PFS Destiny of Sands - Parts 1-3 (Core)

Game Master Lysle

Start Date: Part 3 has begun
Recruitment: Closed

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Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Corenthiir wrote:
Would Kura attack us while charmed? Doesn't she consider us her friends?

Addressed in Discussion thread.

Corenthiir wrote:
Corey calls up to the sniper on the roof in a friendly tone, "You! Up on the roof! Come down here. Take your time climbing down. I wouldn't want you to hurt yourself."

If Corey intended to make a request, you may attempt a Diplomacy check.

Corenthiir wrote:

Corey takes a step forward and attemps to daze the closest thug.

Will save DC 14 if 4 HD or less.

Thug (Knuckles), Will: 1d20 + 1 ⇒ (19) + 1 = 20

Scarab Sages

Destiny of the Sands - Part 1-2-3 Mythic Power: 0/9 Female N Human Fighter 5 | HP 47/56 | AC 19 T 15 FF 14 | CMB +7, CMD 22 | F +7, R +7, W +2 (+1 vs. fear)| Init +12 | Perc +9 | SM +0 | Speed 30ft

@GM Valen: Actually, I said Merida fires both arrows at Knuckle (see quote below) if he stands after the first one. But it really doesn't matter much, let's roll with what really happened. ;-)

Merida Bowie wrote:
Merida 5-foot-steps forward and quickly fires an arrow at Knuckle. If he is still standing after the first hit, the second arrow follows the first - otherwise, she aims it at Tat.

Fortitude: 1d20 + 7 ⇒ (2) + 7 = 9 :-( It's her best save...

"Ouch! My ears!" Merida 5-foot-stumbles forward. "You want more? Pity that I can't hear you say no, so have another two ugly arrows!"

To hit: BAB, Dex, Magic, Weapon Focus, Weapon Training 1, PBS, Precise Shot, Rapid Shot, Deadly Aim
Damage: Str, Magic, Weapon Specialization, Weapon Training 1, PBS, Deadly Aim

+1 Longbow Rapid Shot Deadly Aim: 1d20 + 5 + 4 + 1 + 1 + 1 - 2 - 2 ⇒ (15) + 5 + 4 + 1 + 1 + 1 - 2 - 2 = 23
Magic Piercing: 1d8 + 2 + 1 + 2 + 1 + 4 ⇒ (8) + 2 + 1 + 2 + 1 + 4 = 18
miss chance: 1d100 ⇒ 65

+1 Longbow Rapid Shot Deadly Aim: 1d20 + 5 + 4 + 1 + 1 + 1 - 2 - 2 ⇒ (11) + 5 + 4 + 1 + 1 + 1 - 2 - 2 = 19
Magic Piercing: 1d8 + 2 + 1 + 2 + 1 + 4 ⇒ (2) + 2 + 1 + 2 + 1 + 4 = 12
miss chance: 1d100 ⇒ 21

Aiming at Tat until he drops unconscious, then switch target to Knuckles and use PBS (+1 to hit and damage) and Precise Shot.

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 44/32(44) | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4(9) | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

fort: 1d20 + 2 ⇒ (17) + 2 = 19 ((It's my worst))


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Merida's first arrow drops Tat. Her second sinks into Knuckles.

BATTLE IN BEGGAR'S ALLEY! - Round Two Cont'd!

PCs in bold may act

Seebonickk
Merida (deafened for 1 hour)
Corey
Thug (Tat) -32 HP
Theron
Thug (Knuckle) -18 HP (blurred)
Nightkit
Ashtoret
Kura (charmed)

Grand Lodge

male human fighter 6, HP 58(70), AC 23; T 14; FF 19 F +7, R +6, W +5, Init. +8(+11), Perc. +8

Don't worry...you'll be joining your fried soon... Theron says as he barrels forward, blade coming down in a double handed cut as he charges in.

attack, charge, 2 h: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 221d8 + 7 ⇒ (2) + 7 = 9

ac is 17 after charge and no shield


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Theron Randallas wrote:
Don't worry...you'll be joining your fried soon... Theron says as he barrels forward, blade coming down in a double handed cut as he charges in.

Miss chance <21 for blur: 1d100 ⇒ 35

Knuckles is cut down.

BATTLE IN BEGGAR'S ALLEY! - Round Two Cont'd!

