DM B's Scions of the Sky Key PFS PbP HIGH Tier Campaign (Inactive)

Game Master Beckett

DM Notes:

INIT:

[spoiler=
[dice=Caith]1d20+0[/dice]
[dice=Garret]1d20+1[/dice]
[dice=Kylar]1d20+7[/dice]
[dice=Nicolae]1d20+6[/dice]
[dice=Roderick]1d20+9[/dice]
---------------------------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Weeks have passed since Venture-Captain Nieford Sharrowsmith departed for the Bandu Hills, and having not heard from him since but learned of an Aspis Consortium expedition bound for the same destination, the Society and local allies have grown worried for the aging explorer’s safety. As the PCs travel south on Sharrowsmith’s trail, they must track the venture-captain to the ruins he sought while also dealing with the aftermath of his actions.

A powerful guardian stands vigil over the ancient ruins where Venture-Captain Nieford Sharrowsmith disappeared recently, yet the beast has a weakness: a prophesied talisman now in the possession of an elusive grippli tribe deep in the Kaava Lands. The PCs must win the reclusive people’s trust and claim the prize—all before the Aspis Consortium does!

Having bested the Aspis Consortium and recovered a powerful weapon, the PCs return to the Bandu Hills to delve into its ruins, confront the ancient guardian within, and find their missing venture-captain. Even greater secrets lie below, and the Pathfinders soon find that there is more to the so-called Golden Guardian than legends suggest. Are you resourceful enough to survive the mounting danger and find Nieford Sharrowsmith?

MAP


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Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

"I have 50 ft'of knotted rope, should help I be guessin' "

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar explains all about the area as they head out.

Deepblood Ravine runs from northeast to southwest in the eastern Kaava Lands. Most of the ravine’s western half is close to lizardfolk territory, and the eastern half is generally considered less dangerous. As he draws a crude map of the area.

Pointing tone area with a stick

Deepblood Ravine was once the home of a large tribe of lizardfolk, but the arrival of carnivorous dinosaurs in the ravine drove them out. Ever since, the lizardfolk have aggressively expanded their territory in every other direction.
The lizardfolk of the Kaava Lands are generally more open than others of their kind when dealing with non-lizardfolk. Nonetheless, they are highly unpredictable, proud, and violent—a combination that has resulted in a many deadly encounters over the years. The lizardfolk of Deepblood Ravine, in particular, are aggressively pragmatic survivors. Their conquest of the Krihirik village is inevitable unless the gripplis can secure some advantage.

-

Dropping the stick to the ground he says. There isss alssso a ssscarred human in the area that we should be weary of name Fiveknives

**************************

Kylar looks down the large ravine.

Knowledge Nature: 1d20 + 1 ⇒ (4) + 1 = 5

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

I have rope as well. Nicolae offers.
Can we take 10 on that climb test? Also, since we have enough rope, would it be possible to secure the party members that cant climb with the line and just lower them down one by one?

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

I may need that bit of luck Garret.

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

I will need more than a little, unless Nicolae idea works

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

This one was a bit confusing to the other group. Technically the DC is only 10 with a knotted rope, BUT, if you want to avoid the Monkey Root, it becomes a 15. And you really do. You can Take 10, but if that would net you less than a 15, I suggest you either roll or get some Aid Anothers. However, that being said, you basically need to roll a 1 and have a huge penalty to even risk falling. The fall DC is literally 1-4.
-
So, assuming you can make a DC 15 normally (on a Nat 20), you can both Aid Another and Take 10. In this case, as you are not rushed or in any particular immediate danger, I'll even allow you to Take 10 on the Aid Another check (which is itself DC 10). Alternately, Feather Fall, and perhaps things like Levitate are also options. Normally, I'd skip this sort of thing, assuming everyone just makes it, but there are repercussion later for either touching or not touching the Monkey Root sap.
-
You might also notice, not related to this Climb check, that I've also added a small note up top, "Delays". Just keep that in mind. :P

Sovereign Court

Male Human Unchained Rogue 4 | HP 39/39 | AC 21 T 16 FF 16 | Saves: F: +4 R: +9 W: +3 | CMD: 19 | Init: +6 Percep: +7 SM: +4

Well, Darius can hit a 17 when taking 10 to climb, so he can handle himself and I assume Aid Another for one other person at a time? Or aid, then climb himself?

