GM Aarvid - PFS #4-05: The Sanos Abduction - B (Inactive)

Game Master GM Aarvid

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GM Aarvid - PFS #4-05: The Sanos Abduction - B


Rebels Map

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Shiela Heidmarch
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The renowned Venture-Captain Sheila Heidmarch strides
into her study at the Magnimar lodge.

Her eyes scan the space with habitual vigilance, honed by years of successful adventuring.
Satisfied that there’s nothing amiss, she stands
behind her desk, and turns her blade-like attention to the
party before her.

“The Pathfinder Society has long been interested in the First
World—the otherworldly realm of the fey. By all accounts the
fey homeland is dangerous, bizarre, and entirely unpredictable.
It’s the very type of place sane people avoid, and Pathfinders
flock toward.

“Countless expeditions and research teams have been
dispatched over the years to investigate regions where the
boundaries between the First World and our own Plane
grow threadbare. Sanos Forest, which lies to the east of this
very lodge, is one such place. The Pathfinder Society’s latest
research party is currently stationed there, under the capable
direction of the druid Ignizi Dinnelletter.

“Dinnelletter doesn’t normally work well with others,
but this time she’s got several newly recruited Pathfinders
assisting her. We thought it prudent that she pass on some
of her best practices, just in case. After all, we Pathfinders
are not known for our longevity. Dinnelletter is entirely self sufficient,
but unfortunately the same cannot be said for
her five trainees. Consequently, Ignizi’s station needs to be
resupplied periodically, something the Magnimar lodge has
taken responsibility for. You lot have been chosen to make the
next supply run to Sanos Forest, and will leave first thing in the
morning. It’s not a glamorous detail, but the fey forest never
lacks for intrigue, and I’m sure you’ll make the most of it.

“Your mission is simple: Deliver a pack horse loaded with
supplies to Dinnelletter’s cottage in Sanos. I don’t expect any
problems, but you never know with the

Scarab Sages

dotting

Grand Lodge

Fort +8, Ref +7, Will +10 AC 17, touch 15, flat-footed 15 // hp 50

Madam, it will be my pleasure to aid the Society and the Fey. How long does it usually take to get the supplies to the Druid? Furthermore, what is this beast burden loaded done with?

Grand Lodge

Male Human Wizard 4

Ezren's brow furrows as he listens intently to Madam Heidmarch's instructions.

"I too am happy to be a part of this. The pursuit of knowledge must be supported. What sorts of troubles have these supply details run into in the past?"

Scarab Sages

Most of his stats down, but will finish it tomorrow

A stuffy dwarf, followed by a badger walks in. He looks around, and up at the faces around him

Harsk be tha name, this here be biter . We will be helpin yah on this mission

Grand Lodge

Kyra quietly greets Harsk and Ezren, glad to be working with them again. She nods at Toro, and gives a polite curtsey to the Venture-Captain as she enters.

After the mission is explained, Kyra murmurs, "By the will of the Dawnflower, we shall have a pleasant journey."


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Captain Heidmarch pauses then responds to the questions.
Turning to Ezren first...

"Ignizi is originally from Whistledown,
the gnome settlement just
to the east of Sanos Forest. She joined the
Pathfinders as a young gnome, and was a
very capable adventurer in her day—a little
difficult to work with, but effective. As she
grew older, she returned to her homeland
to study the First World’s influence on the
Material Plane, eventually becoming the
preeminent researcher in the field. She still
looks young and wide-eyed, but don’t be
fooled. She knows how to get what she wants.”

Turning next to Toro and his question.

"Dinnelletter’s shopping list is always a little eccentric.
It consists mostly of alchemical supplies and food—nothing worth
stealing. If you run into any trouble on the road, it won’t
be because of the cargo.”

She pauses waiting for the next question...

Grand Lodge

"But what kind of troubles are we likely to have? After all, one does not send a team of armed warriors to escort a camel to the oasis unless you suspect jackals are hiding in the dunes."


Rebels Map

The venture captain turns to Kyra and responds.

