roll the check.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Ooh! A treasure hunt in the jungle! Wait, who is Gregaro Voth? He seem like tour guide from the writings.

Arfsnarf reads over the sheets Fane provided, trying to figure out his importance.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul eyes up the instructions warily.
"I be not that knowledgeable about such things..." he starts.
PFS lore: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26

"But I've heard a thing or two in my time.".

He settles in to tell his tale, glass of rum in his hand.

"Gregaro Voth was a half-orc explorer and member of th adventuring group that formed the Open Road Pact centuries ago. Good lad, even if he be orcish."

He continues. "Voth be famed for exploring the Mwangi Expanse; his last mission aimed at finishing the Pact had once failed at. However, he failed again and died a year later in Absalom in disappointment. According to history, he is thought to be the last surviving member of those who formed the Pact, which included other famous Pathfinders, such as Durvin Gest, Kerinha Napsunar, and Selmius Foster."

He raises his glass to each time. "To the Society and its founders!"

Vigilant Seal

Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

The little girl confers quietly with her doll.

Society: 1d20 + 9 ⇒ (1) + 9 = 10

But, she just looks around, hoping others will know what is going on.

Radiant Oath

2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 3 | Spells: -/3/2 | Focus: 1/1 | ◆◇↺ | HP 42/42 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Search | Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Acrobatics, Lore (Herbalism/Theater): +5 |

None of the above so Gnimish keeps quiet


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Stella Fane is on the verge of answering Arfsnarf's question, when the dwarf know-it-all jumps in and answers it for her. All the better - that leaves her mouth free to take a swig of rum. She does give a half-hearted toast to the Society's founders, and then adds an unladylike belch.

Fane leans forward, saying, “If you need any kit, go see the quartermaster, Akin. You can take your drinks if you like. Give him your glasses when you’re done.” She smiles, leans back, puts her feet on the desk again, and says, “He loves bringing them back to me.

She winks.

Oh, and like the instructions say, please don’t get yourselves killed. That’s all I need. I mean—good luck!

Akin is bald and tattooed from pate to toe, with some ink peeking from under his beard. Akin is cheerful and friendly, and he has a particularly deep, gravelly voice.

You may purchase any item to which you would regularly have access. This purchase is permanent and will be reflected on your Chronicle, just as if you bought it during downtime.

Of particular note, all of you have a 25' speed except for Khaul (20'). Your party will be traveling 16 miles/day. If Khaul's speed could be boosted to 25' or higher, you'd be traveling 20 miles/day. I will be keeping track of days elapsed - speed will factor into one of the four Secondary Objectives (you'll need to complete 2 of 4). I'll leave it up to you decide if it's worth the effort. To be honest, unless Khaul can cast Longstrider (2nd) from a wand, I'm not even sure there's an option at this level, but I don't know the items that well.

It turns out Akin is happy to take any glasses the Pathfinders bring him.

When you're done discussing/shopping, please post your purchases in Discussion to be included in your Chronicle, and make some sort of "I'm ready!" post.

This is also the time to slot your boons, tell me about any additional Hero Points you may have to give, and select your school items.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Sadly I'm only 5th level, so could only do the level 1 version which just adds to my movement for one hour. Worth baring in mind for the future though.

Khaul sighs sadly. "I'm sorry lads, but me legs are only so long.."

Checking the shelves he picks a lesser healing potion up.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Captain Fane said you would be really happy to bring these glasses back to her later! I think it be some kinda joke but I don't get it. If you want, maybe we bring them back instead so she don't spring her trap on you! the goblin declares loudly and earnestly.

Yeah I'm not sure there are good options either. The long-lasting cheetah elixirs are prohibitively expensive, as are boots of speed.

Horizon Hunters

CN (female) Gnome (Fey-Touched) Bard 6 | HP 73/74 | AC 24 | F +11 R +14 W +12 | Perc +12 | Stealth +11 | 25 ft | Hero 1/3 | focus 2/2 | spells 1: 3/3 2: 3/3 3: 3/3| ◆ ◇ ↺ | Active Conditions: Diplomat's Badge, Negative Energy resistance 1, raised shield

"Well, since the Idol might be underwater, I'd like to buy a potion of Water Breathing. Anybody else want one? I'll also take a pup tent. No way I'm sleeping out in the rain!"