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

kn:nature: 1d20 + 8 ⇒ (3) + 8 = 11

Roderick will try to climb down, but takes a mutagen first to boost his strength.

He will use the knotted rope and any assistance he can get. If he falls, he has boots of the cat he purchased at the end of the last adventure (and a timely purchase it appears).

"I have never been adept at this climbing. I need to research further to improve my aptitude in the future

climb: 1d20 + 1 ⇒ (10) + 1 = 11

Waiting to see what happens. Not sure how far down he gets or if/when he falls

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

As soon as the knotted ropes are tied together and the way down is cleared Caith wraps his hands around the rope and tosses a leg around the rope as he starts to hop down the side of the mountain

Take 10, for 10+8-3 for armor check penalty means I make a 15.

Not sure how assists work in this case, but if allowed to make assist I'll do so, take 10 for that as well if allowed. If not I'll start rolling for it

Once he reaches the bottom he will take a quick look around
Perception take 10 for 10+4=14

and if nothing immediatly stands out to him he will help secure the rope and use nice inspiring words and shout up helpfull tips to the people still climbing down

"Lad, put your foot there!. No! not there, the other there! To the left!... my left..look where I be pointin'! Do not, I repeat not! put your foot on tha loose rock! It will send it down and I be havin' a though head and an even harder helmet, but da doesn't mean I want wantcha to bounce boulders of the top of me head. Now swing left..other left! Steady as she goes! Well done lad"

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

I am at a 13 normally with Take 10 so the assists would put me at 15

Kylar, used to climbing through the brush on the ground hesitantly takes to the knotted rope. Though with taking his time and Caith explaining everything and watching him on the way down he is able to make it safely.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

So, just to make this easier:
1.) Who can make a DC 15 Climb check with Take 10?
2.) How many "aids" would you need to do so?
3.) Who can't?
-----------
Two things to keep in mind, you can remove armor/shields if needed and if you have already made it, the AId Another check is just DC 10.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick cannot make a 15 with T10, even with armor off. He rolled and would need 2 assists. I do not believe you can T10 to assist however

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Same with Kylar I am at a 13 with Take 10. I would need assists the entire way. If it comes down to having to roll Kylar will use his potion of Gaseous Form to safely get down.

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

Caith can make a DC 15 climb check with take 10 (and keeping his armor on)

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

Garret can make a DC 15 climb check taking 10 if he removes his armor. If he only removes his shield he will need 3 aid another.
Garret don´t mind to remove his armor if he´s not the first or last to climb down, so he can be protected.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, I'll assume then that you can make it around without too much difficulty.

Fallen trees, rocky streams, hanging vines, and other obstacles litter the ravine floor, making travel through this area just as difficult despite the sparser foliage. After several hundred feet, the terrain gives way to a natural trail running through the middle of the ravine. In most places the trail is a mere five feet wide, though it widens to fifteen or even twenty feet in some areas. The ravine walls and the distant canopy still block out most of the natural light along the path.

Where the path narrows again, a humanoid corpse—one hand in its vest as though desperately trying to reach for something—lies sprawled in the dirt next to a thick, thorny plant. Countless biting ants swarm over the corpse, making its features difficult to discern. You can also easily spot half a dozen sets of humanoid tracks leading away from the area, leaving you with a difficult choice. Trying to cross the trail will likely draw the ant's ire. Or, you could wait them out, slowing your journey, but not risking the swarms seeing you as the next meal.

New map is up.

INIT ROLLS:

Caith: 1d20 + 0 ⇒ (18) + 0 = 18
Darius: 1d20 + 6 ⇒ (16) + 6 = 22
Garret: 1d20 + 1 ⇒ (1) + 1 = 2
Kylar: 1d20 + 6 ⇒ (6) + 6 = 12
Nicolae: 1d20 + 6 ⇒ (12) + 6 = 18
Roderick: 1d20 + 9 ⇒ (19) + 9 = 28
---------------------------------------------------
Ant Swarm 1: 1d20 + 5 ⇒ (13) + 5 = 18
Ant Swarm 2: 1d20 + 5 ⇒ (13) + 5 = 18

Pseudo Round 1
Roderick (), Darius (), & Nicolae ()
--------------------------------------------------------------------
Ant Swarms (/) (No action unless provoked or distracted)
--------------------------------------------------------------------
Caith (), Kylar (), & Garret ()

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick will hurl a bomb at the swarm of ants closest.

