| GM Roll4initiative |
That's fine to post your actions now! All of you Pathfinders are up since the skeletons are destroyed!
Brat Gnosor
|
Brat 5-foot-steps away from her fellow pathfinders to get a clean shot at the remaining undead.
She retrieves a flask of acid from her backpack, utters two arcane syllables and throws a small blob of acid at the nearest still standing zombie. orange
acid splash, alchemically enhanced: 1d20 + 2 ⇒ (8) + 2 = 10
acid: 1d3 + 2 ⇒ (1) + 2 = 3 (+1 force damage)
If orange is already destroyed, Brat would instead step into the square marked with a purple "B" and aim at red.
Navatsiyk
|
Nava's rat tries to bite the orange. If already destroyed, then moves and attacks red.
bite, flank: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13
piercing: 1d4 ⇒ 2
Using the rat as distraction, Nava attacks the zombie with her dagger.
punching dagger, flank: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
Aurelia Woodshadow
|
"Damnit..."
Aurelia sighed, as her first attack of this whole expedition was a super wide shot, unfortunately she wasn't in a position to really do anything else at the moment, and so will reload.
| GM Roll4initiative |
Merisiel and Ekadan take down the Orange zombie together (moved Ekadan 5' towards orange since it appears the maulaxe is not a reach weapon).
Brat 5' steps and lobs an alchemically enhanced magical glob of acid at the Red zombie, but misses.
Nava and her rat move to attack Red, however both attacks miss.
Aurelia reloads her weapon.
Moe is up!
Merisiel
Navatsiyk
Cyan Skelly
Green skelly
Pink skelly
Brat
Ekadan
Aurelia
Moe
Red zombie
Orange Zombie
Ekadan Joshi
|
@GM: I've never played a Special before so is this a quasi-timed event even on PbP?
| GM Roll4initiative |
@GM: I've never played a Special before so is this a quasi-timed event even on PbP?
Yes. We have only about 3 weeks to complete all 6 missions in this chapter which is why it was mentioned that these games need to go somewhat quick and expect 2+ posts per day from each player.
Moe "The Fighting Caydenite"
|
As the zombie approaches, Moe goes to deliver a punch.
Melee (unarmed strike) v red: 1d20 + 5 ⇒ (8) + 5 = 13
Damage (B): 1d6 + 3 ⇒ (2) + 3 = 5
Ekadan Joshi
|
Ekadan Joshi wrote:Yes. We have only about 3 weeks to complete all 6 missions in this chapter which is why it was mentioned that these games need to go somewhat quick and expect 2+ posts per day from each player.@GM: I've never played a Special before so is this a quasi-timed event even on PbP?
Okay thanks for the info. :)
| GM Roll4initiative |
Moe's blow glances off the zombie, doing no harm. The zombie retaliates, pummeling Moe with both fists,
slam: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 4 ⇒ (5) + 4 = 9
slam: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 4 ⇒ (2) + 4 = 6
The first strike landing a near lethal blow!
9 hp damage!
Pathfinders are up!
Merisiel:
Navatsiyk:
Cyan Skelly
Green skelly
Pink skelly
Brat:
Ekadan:
Aurelia:
Moe: -9 hp
Red zombie:
Orange Zombie
Ekadan Joshi
|
I'm not sure where the giant rat is; if Ekadan moved to its spot just move him to the other side of Moe.
Ekadan advances and slashes at the zombie:
Dwarven maulaxe (Slashing): 1d20 + 4 ⇒ (10) + 4 = 141d6 + 3 ⇒ (2) + 3 = 5
Moe "The Fighting Caydenite"
|
Reeling from the blow, Moe reaches for another sip of his mug. "Tastes divine." He mutters, as he draws his sleeve across his face to wipe both blood and alcohol from his lip.
Strength Surge (1st level, Su): At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.
"If I'm going down, I'm going down FIGHTING!" Moe cries as he swings toward the zombie before him.
Melee (unarmed strike) w/Strength Surge v red: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage (B): 1d6 + 3 ⇒ (5) + 3 = 8
Divine indeed!
Confirm crit?: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Add Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Ekadan Joshi
|
Ekadan marvels as Moe squares up, generates torque through his hips, and blasts the zombie with a powerful uppercut!
Does Moe do the Caydenite Shuffle to celebrate? ;)
Navatsiyk
|
Rat and Nava continue whacking the zombie.
Rats bite: 1d20 + 1 ⇒ (8) + 1 = 9
dagger: 1d20 + 1 ⇒ (19) + 1 = 20
piercing: 1d4 ⇒ 2
Aurelia Woodshadow
|
Aurelia raises her fully loaded musket again and fires, hoping to end the fight.
"Just die already..."