PCs in bold may act

Seebonickk
Merida (deafened for 1 hour)
Corey
Theron
Thug (Knuckle) -27 HP
Nightkit
Ashtoret

Kura (charmed)

The above may act if they wish, but with Kura charmed the party is free to go out of combat.

Grand Lodge

male human fighter 6, HP 58(70), AC 23; T 14; FF 19 F +7, R +6, W +5, Init. +8(+11), Perc. +8

Are we safe from the other one? Theron asks as he flicks the blood from his sword and grabs his shield...just in case. He looks through the thugs' pockets, seeing if there is a reason they were after the group.

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 44/32(44) | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4(9) | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit cleans up the street by collecting all the caltrops.

Liberty's Edge

Male Gnome Rog 5| HP 36 | AC 20; Touch 14; FF 17 | F +5; R +8; W +3 | CMB+3; CMD 16 | Speed 20 ft | Init +3 | Perc +10 | Stealth: +12 Rogue 5

Seebonickk looks around for other threats.

Perception: 1d20 + 10 ⇒ (4) + 10 = 14

"Nice job all"

Scarab Sages

Destiny of the Sands - Part 1-2-3 Mythic Power: 0/9 Female N Human Fighter 5 | HP 47/56 | AC 19 T 15 FF 14 | CMB +7, CMD 22 | F +7, R +7, W +2 (+1 vs. fear)| Init +12 | Perc +9 | SM +0 | Speed 30ft

"Thank you! Huh? Did you say something, Seebonickk?"


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Corenthiir wrote:
Corey calls up to the sniper on the roof in a friendly tone, "You! Up on the roof! Come down here. Take your time climbing down. I wouldn't want you to hurt yourself."

"Your allies are rather dangerous." Kura replies. "And I fear that I now need to re-evaluate my plans. If you don't mind, I would prefer to simply flee and disappear among the shacks."

Theron Randallas wrote:
Are we safe from the other one? Theron asks as he flicks the blood from his sword and grabs his shield...just in case. He looks through the thugs' pockets, seeing if there is a reason they were after the group.

Theron finds among the bodies three vials, each labeled "potion of cure light wounds", a pair of tanglefoot bags, four daggers--two of which are very well-made--two finely crafted saps, two sets of artfully-designed thieves' tools and 164 gold coins. Each of the thugs was wearing well-tailored studded leather armor.

From her perch atop the roof, Kura calls down to Corey. "Your brutish companion looting the bodies will find that I paid and armed them well. I regret that they we planned to kill you, but as you appear to be true allies of the scarred man, your deaths would have been to my patrons’
advantage; in fact, leaving you dead seemed the best alternative, as it meant no one can report back to Torch about my espionage. I would, of course, rather have procured an address for Torch, but you all failed to be forthcoming. Had you been willing to sell out the Grandmaster, I would have called off the thugs I hired. It is a shame it had to end this way. "

"Now I am off," Kura continues. "I will immediately be making preparations to leave the city—this very night, if possible. As we are such good allies, I trust that you will let me do so."

Kura attempts to slink away.
Stealth: 1d20 + 12 ⇒ (2) + 12 = 14

You are free to engage with Kura more if you'd like, but (to keep us moving along) she has already provided as much exposition as she can.

Once she believes the coast is clear, a young halfling emerges from her hiding spot.

"Greetings," she says. "I am Naleth Hundredfingers. I heard that you are friends of the scarred man? If so, I request that you
either escort me to Grandmaster Torch to deliver a message to him. The message is this: 'The Red Mantis is searching Eto for a scarred man.'"

If you press Naleth to explain how she came by this message:

Naleth explains that, several days ago, a boy from the Hundredfingers gang overheard a conversation between a Thuvian apothecary and a local purveyor of medicinal salves about a possible miracle cure for terrible burns, necrosis, and withering—even such ailments caused by magical or supernatural means. When the apothecary noticed the curious eavesdropper, she asked the waif if he’d seen anyone with terrible burns or scars. The naive orphan revealed that sometimes his gang worked for “the scarred man in a tub,” prompting the Thuvian to ask the child to pass along word to the scarred man that she had something special for him.

Naleth, who admits to being the oldest and wisest cutpurse of the Hundredfingers gang, relays that when she heard the waif's story, she knew it sounded suspicious. After finding where the apothecary was staying in the city, the halfling rifled through the contents of the room and found a praying mantis preserved in amber. As virtually everyone around the Inner Sea has heard of the legendary Red Mantis assassins, Naleth said that she immediately feared for safety of her gang.

