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![]() << Grand Lodge, Absalom, Isle of Kortos | Early evening, cloudy and mild | 7th Erastus 4713 AR >> Three days later you undertake a ceremony alongside many other new graduates to officially join the Society. While no royal gala, it is certainly a joyous celebration of your inclusion in the ranks of the Pathfinder Society. Each of you in turn is brought before the three Masters. Master Kreighton Shaine calls forth to Narnel, "As the Master of Scrolls, I welcome you and confirm you as a full Pathfinder field agent." He bows almost comically low, before rising and presenting you with a personalised wayfinder. "This wayfinder is not only the symbol of our trade, but also acts as a reminder to our three principal duties: Explore, Report and Cooperate." Then Aram Zey calls forward Alister. He looks him up and down critically, before finally speaking. "As the Master of Spells, I welcome you and confirm you as a full Pathfinder field agent." He does not bow, and merely hands over a wayfinder, you notice it has both your full name and date of graduation. Master Zey is well known for being rather loathsome of students. "The wayfinder servers as a symbol of the Pathfinder Society, and you should consider it a reminder of the three principal duties. I should not need to remind you of what they are, I hope." Jerry is called up by the Master of Swords, Marcos Farabellus. He claps him upon the back good humouredly. "As the Master of Swords I welcome and confirm you as a full Pathfinder field agent! Well deserved, from what Kreighton tells me." He gives a short bow and hands Jerry an engraved wayfinder. "Explore. Report. Cooperate. Keeps these principles in your head and your heart. May this wayfinder serve to remind you." Finally Vetis is called up. Master Kreighton Shaine gives him a smile. "As the Master of Scrolls, I welcome you and confirm you as a full Pathfinder field agent." He once more bows so deeply as to almost double over. He produces a personalised wayfinder and hands it almost reverently to Vetis. "May this wayfinder, a symbol of our trade, remind you of our three principal duties. To explore, to report and to cooperate." He pauses a moment, looking back across the line of graduates, before adding "Tell the others of your party that Janira seeks to speak with you all before the night is through." ========
This is free if it is your first wayfinder on any character from the boon. If you have had one on another character in the Pathfinder Society Core Campaign you will need to spend 1 Prestige Point to purchase it, should you want it. The Chronicle Sheet that I will give you will have the full details! ![]()
![]() << Forests of Kortos, Isle of Kortos | Very early morning, cloudy and cold | 3rd Erastus 4713 AR >> With the minotaur put down, you head back east towards Absalom. Janira is eager to hear about your findings in the cave, but thinks it best to give your full report to Master Kreighton Shaine. The sun rises slowly as you make your way through the forest, the mountains still looming behind you. The hooting of night owls is soon replaced by the song of morning birds and the smell of jasmine hangs in the air. It is a quiet journey, and only the sound of birds and insects reminds you that you are not alone in these woods. Nothing crosses your path however and soon the large oaks give way to grassland. Janira remains quiet, no longer filling the silences with stories of Pathfinder legends. She seems shaken from her near fatal encounter with the minotaur. << Cairnlands, Isle of Kortos | Evening, cloudy and cold | 3rd Erastus 4713 AR >> You camp out once more under the stars in the ruins of an old siege tower, the same one as on your journey here. Unlike the animal filled forest, no sound of animals reaches this place. Even here the twinkling lights of Absalom are visible, distant as it may be. There is no sign of the centaurs and in the morning you continue onwards, your half day journey back to the city. << Absalom, Isle of Kortos | Evening, cloudy and cold | 4th Erastus 4713 AR >> As you make your way through Westgate, Janira seems to perk up. It is almost as if she was a different person on the journey, but now that she is home her old self has returned. "We should head to Master Shaine immediately, he will be most interested to hear what you found in the caves! With almost child like glee, she rushes to lead you back through the bustle of the city streets to the Grand Lodge. Once there she hurriedly talks to a clerk, who arranges for a room. A short while later, after some food arrives, Janira returns with the Master of Scrolls. ![]()
