(Gameday XIV, PF1e) #8-03 Captives of Toil (Inactive)

Game Master Mustaparta

Rescue mission in Darklands.


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Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

Two years ago, the Pathfinder Society concluded its extended campaign to find, reclaim, and explore the lost sky citadel Jormurdun. After ousting the vile demons and duergar within, the Society turned over control to their dwarven allies, who have defended the ancient fortress ever since. A recent raid by duergar slavers has captured some of Jormurdun's dwarves, who have disappeared into the Darklands and bound for the cruel capitol of Hagegraf. Only the Pathfinder Society is equipped and able to launch a daring rescue into the lightless depths, intercept the slaver convoy, and save these dwarves from a grisly fate.

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

"Well it sounds like I woke up from a big slumber. My skills weren't as needed due to others in the family taking precedence, not without reason. But now that I'm pulled off cold storage, I'm determined to make up for lost time."

He explains that his two predecessors with the same died in some unceremonial circumstances, and that he was the one who managed to get through.

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

You have received a letter Handout on Slide 2, link on tagline from Sir Jorsal of Lauterbury asking your help to rescue dwarves captured by duergar slavers. Each of you receive smallcloth pouch containing 100 gold pieces labeled "for tolls" with the letter.

When you reach Janderhoff’s surface entrance —a pair of massive iron gates emblazoned with the hammer of Torag— the guards are expecting you, gruffly welcoming you to the city. Janderhoff’s people—mostly dwarves but some humans, halflings, and gnomes—bustle about the prosperous mountainside citadel, tending its many forges and bringing in carts of copper, iron, silver, and black marble from the nearby mines. The tall chimneys of its forges let forth a constant stream of gray smoke into the blue sky.

Dwarven PCs can attempt the Knowledge check untrained, bypassing the typical cap of 10 for an untrained Knowledge check, and they receive a +2 circumstance bonus on either skill check.

Diplomacy/Knowledge (local) 10+:
The duergar are ancient enemies of the dwarves. They are clannish, hateful, and malevolent creatures that believe themselves superior to all other races.

Diplomacy/Knowledge (local) 15+:
Once dwarves themselves, the duergar stubbornly refused to join their brethren in the Quest for Sky, and were forever cursed when they turned to a dark god to save them. Duergar see themselves as the true masters of the dwarven race, and typically seek to kill dwarves on sight rather than enslave them. It is unusual that they would take their ancient enemies as captives unless they had some worse fate in mind. These slavers are likely to be the only ones on the Long Walk with a large number of dwarven prisoners.

Diplomacy/Knowledge (local) 20+:
The chief god of the duergar is Droskar, god of toil, slavery, and cheating. His worship among surface dwarves is extremely limited, and to say that it is greatly frowned upon would be an enormous understatement.

Diplomacy/Knowledge (local) 25+:
If the duergar have a large number of dwarven prisoners in tow, it is unlikely they will be allowed inside any major duergar settlements such as Fellstrok or Hagegraf. This is either a rogue faction of duergar or a group with a particularly mysterious agenda.

Dwarves, natives of the Darklands, and PCs who have participated in multiple Darklands adventures to attempt these checks untrained, bypassing the typical cap of 10 for an untrained Knowledge check.

Knowledge (dungeoneering or geography) 10+:
Nar-Voth is the uppermost region of the Darklands, descending nearly half a mile beneath the surface. The region consists of countless twisting passages and interconnected caves, and is home to derro, duergar, mongrelmen, troglodytes, and innumerable vicious subterranean beasts and hazards.

Knowledge (dungeoneering or geography) 15+:
While not the most numerous sentient race in Nar-Voth, the duergar are arguably the most organized and possibly the most powerful. They control the Long Walk, a tunnel stretching from the duergar city of Hagegraf under the Five Kings Mountains, to the stronghold of Fellstrok in the Hold of Belkzen. It passes directly beneath the city of Janderhoff.