She explains that she put word out that every member of the Hundredfingers needed to lie low and made it known in the bazaar that her gang had important news for the scarred man. She certainly wasn’t ready to stick out her neck for Grandmaster Torch (especially not after seeing the Thuvian casing the area), but perhaps he would risk the neck of one of his agents. Apparently, she was right as evidenced by your presence.

It might not have been the best plan, she concedes, but her fear of the legendary assassins kept her from risking anything more creative.

If you deliver the Hundredfingers cutpurse or her message to Torch:

When Torch hears the message, he gives a noncommittal grunt and remarks that persistence does not guarantee a successful assassination.

Where to next, Pathfinders?

A list of possibilities.

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 44/32(44) | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4(9) | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Sure ... I see no problem with that Nightkit replies. But, yeah ... I have my own reasons for keeping Torch alive

She agrees to deliver the message - still not wanting to reveal Torch's location. She also offers to Torch when she gets there, since Torch obvious doesn't get out much, a private performance of her abilities. Her only price - a future personal favour.

Nightkit votes for the Dancing Dunes. One of those well made daggers (or both if no one else wants one) ends up hidden on her person

Scarab Sages

Destiny of the Sands - Part 1-2-3 Mythic Power: 0/9 Female N Human Fighter 5 | HP 47/56 | AC 19 T 15 FF 14 | CMB +7, CMD 22 | F +7, R +7, W +2 (+1 vs. fear)| Init +12 | Perc +9 | SM +0 | Speed 30ft

Merida grabs one of the potions, a tanglefoot bag and also a finely crafted sap.

"WOULD IT BE OK IF I TOOK THESE?!"

Her (not) hearing seems to impede her abimity to speak, too.

Dancing Dunes will be a challenge for poor temporary deaf Merida. But she can always pretend to be a guard.

Grand Lodge

male human fighter 6, HP 58(70), AC 23; T 14; FF 19 F +7, R +6, W +5, Init. +8(+11), Perc. +8

Hope letting her go doesn't bite us on the ass... Theron says as he grabs some of the gear.[ooc]a potion, the other tanglefoot, and one each of the presumptive masterwork say and dagger.

He sees the halfling and wheels to face him.

Maybe don't just pop out of the shadows next time if you value your life... he says as he sheathes his sword.

How did you come across this tidbit of gossip? It's a bit too convenient given the circumstances...


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Theron Randallas wrote:
[How did you come across this tidbit of gossip? It's a bit too convenient given the circumstances...

"It is not mere 'gossip'. I have already revealed all that I know about how I came by this message," Naleth declares.

By my understanding, I see one vote for Dancing Dunes and one tenative vote against Dancing Dunes. One more vote for Dancing Dunes or two votes for another location moves us along to the next encounter.

Liberty's Edge

Male Gnome Rog 5| HP 36 | AC 20; Touch 14; FF 17 | F +5; R +8; W +3 | CMB+3; CMD 16 | Speed 20 ft | Init +3 | Perc +10 | Stealth: +12 Rogue 5

Seebonickk finds a cone to enchance his voice. "ANYONE seen Merida!" He smiles

Grand Lodge

male human fighter 6, HP 58(70), AC 23; T 14; FF 19 F +7, R +6, W +5, Init. +8(+11), Perc. +8

i vote for dd...


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Onto the Dancing Dunes...

The Dancing Dunes is easy to find due to the way the establishment's name is prominently displayed outside of the two-story cabaret. Two signs can be seen from street level. The larger of the two states that entry after sundown or during a performance requires a door fee of one gold piece. A second sign indicates the availability of rooms for rent by the night. A set of steps rises alongside the building leading to the business' front entrance on the second floor.

At present the Osirian sun beats down and no music emanates from the establishment.

If you proceed up the steps and try the front door:
You find that it is unlocked. A servant woman sits at the desk. "May I help you?" she asks.

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 44/32(44) | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4(9) | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit goes up the steps and tries the front door. She discovers it it unlocked.

Oh ...... hello. I was curious ... what sort of performances do you do here. I was wondering if my own skills would fit.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Nightkit wrote:
Oh ...... hello. I was curious ... what sort of performances do you do here. I was wondering if my own skills would fit.