"this ought to burn a bug or two."

Bomb, range: 1d20 + 6 ⇒ (20) + 6 = 26 Blast dmg : 2d6 + 3 ⇒ (2, 3) + 3 = 8 dc 14 splash for another 5 fire dmg.

bummer...doubt can crit but maybe extra damage from aoe splash?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I believe on a direct hit it can crit. Honestly not sure. However, the Splash damage would not change, as far as I know. Either way, the nearest Swarm is decimated.

Pseudo Round 1
Roderick (), Darius (), & Nicolae ()
--------------------------------------------------------------------
Ant Swarm ()
--------------------------------------------------------------------
Caith (), Kylar (), & Garret ()

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Can we use the spot opened by Roderick to run pass the swarm? And avoid fighting it? If so Nicolae will do it

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

You could.

Darius has a similar thought, and also begins to try to rush past it, and it seems to work. Well, for them at least. The swarm, aggravated by the prior flaming burst, move over towards the rest of the group, washing over both Garret and Caith as they do., biting deeply all over, crawling with ease under and through their armor and clothing, and injecting tiny amounts of bitter poison as they do.

Automatic Damage: 1d6 ⇒ 6
plus both Poison and Distraction

Fort DC 13 negates (poison):
Str Damage: 1d2 ⇒ 1
Fort DC 13 negates:
You are also Nauseated for 1 Round.

Pseudo Round 1
Roderick (), Darius (), & Nicolae ()
--------------------------------------------------------------------
Ant Swarm ()
--------------------------------------------------------------------
Caith (-6), Kylar (), & Garret (-6)

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar pulls forth an alchemist's fire and hurls it at the swarm of wiggling ants.

Alchemist's Fire: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Miss direction? just in case: 1d8 ⇒ 8

Point Blank Shot

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

Fort vs Poison: 1d20 + 6 ⇒ (2) + 6 = 8
2nd Fort save: 1d20 + 6 ⇒ (6) + 6 = 12

Poison runs wild throught Garret veins, and he starts feeling as if the ants were bitting him inside his stomach. With such problems, Garret is only able to put his hand over his mouth, to avoido puke, and stumble toward his friends.

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

Fort save vs poison: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Fort savs vs distraction: 1d20 + 6 ⇒ (18) + 6 = 24

As the ants crawl up his legs and through his beard Caith roars in frustration as he can't swat them all away then the ants around him start to burn to a crisp as the alchemist fire washes over him

"Thanks for getting them crawlin' bugs of me lad, but next time, please wait till I'm out of the thick of things before applying fire."

Caith moves out of the swarm, taking up a position that won't allow the swarm to crawl back over him and someone else at the sime time while pulling out a vial of alchemical fire from his bag - just in case it's still needed in a few seconds..

Damage: 6+1 fire?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The alchemical bomb lands and explodes, catching the swarm, (and those caught within it) in a fiery blast, but it isn't enough to kill most of the critters still well hidden and protected within their armor and clothing.

In the future, please specify if you are trying to make a direct hit (vs the targets touch AC) or are instead trying to target a square (AC 5, but only deals splash damage). It just makes it easier on me.

Splash Weapons

Caith and Garret take 1 splash damage, only. 1 round later, the swarm MAY take another 1d6 damage from the alchemist fire, but you are not sure at this point.

Pseudo Round 2
Roderick (), Darius (), & Nicolae ()
--------------------------------------------------------------------
Ant Swarm (-10)
--------------------------------------------------------------------
Caith (-7), Kylar (), & Garret (-7)

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick, seeing the ants approach within reach, will direct a bomb into their center (target square).

He directs the blast away from himself and Kylar to avoid splash damage upon them, while splashing the swarm.