Knowledge (dungeoneering or geography) 20+:
One of Nar-Voth’s most dangerous features is the nature of the terrain itself. Sharp drops, unstable ground, slippery surfaces, and cramped passages make navigation difficult, which is why so many people are willing to take the Long Walk despite its heavy tolls and disagreeable stewards.

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/58 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +11 | Speed 20ft |

Knowledge (local), untrained: 1d20 + 0 ⇒ (17) + 0 = 17
Knowledge (dungeoneering): 1d20 + 6 ⇒ (19) + 6 = 25

A very tall and thin half-elf (almost two meters), jet-black hair and green eyes observes carefully everything around him. He wears plain traveller clothes: black leather boots, red trousers and brown shirt. Under his traveller cloak one can see that he is no a mere commoner: the sheath of a large sword and the metallic shine of an armor show it. He also carries a big metallic shield that he seems to use well when needed.

Well, dealing with the duergar is not pleasant. But they have attacked these dwarves in this city, and Abadar does not accept when people in their city are endangered. Let us go and save them. The sooner, the better.

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

Jens tries to put his best convincing looks through a mixture of his aristocratic mannerism (without being too boorish) and isn't beneath spending quite a bit on consumables to try to be more convincing. Only after that he's asking various questions around.

Casting Raiment of Command through a scroll, I can't cast it through the wizard class as Illusion is the Thassilonian opposite of Wrath (Evocation), so using it through Sorcerer which doesn't have that limitation. I don't need to roll UMD since I have 12 charisma. https://www.d20pfsrd.com/magic/all-spells/r/raiment-of-command/

Diplomacy: 1d20 + 19 ⇒ (3) + 19 = 22

As for his depth of knowledge, he's sorry to throw that he only scraped by the barest of minimums such as he was a little lazy at school.

Knowledge geography: 1d20 + 11 ⇒ (19) + 11 = 30

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

Pathfinder agent and a dwarf wizard Sandricaan invites you to his cramped study. "Marvelous to have you in this mission. I have anticipated your arrival and I'm happy to answer any questions you might have."

Liberty edge agents receive second letter from major Colson Madris. See slide 3

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

He took some time before really thinking about it because he had absolutely no idea what to ask. After some deep slumber, he finally decides to ask suit :

" Could we summon some help for the mission if we do need to ? "

That's the main concern he has, anything else looks more secondary.

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/58 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +11 | Speed 20ft |

Seltyel reads the first missive and is even more furious when he reads the second one.

We should make haste and help the dwarves. These duergar are evil creatures. Even worse, possibly they have broken the mind a dwarven paladin, who now fights for them against his will. Let us try to save him with no harm to him.

He then addresses Sandricaan.

What are the main dangers? I have never had a mission in the dark regions before the surface. Also, how can we help Dornarnus? He is a fierce fighter. It will not be easy to approach him with causing him harm.

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil
Jens III wrote:


" Could we summon some help for the mission if we do need to ? "

“If my calculations are correct, you should be able to intercept the slavers somewhere near the duergar stronghold of Fellstrok. The duergar there have waged constant war against the mongrelmen in that area. Mongrelmen are a peculiar people, but also the most friendly—well, least unfriendly—folk you are likely to find in all of Nar-Voth. You should be able to come to an enemy-of-my-enemy agreement with them, one way or another.” Sandricaan pauses and then answers to Seltyiel

“Nar-Voth’s threats are too many to enumerate. I’ll advise you to bring plenty of food, fresh water, and light, as well as any other supplies you expect to need on the journey. Don’t expect to be able to buy anything else once you have departed from Janderhoff. I don't have any clue what might have happened to this paladin, but one possibility is that he is under magical coercion.”

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

A man joins you who appears both heavy and solid. His chiseled angular features make him look almost like a statue brought to life. He wears no armor and his movements seem considered. He wears both kama and Nunchaku thrust through a sash belting his robes. A holy symbol of Irori adorns his neck. I am called Dolomite and would stand with you on this noble quest.