![]() I won't be able to post this evening, but will be about tomorrow to make a post :) Thanks for the input on whether or not you would like to continue. I'm sorting a lot of real life stuff right now, so can't say either way whether the plan to continue will happen... but I'll let you all know before the end of the scenario. ![]()
![]() Dragging itself up from its half fallen position, the minotaur gives out a bellowing roar. The sound is loud and menacing, but you can tell this is the ferocity of a nearly beaten beast. It flails out with its large fist at the only target in reach - Alister. Fortunately the swing is wide, and the wizard is able to pull himself out of the way just in time. It sways slightly, nearly falling over from its own strike. It looks ready to collapse. ========
GM Stuff:
Minotaur, Unarmed Strike on Alister: 1d20 + 8 ⇒ (2) + 8 = 10 Minotaur, Nonlethal Damage: 1d4 + 3 ⇒ (3) + 3 = 6 Turn 6
Map: Image or Roll20 Alister: 3/11hp
Party Modifiers: Bless (3 rounds, ends Turn 9) | Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. ![]()
![]() Staggering to his feet, Alister blasts the beast with an orb of acid. Jerry manages to place a potion on the floor for Corneleus to maneuver towards the wizard, and moves himself into a better position. Narnel keeps raining down upon the minotaur with arrows, hitting him squarely in the chest. The creature roars with frustration, glancing up towards him with malice. Combined with a blast of electrical energy from Vetis, it drops down to its knee, staggered from the relentless barrage of attacks. ========
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![]() Taking large strides forwards, the minotaur finally reaches the bank on the other side. He swings out once more with the broken greataxe, hefting it above his head before bringing it down on Janira. He smashes clean into her with a blow so vicious, that were it not for her chain shirt she might have been cleaved in two. The attack still cuts deep, rending into her shoulder. Somehow she just about manages to stand, her hand pressing down into the mud before she pulls herself back up. ========
GM Stuff:
Minotaur, Wade River DC12: 1d20 + 3 ⇒ (14) + 3 = 17 Minotaur, Broken Greataxe at Janira: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24 Minotaur, crit confirm: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16 Minotaur, damage: 3d6 + 2 ⇒ (4, 6, 3) + 2 = 15 Turn 5
Map: Image or Roll20 Ouch! Nearly a confirmed crit.
Party Modifiers: Bless (4 rounds, ends Turn 9) | Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. ![]()
![]() Narnel shoots an arrow, which sails from his high vantage point down onto the minotaur. It wings right across the feral beasts head, a hairs breadth away from considerable damage. Without a moment's hesitation, the half-orc turns and immediately uses the opportunity to heal his fallen companion. Alister coughs and sputters back to consciousness, the cut on his shoulder fusing itself shut. Seeing the devastating brutality of the minotaur, druid Vetis steps back away from the creature, blasting it again with another storm cloud. The howling wind continues to impede the minotaur. ========
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![]() Narnel's arrow careens off into the Kortos forest, and the minotaur seems to be entirely ignoring his taunts and attempt to its draw attention. With a crack of thunder, the lightning bolt of Vetis' storm burst strikes against the beast, throwing it off balance and clearly beginning to take its toll on the things stamina. Darting up to close range, Alister blasts a dazzling spray of magic, a pandemonium of colour straight at the minotaur. Despite taking the blast straight to the eyes, it somehow manages to shake off the effects, letting out a terrible bellow at Alister in response. It easily strides forwards and swings an overhead blow straight at the elven wizard. In spite of the driving wind and rain from Vetis storm burst, it cuts deep into Alister and smashes him to the floor, his bloody body unmoving. The great horned beast lets out another roar, this time directed at Vetis. Bloodlust fills its almost human eyes. ========
GM Stuff:
Minotaur, Will save DC16: 1d20 + 5 ⇒ (12) + 5 = 17 Result: 17 Minotaur, Wade River DC12: 1d20 + 3 ⇒ (18) + 3 = 21 Result: 21 Minotaur, Broken Greataxe at Alister: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 Result: 20 Minotaur, Damage: 3d6 + 2 ⇒ (4, 5, 4) + 2 = 15 Result: 15 Turn 4
Minotaur: 31/45hp (14 nonlethal)
Party Modifiers: Bless (5 rounds, ends Turn 9) | Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. ![]()