"The Dancing Dunes serves as a teahouse by day, a cabaret in the evening, and provides a place for relaxation and other comforts for those wishing to pay for them throughout the remainder of the night." The servant woman replies. "Have you come seeking employment then? Or is there some further reason for your visit? And just what manner of 'skills' do you have to offer?"

The woman inquires further. "Have you come alone or are you part of a larger troupe?"

Map now added to Slides.

Beyond the entry room, a door to the east opens onto a lavish sitting area filled with divans occupying the second-floor balcony. The second-floor offers a magnificent view of a spectacularly groomed garden of a colorful sand that occupies the ground floor below. A narrow wooden bridge winds about a trio of decorative obelisks dotting the miniature desert. Private curtained chambers encircle the garden, where lush rugs, soft mattresses, or piles of throw pillows serve to cushion the repose of clientele in each chamber. A set of stairs to the east leads down to the garden. The garden covers an area 40 feet to a side, and the second story sits 15 feet above the ground floor.

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 44/32(44) | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4(9) | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Well, let's say I'm just passing through and wanted to show off my skills. Yes I dance, but primarily I'm an acrobat and an escape artist. And some of my dances take place underwater. And ... it's cooler in here. Is it always this hot outside?


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Nightkit wrote:
Well, let's say I'm just passing through and wanted to show off my skills. Yes I dance, but primarily I'm an acrobat and an escape artist. And some of my dances take place underwater. And ... it's cooler in here. Is it always this hot outside?

"The Osirian sun can be quite intense." The servant woman concedes. "As for your 'skills', they certainly sound impressive, although you do not have the appearance of most of Madame Zelekhati's hires." The woman pauses for a moment and gives her hair a toss, revealing a pair of pointed, elven ears, perhaps bringing to mind something that Corey had mentioned earlier.

She continues, "Speaking of the Madame, she is a very busy woman. Her time is quite valuable and I would not wish to disturb her for someone who is not serious in seeking employment and is 'just passing through'."

Nightkit and anyone wishing to join her may attempt a Bluff or Diplomacy to present themselves as nonthreatening visitors.

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 44/32(44) | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4(9) | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit actually looks a little disappointed.

Ah well. I was hoping to do some performing as a visiting entertainer, while I was here but I can understand the Madame's point of view. And yes, I'm from the Inner Sea region. Still, I'll be very interested in finding out what sort of acts that she has.

diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9

Grand Lodge

male human fighter 6, HP 58(70), AC 23; T 14; FF 19 F +7, R +6, W +5, Init. +8(+11), Perc. +8

well, that leaves me out...lol...Well, at the very least, we would at least like to enjoy the facilities for a night. And if the boss can squeeze us in her schedule. fine. Do you have any coffee available, perhaps? Something strong?

aid: 1d20 - 2 ⇒ (16) - 2 = 14

Scarab Sages

Destiny of the Sands - Part 1-2-3 Mythic Power: 0/9 Female N Human Fighter 5 | HP 47/56 | AC 19 T 15 FF 14 | CMB +7, CMD 22 | F +7, R +7, W +2 (+1 vs. fear)| Init +12 | Perc +9 | SM +0 | Speed 30ft

Since she didn't hear ;-) anybody object, Merida pockets the things she politely asked for. She follows her fellow pathfinders in silence wherever they go until she can hear again.

Grand Lodge

NG m elf Mythic core bard 6| Mythic pts 9/9 | HP 56/56* | AC* 15, t15, ff10 (+4 mage armor) | F +5, R +11*, W +6 (+2 vs. ench., +4 vs sonic) | Perc +11 (low-light) | Stealth +12* | Init +13* | speed 30' | CMB +5, CMD 20* | cold-iron arrows x20 | Active Conditions: ---

"This sure is a lavish place." Corey remarks as they're led through the Dancing Dunes.

"A larger troupe? Oh, no, no." he replies to the servant woman, then continues,
"It is just us. We're not part of a larger troupe."

"We're just here to conduct business. Believe me, we're not troublemakers."
Diplomacy (Vers. Perf.): 1d20 + 11 ⇒ (17) + 11 = 28

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 44/32(44) | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4(9) | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

These are my travelling companions, although Merida has assisted me in the past.

Liberty's Edge

Male Gnome Rog 5| HP 36 | AC 20; Touch 14; FF 17 | F +5; R +8; W +3 | CMB+3; CMD 16 | Speed 20 ft | Init +3 | Perc +10 | Stealth: +12 Rogue 5

"Nightkit what about me!? I'm not chopped liver. I've helped you for a while!" cries the gnome.