Spending 11.8 gold to buy a potion of Water Breathing and a pup tent.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

The Risen Albatross drops anchor in the mouth of the Frogmarch River, and a longboat ferries the PCs as far up a tributary river as it can before the overgrowth forces them to disembark and continue on foot. The sky is red above - a warning of rough travel ahead - as the rising sun strikes a heavy cloud ceiling that extends to the horizon. As the group continues on their travels, steady rainfall begins and persists for the journey.

Overland Travel, Day 1

During the trek through the jungle, the group focuses on making progress on distance, rather than being prepared for combat. While the usual Exploration activities (Search, Defend, etc.) are available, the following will be as well. In addition, I'm willing to entertain other skills not listed if there's a good case to be made from them.

Acrobatics: Balance on narrow spots of elevated ground, even in shallow water, to help the party navigate.

Nature or Swamp Lore: Search for signs of bogs and other hazards based on their knowledge of the local vegetation.

Perception: Identify hazards by finding them directly rather than by applying knowledge of the terrain (Lore or Nature) or sense of balance and body awareness (Acrobatics).

Survival: The Sense Direction activity is the most useful application of Survival.

Please choose a skill and make a roll. To speed things along, the DC is 21, and the count is Successes, with Critical Successes equal to two Successes and Critical Failures taking away one Success. I'll ask you to roll multiple days in the future, to save even more time.

Vigilant Seal

Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

Alice, the Doll Perception: 1d20 + 9 ⇒ (2) + 9 = 11

Alice, the little girl Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Horizon Hunters

CN (female) Gnome (Fey-Touched) Bard 6 | HP 73/74 | AC 24 | F +11 R +14 W +12 | Perc +12 | Stealth +11 | 25 ft | Hero 1/3 | focus 2/2 | spells 1: 3/3 2: 3/3 3: 3/3| ◆ ◇ ↺ | Active Conditions: Diplomat's Badge, Negative Energy resistance 1, raised shield

@GM Watery Soup: How many days should we be rolling to start?

For the first few days, Salaish keeps her eyes peeled for predators, quicksand, and whatnot.

Perception DC 21: 1d20 + 11 ⇒ (19) + 11 = 30
Perception DC 21: 1d20 + 11 ⇒ (10) + 11 = 21
Perception DC 21: 1d20 + 11 ⇒ (8) + 11 = 19

By the third day, the ever-present rain is wearing on her nerves. She wonders if her feet will ever be dry again.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul, more at home in the wilderness than many a dwarf, is more than happy to try to keep the party on track. "See ta' moss? Sticks to the north side of the trees generally. Darkner there you see. Should help keep us heading in the right direction that..."

survival: 1d20 + 10 ⇒ (11) + 10 = 21

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

DC21 Acrobatics: 1d20 + 12 ⇒ (9) + 12 = 21

Arfsnarf balances on narrow spots of elevated ground, sometimes in shallow water, to help the party navigate.

Radiant Oath

2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 3 | Spells: -/3/2 | Focus: 1/1 | ◆◇↺ | HP 42/42 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Search | Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Acrobatics, Lore (Herbalism/Theater): +5 |

Follow the expert available for Nature (though the mod isn't that high)

3 days worth
Nature: 1d20 + 9 ⇒ (12) + 9 = 21
Nature: 1d20 + 9 ⇒ (7) + 9 = 16
Nature: 1d20 + 9 ⇒ (5) + 9 = 14

Gnimish manages to find bogs and other hazards the first day. But somehow his concentration slips after that...


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺
Salaish Talenduth wrote:
@GM Watery Soup: How many days should we be rolling to start?

Just one, at first, but I can go back and look at your rolls. I'll probably ask for 3 in the future, but I just wanted one in case I set this up wrong.

