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


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"Sure I can carry those, just let me rearrange my backpack." After walking for a while, "Hey didn't we pass that tree a while ago?"

 

Sorgath

Male CN Half-Orc Medium

Level 1 Init 2 HP 10/10 Speed 30'
AC 17 Touch 12 FF 15 CMD 16 Fort 5 Ref 4 Will 2 CMB +4 BAB 0 

Fauchard, Cold Iron +5 (1d10+6+3, 18-20/x2)
Fauchard, Cold Iron, Large +5 (2d8+7+3, 18-20/x2)

Sling +2 (1d4+4, x2)

Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14
Condition None 

Edited just now by kanatafun (see edit history)

Name
aid survival
-1
1d20-2 1
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Your journey goes well for a long time. Too long. Eventually, the team comes to the realization that you're off track. It takes some time to reorient and make it to your destination.

 

This ancient valley nestled in the Bandu Hills is well hidden, being almost impossible to spot from more than a mile away. Ancient megalithic stones—most of which are toppled and partly buried—ring the border of this deep valley. These stones,
long since weathered by time and encrusted with vegetation, serve as the only indication that humanoids may have at one
time settled this region. The thick forest canopy of the valley below hides any sign of civilization—ancient or otherwise— from outside observers.

 

If you wish, you may take rubbings of the megaliths that border the ridge. With a Linguistics 20 or speak Dwarven can determine that megaliths call this area as the Valley of Broken Blood and the city within as Ashkurhall.

 

The terrain down the 300 feet to the dense jungle below is treacherous.

Each of you needs to attempt a Climb 14 check. Failure by 5 or more causes you to lose your footing and, slide 1d6×10 feet down the rocky slope, and take 1d3 points of falling damage per 10 feet you fall before arresting his fall.

Alternatively, with a Survival 15 you discover a switchback trail hidden by overgrowth that can safely traverse to the valley floor without needing to attempt Climb check.

 

STATS

Perception: Normal

Terrain: Jungle

Cover: Normal

 

Sorgath- 10/10 HP;

Tanith- 8/8 HP;

Vesal- 9/9 HP;

Khan- 12/12 HP;

 

 

 

*** MAPS AND HANDOUTS ***

 

 

 

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"That sure looks dangerous, let me help you find another route before we try to climb down."

 

Sorgath

Male CN Half-Orc Medium

Level 1 Init 2 HP 10/10 Speed 30'
AC 17 Touch 12 FF 15 CMD 16 Fort 5 Ref 4 Will 2 CMB +4 BAB 0 

Fauchard, Cold Iron +5 (1d10+6+3, 18-20/x2)
Fauchard, Cold Iron, Large +5 (2d8+7+3, 18-20/x2)

Sling +2 (1d4+4, x2)

Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14
Condition None 

Edited just now by kanatafun (see edit history)

Name
aid survival
11
1d20-2 13
climb check
16
1d20+6 10
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vesalhead.jpeg.ed24b180969fedcc75544509b3392971.jpeg

Vesal look at the treacherous slope. "Well, We tried. Let's go home" she snarks before trying to get safely down this slope.

 

 

AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 12/12 1st 2/2 Fire Resistance 5  Fast heal 2 1/1

Actions

I don't know if we make the survival check as group. She will attempt an aid if she can. Otherwise Vesal will climb. (If she needs to climb, I will use my shirt reroll).

 

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  

Edited by Rakle (see edit history)
Name
survival aid (if allowed)
20
1d20 20
climb if needed
7
1d20+4 3
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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 took a moment to gaze at the valley that was ringed by the weird megaliths. There was no way that he was going to be able to read what what written upon them so he ultimately turned his attention to finding a way down. Climbing looked like it would be treacherous, so he first focused on finding another way.

 

OOC & Mechanics

Survival Check

Climb 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
Survival Check
14
1d20+5 9
Climb Check
25
1d20+6 19
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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, enormously relieved that she didn't have to climb down the treacherous slope. The megaliths she had left behind were a mystery to her, her not speaking dwarven or having any training in linguistics.

Aid Attempts

Imp, flying in Khan's vicinity tries to help out, as does Tanith..

 

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Working together, you find a switchback that allows you to, with caution, make it to the bottom safely.

 

At the bottom, you find yourselves beneath a dense canopy of tall jungle trees. Due to the limited sunlight that comes through the canopy, the jungle floor is largely devoid of undergrowth, save for extremely small and sparse vegetation. The majority of the jungle floor is made of massive root structures from the ancient trees and moss-covered rocks.


C1.
You can easily follow the trail of the kobolds and miners, who did not work to conceal their tracks once they got this far. The tracks lead you through the jungle to a flowered clearing 2 miles from the ridge.