Pew pew B and P: 1d20 + 5 ⇒ (4) + 5 = 91d12 ⇒ 6
| GM Roll4initiative |
Moe reduces the zombie to a pile of decayed flesh and broken bones.
No need to fire a bullet, Aurelia...
The Pathfinders are victorious!
You move on to inspect the area. Finding nothing of interest in the ruins, you head over to...
THE BROKEN ZIGGURAT
The southwest corner of the structure has collapsed, revealing an interior stone door covered in runes. Several lizardfolk bodies lie nearby. The lizardfolk guides cry out, proclaiming that Oosthic sent these lizardfolk to retrieve whatever lies beyond the door.
Red, white, and green runes cover the door.
Brat, and anyone else that can speak draconic, can read the runes...
The red runes read, “warm blood feeds
the cold god.”
The white runes read, “pure
minds speak in silence.”
The green runes read, “false skin
emboldens the true.”
Ekadan Joshi
|
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Ekadan checks the area for traps or snares.
(Apparently with his eyes closed.)
Moe "The Fighting Caydenite"
|
Ekadan marvels as Moe squares up, generates torque through his hips, and blasts the zombie with a powerful uppercut!
Does Moe do the Caydenite Shuffle to celebrate? ;)
Moe indeed shuffles. Then, he reaches for his wand of cure lights and offers it to Ekadan. "I don't have much weight yet within the Society, but I managed to pull a few favors to get this." Moe explains. "Mind giving me a few taps?"
At the broken ziggurat, he offers his bloodshot eyes as an aid to others.
Perception to Aid next PC's Perception check for traps: 1d20 + 1 ⇒ (11) + 1 = 12
| GM Roll4initiative |
No traps can be found, however, the runes themselves may be some kind of devious trap...
the cold god.”: DC 12 Knowledge (religion) or DC 18 Heal check:
You know that serpentfolk often sacrificed “lesser” creatures to their cruel gods. To deactivate this ward, a creature must touch blood taken from a warm-blooded creature to the ziggurat.
You recall that serpentfolk are masters of telepathy and view creatures lacking telepathy as beings fit only for servitude. Silence is sacred to them, and they prefer magical forms of communication. To deactivate this ward, a creature must use telepathy, sign language, or a supernatural or spell-like form of communication (such as message) to successfully communicate with another creature.
You recall that serpentfolk are masters of disguise, even using rituals to permanently alter their appearance. A creature must approach within 30 feet of the door wearing a magical or non-magical disguise (including an altered form) and succeed at a DC 15 Disguise check.
Merisiel - Arita
|
Merisiel tries to look into the green runes.
knowledge local: 1d20 + 4 ⇒ (5) + 4 = 9
She, however, can't figure it out.
"I can't understand them at all. Does any of you have any idea?"
Aurelia Woodshadow
|
"I dunno... the green one, maybe..."
Aurelia peers at the green runes trying to deduce the writings.
Local: 1d20 + 5 ⇒ (1) + 5 = 6
Bluff: 1d20 + 4 ⇒ (18) + 4 = 22
She shares what she learns with the party...
Ekadan Joshi
|
Hopefully our more Knowledge(able) PCs can help us out. In the meantime:
Ekadan nods at Moe, "Sure thing kid, great hits!"
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Sorry about the bad first roll but at least he's fully healed.
Heal (Untrained): 1d20 + 1 ⇒ (13) + 1 = 14
No luck there either.
To Merisiel, "I got nothin'."
Navatsiyk
|
Knowledge (arcana): 1d20 + 6 ⇒ (7) + 6 = 13
Bluff: 1d20 + 5 ⇒ (2) + 5 = 7
"No idea what these mean." Nava shakes her head in frustation
Brat Gnosor
|
Heal: 1d20 - 1 ⇒ (17) - 1 = 16 If Ekadan's roll can be treated as an Aid, we'd meet the DC.
Knowledge: Arcana t: 1d20 + 8 ⇒ (18) + 8 = 26 :-D
Bluff: 1d20 + 5 ⇒ (8) + 5 = 13 Luckily, Aurelia already made the Bluff check.
"So, what do we have here? Hm..."
The gnome tries to think of an interpretation that makes sense.
"Aha! I just remembered that serpentfolk are masters of telepathy and view creatures lacking telepathy as beings fit only for servitude. Silence is sacred to them, and they prefer magical forms of communication. So, to deactivate the white runes, we must use telepathy, sign language, or a supernatural or spell-like form of communication (such as the message spell) to successfully communicate with another creature. Anyone here who can do that?"
She looks expectantly at her fellow pathfinders.
"If not, I suggest we quickly make up a sign language. Not a complete one, of course, just a few words to be able to ask a question and answer with Yes or No."
Moe "The Fighting Caydenite"
|
Ekadan nods at Moe, "Sure thing kid, great hits!"