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 44/32(44) | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4(9) | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

You have yes .... but not on stage Nightkit grins at the gnome. Mind you, you have come up with clever ideas for me to try.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

"Yes, we can provide lodging," the servant woman assures Theron. "If that is what you seek. And a strong cup of coffee as well. You may have a seat if you wish and I will have one of the girls bring you a drink."

"As for those of you seeking an opportunity to perform, it is true that Madame Zelekhati does keep an eye out for talent." The elven woman continues. "She is currently with a client, but I will let her know you of your desire for an audience."

"I must insist on all weapons being peace-bound," she adds, offering to perform the ritual.
Peace-bound weapons take a full-round action to draw.

Once the ritual has been completed, the servant woman asks the party to wait as she heads downstairs. As you wait, you have a view of the garden area, which is 40 feet to a side. The second story sits 15 feet above the ground floor. At the moment, servants are in the process of setting up a small stage in the northwest sand garden where performers can sing, dance, and play instruments.

Minutes later, a half-elven woman, elegantly dressed and wearing a golden necklace and a prominent ring arrives at the top of the steps. "Greetings," she says. "I am Madame Zelekhati. Let us stroll around my garden as we talk business."

PCs who wish may attempt a Diplomacy check to influence Madame Zelekhati.

As the party follows the half-elf, they have an opportunity to assess the establishment and its owner.

"I was raised among a family of guides in the Underdunes region of Osirion’s eastern desert." The owner says. "I was not with my family when one of the region’s infamous sand-slides buried them. Since then, I have been driven both to explore the lands across the Inner Sea and later to return to my dune-ridden homeland. The result of my half-elven heritage, I suppose."

"I have accumulated considerable wealth as a performance artist and invested the gold in acquiring performance space of my own here at the edge of the booming Eto Bazaar." Madame Zelekati explains.

Perception (DC 17):
While speaking with Madame Zelekati, you notice the garden’s patterns shifting subtly.

If you meet or exceed a DC 22 on the Perception check, you may open the spoiler below:

Spoiler:
You note that a roughly 5-foot wide patch of sand seems to be moving about the surface, leaving behind new patterns as it travels.
You may attempt a Knowledge (planes) check to identify the phenomenon.

As she comes to the nearly-completed stage, the woman pauses. "If you wish me to hire you as a performer, I would, of course, first like to see what it is you have to offer."

Sense Motive (DC 19):
You note that Zelekhati has a nervous habit of twisting the large stone ring on her hand, particularly whenever she glances at her garden.

Grand Lodge

male human fighter 6, HP 58(70), AC 23; T 14; FF 19 F +7, R +6, W +5, Init. +8(+11), Perc. +8

Theron nods, and binds his weapons. It takes a few moments though.

Umm...I will take my gauntlets off and stow them...don't want to seem like i'm trying to sneak anything by you...

perc: 1d20 + 7 ⇒ (16) + 7 = 23
sense motive: 1d20 + 2 ⇒ (10) + 2 = 12

Mind your step, guys...try to not make a mess in her sand garden.... Theron flicks his eyes from Kit to the track in the sand, trying to send a message.

bluff: 1d20 - 2 ⇒ (18) - 2 = 16

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 44/32(44) | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4(9) | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

perception: 1d20 + 7 ⇒ (8) + 7 = 15
sense motive: 1d20 + 4 ⇒ (1) + 4 = 5

At the stage, Nightkit attempts to impress.
acrobatics: 1d20 + 11 ⇒ (19) + 11 = 30
escape artist: 1d20 + 13 ⇒ (10) + 13 = 23
perform: 1d20 + 9 ⇒ (2) + 9 = 11

Scarab Sages

Destiny of the Sands - Part 1-2-3 Mythic Power: 0/9 Female N Human Fighter 5 | HP 47/56 | AC 19 T 15 FF 14 | CMB +7, CMD 22 | F +7, R +7, W +2 (+1 vs. fear)| Init +12 | Perc +9 | SM +0 | Speed 30ft

Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Sense Motive: 1d20 + 0 ⇒ (11) + 0 = 11

"Thanks for the reminder, Theron." Merida tries to walk carefully.