Bomb, range, pb: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 Blast dmg : 2d6 + 3 + 1 ⇒ (2, 4) + 3 + 1 = 10 dc 14 splash for another 6 fire dmg.

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Not much I can do.
Nicolae moves away from the swarm.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Roderick's second bomb is enough to do them in. Afterwards, with the way now clear, you are able to rifle through the corpse of the Aspis Agent left behind. The following gear lies in the undergrowth near on or near the body: a rapier, a masterwork composite longbow, a potion of invisibility, a potion of cure moderate wounds, two oils of magic weapon, two sleep arrows, and two flasks of alchemist’s fire. There is also a prestine magical rope.

Spellcraft DC 18:
It is a ROpe of Climbing

[spoiler=Perception DC 12] You also find a small note:
Jace,
I have had enough of your games. Cheating at dice is one thing, but gambling away our wages… that I will not forget. No more idle jobs for you. This time you go into the jungle with the others. Bring back the eggs or face my displeasure. I will not bother reporting to Zaril this time, if you fail I will let your fellow agents take care of you in whatever manner they see fit. And you will not see a bit of coin until the talisman is in my hands.

You also have a little "off-screen" time to heal up as needed. Just let me know how it's done.

The floor of the ravine slopes downward slightly and the foliage overhead gradually thins. The ravine is wider here, and numerous boulders scattered throughout the area attest to steady erosion. Some of the boulders bear strange carvings and are even hewn into rough pillars, but they jut at odd angles out from the landscape and don’t seem to be a part of any surviving structure. Nestled in the shadow of two such pillars is a shallow pit scraped out of the earth by some massive creature’s claws.

The nest contains several branches, the half-eaten body of a leather-clad humanoid, several broken shells, and a several large, intact eggs. In the trampled foliage near the nest lies the corpse of a massive, bipedal dinosaur, its tooth-lined maw agape and its hide pierced with dozens of crude javelins.

Survival (Track) DC 12:
You can clearly see signs and track of hundreds of reptilian humanoids having travelled and fought in the area within the last few hours. It also seems most of them left the area, again fairly recently.

Near the nest, a pair of Lizardfolk warriors remain. From what you can tell, it appears that they, and likely many, many others of their kind have been feasting on the dead dinosaur and it's eggs. Where it's mate is, you can not say. As you approach, they notice you, dropping the half-eaten eggs to shatter fully on the ground and grab their weapons and prepare for a fight amidst a few comments in Draconic. You can also see that within the mostly ransacked nest, 5 viable dinosaur eggs still remain.

All have a mourningstar, a shield, and javelins. There really isn't anything worth noting in a Know check, (that would be particularly relevant anyway) outside of the fact that they have pretty thick hides.

Diplomacy DC 25 (if you speak Draconic and don't want to fight):
If no one else attacks, you are able to de-escalate the situation enough to at least have civil words.

<In order to aid, you need to have both a +5 Diplomacy and also speak Draconic.>

OR

INIT ROLLS:

Caith: 1d20 + 0 ⇒ (9) + 0 = 9
Darius: 1d20 + 6 ⇒ (15) + 6 = 21
Garret: 1d20 + 1 ⇒ (19) + 1 = 20
Kylar: 1d20 + 6 ⇒ (18) + 6 = 24
Nicolae: 1d20 + 6 ⇒ (16) + 6 = 22
Roderick: 1d20 + 9 ⇒ (1) + 9 = 10
---------------------------------------------------
Lizardfolk 1 & 2: 1d20 + 2 ⇒ (13) + 2 = 15
Lizardfolk 3 & 4: 1d20 + 2 ⇒ (3) + 2 = 5

ROUND 1
Kylar (), Nicolae (), Darius (), & Garret ()
---------------------------------------------
Lizardfolk 1 () & Lizardfolk 2 ()
---------------------------------------------
Roderick () & Caith ()
---------------------------------------------
Lizardfolk 3 () & Lizardfolk 4 ()

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick does not need any healing, so sets his mind to tracking...but sees nothing of interest.

survival: 1d20 + 5 ⇒ (5) + 5 = 10

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar offers his wand of CLW to Caith. Sssssorry for burning your beard.