"Appreciated." Moe says, raising a mug to the dwarf. "Why don't you hold onto that stick. I suspect it won't be the last time that I, or another one of us, might need it."
"If not, I suggest we quickly make up a sign language. Not a complete one, of course, just a few words to be able to ask a question and answer with Yes or No."
"A number of my customers were able to communicate non-verbally back in my family's tavern." Moe volunteers. "Could always tell when they wanted another drink or had had too much, just by the look on their face, the slump in their shoulders, or the way they tried to stand."
Moe doesn't have any helpful skills, but he can and will cast guidance upon any PC who asks for it.
Merisiel - Arita
|
”Hand signals, eh? I can do basic signals, always helps when sneaking around”
She gets a little closer to the white rune, looks at Brat, and points forward, then shows two fingers, then her palm to say ”Two enemies ahead, wait here”, hoping that will appease the rune.
| GM Roll4initiative |
”Hand signals, eh? I can do basic signals, always helps when sneaking around”
She gets a little closer to the white rune, looks at Brat, and points forward, then shows two fingers, then her palm to say ”Two enemies ahead, wait here”, hoping that will appease the rune.
You need to succeed at a DC 15 bluff check to convey a message using hand signals or sign language.
Moe "The Fighting Caydenite"
|
Moe offers Brat a sip from his mug. "Let this be a sign unto you to, well, sign."
Casting guidance.
Navatsiyk
|
Bluff, guidance: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Nava tries her luck with sign language.
| GM Roll4initiative |
Flashing Pathfinder hand signals at the door, the light of the white runes fades away.
White runes ward deactivated!
| GM Roll4initiative |
Sure. Ekadan's roll earlier can be treated as an Aid.
You deduce what needs to be done about disabling the red runes. Moe, having been seriously injured during the battle, still has a bit of fresh blood on him. Wiping some from his arm, you smear it on the door. The red light fades, deactivating the runes.
Just need someone to create some sort of disguise (grass skirt & leaf mask with surrounding foliage?) and pass a DC 15 Disguise check to deactivate the Green Runes.
Brat Gnosor
|
Hm... what if Brat sits on Ekadans shoulders, we put on a large trenchcoat cloak and then pretend to be a fat very well-fed elf? :-D
Take 10 Disguise, guidance: 10 + 5 + 1 = 16
| GM Roll4initiative |
Haha! Awesome disguise!
After the third ward is disabled, the door opens into a chamber filled with tomes of magical knowledge. The lizardfolk guides send for Oosthic.
Oosthic soon arrives and congratulates you on saving her tribe. She shares some of the items with you to take back to the Society.
Congratulations! You have earned the special boost option for the Provide Spellcasting Aid Token!
I'll move us on to Mission 2: The Ratfolk of Round Mountain later tonight.
Ekadan Joshi
|
Great work all! Sorry Ekadan isn't a skillmonkey. :(
Brat Gnosor
|
What are you talking about? You were an essential part of the disguise! ;-)
Also, you weren't hired just for skills - you healed up Moe just fine after he showed you how to correctly punch a zombie. :-P
| GM Roll4initiative |
MISSION 2: RESCUE AT ROUND MOUNTAIN
Round Mountain is a sphere of stone over 10 miles in diameter that Hao Jin plucked from the Darklands. Over nearly five centuries, the ratfolk of Round Mountain built a great pagoda of stone at the sphere’s center; this building serves as their temple and warren. 10 years ago, the Pathfinder Society freed the ratfolk from the rule of a rakshasa called Durriya. In so doing, they gained the allegiance of Krella, a ratfolk druid and the new leader of the ratfolk. These ratfolk are one of the most influential groups in the tapestry.
As you cross from the edge of the Lizardfolk realm into the tunnels of Round Mountain...
The floor of the narrow tunnel trembles. Pebbles clatter across the ground, and a low rumbling sound echoes from the distance. A group of ratfolk scouts stagger into the tunnel. One of them cries out, “I hope that was the last of it! Hey, you, Pathfinders! Watch your step. Round Mountain is rolling! If you want to get to the Pagoda, we’ll need to secure safe passage through this tumbling cavern!”
TRAVERSING THE TUMBLING CAVERN:
As you proceed towards the Pagoda of the Rat, Round Mountain begins to spin, slowly but erratically. Everyone in the cavern risks repeatedly falling prone or being knocked into walls. The PCs must secure passage for the repair team by succeeding at three of the following five checks, which they can attempt in any order. Each PC can participate in each check once, whether by rolling the check independently or aiding another PC who is rolling the check. Make the aid check only after someone else has rolled, please.
