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PFS 6-12 Scions of the Sky Key part 1| Game Play


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Khan
spacer.png
Male, Half-orc
Class: Ranger | Level: 1
Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10
HP: 12/12 | Speed: 30 | Init: +3
AC: 15 | Touch: 13 | Flat-footed: 12
CMD: 16 | FCMD: 13
Fort: 4 | Ref: 5 | Will: 1

Weapons

Longbow: +4 (1d8, x3) [100 ft range]
Scimitar (cold-iron): +3 (1d6+2, 18-20/x2)
Dagger: +3 (melee)/+4 (missile) (1d4+2, 19-20/x2) [10 ft range]

Situational Modifiers

 

 

Favored Enemy | Freedom Fighter | Orc Blood | Orc Ferocity  | Point-Blank Shot | Track

Bonus Types

 

The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source.


 

Alchemical: --- | Armor: +2 | BAB: +1 | Circumstance: --- | Competence: ---

Deflection: --- | Dodge: --- | Enhancement: --- | Inherent: --- | Insight: ---

Luck: --- | Morale: --- | Natural Armor: --- | Profane: --- | Racial: Various

Resistance: --- | Sacred: --- | Shield: ---  | Size: --- | Trait: Various

 

Condition(s): None

 

Post

During the first break on the trail, Khan made his way back to his companions. "Temperatures in the Bandu Hills hovers around ninety-degrees with it going over one-hundred around mid-day, which would be dangerous because of heat stroke." After a little more thought, the half-orc added, "I recommend that we travel only during the early morning and late-afternoon to dusk, stopping to rest during the mid-day hours."

 

OOC & Mechanics

....

 

Features | Prepared Spells

Wild Empathy: (+1)

 

Spells Prepared (CL: 1)
1st Level [DC: 12] 2nd Level [DC: 13] 3rd Level [DC: 14] 4th Level [DC: 15]
X X X X

 

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"Sounds like a plan to me. I can see in the dark like you. " Vesal replies to Khan.

 

AC: 18 (19 if adjacent to a single foe) HP 9/9 Bard Song 12/12 1st 2/2 Fire Resistance 5  Fast heal 2 1/1

Actions

 

Stat Block

Vesal
M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30

AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2,

CMB +1, Base Attack Bonus 0, Action Points n/a

scimitar +4 (1d6+4, 18+; x2 +2fire)

darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex)

wand of clw 50 charges

Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None  

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spacer.pngTanith Camarilla, Elven Wizard

Tanith Profile

Female Lawful Neutral Elf Wizard (Conjuration - Teleportation)

Level 1 Init 5 HP 8/8 Speed 30'
AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2)
Light Crossbow +3 (1d8, 19-20/x2)  (+3 Dex)
Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Cantrips: Acid Orb, Dancing Lights, Mage Hand

1st level Mage Armor, Grease, Colour Spray

Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door

Wand of Infernal Healing 50/50

Condition None 

Familiar 'Imp' Profile

Familiar (Elemental Familiar [Air]) Thrush "Imp"
N Diminutive (+6 to fly +8 to stealth) animal
Init +2 Senses low-light vision

Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9

AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4  

Fort +0 Ref +4 Will [+4]

Speed 10 ft Fly 50 ft (good)

Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft.

Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13
Race Feats Skill Focus (Perception)
Skills Fly (Good) +16, Perception +9, Stealth +14
Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link.

Tanith adds.. "I can see in pitch darkness as well.*

 

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spacer.pngTanith Camarilla, Elven Wizard

Tanith Profile

Female Lawful Neutral Elf Wizard (Conjuration - Teleportation)

Level 1 Init 5 HP 8/8 Speed 30'
AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2)
Light Crossbow +3 (1d8, 19-20/x2)  (+3 Dex)
Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Cantrips: Acid Orb, Dancing Lights, Mage Hand

1st level Mage Armor, Grease, Colour Spray

Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door

Wand of Infernal Healing 50/50

Condition None 

Familiar 'Imp' Profile

Familiar (Elemental Familiar [Air]) Thrush "Imp"
N Diminutive (+6 to fly +8 to stealth) animal
Init +2 Senses low-light vision

Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9

AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4  

Fort +0 Ref +4 Will [+4]

Speed 10 ft Fly 50 ft (good)

Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft.

Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13
Race Feats Skill Focus (Perception)
Skills Fly (Good) +16, Perception +9, Stealth +14
Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link.

"What about Kanatafun? Can he see in darkness?" enquires Tanith.

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Posted (edited)

 

You find that the 20-mile journey to the Gold Crown mining operation in the Bandu Hills takes you across mostly level terrain following a well-worn trail into arid and rocky hills. The mining camp is located in an isolated gorge in the shadow of sheer basalt cliffs.

 

Hexagonal basalt columns scarred by mining tools line the walls of the gorge. The floor of the gorge is a patchwork of scrub grass and leafless vegetation flattened by frequent traffic. Wooden scaffolding, mining equipment, and trampled tents lie abandoned across the camp. Corpses of laborers rent limb from limb lay amidst the camp’s wreckage, and dried blood darkens the rocks. Several banners depicting a golden crown adorn the scaffolding.
 

As you get closer to the camp, the smell of decay grows until it becomes overwhelming.

 

I'll need you to add your tokens to the Maps and Handouts slide.

 

*** MAPS AND HANDOUTS ***

 

 

 

Edited by Dax Thura (see edit history)
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Khan
spacer.png
Male, Half-orc
Class: Ranger | Level: 1
Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10
HP: 12/12 | Speed: 30 | Init: +3
AC: 15 | Touch: 13 | Flat-footed: 12
CMD: 16 | FCMD: 13
Fort: 4 | Ref: 5 | Will: 1

Weapons

Longbow: +4 (1d8, x3) [100 ft range]
Scimitar (cold-iron): +3 (1d6+2, 18-20/x2)
Dagger: +3 (melee)/+4 (missile) (1d4+2, 19-20/x2) [10 ft range]

Situational Modifiers

 

 

Favored Enemy | Freedom Fighter | Orc Blood | Orc Ferocity  | Point-Blank Shot | Track

Bonus Types

 

The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source.