Kylar inspects the gear on the Aspis agent's body.

Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7

***************************************
Survival: 1d20 - 2 ⇒ (10) - 2 = 8
Draconic Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23

Kylar steps forward raising his arms in the air.

Draconic:
We don't wish to fight. We just came for the eggs is all and then we will be on our way.

His voice hisses with guttural growls at the lizardfolk.

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

Thanks for getting the ants out of the path, but maybe we should first ask if we want to follow the hard or the easy route. At least I´ll don´t mind to be asked. Garret don´t looks angry or upset for not being asked. It´s more than he´s used to make suggestion to whichever group he works with.

Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Survival: 1d20 + 3 ⇒ (12) + 3 = 15 +1 if it counts as a jungle

[b]Guys. There are tracks of lots of reptilian humanoids having travelled and fought in the area within the last few hours. Possibly hundred of them. Fortunately most of them left the area recently.

Telling people we could see reptilian humanoids after reading about lizardmen festing on eggs seems weir, but... maybe is useful to someone

Garret waits until Kylar finish talking with the lizardmen. He´ll gladly pick the eggs without fight, but as he doesn´t speak draconic he can´t help a lot.

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

"Not a problem lad. No harm, no fool. Just pay a wee bit more attention next time and I'll be happy as a hog rollin' around in the muck"

Caith waves the offered wand away and asks Garret to use his (Caith's) own wand of cure light wounds on him once

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

"Ah, much betta."

When arriving at the lizard folk Caith has no idea what is being said, but he trusts in his team mate(s) and hangs back - not wanting to disturb what's going on.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Anyone else have Draconinc? If not, go ahead with actions.

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Nicolae seems disappointed that Kylar decided to talk to the kobolds insted of fighting them. I suppose it can't all be fun and games. He shrugs but keeps his weapon at hand just in case.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As Kylar tries to stop the inevitable, one of the Lizardfolk hurls a javelin, cutting the negotiations short. They just don't seem interested in talking. I'm going to say that that was his action for the round, too.

ROUND 1
Kylar (), Nicolae (), Darius (), & Garret ()
---------------------------------------------
Lizardfolk 1 () & Lizardfolk 2 ()
---------------------------------------------
Roderick () & Caith ()
---------------------------------------------
Lizardfolk 3 () & Lizardfolk 4 ()

Sovereign Court

Male Human Unchained Rogue 4 | HP 39/39 | AC 21 T 16 FF 16 | Saves: F: +4 R: +9 W: +3 | CMD: 19 | Init: +6 Percep: +7 SM: +4

Darius draws a single sword, then hurries forward, careful to not get TOO far out in front.

Double move

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Nicolae runs forward and grabs some cover in the first boulder near the lizardman.
Run action in almost a strait line to grab cover behind boulder.

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

Garret moves foward, stopping only to cast bless over his companions.

Looks like talking their languaje don´t help a lot

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As Nicolae, Darius, and finally Garret, first to react, move forward and make ready for the inevitable battle, so to do the closest pair of Lizardfolk. Their faces twist into reptilian masks of rage as they grasp their morningstars with both hands as they move up with blinding speed to attack. The first one to advance smacks Nicolae alongside the head pretty hard, enough to catch his attention, while the other one just misses Darius who is able to sidestep at just the last moment.

Morningstar vs Nicolae (AC 18): 1d20 + 12 ⇒ (11) + 12 = 23 <HIT>
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Morningstar vs Darius (AC 21): 1d20 + 12 ⇒ (5) + 12 = 17 <miss>

ROUND 1
Kylar (), Nicolae (-10), Darius (), & Garret ()
---------------------------------------------
Lizardfolk 1 (rage) & Lizardfolk 2 (rage)
---------------------------------------------
Roderick () & Caith ()
---------------------------------------------
Lizardfolk 3 () & Lizardfolk 4 ()

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick will move forward 30' and lobs a bomb at the lizard that hit Nicolae.

"You will pay for such aggression! ."

He shapes the blast to avoid splashing Nicolae and darius.

Bomb, range, pb: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 Blast dmg : 2d6 + 3 + 1 ⇒ (1, 6) + 3 + 1 = 11 dc 14 splash for another 6 fire dmg.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The bomb hits, but only barely, exploding outward at a weird angle to also catch the other one in it's spray.