---

Alices wrote:

Alice, the Doll Perception: 1d20 + 9 ⇒ (2) + 9 = 11

Alice, the little girl Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Only one roll per player, your eidolon does not make seperate checks (and, further, cannot Aid) during Exploration. Per PFS guidelines on SoM rules (scroll down to Secrets of Magic), "Eidolons are not PCs, so they do not count as PCs for effects that scale based on the number of PCs or players. Eidolons and summoners share a pool of actions. As a result, for Victory Point/success counting systems that allow each PC a limited number of chances to roll, either the summoner or the eidolon can attempt each check. The summoner's player chooses for each attempt which of the two rolls." So I'm taking 5 checks, and counting against 5 PCs. Since Alice the Doll has the higher modifier, I'm taking that roll, which is a Critical Failure. Given the results of the rest of the team, though, I'm going to save you the Hero Point because it won't matter if you reroll the CF or not, and use your second roll as Day 2's roll.

Salaish wrote:
Perception DC 21: 1d20 + 11 ⇒ (19) + 11 = 30

This roll is a Success, but not Critical Success. So, lol, now you know the DC is 21.

Khaul: Success!

Arfsnarf: Success!

Gnimish: Success!

The party makes good time, traveling at one and a half times the normal miles per day (24 miles). As a matter of facct, the Pathfinders have such an easy time traveling that they can afford to keep their senses peeled for things of interest off the trail, which comes in handy when the sound of bubbling signals the presence of water just beyond a nearby thicket of vegetation. In the clearing beyond, massive tusks, skulls, and other bones protrude from the ground’s cracked, muddy surface, the mud loosening slightly in the ceaseless rains.

DC 15 Nature, Hunting Lore, or Scouting Lore, or DC 20 Perception:
These bones belong to some kind of pachyderm, though they are much larger than common elephants.

DC 18 Society or Mwangi Expanse Lore:
Trade caravans once passed through this region, carrying all manner of precious cargo.

Critical Success:

Spoiler:
Salt was a core trade good, as or even more valuable than gold.

Several worn saddlebags hang against the ribs of a nearby skeleton, close enough to be reached from solid ground. Inside are several bricks of high quality rock salt, protected from the elements by wax paper.

---

Overland Travel, Day 2

Alice: 24 (Success)
Salaish: 21 (Success)
Khaul: roll now, please
Arfsnarf: roll now, please
Gnimish: 16 (Failure)

Radiant Oath

2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 3 | Spells: -/3/2 | Focus: 1/1 | ◆◇↺ | HP 42/42 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Search | Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Acrobatics, Lore (Herbalism/Theater): +5 |

Nature: 1d20 + 9 ⇒ (9) + 9 = 18

"Looks like some sort of pachyderm bones, bigger than elephants"

Vigilant Seal

Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35
GM Watery Soup wrote:
Per PFS guidelines on SoM rules (scroll down to Secrets of Magic),

Ahhhh! And this was a success counting situation. Thanks for the clarification.

Horizon Hunters

CN (female) Gnome (Fey-Touched) Bard 6 | HP 73/74 | AC 24 | F +11 R +14 W +12 | Perc +12 | Stealth +11 | 25 ft | Hero 1/3 | focus 2/2 | spells 1: 3/3 2: 3/3 3: 3/3| ◆ ◇ ↺ | Active Conditions: Diplomat's Badge, Negative Energy resistance 1, raised shield

"Wow. I wonder how big it would've been when it was standing." Salaish cranes her neck, trying to imagine how tall it would have been compared to her. "Think we'll be likely to see anything that big here?"

DC 18 Society: 1d20 + 7 ⇒ (7) + 7 = 14

"Well, this sure is some nice rock salt. Pity about the person who died, though."


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Gnimish and Salaish are both Failures, but it won't affect the outcome.

The party makes good time, again, traveling 16 miles in 2/3 of a day before arriving the area referenced in Voth’s notes. The land becomes drier, though still boggy, and once intermittent signs of ancient serpentfolk habitation become more frequent. These clues consist mostly of
bits of ruins, and the remains of conical buildings, pieces of ophidian sculpture, stones covered in serpentine pictograms, and the like offer clear signs of the lost society.

They also notice additional, newer markings on larger parts of the tumbled serpentfolk ruins, as well as talismans hanging in a few trees.

DC 15 Religion or Society:
The talismans are boggard in origin.

You may open the DC 15 Survival spoiler, below, without having to make the check since you know there are boggards in the area.

Critical success:

Spoiler:
The religious talismans are of the demon lord Gogunta, which boggards use to mark an area sacred to their deity.