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

"Any more questions? You have everything you need for long and dangerous trip? If you do, then its time to begin the journey." Sandricaan says and leads the way through Janderhoff’s interconnected rooms, stairways, and tunnels, following a complex route that boasts increasing numbers of surly dwarven guards as the path descends toward Nar-Voth. Eventually, he stops at a massive gate bearing the same hammer symbol as all of the city’s entrances. He speaks briefly with the captain on duty, and the heavily armed dwarf pauses before giving a slow nod and reluctantly commanding the guards to open the gates.

Post on discussion thread if you purchased anything. Also chose between two general methods for navigating the Long Walk. The first is to take the road itself, talk your way past the duergar, and pay exorbitant tolls. The second is to stick to the sidetunnels that run along the road in order to avoid duergar patrols and outposts. The first method is faster, but more expensive unless you are particularly skilled in negotiations. The second method is slower unless you have particular success in navigating the tunnels.

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Dolamite is very good at Sense Motive but not trained in Survival or Diplomacy.

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

Jens is semi-decent in Diplomacy, but otherwise what the group decides

Liberty's Edge

CG male Emberkin Aasimar Sorcerer 9
Spoiler:
|AC 12, T 12, FF 12|HP: 47/47|F +5, R +4, W +6 (+7 vs MA, +2 vs divine/Fire/NE/death/ED/Necr/Evil)|Init 0, Perc -1|CMB +3, CMD 13|10/10 Sacrifice, 1/1 Pyrotechnics, 1/1 GH, 1/1 Rally, 1/1 Rova, 1/1 Liberate, 1/1 Orator
Mustaparta wrote:
"Any more questions? You have everything you need for long and dangerous trip? If you do, then its time to begin the journey."

Gather Information: 1d20 + 12 ⇒ (18) + 12 = 30

"Such a velocious a visit to your vault, I am already vexed by vertigo before we even venture forth!" Interrupts the silky, uncannily-resonant voice of the fashionably-latest arrival as he staggers through Sandricaan's door: He is built very much like Seltyiel, but the resemblance does not go much farther: Expensive-looking blue robes, including long gloves, cover him from head to toe, and while his blazing fuschia eyes and what appears to be burnished brass in place of normal skin would usually be quite the attention-grabbers, in this gentleman's case they are outdone by his most prominent feature: A jewel-encrusted full-face mask, its mouth frozen in a haunting, cheeky grin.

Some may recognize him as "The Amazing" Julian Leroux Vanzetti, renowned Andoran actor and magician. If you like, you may roll Knowledge (Arcana, Local, or Religion) to know about him!

"Very very sorry to be late, my dealings with the local vox populi has revealed a most vital divulgence: If our villains have captured a vast volume of victims, their being viewed in the major villes of Nar-Voth, such as Fellstrok or Hagegraf, would be verboten! Therefore, these slavers of ours may be vicious vigilantes even among their own volk...or their true aim is nothing so vulgar, but veiled in darker intrigue."

He whips out his copy of the note from Major Maldris, gives a cryptic shake of his head, and turns to Sandricaan:

"How long should we expect this voyage to take? Should we provision victuals for the victims should we prove victorious? How best may we locate these 'Mongrelmen'? What of the victims, do you know who was captured? How many? Might any of them - aside from this viking-of-Virtue Malris speaks of - have valuable skills or assets to offer us, or their captors?"

Full set of interpersonal skills here! This character has played "face" many times before; up to the rest of you if that makes braving The Long Walk more palatable.

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

"Very difficult to estimate with any certainty, but I'd assume you're dead if you haven't returned after a month. There are several dozen captives As far as I know, they don't have substantial combat experience. You will likely come across Mongrelmen outpost near the Long walk."

It seems we take the diplomatic option. Each PC who is interested in participating in discussions rolls a Bluff or Diplomacy check to be allowed to pass. PCs can also attempt Intimidate checks, but such checks suffer a –5 penalty due to the duergars’ strength in numbers. The highest roll is used and everyone succeeding at least DC 10 is assisting.