The dense forestation of the valley jungle thins here, opening up enough to reveal the sky through the canopy. Beneath this opening, an ancient ruin consumed by the jungle is barely visible. Vines and leafy foliage encrust toppled blocks of quarried stone, tall grass grows up between derelict paving stones, and squat statues depicting dwarves in heavy armor stand crooked or fractured entirely from the infiltration of twisting roots. Among the more notable features here are the exotic flowers—tall,
pitcher-shaped, golden blooms with seven petals, the interior of each a deep red. The soothing fragrance of the flowers fills the valley, and motes of pollen drift lazily in the air.

 

Perception 20

You notice skeletal humanoid remains tucked away within the vegetation throughout the ruins.

Knowledge (nature) 15

The flowers as heart-eater blossoms, a breed of inanimate carnivorous plants that feed on the blood and marrow of cadavers. These flowers are typically found in northern Avistan and were most prominent in the lost nation of Sarkoris.

 

A second Knowledge (nature) check.

 

STATS

Perception: Normal

Terrain: Jungle

Cover: Normal

 

Sorgath- 10/10 HP;

Tanith- 8/8 HP;

Vesal- 9/9 HP;

Khan- 12/12 HP;

 

 

 

*** MAPS AND HANDOUTS ***

 

 

 

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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.

 

Circumstances conspire to keep Tanith in the dark, when by rights she should have noticed something.

OOC: What were the odds of that? Did I pick up Mindcrime's dice?

Aid Attempts

 

 

Edited by Starhawk (see edit history)
Name
Perception
11
1d20+9 2
Imp Perception
19
1d20+9 10
Knowledge Nature
18
1d20+10 8
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vesalhead.jpeg.ed24b180969fedcc75544509b3392971.jpeg

Pointing at the flowers with her saber, Vesal asks "Are those flowers poisonous? Red flowers along a path towards a kobold lair seem suspicious. " Her complete lack of gardening knowledge is on full display.

 

 

AC: 18 (19 if adjacent to a single foe) HP 6/9 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  

Edited by Rakle (see edit history)
Name
perception
10
1d20+4 6
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"Nature usually warns us with bright colours. Let us just steer clear of them if we can." I will detect magic in the off chance they are hostile and have killed before and someone had an item if value.

 

Sorgath

Male CN Half-Orc Medium

Level 1 Init 2 HP 10/10 Speed 30'
AC 17 Touch 12 FF 15 CMD 16 Fort 5 Ref 4 Will 2 CMB +4 BAB 0 

Fauchard, Cold Iron +5 (1d10+6+3, 18-20/x2)
Fauchard, Cold Iron, Large +5 (2d8+7+3, 18-20/x2)

Sling +2 (1d4+4, x2)

Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14
Condition None 

Edited just now by kanatafun (see edit history)

Name
perception
15
1d20+2 13
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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 casts detect magic and veers the detection cone left and right as they progress, on the offchance it picks up something that's not apparent.

Aid Attempts

 

 

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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 looked around at the surroundings before focusing on the exotic flowers.

 

OOC & Mechanics

Perception Check

Knowledge Nature Check

Knowledge Nature 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
Perception Check
21
1d20+6 15
Knowledge Nature Check
18
1d20+5 13
Knowledge Nature Check
20
1d20+5 15
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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 ponders the matter once more and something answers from the back of her head.

Aid Attempts

 

 

Edited by Starhawk (see edit history)
Name
Nature
29
1d20+10 19
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Posted (edited)

 

Working together, you find a switchback that allows you to, with caution, make it to the bottom safely.

 

At the bottom, you find yourselves beneath a dense canopy of tall jungle trees. Due to the limited sunlight that comes through the canopy, the jungle floor is largely devoid of undergrowth, save for extremely small and sparse vegetation. The majority of the jungle floor is made of massive root structures from the ancient trees and moss-covered rocks.


C1.
You can easily follow the trail of the kobolds and miners, who did not work to conceal their tracks once they got this far. The tracks lead you through the jungle to a flowered clearing 2 miles from the ridge.

The dense forestation of the valley jungle thins here, opening up enough to reveal the sky through the canopy. Beneath this opening, an ancient ruin consumed by the jungle is barely visible. Vines and leafy foliage encrust toppled blocks of quarried stone, tall grass grows up between derelict paving stones, and squat statues depicting dwarves in heavy armor stand crooked or fractured entirely from the infiltration of twisting roots. Among the more notable features here are the exotic flowers—tall,
pitcher-shaped, golden blooms with seven petals, the interior of each a deep red. The soothing fragrance of the flowers fills the valley, and motes of pollen drift lazily in the air.

 

Khan sees more bodies in the vegetation. At least 50 of varying races. This would explain why the heart-eater flowers are so prevalent here. That and the two xtabays. He also recognizes the sleep inducing xtabay pollen lazily drifting throughout the clearing.

There is a fresh kill near one xtabay.

 

 

STATS

Perception: Normal

Terrain: Jungle

Cover: Normal

 

Sorgath- 10/10 HP;

Tanith- 8/8 HP;

Vesal- 9/9 HP;

Khan- 12/12 HP;

 

 

 

 

*** MAPS AND HANDOUTS ***

 

 

 

Edited by Dax Thura (see edit history)
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