![]() The minotaur tries to push its way through the fast running river once more. Just about managing to push forward, it moves back into range of Janira and Vetis. With a snarl it brings down the broken greataxe, yet the uneven footing of the riverbed shifts under its weight. The axe buries into the riverbank right where Janira previously stood, sending up mud and gravel stones. ========
GM Stuff:
Wade river DC12: 1d20 + 3 ⇒ (9) + 3 = 12 Result: 12 Broken Greataxe: 1d20 + 6 ⇒ (5) + 6 = 11 Result: 11 Turn 3
Minotaur: 6 non-lethal damage, 7 lethal damage Party Modifiers: Bless (6 rounds, ends Turn 9) | Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Narnel's turn. ![]()
![]() Was hoping to post today but unfortunately ran out of time... Slightly more challenging when having to control 3 characters. Perhaps someone else could bot Jerry for me, if anyone is up for it? Alister your acid splash hit, surprisingly. So roll that damage :) I'll get a post up tomorrow for certain. ![]()
![]() The minotaur once again lets out a terrible bellow. His fractured axe held high, he tries to wade across the river after Janira. As he does so a burst of thunder claps forth from Vetis hands, buffeting the minotaur with wind and rain. Lighting forks out and strikes him square in the chest. Unfortunately that combined with the swiftly coursing river proves too strong and the beast has to steady itself to prevent slipping in. ========
GM Stuff:
Vetis Storm Burst: 1d20 + 2 ⇒ (6) + 2 = 8 Result: 20 Non-lethal Damage: 1d6 ⇒ 6 Result: 6 Wade river DC12: 1d20 + 3 ⇒ (18) + 3 = 21 Result: 6 Group 1: Alister, Jerry, Vetis
Minotaur: 6 non-lethal damage Narnel's turn. ![]()
![]() Okay so still no word from Jerry and both Narnel and Alister mentioned moving back to channel, so we'll bot him to do that. Jerry's Turn Jerry pauses for a moment, unsure what to do. Seeing Janira up close so wounded, he backs off next to Vetis. He then lets out a healing burst of energy. Unfortunately Iomedae barely hears his prayer and Janira is healed for very little. Combat: Move Action: Move from M18 to M14 Standard Action: Channel Positive Energy (1d6) Channel Energy 1d6: 1d6 ⇒ 1 ![]()
![]() The minotaur lets out a savage roar of fury as Janira runs. Tearing and pulling at the enchanted flora with bestial ferocity he just about manages to rip out the last of it. Looking up at his escaping quarry, it surges after her, head held low and horns bared. Yet he seems too exhausted to properly charge and gore at her. He stops short, but still within range of his axe. =========
GM Stuff:
Minotaur Strength vs DC 15 Entangle: 1d20 + 4 - 1 ⇒ (12) + 4 - 1 = 15 Result: 15 Group 1: Alister, Jerry, Vetis
Mid-turn Map: Map or Roll20 Narnel's turn! ![]()
![]() << Forests of Kortos, Isle of Kortos | Late night, clear and cold | 3rd Erastus 4713 AR >> The moonlight of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy. << Encounter: Final Exam | Terrain: Against cliff face | Hazards: Trees, 10ft. Wide Stream (Rough Water), Slippery Bridge, Western Slope | Scale and Facing: 5ft. squares, North is up >> Music: Final Exam
To the south you can see Janira fighting off the minotaur still, despite many hours having passed. Both look incredibly fatigued at this point, and Janira has a large crimson gash across her upper body. Neither have yet noticed you. =========
Initiative:
Alister: 1d20 + 5 ⇒ (19) + 5 = 24 Jerry: 1d20 + 3 ⇒ (18) + 3 = 21 Narnel: 1d20 + 4 ⇒ (7) + 4 = 11 Vetis: 1d20 + 2 ⇒ (18) + 2 = 20 Janira: 1d20 + 6 ⇒ (11) + 6 = 17 Minotaur: 1d20 + 0 ⇒ (16) + 0 = 16 Sorted Initiative:
Alister: 24 Jerry: 21 Vetis: 20 Janira: 17 Minotaur: 16 Narnel: 11 Group 1: Alister, Jerry, Vetis
Map Coordinates: For those of you not able to use Roll20, please feel free to tell me the coordinates you would like to move to, such as Standard Action: Move 20ft from L9 to L13. Hazards:
Trees: Sharing square gives partial cover; +2 AC and +1 Reflex. Each has AC 4, hardness 5, and 150 hp. DC15 Climb check. (These are the little black/grey splodges on a large number of squares) 10ft. Wide Stream (Rough Water): 30ft speed east to west, DC 15 Swim to navigate, large creature treats as difficult terrain on DC 12 Strength check or 'checked' and can't move further that turn. Acrobatics DC10 to jump with a running start, DC20 from standing or less than 10ft. run-up. Slippery Bridge: 3ft slippery surface - Cross at half speed requires DC7 Acrobatics check, crossing at full speed DC12, during either of which flat-footed. Failure falls into water, unless DC13 Reflex which causes prone on trunk instead. Western Slope: The slope to the west rises to 20ft. and anyone that high would get height advantage on ranged attacks.