Grand Lodge

NG m elf Mythic core bard 6| Mythic pts 9/9 | HP 56/56* | AC* 15, t15, ff10 (+4 mage armor) | F +5, R +11*, W +6 (+2 vs. ench., +4 vs sonic) | Perc +11 (low-light) | Stealth +12* | Init +13* | speed 30' | CMB +5, CMD 20* | cold-iron arrows x20 | Active Conditions: ---

"Greetings, Madame Zelekhati. I am Corenthiir, spinner of tales." he reaches to kiss her hand.
"I must say, you are as beautiful as your garden lilies."
Corey puts on the charm.
Diplomacy (Vers. Perf.): 1d20 + 11 ⇒ (7) + 11 = 18

Using well-connected boon for perception.
Perception: 1d20 + 10 + 1d6 + 1 ⇒ (4) + 10 + (2) + 1 = 17

Sense Motive (Vers. Perf.): 1d20 + 11 ⇒ (9) + 11 = 20

GM Valen:
Spellcraft check to figure out what's going on with the garden.
Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Nightkit wrote:
At the stage, Nightkit attempts to impress.

The skill is Perform, so I will take the first die result and add the Perform modifier.

Madame Zelekhati looks impressed. "I suppose I could use a little variety in my shows. You are hired."

"I will have one of the girls prepare a room for you," she informs Nightkit.

Corenthiir wrote:

"Greetings, Madame Zelekhati. I am Corenthiir, spinner of tales." he reaches to kiss her hand.

"I must say, you are as beautiful as your garden lilies."
Corey puts on the charm.

But it is his heritage that most captivates the owner. "Of course, I also have a place for those who would fit in quite well with my current company. Do you have a tale for me?"

You are welcome to attempt a Performance check if you want to be hired on.

Likewise, any other PC who wishes to try to get hired may attempt a Perform check. Also, any PC who wishes may rent a room for the night.

Corey:
You note that the ring on Madame Zelekhati's finger features the ability to meld with stone.

What is the plan, Pathfinders?

Grand Lodge

NG m elf Mythic core bard 6| Mythic pts 9/9 | HP 56/56* | AC* 15, t15, ff10 (+4 mage armor) | F +5, R +11*, W +6 (+2 vs. ench., +4 vs sonic) | Perc +11 (low-light) | Stealth +12* | Init +13* | speed 30' | CMB +5, CMD 20* | cold-iron arrows x20 | Active Conditions: ---

"A performance? From me? Splendid!" Corey chuckles.
"Well, I think I can come up with a good poem."

Corey takes a few steps back and gives an ostentatious bow to the Madame.

"This one is called 'The Miller's Frolic'. Ahem..."

The miller’s wife, with cheeks so fair,
Did laugh and toss her golden hair,
While in the yard, with drink in hand,
The miller led a merry band.

“Oh, come ye lads and lasses all,
To feast and drink till night doth fall!
We’ll sing of love, of sin and pride,
And mayhap more,” the miller cried.

His wife did wink and sashay forth,
Her eyes alight with teasing mirth.
"Beware," she said, "lest tongues do twist,
For wicked lips are quick to kiss."

The blacksmith bold, with iron arm,
Did raise his cup and took her charm.
With blushes red and wicked grin,
He vowed he'd see the night begin.

But as the ale did flow like rain,
The miller roared with no disdain:
“My wife’s a gem, and sly she be,
But none shall bed her, save for me!”

The crowd did cheer, their spirits high,
While maidens danced with twinkling eye.
And in the barn, ‘neath starlit skies,
The miller’s frolic told no lies.

For in that time of mead and song,
The nights were short, the pleasures long.

Perform (oratory): 1d20 + 11 ⇒ (15) + 11 = 26


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Corenthiir wrote:

"A performance? From me? Splendid!" Corey chuckles.

"Well, I think I can come up with a good poem."

Corey takes a few steps back and gives an ostentatious bow to the Madame.

"This one is called 'The Miller's Frolic'. Ahem..."

The nights were short, the pleasures long.

"Wonderful! Wonderful!" cries Madame Zelekhati as she spontaneously bursts into applause. "Oh, yes! I would be happy to add you to my company. Why, I can think of many, many ways to employ your talents."

Corey, like Nightkit, is hired on and offered a room. Also, any PC who wishes may rent a room for the night.

The party has been tasked with discovering how Madam Zelekhati acquires secrets and convince her to share them. What is the plan for doing so, Pathfinders?