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/58 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +11 | Speed 20ft |

Seltyel is open to speak before fighting.

Diplomacy: 1d20 + 12 ⇒ (6) + 12 = 18

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

He assumes that either the mongrelmen and the odd duergar might have installed some blockades, but he'll try to get past these as soon as possible.

" I would prefer to talk less, but I'm probably on the better side of it so ... well. Like politics at home in Taldor, meh ... "

Diplomacy: 1d20 + 19 ⇒ (2) + 19 = 21

Oh well smells like the Purple Dot of Shame already. Rerolling with a +4 given I'm a 4-star GM

rerolling Diplomacy: 1d20 + 23 ⇒ (20) + 23 = 43

His initial unwillingness to talk reflected badly on his inspiration, but once he decided to really commit, then it went much better.

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Dolamite will use Enhanced Diplomacy to negate his negative modifier and roll a straight d20 to aid.

Aid, Diplo: 1d20 ⇒ 13

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

Jens talks with duergar guards so eloquently and convincingly that you pass without any delays or toll payments.

Sandricaan's directions lead you to a large cavern that arches to a height of forty feet at its center. It extends about sixty feet from east to west and one hundred feet from north to south. The floor consists of tightly packed dirt and gravel, and strange furrows in the eaeth crisscross the room. Patches of luminescent fungi cling to the dloor, walls, and ceilings, and the sound of water dripping into several shallow pools echoes through the chamber. A ten-foot-wide tunnel leads off to the south, and broad roughlt hewn steps lead to a similar passage heading to the northeast.

DC 21 Knowledge (arcana) check to recognize the furrows.

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/58 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +11 | Speed 20ft |

Seltyel observes the huge cavern in silence. The half-elf has never been underground in such an impressive place.

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

There's flora and fauna, or whatever they don't know yet that it might be useful to identify what needs to be identified. This even if it might not be directly related to their mission.

Knowledge arcana: 1d20 + 17 ⇒ (12) + 17 = 29

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

Jens recognizes that the furrows were made by the dorsal fin of a bulette. You know that these creatures, often called landsharks, typically patrol hilly terrain near the surface. Bulettes are intensely territorial, and each bulette commands up to 30 square miles. They often burrow deep underground, especially to breed.

If you wish to avoid them, you must find alternative route, which lengthens their journey by multiple days; you need to succeed DC 24 Knowledge (dungeoneering) or Survival check.

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

He knows he's not the only one to decide in that aspect, he will try to guess the alternative route if he need arises, but indicates he clearly doesn't mind fighting a bulette.

Knowledge dungeoneering: 1d20 + 11 ⇒ (15) + 11 = 26

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Is is smart to spend days going around, or do we kill these beasts? Dollamite asks. I have a potion of fly and could carry someone across as well. In such a way perhaps we could bypass the fight and not find another way that costs us time.

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/58 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +11 | Speed 20ft |

If that other path is going to delay us too much, then we should face these creatures.

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

Following the trail you enter cavern and two enormous beasts rise from ground. Map on slide 4, place tokens in gray box.

Initiative:

Jens III: 1d20 + 6 ⇒ (18) + 6 = 24
Dolamite: 1d20 + 6 ⇒ (10) + 6 = 16
Seltyiel: 1d20 + 1 ⇒ (3) + 1 = 4
Amazing Vanzetti: 1d20 ⇒ 11
Red: 1d20 + 6 ⇒ (13) + 6 = 19
Purple: 1d20 + 6 ⇒ (12) + 6 = 18

Jens goes first!

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

Using a template just in case of, but I verified, I can catch bot bulettes, just barely with the fireball as they're on the limits of the two edges of the template

Jens pulls no punches, he will deal with bad resources later, but he doesn't fancy the idea of getting mauled by two jumping bulettes whose only goal would be likely to gobble him.