This knowledge grants the PC a +1 circumstance bonus to all saves against boggards that you, um, may or may not meet very soon.


As the Pathfinder search the area, they come across a well-traveled path with easy-to-follow footprints that clearly lead to the pool containing the sunken idol.

DC 15 Survival:
You dentify them as belonging to boggards.

Trees crowd the wet path just ahead. Beyond that, the jungle parts, and a weathered chunk of sculpture stands before a clearing with a broad pool. Across this pond, to the southeast, is another large piece of a statue. The remains of an ancient, tumbled structure stand to the southwest. Whorls and snaking lines in the architecture hint at serpentine pictograms that were carved on these stones long ago.

See Slide 4. Alice, feel free to exchange icons out if you want. Arfsnarf, I've placed you in the trees, consistent with your Exploration Activity of Avoid Notice.

A slow stream flows from the east into the pool. Rushes and lilies grow in the northeastern portion of the pool (marked in green), where the water slows as it pivots against a jutting portion of the bank. The vegetation tangles in the water there, but near the path is a section of the pond free of such hazards. Within the hazy, slimy-bottomed pool is a massive, crumbling statue suggesting a form part snake and part humanoid. Its diamond-shaped head almost reaches the surface, and its coils rest on the pool’s floor.

GM Screen:

Perception (Salaish): 1d20 + 11 ⇒ (4) + 11 = 15
Perception (Gnimish): 1d20 + 7 ⇒ (15) + 7 = 22
Perception (Alice): 1d20 + 9 ⇒ (6) + 9 = 15

Gnimish spots two eyes poking out of the water, but as soon as it's noticed, the froglike head submerges quickly, leaving only slight ripples on the water’s surface in its wake.

We are entering Encounter Mode.

GM Screen:

Defend (Khaul): 1d20 + 10 ⇒ (17) + 10 = 27
Avoid Notice (Arfsnarf): 1d20 + 12 ⇒ (16) + 12 = 28
Search, Perception (Salaish): 1d20 + 11 ⇒ (9) + 11 = 20
Scout, Perception (Gnimish): 1d20 + 7 ⇒ (13) + 7 = 20
Search (Alice): 1d20 + 9 ⇒ (20) + 9 = 29
Initiative (Seer): 1d20 + 13 ⇒ (7) + 13 = 20
Initiative (Warrior): 1d20 + 8 ⇒ (12) + 8 = 20
Initiative (Scout): 1d20 + 9 ⇒ (9) + 9 = 18

Gnimish has detected one boggard, and it is Hidden to Gnimish, but Undetected to everyone else. Gnimish can use the Point Out action to make it merely Hidden to everyone.

Other boggards may be in the area. PCs can use the Seek action to detect them. I've provided a selection of 15' bursts and 30' cones on Slide 5 for your convenience. Seeking involves a secret check (so you won't know whether your Perception rolled low or whether there's simply no monsters in the area), and I will try to check frequently today and tomorrow. Any boggards would be underwater - they'd be Hidden unless you Point Out, and also, underwater rules apply (I'll post more on that if anyone wants to get in the water).

--Round 1
Alice the Poppet (54/54) / Alice the Girl
Arfsnarf (60/60, hidden?)
Khaul (85/85, shield raised)

GM
Salaish (63/63)
Gnimish (42/42)
Magenta (-0 hp, hidden to Gnimish, undetected to all others)

Vigilant Seal

Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

Society: 1d20 + 9 ⇒ (20) + 9 = 29

The Alices will quietly converse with each other. The little girl says, "This is all Boggard stuff. The talismans, that is. They are of their demon lord Gogunta. This must be a holy spot to them. Wait here. I'll get the statue."

Then, the little girl will drop the doll. My assumption is that dropping the doll is a free action.

Act Together:
The doll will cast Evolution Surge to give the little girl a swim speed (30) and the ability to breath underwater.
The little girl will move (35 ft) to the edge of the water.

Then, the little girl will swim out to the statue.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

nature DC15: 1d20 + 10 ⇒ (3) + 10 = 13 Sigh
Survival Day 2, DC21: 1d20 + 10 ⇒ (11) + 10 = 21 Very efficient!