Grand Lodge

male human fighter 6, HP 58(70), AC 23; T 14; FF 19 F +7, R +6, W +5, Init. +8(+11), Perc. +8

Theron rents a room for the night. When up with the others, away from prying eyes and ears, Theron sees if anyone has a plan.

Ok..we need to get her to confide in us...maybe we can barter? I don't know...


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Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Only one post since the weekend began and no posts in 24+ hours, so I am assuming the players may benefit from some suggestions. Further, since this is a Gameday table, we are under a bit of time pressure.

The adventure presents the party with a few options, although alternatives are welcome and creativity is encouraged. The options generally correspond to the verbs ("acquiring", "find out", "convince" "threaten", or "end") in Torch's list.

Option 1: The PCs can try to pressure Zelekhati into revealing her secrets. They get the sense this would be difficult, but that mentioning one of her secrets in the attempt--such as alluding to the nature of her ring--would add to the threat.(Intimidate check with a possible +2 circumstance modifier to this check)

Option 2: The PCs can also try to discover Madame Zelekhati’s secret by spying on her, such as by staying at the Dancing Dunes overnight, hiring on as a performer, or sneaking in after the performances end. (Possible Perception checks, Stealth checks, Climb checks, etc. - depending on how you go about spying).

Option 3: The PCs can try to steal things that may provide clues--such as her ring-- (Possible Sleight of Hand checks, Disable Device checks, etc. - depending on what you want to steal and how you go about doing it).

Option 4: The PCs can cut a deal with Madame Zelekhati. The PCs need to find out what she would be willing to bargain with/for. (Possible Diplomacy checks, Intimidation checks, Sense Motive checks, etc. - depending on how you go about doing it).

Option 5: The PCs can resort to violence. (combat).

Option 6: The PCs can do try something else entirely (checks, etc. - depending on how you go about doing it).

Liberty's Edge

Male Gnome Rog 5| HP 36 | AC 20; Touch 14; FF 17 | F +5; R +8; W +3 | CMB+3; CMD 16 | Speed 20 ft | Init +3 | Perc +10 | Stealth: +12 Rogue 5

Seebonickk tries to spy.

"Let me see what she's up to!?" he whispers to himself as he makes his way.

Stealth: 1d20 + 12 ⇒ (14) + 12 = 26

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 44/32(44) | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4(9) | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit will put on a dazzling and death defying performance that night

Afterwards she'll also do some spying.
stealth: 1d20 + 13 ⇒ (5) + 13 = 18

Scarab Sages

Destiny of the Sands - Part 1-2-3 Mythic Power: 0/9 Female N Human Fighter 5 | HP 47/56 | AC 19 T 15 FF 14 | CMB +7, CMD 22 | F +7, R +7, W +2 (+1 vs. fear)| Init +12 | Perc +9 | SM +0 | Speed 30ft

Merida rents a room and tries to aid Nightkit with her performance:

Aid Perform: Any: 1d20 + 0 ⇒ (8) + 0 = 8

Or not.

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 44/32(44) | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4(9) | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

perform: 1d20 + 9 ⇒ (13) + 9 = 22
Nightkit finishes up with an escape from a locked barrel full of water.

Grand Lodge

NG m elf Mythic core bard 6| Mythic pts 9/9 | HP 56/56* | AC* 15, t15, ff10 (+4 mage armor) | F +5, R +11*, W +6 (+2 vs. ench., +4 vs sonic) | Perc +11 (low-light) | Stealth +12* | Init +13* | speed 30' | CMB +5, CMD 20* | cold-iron arrows x20 | Active Conditions: ---

Corey tries to get a moment alone with Zelekhati when she's not busy dealing with clients, possibly over a hot cup of tea. After a bit of small talk, Corey gets down to business. Putting on the charm, he slyly asks the Madame how she acquires her secrets, promising that she has no fear of the authorities getting involved.

Going for option 4.
Diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31

Nice!


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

In the evening, the small stage set up by the servants in the northwest sand garden comes alive as performers, including Corey and Nightkit, sing, dance, and play instruments. Everburning torches provide normal light during the evening performances. It is evident that the Madame Zelekhati has drawn like-minded entertainers into the acts that she provides and that it is rare that she hires anyone without elven heritage.

Corenthiir wrote:
Corey tries to get a moment alone with Zelekhati when she's not busy dealing with clients, possibly over a hot cup of tea. After a bit of small talk, Corey gets down to business. Putting on the charm, he slyly asks the Madame how she acquires her secrets, promising that she has no fear of the authorities getting involved.