Empowered Fireball, Reflex save DC 20 for half

Fireball damage: 9d6 + 21 ⇒ (4, 4, 4, 4, 2, 5, 1, 1, 1) + 21 = 47

Empowered version of the spell would then do 70 damage

Breakdown of the bonuses : +2 damage per spell damage dice, Orc (+1/level) and Draconic (Gold) (+1/level) so +18 there
+3 (1 damage every two wizard levels, I have six there)
So static bonus of +21 in total
Number of spell dices :
6 levels of wizard + Spell Specialization (2 dices) + Varisian Tattoo (1 dice)

He fully expects to get aggroed by the two bulettes after that aggressive maneuver.

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

Reflex (Red): 1d20 + 8 ⇒ (13) + 8 = 21
Reflex (Purple): 1d20 + 8 ⇒ (20) + 8 = 28

Wizard's impeccable reflexes allow him to blast the bulettes with fire. Both monsters evade worst, but they are badly burned. Purple charges next to Dolamite in a powerful leap, while Red attacks Seltyiel. His armor protects him from creature's teeth.

Red's bite: 1d20 + 13 ⇒ (6) + 13 = 19

Dolamite, Seltyiel and AV next, placed you approx. where you would be at beginning.

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/58 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +11 | Speed 20ft |

bastard sword 1h to red bulette: 1d20 + 12 ⇒ (12) + 12 = 24
damage: 1d10 + 5 ⇒ (9) + 5 = 14

bastard sword 1h to red bulette, second attack: 1d20 + 12 ⇒ (17) + 12 = 29
damage: 1d10 + 5 ⇒ (5) + 5 = 10

Sorry, second attack roll is 24 again, not 29.

After holding against the first attack of the enormous monster, Seltyel uses his bastard sword with great expertise to injure the bulette.

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Dolamaite thanks Irori for delivering the creature to him before using a swift action to cast Diving Favor (for +3 to hit and damage) He then full attacks using his adamantine brass knuckles.

Flurry Dragon Style: 1d20 + 11 + 3 ⇒ (15) + 11 + 3 = 292d6 + 18 ⇒ (2, 2) + 18 = 22

Flurry, Dragon Style: 1d20 + 11 + 3 ⇒ (8) + 11 + 3 = 222d6 + 14 ⇒ (1, 6) + 14 = 21

Flurry, Dragon Style: 1d20 + 6 + 3 ⇒ (20) + 6 + 3 = 292d6 + 14 ⇒ (1, 5) + 14 = 20

Confirm: 1d20 + 6 + 3 ⇒ (20) + 6 + 3 = 292d6 + 14 ⇒ (3, 4) + 14 = 21

IF 22 hits that is 84 points of damage that counts as magic, cold iron, silver and adamantine.

Dragon Style give 2X str for first attack and 1.5 for additional

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

Seltiyel wounds the red badly, but its still dangerous. Dolamite decisively ends threat of purple. Botting AV tomorrow if Jens doesn't kill red first

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

Jens sees one of the bulettes slashed out, one remaining. He still has enough spells without caring too much for the moment, just won't throw his best one again right off the bat and chooses to release an arc of flames which normally would target two others but there's no one else left.

Burning Arc, no secondary target, main on Red, Reflex save DC19 for half

Burning Arc damage: 7d6 + 17 ⇒ (5, 6, 3, 1, 4, 5, 3) + 17 = 44

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

Reflex save: 1d20 + 8 ⇒ (12) + 8 = 20

Bulette is seriously burned by Jens, but managed to avoid some of flames even though its near death now. Botting The Amazing Vanzetti's magical scream ends its suffering.

Ear-Piercing Scream: 5d6 ⇒ (3, 1, 5, 3, 3) = 15

After several miles, the twisting tunnels converge into a single, wider tunnel that leads upward toward the sound of running water. As the passage levels out, a crude barricade comes into view ahead: sharp spears, broken blades, and stakes of petrified wood jut at all angles across the twenty-foot width of the tunnel floor.

Six mongrelmen guards currently oversee this outpost. The guard captain Dwalla does not have the authority to make an alliance with the Pathfinders; you must convince him to allow them to meet with the tribe’s leader (DC 24 Bluff, Diplomacy, or Intimidate check).