• Find and point out the best handholds (DC 15 Perception or Survival)
• Construct makeshift scaffolds of wood, ropes, or debris (DC 15 Craft [carpentry or ships] or Knowledge [dungeoneering or engineering])
• Find and traverse the quickest route (DC 15 Acrobatics, Climb, or Escape Artist)
• Encourage the ratfolk to help (DC 15 Bluff, Diplomacy, Intimidate, Knowledge [local], or Perform).
• Discern a pattern in the mountain’s rotations (DC 15 Intelligence or Wisdom check)
Navatsiyk
|
"Stay calm! I'm coming to help you." sylph screams "Maybe ya could do something yourself?"
Acrobatics: 1d20 + 4 ⇒ (14) + 4 = 18
Bluff: 1d20 + 5 ⇒ (8) + 5 = 13
| DM Carbide |
***OVERSEER ANNOUNCEMENT***
The repair teams have patched the rift beneath the Muckmouth. They discovered that the tapestry itself is generating massive amounts of necromantic energy around the rifts. The Muckmouth is secured!
Merisiel - Arita
|
”Yes, remain calm and just follow us.” Merisiel walks forward as she begins looking around to see which way is the safest one.
perception: 1d20 + 7 ⇒ (20) + 7 = 27
Escape Artist: 1d20 + 7 ⇒ (20) + 7 = 27
knowledge local: 1d20 + 4 ⇒ (13) + 4 = 17
And Merisiel is just in her element — she finds very safe handholds, she finds a quick and safe route and begins directing the Ratfolk to help in some places where she needs it.
Ekadan Joshi
|
Since Navatsiyk and Merisel have succeeded on 3 of the 5 checks we're in good shape. Does anyone have either Knowledge (Dungeoneering) or Knowledge (Engineering)? Ekadan and Moe have a +1 Wisdom. I can make Ekadan the primary for that check and others can aid? Let's hope I roll decently. If not then everyone else aid Moe when he rolls the check.
Wisdom: 1d20 + 1 ⇒ (8) + 1 = 9
Ekadan would need 3 aids to get to 15. Might want to see how Moe does first.
Brat Gnosor
|
Craft: Anything: 1d20 + 2 ⇒ (6) + 2 = 8
Int: 1d20 + 2 ⇒ (7) + 2 = 9
”...I have no idea what to do. And there seems to be no pattern in these rotations!”
Moe "The Fighting Caydenite"
|
Moe seeks discernment.
Wisdom: 1d20 + 1 ⇒ (7) + 1 = 8
Ekadan Joshi
|
Woof those are some rolls. :( If Aurelia, Merisiel, and Navatsiyk can make DC 10 Wisdom checks to aid Ekadan or DC 10 Int checks to aid Brat we'd hit the 15.
Merisiel - Arita
|
Merisiel isn’t exactly super wise, but she attempts to aid in these efforts too
wisdom to aid: 1d20 + 1 ⇒ (4) + 1 = 5
Unfortunately, she’s stumped as well…
| GM Roll4initiative |
While most of the group has trouble with the mountain's spinning and erratic movement, Nava and Merisiel are able to secure passage for the group and other travelers through the cavern.
ROUND MOUNTAIN CROSSING
The ratfolk lead you deeper into Round Mountain, into a cavern with a chasm and bridge at the center. Stating that it’s not far to go, the ratfolk nonetheless caution you, as the mountain’s erratic movements have shaken loose many dangerous creatures.
Please place your icons in the red box on the cavern map on Slide 4. You are heading toward the exit in the northeast corner. Two large columns of stone lie between the bridge and the exit to the northeast. The raised cliffs to the northeast are 15 feet above the surrounding cavern floor. The chamber is rough natural stone with stalactite-covered ceilings that are roughly 30 feet high from the ground level, making them roughly 15 feet high above the cliffs. The torches on the central bridge are normal torches.
Ekadan Joshi
|
@GM: Is where I placed Ekadan's token a legal spot? I'm not sure where the column of stone interferes with placement. Ekadan once again has his MW Dwarven giant-sticker in hand(s) and hopes he can actually use it this time.
| GM Roll4initiative |
@GM: Is where I placed Ekadan's token a legal spot? I'm not sure where the column of stone interferes with placement. Ekadan once again has his MW Dwarven giant-sticker in hand(s) and hopes he can actually use it this time.
Meh. It's fine. We'll just ignore that little stalagnate there.
Ekadan Joshi
|
Ekadan Joshi wrote:Meh. It's fine. We'll just ignore that little stalagnate there.@GM: Is where I placed Ekadan's token a legal spot? I'm not sure where the column of stone interferes with placement. Ekadan once again has his MW Dwarven giant-sticker in hand(s) and hopes he can actually use it this time.
I impaled him? Doh! :(
Moe "The Fighting Caydenite"
|
Moe ventures underground cautiously.