Travelling through the swampy land, Khaul takes his time but does his best to keep everyone pointed in the right direction.

religion day 2 DC15: 1d20 + 10 ⇒ (14) + 10 = 24

"Them tailsmen... they are boggard in origin..." mutters Khaul. "Be keein yer eyes open."
Then moments later he adds "And them footprints be of boggards. They be round here I say."

Khaul taps Myrsa and makes sure she is ready for what may be an unanticipated assault. His dwarven eyes then cast about, looking for threats.

* raise shield
* perception +10
* either point out or another perception +10

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Uh oh. I bet where there one, there more!

He skulks forward a bit and places a little goblin paw on Khaul's back.

◆ Stride
◆◆ Cast (somatic, verbal) Haste on Khaul


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Khaul, where are you looking? It's a 15' burst or a 30' cone.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Straight ahead. Added a cone, sorry, doesn't have nice transparency like yours.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Alice moves out, but I'd like to point out that Magenta is Undetected to Alice - she doesn't know it's there, and cannot target it unless Gnimish Points Out.

GM Screen:

Khaul Perception: 1d20 + 10 ⇒ (15) + 10 = 25

Khaul doesn't spot any boggards, but he does spot something unusual - a net with soil and aquatic plants on it covers a 10-foot pit dug into the bottom of the riverbank. Marked in red. LOL Alice walked right in between the lilypads and the pit!

Khaul spends an action to point it out, and then Arfsnarf hastes him.

From the depths, boggards emerge. There are three different types of boggards here, and in the interest of fair play, I'll just label them strongest (Red and Yellow), strong (Green and Blue), and weak (Magenta). If you Recall against boggards, I'll give you stuff that's common to all of them first unless you specifically want something else.

A loud, terrifying croak blasts through the water, scaring Alice. DC 21 Fortitude save vs frightened 1. Then a second croak ripples through the water, creating a wave of destruction.

Sonic: 4d6 + 4 ⇒ (1, 2, 1, 2) + 4 = 10 plus 2 per Frightened level
DC 19 basic Fortitude

Red: ◆ Terrifying Croak, ◆◆ Destructive Croak

A second destructive croak follows soon after.

Sonic: 4d6 + 4 ⇒ (4, 1, 6, 3) + 4 = 18 plus 2 per Frightened level
DC 19 basic Fortitude

Yellow: ◆ Stride, ◆◆ Destructive Croak

Two others try to Sneak up on Alice.

Stealth: 1d20 + 8 ⇒ (2) + 8 = 10

Alice sees Green. It surfaces next to her and swing a club.

Club: 1d20 + 10 ⇒ (1) + 10 = 11
Bludgeoning: 1d6 + 6 ⇒ (4) + 6 = 10

Club, MAP: 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19
Bludgeoning: 1d6 + 6 ⇒ (5) + 6 = 11

Green misses twice.

Stealth: 1d20 + 8 ⇒ (11) + 8 = 19
Stealth: 1d20 + 8 ⇒ (11) + 8 = 19

Alice doesn't see Blue, however, until it's swinging its club.

Club: 1d20 + 10 ⇒ (14) + 10 = 24 vs flat-footed
Bludgeoning: 1d6 + 6 ⇒ (5) + 6 = 11

--Round 1
Salaish (63/63)
Gnimish (42/42)

Magenta [weak] (-0 hp, hidden to Gnimish, undetected to all others) [Recall: Society]
Alice the Poppet (43/54) / Alice the Girl (Fort save vs frightened, then Fort save vs -10 plus -2 per Frightened, then Fort save vs -18 plus -2 per Frightened)
Arfsnarf (60/60)
Khaul (85/85, shield raised, haste 0/10)
Red Boggard [strongest] (-0 hp, -5' [underwater]) [Recall: Society]
Yellow Boggard [strongest] (-0 hp, -5' [underwater]) [Recall: Society]
Green Boggard [strong] (-0 hp) [Recall: Society]
BlueBoggard [strong] (-0 hp) [Recall: Society]

Since it looks like there will be fighting underwater, this is a good time to review Aquatic Combat and the Swim action.

1 to 50 of 202 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [GD12, PFS2] #1-20 The Lost Legend (GM Watery Soup) All Messageboards

Want to post a reply? Sign in.