"I overhear rumors during the day, it is true," Madame Zelekhati with a smile. "Are you insinuating that I spy on my clients or have some special means to discern secret beyond the occassional rumor?"

"You may be charming, I concede." She continues. "But, I have little reason to embroil myself in flights of gossip or the feuds between others. Though, I must admit, I occassionally find such matters to be quite amusing."

You have successfully changed the attitude of Madame Zelekhati. You may attempt another Diplomacy check to make a request, but you need to be very specific what it is that you are requesting.

The establishment caters to guests into the late hours of morning, long after servants have removed the stage and stowed it away between performances. Hours before dawn, the performers and those guests spending the night retire to their respective rooms. Some of the performers are accompanied by clients.

It looks like the plan for the others is to stay the night at the Dancing Dunes and spy on Madame Zelekhati after the performers and guests have gone to sleep. If so, you may place your token where you wish to sneak on the Map on Slides.

Grand Lodge

male human fighter 6, HP 58(70), AC 23; T 14; FF 19 F +7, R +6, W +5, Init. +8(+11), Perc. +8

going for option 2...

perc: 1d20 + 7 ⇒ (9) + 7 = 16

Scarab Sages

Destiny of the Sands - Part 1-2-3 Mythic Power: 0/9 Female N Human Fighter 5 | HP 47/56 | AC 19 T 15 FF 14 | CMB +7, CMD 22 | F +7, R +7, W +2 (+1 vs. fear)| Init +12 | Perc +9 | SM +0 | Speed 30ft
Theron Randallas wrote:
going for option 2...

Same.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

The attempts of those trying Option 4 will need to be resolved before those trying Option 2.

Waiting on Corey's Diplomacy check and wording of request.
If none is forthcoming in approximately the next 12 hours or if it is unsuccessful/does not involve what the Madame seeks, then I will move us to Option 2 and, possibly, any other options pursued by the remaining PCs.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Although she is clearly pleased with her choice in hiring Corey, Madame Zelekhati remains evasive and keeps her secrets well-guarded--at least through the night. She remains busy taking care of the immediate needs of her staff and clientele throughout the evening before going promptly to bed after the establishment closes.

To keep things moving, PCs pursuing Option 4 may still pursue their efforts in the morning, if they wish, after the following occurs:

Before dawn, some of the party members manage to sneak out of their rooms. When they do, they find Zelekhati standing in the middle of the sand garden’s bridge. However, she is not alone. Instead, she converses quietly with some creature resembling a whirling cloud of fine desert sand piling up upon itself, forming into the shape of a humanoid figure.

Theron, Merida, and any other PC who succeeds at Perception (DC 12):
Although she is speaking quietly, Madame Zelekhati is giving instructions to the creature and listening to what it has observed.

Knowledge (planes) (DC 14) to ID the creature:
The whirling cloud creature is a sandman. A sandman is a terror to all travelers in the desert, whether they be traders, messengers, or adventurers. When at rest, sandmen resemble ordinary piles of sand, blending in perfectly with barren surroundings or Ancient tombs. They rely on their soporific powers in most situations, putting their enemies to sleep and killing their unconscious opponents or dragging them back to their summoner.

Although they themselves are elementals, sandmen don’t typically associate with other elementals, seeing their unquestioning obedience as weak. Sandmen pride themselves as free thinkers, and when given a task by a summoner, often interpret the task as they see fit. Because of their arrogance, usually only the most confident or most desperate mages bother with sandmen. It is not uncommon for sandmen to voluntarily stay on the Material Plane, fiendishly playing with its inhabitants as they wreak silent havoc.

Madame Zelekhati and her sandy conversant now placed on Map.

PCs may place their tokens where they wish to be just before dawn. Merida, Theron, and any other PC wishing to be either outside their room or peaking from the door/curtain of their room, should attempt a Stealth check. Those peaking receive a +2 circumstance bonus to this Stealth check. All other PCs should choose a bedroom in which to place their token. Once that has been done, assume all of the other bedrooms are occupied by staff, performers, and clients.

Once tokens are in place and checks have been made, I will resolve whether or not a PC has been spotted by the madame or her conversant.

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 44/32(44) | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4(9) | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

perception: 1d20 + 7 ⇒ (16) + 7 = 23
stealth: 1d20 + 13 ⇒ (13) + 13 = 26

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