"As I mentioned, you task is simple, just deliver a pack horse loaded with to the cottage in the forest. While I do not know of any specific troubles, the supplies MUST arrive. Even wild predators of the normal sorts could be too much for ordinary teamsters or caravans. And there are always the fey. Ever an unknown quantity. Friend or foe? Just be wary. Anyone else? The pack horse will be waiting on the east gate in the morning. Please be punctual."

Grand Lodge

After hearing of the description of the mission, Kyra runs out to do some brief shopping, purchasing a silvered dagger, a cold iron light mace and a set of 20 cold iron sling bullets, trading in her regular ones. If fey should attack, I will want to be ready, she thinks.

In the morning she rises before dawn, and walks out the east gate to sit in meditative silence as the sun breaks the horizon. As she does so, she selects the prayers she will have prepared to offer the Dawnflower today. When the sun has completely risen, she returns to the east gate to meet the team.

Scarab Sages

Harsk follows his companions lead, purchasing a few shivered and cold iron bolts for his crossbow

Grand Lodge

Male Human Wizard 4

Ezren follows his companions on their shopping trip, but he doesn't purchase anything. "Not sure what good any of these things would do me..."

He is satisfied with the directive for this mission, and retires to his room early (it's still light out!)to prepare spells for the following day.

The spell list is updated. I will bold the names of the spells as I use them to keep track.


Rebels Map

You are all able to make your purchases and the pack horse is at the eastern gate in the morning as promised.

The journey will take several days, so to save time now, please establish whatever marching order and watches for each evening when you camp.

Also, who is leading the pack horse with the supplies?

Grand Lodge

Kyra should probably be in the middle somewhere.

Grand Lodge

Fort +8, Ref +7, Will +10 AC 17, touch 15, flat-footed 15 // hp 50

Toro, happy to have a job, eagerly awaits the departure of the caravan. He stands patiently next to a very large crate marked, "Do Not Upset Contents Inside."
Shortly before leaving, he looks at his companions and speaks in a soft voice, Don't fear, but I did bring a friend along for the journey. I hope the horses won't mind. With that, he lifts the lid off of the crate and allows its contents to slither out. What emerges is a large snake (takes up a 10'x10' square) who slithers and slides in and out of Toro's arms and legs. Toro smiles speaks in hushed tones to his companion. Turning to the group he speaks loudly, There, now I am ready to depart the city.

Toro is best in the middle, but if a fight breaks out (yeah, like that will happen) the snake would appreciate a chance to constrict a target, remember he needs a 10'x10' sized hole. He will take whatever night shift is needed, no preference there.

Scarab Sages

Harsk will be in the front with Biter

Grand Lodge

"Friend Toro, what sort of role do you prefer to play? Casting spells from a distance, summoning aid, or transforming into your preferred combat form?"

Grand Lodge

Male Human Wizard 4

"Perhaps our friend with the snake can lead the horse - he looks like he's got a way with animals. I'll stick to the rear. Just don't march too fast - I'm no spring chicken."


Rebels Map

Your party marches east along the Dry Way—the trade
road along the northern bank of the mighty Yondabakari
River toward Korvosa—for several days.

You spot a distinctive stream, which your instructions indicate
you should follow north into the Sanos Forest.
Once in the woods, all signs of humanoid activity abate.

Midway through your first day in the forest, you see in the distance through the trees, a small vale where you catch a whiff of rotting
meat, find several bear tracks, and notice the forest has
suddenly gone quiet.

According to your instructions, you should be within half a mile of the cottage where Ignizi Dinnelletter lives.

Scarab Sages

The dwarf raises is hand

Wait ere, Biter and i will 'ave a look

The two move forward closely, keeping their eyes open

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

Grand Lodge

As Harsk and Biter begin to move forward, Kyra will bless both of them with a prayer for Guidance.

+1 to a single attack roll, saving throw, or skill check, chosen before rolling.

Grand Lodge

Fort +8, Ref +7, Will +10 AC 17, touch 15, flat-footed 15 // hp 50

Miss Kyra, the snake typically likes to constrict his foes while I cast spells where needed and can also constrict foes if the situation calls for it.