Refl: 1d20 + 3 ⇒ (8) + 3 = 11

ROUND 1
Kylar (), Nicolae (-10), Darius (), & Garret ()
---------------------------------------------
Lizardfolk 1 (rage, 11) & Lizardfolk 2 (rage, -6)
---------------------------------------------
Roderick () & Caith ()
---------------------------------------------
Lizardfolk 3 () & Lizardfolk 4 ()

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

With his direct line of charging blocked Caith has no other option then to move as quickly as he can towards the battle in order to join in

(double move)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The ravine suddenly falls silent—no birds, monkeys, or other jungle creatures are audible. A few heartbeats later, a bellowing roar echoes through the ravine, causing countless small birds and animals to abandon their hiding places and scatter as quickly as possible.

A series of great shuddering cracks herald the downfall of several trees in the distance, and a second thunderous roar pierces the air, followed by the frantic shouts of panicked humanoids. Suddenly, a massive dinosaur bursts out of the jungle to the southwest, pursuing a dozen leather-clad explorers through the ravine. The furious creature sweeps up a straggler into its massive jaws and flings the screaming victim off into the jungle, roars, and rushes toward its next target.

It looks like you found the rest of the Aspis Agents. Stunned for only a moment, the Lizardfolk suddenly flee, knowing that they have no chance against both you and her. Seeing your one chance, Caith, Darius, and Nicolae rush forward and grab as many of the eggs as they can. They spot you as well, and suddenly seem to flock right towards you. Then right past you, fleeing from the massive, very pissed off T-Rex mother. She spots you, eggs still in hand, and begins rushing after the Aspis, RIGHT AT YOU. . .

Ok, so I was pretty excited about this when I ran it for the low tier game, but it didn't go over well. This is a special Chase Scene, but runs a little bit differently. Mainly, you are not trying to catch someone, you are trying to run like hell and not get eaten. Throughout, you are in competition with the Aspis Consortium team, BUT, and I need to make this clear, as the other group just didn't seem to get it, this is a Team challenge, not an individual one. So, I'm going to call for an assortment of rolls, and you need to pick one or the other (individually), but your efforts contribute to the progression of the entire team. So if someone fails, that's okay. The rest of the team (hopefully) helps out. Each "round" also offers two options. The first one is trying to help your team out, while the second one is trying to slow down the Aspis team in the same sense that you don't need to be the fastest person, just faster than the slowest person, (or in this case, team).

So, with all that in mind, I need some rolls, from everyone. Alternatively, you can instead do a Standard Action action, IF it is either relevant to slowing down or making it harder on the Aspis team or boosting your team. But, the caveat is that it needs to affect the entire team. Single target attacks/spells don't help, unless it is pertinent to the terrain.

1.) Acrobatics or Combat Maneuver Bonus (trip)

2.) Survival or Strength

3.) Stealth or Attack Roll

4.) Acrobatics or Swim

5.) Ranged Attack or Perception

6.) Know Nature or Escape Artist

7.) Handle Animal or Attack

8.) Climb or (Str or Dex)

PS, map has been updated. . .

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Round 1

Kylar has never felt fear like this before until he has seen the T-Rex burst forth from the trees. Quickly he takes off into a run and attempts to leap over a fallen tree.

Acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14

Round 2

Seeing the Aspis Agents gaining on him he grabs one y his aror and attempts to throw him to the ground.

Strength: 1d20 - 1 ⇒ (9) - 1 = 8

Round 3

Finding a small Cave Kylar quickly ducks into it hoping the T-Rex will not see him.

Stealth: 1d20 + 8 ⇒ (17) + 8 = 25

Round 4

Hopping out from the cave Kylar jumps up onto a small outcropping finding he did not let the T-Rex pass long enough.

Acrobatics: 1d20 + 8 ⇒ (14) + 8 = 22

Round 5

Quickly he looks for a way to stay ahead of the Aspis.

perception: 1d20 + 4 ⇒ (7) + 4 = 11

Round 6

The Aspis attempts to grapple with him and he quickly escapes the man's grasp by kicking him in the knee. The T-Rex clamors closer. Too close for comfort.