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/58 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +11 | Speed 20ft |

As I remember that Jens had a higher Diplomacy modifier than me, I will aid him. With my +12, I succeed without rolling.

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

He doesn't mind spending quite a bit on making sure he's fashionable with who needs to be convinced, including using some perfume to put on the final touch on it, unless the mongrelmen are totally unconvinced by the usefulness of the liquid.

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Perfume%20(common)

This is assuming the Cologne works, if not then feel free to remove the +2 bonus afterwards

" I know you have to man the gate there, but we're really busy. We need to chase a group of duergars and rescue one of our allies in the process, as fast as possible. Could we meet with your leader ? "

Diplomacy: 1d20 + 21 ⇒ (2) + 21 = 23

Need some help there !

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

Cologne works and with Seltyiel's aid, they agree to your request.

The mongrelmen show them to a side passage that bypasses the barricade and escort the Pathfinders to their chieftain. Past the barricade, the tunnel follows the path of a subterranean stream. After several miles, it opens onto a wide cavern. The stream flows into a small lake at the center of a grove of petrified, deformed trees. Many dwellings constructed from varying materials rest at the base of these trees, and some even sit among the branches. On the far side of the lake sits a single massive petrified tree, its uppermost branches reaching almost to the roof of the cavern. The tree is decorated with furs, vines, and patches of glowing fungus, and at its base strands of pebble, bones, and shells hang over the entrance of a tunnel leading between two massive roots.

The tribe’s chieftain, Felgriss, is an old mongrelfolk druid. She welcomes you into her home, which she has decorated with furs from a wide assortment of creatures. "Please explain why you wanted to meet me."

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

Jens knows they're on a timer, but he tries to be as tactful as he might reasonably be given the circumstances. So he's not pressing the issue, at least initially.

"There has been a raid on the Dwarves of Jormundun. They have asked us to track back a band of duergar slavers, defeat them and free who they captured. Any help you could offer us would be very welcome, though I can't blame you at all if you choose to stay neutral in that matter, as it doesn't involve you directly. "

He just only hopes that his approach isn't seen as insulting to Felgriss.

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

“I know of the group that you seek. Most of the gray dwarves stay close to their roads and fortresses, but about three years ago a group traveled past Fellstrok. They came from the north, and looked as if they had traveled for many days. Recently, they passed by our territory again, returning north. They appeared even more bedraggled than the first time. We fought with the duergar, but only long enough to drive them away from our tunnels. We managed to capture one of their scouts in the battle. He said that he followed a disgraced leader, but he believed in her. He said that she would lead him and his fellows to glory and help them regain the respect of their fellow duergar. Now it seems that this great leader and her followers are returning south once more.” she states

“We can help you to defeat the duergar —we have long awaited an opportunity to prove our strength to them. However, before we go to battle, there is one other who may join our cause. The great beast Old Ironfin ranges not far from here. Long have I tried to befriend him, to no avail. Perhaps you can help me to impress the creature. He has great reason to hate the duergar, and would be a powerful ally.” Mongrelman art added to slide 5

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/58 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +11 | Speed 20ft |

What kind of beast is that creature?

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Dolamite wonders also but since the question is asked he says nothing. I hope Old Ironfin is not one of the creatures we just killed....

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

" At least there's an opportunity. Might succeed or not, but if Old Ironfin is a bulette and hates the duergars, there's a reason that we might use to our own benefit."

He doesn't feel as concerned , at the very worst, they will do without the creature. At the very best they will have more allies, for him this is a no-lose situation.

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

"Yes, he infact is a bulette, though very unique among his kind. Maybe I'll introduce you to him right away."

The ground in these tunnels is particularly uneven, and deep claw marks mar the rough stone walls. Deep furrows in the stone floor lead to a dark cave that smells of rust and blood. When you approach Felgriss turns to you "Is any of you skilled at the language of beasts? If not, then I shall lead the effort to convince him myself, but I'll need your aid." she asks This means wild empathy

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

I have no wild empathy but as an Oread I too am of the earth and hope that will provide a connection. Dolamite offers.