Turn 1
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![]() << Gillmen Cave, Isle of Kortos | Late night, damp and glowing blue in the caves | 3rd Erastus 4713 AR >> Music: Denizens of the Deep
Heading back south through the tunnel, your feet sloshing in the few inches of water, you cross over. Seeing the dead kobold, you head towards it and soon are upon the tunnel opening that heads east. As you travel further along the passageway, you begin to hear faint sounds of combat and a familiar woman's voice half-shouting and half-reciting. "As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!" You notice a faint light at the end of the tunnel, and a gentle breeze of fresh air hints that this passageway soon leads to the surface. ![]()
![]() The twine leads up the river to a concealed dart, that seems like it would activate should someone step on the pressure plate back where you saw the kobold. The rest of the cave is quiet however, and it looks like the cave narrows to the point where you cannot proceed north any further - only west back towards the model of Absalom or east where the kobold was hiding. ![]()
![]() No sign of Jerry since the initial show of interest. Anyone heard from him? As you move through the caves you spot wooden boards almost fully buried on the waters edge. They appear to have been placed recently, what with their lack of any visible water damage. Vetis notices that a fine line of twine sits taught in the water, ending directly under the wood. Its other end leads down along the water and out of sight to the north. ![]()
![]() << Gillmen Cave, Isle of Kortos | Late night, damp and glowing blue in the caves | 3rd Erastus 4713 AR >> Music: Denizens of the Deep
Narnel's shot flies out from the darkness, his elf eyes illuminating the kobold. It does not see the arrow coming and is struck dead. The rest of you move up into the tunnels. ![]()
![]() << Gillmen Cave, Isle of Kortos | Late night, damp and glowing blue in the caves | 3rd Erastus 4713 AR >> Music: Denizens of the Deep
The passage leading from the holy site varies from three to six feet wide and is coated with the omnipresent bioluminescent fungi. While there are a number of branching pathways, they either narrow beyond your ability to traverse, lead back to the main trail, or are blocked by cave-ins. It takes Narnel approximately 20 minutes of travelling deeper below the Kortos Mounts, until the tunnel broadens to reveal a shallow river that bisects an immense tunnel stretching to the north and south. To the east a small passage exits the chamber at a steep incline towards the surface. Narnel spots a lone creature on the opposite bank of the river. This spindly little humanoid lizard is a kobold. Kobolds speak Draconic, can see perfectly in the dark and are notoriously cunning yet cowardly. He waits by the incline, looking back across the river towards your direction. Fortunately however, he does not notice Narnel's presence. =====
GM Stuff:
1d20 + 5 ⇒ (5) + 5 = 10 Narnel, Knowledge (Local): 1d20 + 3 ⇒ (10) + 3 = 13 Incorporated into the description ![]()
![]() << Gillmen Cave, Isle of Kortos | Late night, damp and glowing blue in the caves | 3rd Erastus 4713 AR >> Music: The Guises of Aroden
As Narnel tosses the coloured bead high into the air, the chamber is filled with holy radiance once more. It glistens off the bead, which Narnel catches deftly. The Thief is perhaps the most misunderstood of Aroden's twelve guises. In the mural it alludes to how when someone steals they are in fact praising the creator of the item, for anything worth stealing is also worthy of praise for its craftsmanship. You each gain a +1 circumstance bonus on a single save while you benefit from cover within the next 24 hours. Alister is correct, he carried out a ritual to the Soldier by bringing light to the model of the city of Absalom. You have solved all four rituals that are decipherable from the cave containing the ancient version of the History and Future of Humanity. ![]()
![]() << Gillmen Cave, Isle of Kortos | Late night, damp and glowing blue in the caves | 3rd Erastus 4713 AR >> Music: The Guises of Aroden