Toro whispers a command to the snake, the beast starts to slither just in front of the party.
Use his scent ability


Rebels Map

Perception checks from everyone at the start to see who spots the creatures and if they spot your approach. I will process actions in initiative order.

====Surprise Round====

gm:

2d20 ⇒ (9, 1) = 10

Ezren: 1d20 + 2 ⇒ (12) + 2 = 14
Harsk: 1d20 + 3 ⇒ (6) + 3 = 9
Kyra: 1d20 + 0 ⇒ (8) + 0 = 8
Toro: 1d20 + 2 ⇒ (19) + 2 = 21

c1: 1d20 + 2 ⇒ (1) + 2 = 3
c2: 1d20 + 2 ⇒ (15) + 2 = 17


Rebels Map

Neither of the large creatures appears to have noticed your approach yet.

21-Toro+Snake
14-Ezren
9-Harsk
8-Kyra

Grand Lodge

Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Grand Lodge

Male Human Wizard 4

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

Scarab Sages

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


Rebels Map

Toro and snake are up first, and Ezren has not noticed the creatures yet. You have them at unawares if any of you want to change your action as part of the surprise round.

Grand Lodge

Kyra will hold her action, since I'm not even sure what it is we're dealing with yet.

Grand Lodge

Male Human Wizard 4

Ezren, enjoying the fresh air, has seem to have forgotten that he and his fellow Pathfinders might actually face some danger.

"Oh to be young again. These old knees aren't as nimble as they once were."

Ezren makes sure to remain near the rest of the group. If they move forward, he will follow.


Rebels Map

Looking back, I just noticed my post with the description is missing. No wonder you do not know what is happening.

As Toro and Harsk clear the edge of the forest, a cottage comes into view, they find it besieged by forest creatures.

Large furry creatures clumsily slam themselves
against the cottage, which creaks under
the weight of the impacts.

The lead group (all but Ezren) hear cries of alarm filter out from
inside the cottage. The windows and doors are boarded up and
reinforced. You are about 80' away when Harsk tells you to stop.

Grand Lodge

Kyra draws her scimitar in readiness.

Grand Lodge

Male Human Wizard 4

"Eh? What, you hear something Harsk?"

The wizard, noticing that the others seem to hear something, uses his pinky finger to try and clear out his ear hole.

Scarab Sages

Biter will protect the wizard, Harsk will ready his crossbow, prepare an attack for when the creatures attack the party


Rebels Map

You finish any surprise round actions before the creatures notice you and turn their attention from demolishing the cottage to you. You are at 80' to the closest one (southern) and about 100' from the northern one. You make out screams from in side cottage.

Harsk stops the group, commanding Biter to protect the wizard as readies his crossbow. Kyra likewise hefts her scimitar in preparation for combat.

gm:

i1: 1d20 + 2 ⇒ (5) + 2 = 7
i2: 1d20 + 2 ⇒ (3) + 2 = 5
p1: 1d20 + 0 ⇒ (8) + 0 = 8
p2: 1d20 + 0 ⇒ (18) + 0 = 18

=== Round 1 ===

21-Toro+Snake
14-Ezren
9-Harsk
8-Kyra
7-Creature1
5-Creature2

Grand Lodge

Fort +8, Ref +7, Will +10 AC 17, touch 15, flat-footed 15 // hp 50

Toro and the snake try to move forward as much as possible, using the underbrush as cover.

Double move for both, Stealth checks for both, Toro: 1d20 + 10 ⇒ (8) + 10 = 18 and Snake: 1d20 - 1 ⇒ (18) - 1 = 17
Position changed on the map.

Grand Lodge

Male Human Wizard 4

Ezren moves forward. With a clear view of the creatures, he tries to recall whatever information he can about them.

Knowledge (Nature): 1d20 + 11 ⇒ (20) + 11 = 31

He takes aim at the southern creature - the one that Toro is approaching, and lets a bolt loose from his light crossbow.

Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 ⇒ 7

Scarab Sages

Harsk takes careful aim with his Crossbow and fires a bolt at the one Toro is advancing on

Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d10 + 1 ⇒ (8) + 1 = 9


Rebels Map

Kn:arcana or Kn:religion are appropriate as you take a look at the large furry/feathery creatures

Toro and the snake double move quietly up to the lower beast.

gm:

2d20 ⇒ (1, 7) = 8

0, 7

Neither creature notices the druid and his pet snake as they turn their attention to the wizard and dwarf moving up to shoot crossbows.

Ezren and Harsk shoot their crossbows at the same southern creature near Toro. The wizard barely hits the creature but Harsk's bolt slams into the side of the building the creature is pulling down.


Rebels Map

8-Kyra
7-Creature1
5-Creature2

Grand Lodge

Male Human Wizard 4

Knowledge (Arcane): 1d20 + 11 ⇒ (1) + 11 = 12


Rebels Map

@Ezren - no luck with Kn:arcana


Rebels Map

@Kyra, you are up. In order to keep things moving, I will put you into delay until after the monsters go.

The northernmost beast turns to see Biter and Ezren emerge from the woods. It charges towards the pair.

"Hooooaoraoroaorrrrr!"

gm:

bite, chg: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 for dmg: 1d6 + 5 ⇒ (6) + 5 = 11 on Biter
confirm: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 for dmg: 1d6 + 5 ⇒ (4) + 5 = 9

The large furry creature bites down hard on the badger and throws it like a rag doll (20pts damage on crit).

The southernmost likewise sees the dwarf and wizard shooting at it and turns to charge them as well.

"Hooorroroa hoorrrr oooo!"

@Toro, I believe the snake has 10' reach so would get an Aoo as the creature starts to move.

Grand Lodge

Fort +8, Ref +7, Will +10 AC 17, touch 15, flat-footed 15 // hp 50

Snake AoA: 1d20 + 10 ⇒ (14) + 10 = 24 for Damage: 1d4 + 10 ⇒ (2) + 10 = 12 if that hits and then attempt to grapple vs CMD: 1d20 + 15 ⇒ (9) + 15 = 24

Grand Lodge

Sorry, busy night. How far am I from the injured badger?

Kyra charges the nearest creature and slashes at it with her Scimitar, two-handed.

Attack!: 1d20 + 8 ⇒ (10) + 8 = 18(Hope that hits!)

Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Scarab Sages

Biter -5/15

Harsk will try to get to him as soon as possible and cast Cure Light Wounds

Hang in there buddy! Im on my way! The dwarf calls out as he sees his companion drop

Grand Lodge

Oh, I guess I can't charge can I? OK, take 2 away from that attack, so 16. Moved my token on the map.


Rebels Map

@Harsk - I still thought Biter was up but I was looking at the 7th level version of him. Yes, he is bleeding :-(

Kyra moves up and takes a swing at the beast that just took a chunk out of the badger. She slashes the furry/feathered beast across one of its bulky arms, causing it to howl in pain.

As the other attempts to charge the group, the giant snake in the grass darts out and strikes it, hitting it in its leg and is just barely able to wrap its coils around the hair beast.

The beast will attack the snake back.

bite: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17 for dmg: 1d6 + 5 ⇒ (5) + 5 = 10

Taking a bite out of the snake, but still stuck in the grapple.

=== Round 2 ===

21-Toro+Snake
14-Ezren
9-Harsk
8-Kyra
7-Creature1
5-Creature2

Grand Lodge

If Harsk is unable to get to Biter and cast CLW on him this turn, Kyra will do this:

Kyra takes a 5-ft step back out of the creature's range, and uses Rebuke Death on the badger, for 1d4 + 2 ⇒ (1) + 2 = 3 points of healing, this will stabilize him.

If Harsk is able to heal Biter:

Kyra will swing her scimitar at the beast again. Attack!: 1d20 + 6 ⇒ (2) + 6 = 8 Swing and a miss!

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