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/58 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +11 | Speed 20ft |

Not me. Sorry.

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

" I don't think I have empathy with animals either. The best I can do is helping "

He looks a little disappointed he can't do better, but hopefully their host might be able to do so with help.

Liberty's Edge

CG male Emberkin Aasimar Sorcerer 9
Spoiler:
|AC 12, T 12, FF 12|HP: 47/47|F +5, R +4, W +6 (+7 vs MA, +2 vs divine/Fire/NE/death/ED/Necr/Evil)|Init 0, Perc -1|CMB +3, CMD 13|10/10 Sacrifice, 1/1 Pyrotechnics, 1/1 GH, 1/1 Rally, 1/1 Rova, 1/1 Liberate, 1/1 Orator

"Not as such, I fear," V replies, seemingly a bit embarrassed by the fact, as though he's admitting failure to meet a perfectly normal expectation.

Note to self: Learn the truespeak spell, because buddy, YOU CAN!

@DM: Is this the same day as that fight above?

"However, I applaud your verve in offering to be our voice for this voracious varmint," He says as he approaches Felgriss, his mask momentarily rippling with a mysterious silvery sheen as he chants a long benediction over her.

Others may roll Knowledge (Religion), if they like:

on a roll of 11+:
This is utter theobabble, a goulash of verse from any number of faiths that only sounds like a prayer.

on a roll of 15+:
Upon listening more closely, it's a pretty clever litany, a sort of elaborate religious joke, and a bit of an ear-burner to the faithful; you'd actually have to be pretty learned in the ways of faith to know how to be this blasphemous.

I cast heroism on Felgriss, replicating quicksilver via False Focus to extend the duration to 100 minutes.

"Break a leg!" He adds with a wink behind his mask.

Silver Crusade

Down the Blighted Path | #8-03 Captives tof Toil

The bulette hisses and emerges from his cave. Scars cover the fierce creature’s hide and face. Thick plates of adamantine are bolted to his face, jaw, and back, and ancient bloodstains stain his hide where they were attached. His claws have been replaced with clawshaped adamantine blades. Old Ironfin bellows, claws at the ground, and lowers his head as if he is about to charge—but he hesitates.

Every character can attempt a single DC 22 skill or combat maneuver check to impress Old Ironfin (illustration on slide 5). Displays of strength with a combat maneuver or Intimidate check, or attempts to ease the constant pain caused by Old Ironfin’s adamantine plating (Handle Animal or Heal) work well. Appropriate spells and abilities are even better.

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Dolamite examines the mods to the beast and thinks he sees a spot where the armor needlessly pinches the creature.

Perception: 1d20 + 21 ⇒ (13) + 21 = 34

Arms out and hands empty he approaches the beast and using at Strength Surge to boost his strength to 27 for a round he attempts to adjust the fit of the armor to cause less pain before healing the creature with an empowered cure Cure Serious.

Strength Check: 1d20 + 8 ⇒ (20) + 8 = 28 [Nice time for a nat 20 even if it is mostly RP.

Cure Serious: 3d8 + 7 ⇒ (2, 8, 8) + 7 = 25 for 37 healing.

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/58 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +11 | Speed 20ft |

Seltyel tries to keep the creature on the defensive by displaying the use of his weapon.

CMB with +1 bastard sword: 1d20 + 12 ⇒ (13) + 12 = 25

Sovereign Court

Male Human Wizard 6 (Thassilonian Specialist)/Sorcerer 1 (Crossblooded) - HP : 57/57 - Init +6 - AC 18/T 14/F 16 - Fort: +8, Reflex: +7, Will: +9 - Perception +18

He will try to yell at the creature, there's nothing to lose by trying. He's just doing it by instinct since he has no formal training in.

Intimidate: 1d20 + 10 ⇒ (13) + 10 = 23

He manages to get his message across, if just barely.

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