As Alister transplants the single leafed plant near to the small city, once more the model of the Starstone Cathedral bursts into brilliant light. The glow fills the chamber to an almost dazzling level... and soon fades. You are left with the lingering thought that while the lands can be dangerous, with proper study and care they too can be a blessing. Even in the darkest of places, nature - and thus humanity - can find a way. You each gain a +1 luck bonus on Fortitude saves against poison for the next 24 hours. What Do You Do?
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![]() Okay brilliant. I'll await word from Jerry and Vetis... will PM them tomorrow morning if we haven't heard anything before then. We can play with a minimum of 3, with a GM NPC pregen - I'd really like to maintain all four of you if possible though. It is understandable however that the scenario has probably already gone on longer than some of you envisioned. ![]()
![]() Hi guys, I owe you all both an explanation and an apology. As you may know, one of my main reasons for starting these play by post games was wanting to play with real life friends. Both Little Tom and Oktavian were people I wanted to play more games with, but was unable to in the traditional way. Both of them however have lost interest in this pbp, and neither really told me or spoke to me about it. As you can probably imagine this left me rather disheartened about the entire thing. However, I realise that the four of you still have these characters you want to play and have invested just as much time in. If the four of you, Alister, Narnel, Vetis and Jerry are still available to carry on, please let me know and we can continue as a party of four. ![]()
![]() You aren't able to take 20 on Knowledge checks, unless you are a Bard with the Lore Master class feature. Alister Knowledge (Nature): 1d20 + 8 ⇒ (8) + 8 = 16 Alister manages to find a number of Monophyllaea Dactylon growing in one corner of the cave, struggling to grow with just the light of the blue mould. It is a single leafed plant, which could easily be transplanted to a different area of the caves. "It is difficult for any flora to grow in the darkness of a cave... although certain species make their way," remarks Uori. ![]()
![]() You were already able to figure out the following, Alister. You used Perception to do so! Alister: These petroglyphs appear to be from the History and Future of Humanity, the principle holy text of the god Aroden, and images that depict these passages. You also identify that the sections of the holy text depicted are slightly different than those that appear in the known version of the History and Future of Humanity, suggesting that these might represent an earlier version of the work. Aroden was said to walk the world disguised in one of his twelve guises. Presumably these petroglyphs describe these guises, however only 4 are still legible. You are able to uncover the meaning of the 4th and final inscription. Inscription 4: 'The Thief' - The Thief is depicted stealing a gem from a shop while whispering a prayer, an allusion to a passage saying that larceny - though illegal - is a form of praise, for anything worth stealing is also worthy of praise for its craftsmanship. ![]()
![]() << Gillmen Cave, Isle of Kortos | Late evening, damp and glowing blue in the caves | 2nd Erastus 4713 AR >> Music: The Guises of Aroden As Alister lights up the model of Absalom, the miniature Starstone Cathedral once more pulses with light. The light spreads and fills the chamber and Uori the oracle claps his hands together. "It seems as if you have these rituals all figured out!" he exclaims. The power of Aroden flows through your once more, familiar now and comforting. Like a warm touch that reassures you that no matter what happens, things will be okay. You each gain a +1 insight bonus to AC if you have taken damage since the start of your last turn. What do you do? Narnel: You successfully take one of the small coloured beads from the diorama.
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