Escape Artist: 1d20 + 8 ⇒ (18) + 8 = 26

Round 7

Not sure if you needed a specific attack for this one. If so I will use Acidic Ray

Kylar lasy down a ray of Acid catching a couple of the Aspis in the process or at least slowing them down.

Attack: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

Round 8

He runs as fast as he can getting one final push of energy to sprint past the Agents.

Dex: 1d20 + 4 ⇒ (20) + 4 = 24

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

The first skill listed is to run, the second is to slow down then enemy? Or do you need to pick one? I’ll add my choice just in case it’s needed

Round 1 – slowing down the enemy

Seeing a huge dinosaur burst out of the foliage Caith starts to freak out until he sees the enemy team and decides to slow them down so that they will be between us and the dinosaur - buying us time to get away from it

combat maneuver: 1d20 + 8 ⇒ (10) + 8 = 18 (if reposition is allowed instead of trip add +1, if a bull rush is allowed to bash one of them infront of the dinosaur add +7 - I'm not following up/moving with the bullrush in that case :) )

Round 2 – slowing down the enemy

Noticing one of the enemies get close Caith grabs hold of a sturdy tree branch and pulls with all his strenght, either to pull down the tree and block the path or to have it slam back into our pursuers

Strenght: 1d20 + 4 ⇒ (2) + 4 = 6

Round 3 – slowing down the enemy

Caith takes a swing at one of the enemies
Attack roll: 1d20 + 8 ⇒ (11) + 8 = 19 (depending on what the attack roll is made with some bonus applies - attack with a weapon/spiked armor is another +2)

Round 4 – getting away myself, since I can’t figure out how this would slow down someone else

Caith goes for a swim
Swim: 1d20 + 9 - 3 ⇒ (3) + 9 - 3 = 9

Round 5 – slowing down enemy

Caith picks up a nice rock and throws it at one of the enemies head to distract him
Ranged attack: 1d20 + 8 ⇒ (11) + 8 = 19

Round 6 – slowing down enemy

Caith tries to remember if any of the nearby brush could contain a bees hive or some sticky leaves to slow down pursuit

Untrained Knowledge (nature): 1d20 + 0 ⇒ (1) + 0 = 1

Round 7 – slowing down enemy

Caith takes a swing at someone

Attack: 1d20 + 8 ⇒ (11) + 8 = 19 (if this is with a weapon, add another +2)

Round 8 – get away myself

Having nowhere left to run Caith decides to climb into something and hope it’s high enough to escape

Climb: 1d20 + 8 - 3 ⇒ (2) + 8 - 3 = 7

Panting Caith looks around to see how everyone has done.

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

Garret thanks Desna for having given him the ability to run faster than other people. And praises her to help his companions too.

1.) Acrobatics or Combat Maneuver Bonus (trip)

Seeing he´s about to bump into one of the aspis agents, and knowing he´ll not be able to avoid him, Garret tries to make him fall

Trip: 1d20 + 5 ⇒ (19) + 5 = 24Having make someone fall to death don´t make my cleric feel like he´s really good

2.) Survival or Strength

A huge aspis thuig is near him, trying to push him in a quicksands. Not wanting to be responsible of more deaths, Garret tries to find a safe path.

Survival, in jungles: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17

3.) Stealth or Attack Roll

Thouting he had found one, he needs to go there unnoticed. Something hard for him, but maybe if he punches him in the face with his spiked gauntlet he can obscure his vision with some blood.

Attack, masterwork: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21

4.) Acrobatics or Swim
I think the same as Kyler, how could swim hamper anyone?

The path comes to a river with some trunks as a imprivised bridge. But it looks dangerous, so Garret decis to wade the river and swim.

Swim with armor penalty: 1d20 - 3 ⇒ (2) - 3 = -1

He almost sunk to the bottom of the river, but fortunately he finds a branch to catch and slowly go out of there

5.) Ranged Attack or Perception

It looks some aspis agents picked their crossbows to attack them. Garret tries to find a place where they can fire at him. Crossing shots with them surely means the T-Rex come and eat them all.