 

Alchemical: --- | Armor: +2 | BAB: +1 | Circumstance: --- | Competence: ---

Deflection: --- | Dodge: --- | Enhancement: --- | Inherent: --- | Insight: ---

Luck: --- | Morale: --- | Natural Armor: --- | Profane: --- | Racial: Various

Resistance: --- | Sacred: --- | Shield: ---  | Size: --- | Trait: Various

 

Condition(s): None

 

Post

Khan fought the urge to empty his stomach upon seeing the state of the campsite. He swallowed hard as his eyes began to water. What could cause such devastation and destruction? he thought as he looked at the mangled corpses. "Let me go check for any tracks, lest we trample them with our own movements." he said quietly as he headed toward the remains of the camp, stopping after only a few steps to ask Tanith, again quietly, "Might I ask if Imp would be willing to scout from above?"

 

Not waiting for an answer, Khan pulled his hood down as far as he could then slowly headed down into the gorge, arrow notched in his bow, taking the time to carefully inspect the ground before him while also trying hard to make as very little sound as possible himself.

 

OOC & Mechanics

Stealth

Perception Check

Survival Check

 

Features | Prepared Spells

Wild Empathy: (+1)

 

Spells Prepared (CL: 1)
1st Level [DC: 12] 2nd Level [DC: 13] 3rd Level [DC: 14] 4th Level [DC: 15]
X X X X

 

Name
Stealth
10
1d20+8 2
Perception Check
16
1d20+6 10
Survival Check
8
1d20+6 2
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spacer.pngTanith Camarilla, Elven Wizard

Tanith Profile

Female Lawful Neutral Elf Wizard (Conjuration - Teleportation)

Level 1 Init 5 HP 8/8 Speed 30'
AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2)
Light Crossbow +3 (1d8, 19-20/x2)  (+3 Dex)
Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Cantrips: Acid Orb, Dancing Lights, Mage Hand

1st level Mage Armor, Grease, Colour Spray

Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door

Wand of Infernal Healing 50/50

Condition None 

Familiar 'Imp' Profile

Familiar (Elemental Familiar [Air]) Thrush "Imp"
N Diminutive (+6 to fly +8 to stealth) animal
Init +2 Senses low-light vision

Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9

AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4  

Fort +0 Ref +4 Will [+4]

Speed 10 ft Fly 50 ft (good)

Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft.

Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13
Race Feats Skill Focus (Perception)
Skills Fly (Good) +16, Perception +9, Stealth +14
Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link.

Tanith, complex emotions visible in her demeanor, is inured to such scenes from a lifetime growing up in Cheliax. Thus first she seems unmoved by the horrific tableau before her. She then breathes something of a 'put upon' sigh as someone might faced with a week of burial duty. This switches a look of suspicion and slight alarm as her eyes look this way and that, clearly alert for danger, despite the fact that it looks like whatever happened here they missed it.

"Decomposition odour is good.. could mean its finished.. the lack of carrion eaters isn't.", she remarks in a whisper.

She nods at Khan as he asks for Imp to take a look. It was a good suggestion, the air would be safer than the ground.

Imp pipes up, albeit very quietly.. "You got it.", before jumping off of Tanith's shoulder and going airborne.. small and difficult to spot Imp makes a good spy.

Imp Stealth (take 10) = 24.

Edited by Starhawk (see edit history)
Name
Imp Perception
14
1d20+9 5
Tanith Perception
23
1d20+9 14
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Seeing the corpses in the camp, Vesal unsheathes her scimitar - just to be safe. Fighting back a gag reflex, Vesal decides to pinch her nose. Smelling less of the camp was worth the loss of dignity. She nods in agreement at Khan's request to wait for him.

"While the fort is bellyaching about the kobolds and worrying about the Society, this camp is getting shredded by something much worse. " she comments while waiting for Khan

 

AC: 18 (19 if adjacent to a single foe) HP 9/9 Bard Song 12/12 1st 2/2 Fire Resistance 5  Fast heal 2 1/1

Actions

 

Stat Block

Vesal
M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30

AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2,

CMB +1, Base Attack Bonus 0, Action Points n/a

scimitar +4 (1d6+4, 18+; x2 +2fire)

darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex)

wand of clw 50 charges

Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None  

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As you inch closer, just behind a large box, there is a figure hunched over a corpse. It's devouring the bloated remains. It notices you and rises to attack. At the same time, from behind a tent comes a second, shambling figure.

 

Round 1 All PCs May Act.

*

 

 

*** MAPS AND HANDOUTS ***

 

 

 

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vesalhead.jpeg.ed24b180969fedcc75544509b3392971.jpeg

Vesal snarls at the sight of walking corpses. The Everlight hated undead as much as the Lady of Graves.

"Destroy the tainted ones. " Vesal announces as she moves and attacks the nearest undead.

 

AC: 18 (19 if adjacent to a single foe) HP 9/9 Bard Song 12/12 1st 2/2 Fire Resistance 5  Fast heal 2 1/1

Actions

 

Stat Block

Vesal
M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30

AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2,

CMB +1, Base Attack Bonus 0, Action Points n/a

scimitar +4 (1d6+4, 18+; x2 +2fire)

darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex)

wand of clw 50 charges

Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None  

Name
atk, slash damage
15; 6
1d20+4;1d6+4 [11]; [11,2]
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