Perception: 1d20 + 12 ⇒ (2) + 12 = 14

6.) Know Nature or Escape Artist

There some dangerous looking vines in front of him. But not all looks equal, maybe if he can find the harmless...

Untrained Knowledge nature: 1d20 + 1 ⇒ (14) + 1 = 15 If it can´t be made untrained, use the roll with a -5 for escape artist

7.) Handle Animal or Attack

In front of him there are some.. who minds, jungle animals. If he can scare them in the aspis agents direction Garret and his companions could outrun them.

Attack, masterwork: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10

8.) Climb or (Str or Dex)

It looks some aspis had survived so long . So, praying for Desna forgiveness, Garret picks the jacket of one of them and pull with his last strengh. Trying to send him back to the T-Rex.

Strengh check: 1d20 + 2 ⇒ (10) + 2 = 12

Having a litle breather, Garret looks around glad to see his companions near. Then he looks back with fear, hoping to see the T-Rex distracted with the aspis agents.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

1.) Acrobatics or Combat Maneuver Bonus (trip)

acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16

Roderick, not quite at home tries to run from the t-rex while doing his best to avoid the tangle of roots and vines.

2.) Survival or Strength
survival: 1d20 + 8 ⇒ (20) + 8 = 28

Using what skill he has with nature, he works with Garret to find a safe path through the hazards.

3.) Stealth or Attack Roll
stealth: 1d20 + 3 ⇒ (4) + 3 = 7

Not ready to risk a melee attack, he ducks behind a large clump of trees and catches his breath

4.) Acrobatics or Swim
acrobatics: 1d20 + 3 ⇒ (7) + 3 = 10

Once again darting out when the time is right.

5.) Ranged Attack or Perception
Bomb, range, pb: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 Blast dmg : 2d6 + 3 + 1 ⇒ (1, 4) + 3 + 1 = 9 dc 14 splash for another 6 fire dmg.

Looking to slow down the enemy and draw attention of the t-rex away from his team, he lobs a bomb at the Aspis.

6.) Know Nature or Escape Artist
kn:nature: 1d20 + 8 ⇒ (9) + 8 = 17

Continuing to work with Garret on the nature of the vines.

7.) Handle Animal or Attack
longspear: 1d20 + 3 ⇒ (11) + 3 = 14 for dmg : 1d8 + 1 ⇒ (3) + 1 = 4

He stabs with his longspear when forced into a corner, trying to fend off the attackers.

8.) Climb or (Str or Dex)
climb: 1d20 + 3 ⇒ (13) + 3 = 16

At the end, he climbs the last obstacle, pulling himself up by vines as necessary.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I just got word that I may be hit pretty hard by work for a week soon, so may or may not be able to post during that time. I'll try to, and I will know for sure soon and be able to let everyone know before hand. But, just wanted to warn you.

As for the chase, all of the first options are for helping your team while all of the second ones are for slowing down the other team. I do need everyone's rolls though, and then I'll sort of narrate what happens before we reach the final battle. To the death.

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Holding a giant dinosaur egg in each hand Nicolae runs for his life. He tumbles past his attackers and starts to get some speed. Run for your life guys!
Round 1: Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26

He spots some quicksand and side steps it.
Round 2: Survival: 1d20 + 10 ⇒ (20) + 10 = 30

As he gets nearer an Aspis man he strikes the poor bastard in the leg.
Round 3: Attack: 1d20 + 9 ⇒ (20) + 9 = 29

Approaching a small stream he jumps over it without slowing down.
Round 4: Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25

And look for places to hide.
Round 5: Perception: 1d20 + 8 ⇒ (7) + 8 = 15

But only see some strange looking plants. They are alive! Nicolae fights to get rid of them as he runs.
Round 6: Escape Artist: 1d20 + 2 ⇒ (10) + 2 = 12

Until finally attacking them to get free.
Round 7: Attack: 1d20 + 9 ⇒ (18) + 9 = 27

The varisian reaches a cliff and climbs it to safety.
Round 8: Climb: 1d20 + 10 ⇒ (10) + 10 = 20

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Damn

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]
DM Beckett wrote:
Damn

That does not bode well, what happened?

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