GM Batpony PFS Special 8-99B Solstice Scar (Inactive)

Game Master Batpony

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Sovereign Court

***OVERSEER ANNOUNCEMENT***

“My Pathfinder allies, thank you for bringing us much needed support,” says Medda, the Twinhorn following’s spiritual leader. She stands beside Anok, her phantom and constant companion. “After the orc ambush sapped our supplies and strength, we pushed north to our winter home. We are only hours away from the stone circle and our encampment—if we are going to make it there by midnight, we need to press on. Once there, we will use Ivvora’s hilt to perform our time-honored ritual and keep evil from our lands.” Medda produces the small hilt of a broken weapon with only a fragment of its black metal blade remaining. “Let us move. There are dangers in these ancient woods: orc raiders, bears that topple trees, and worse. Stay in groups and don’t get lost.”

As the Kellids and Pathfinders reach the top of the hill next to the Twinhorn encampment, they notice splashes of blood and the occasional corpse dotting the landscape. Medda raises her voice, calling, “My brethren, our families are under attack! Secure the camp and drive back any who oppose you. Pathfinder allies, join us in defense of our home!” The landscape opens into a burned hillside where blackened trees stand like lifeless sentinels. A crude blockade shields the entrance to a natural cavern.

@Table GMs: You have until March 28 to run encounter H on page 32. If you finish early, you may proceed to encounter I on page 34.

Dark Archive

Male CN Human Magus (Bladebound) 3.1 | AC 15 {19 w/ Shield} (T 10/FF 15) | CMB +4 CMD 14 (FF 14) | HP 30/30 | Init +0 | Fort +5 Ref +1 Will +3 (+5 vs Cold Weather)| Perception +0 | Speed 30' | Arcane Pool +1: 4/4 | Black Blade's Arcane Pool: 1/1 | Active Conditions:

Looking at the carnage and blood, "Seems someone or something doesn't want the 'evil' to be suppressed again."

Dark draws his sword and readies himself.

@GM: Since we would've had to travel here, did we get back any spells and such that have daily usage?

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Assume travel took place over a course of a day or two, and you have recovered any abilities as a result.

With immediate effect, you make short preparations and travel with the Kellids towards the encampment. The journey across the lands is mundane, slow, and occasionally excited by a small wild animal.

As the Kellids and Pathfinders reach the top of the hill next to the Twinhorn encampment, they notice splashes of blood and the occasional corpse dotting the landscape. Medda raises her voice, calling, “My brethren, our families are under attack! Secure the camp and drive back any who oppose you. Pathfinder allies, join us in defense of our home!” The landscape opens into a burned hillside where blackened trees stand like lifeless sentinels. A crude blockade shields the entrance to a natural cavern.

A mob of seemingly undead humanoids attempt to break through but are soon alerted by your presence and turn their attention towards you. The Zombies immediately proceed to advance on the freshly arrived pathfinders.

Monster Lore: Skeleton Kn.Religion DC10, and Zombie Kn.Religion DC10

Initiative:

Dark: 1d20 + 0 ⇒ (7) + 0 = 7

Kawhen: 1d20 + 5 ⇒ (7) + 5 = 12

Hadza: 1d20 + 4 ⇒ (17) + 4 = 21

Haska: 1d20 + 5 ⇒ (5) + 5 = 10

Angela: 1d20 + 2 ⇒ (2) + 2 = 4

Nigel: 1d20 + 2 ⇒ (8) + 2 = 10
Skeleton: 1d20 + 5 ⇒ (20) + 5 = 25
Zombie: 1d20 + 0 ⇒ (3) + 0 = 3

~~~

Combat Round 1
Conditions:

Skeletons (Ready Action)
Pathfinders are up!

Zombies

Grand Lodge

[Init +8, Per +17, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 10th [HP 53/53, AC 28(32) |ff 19 |t 20, Fort +7, Ref +18, Will +7,] CMD 27

Kahwen is pleased when it becomes evident that the Pathfinders and even their direct allies were not responsible for the theft. He preens as the negotiations finish and crows as the next assignment comes immediately.

"Huzzah, Friends! To return the blade!" he declares.

He is almost as pleased that the orc raid was not much of a threat. He is not pleased when it becomes evident that the camp that they were traveling toward is not going to be the haven expected.

"We will drive these invaders away and save your home!" he shouts, brandishing his sword overhead.

He moves forward but does not rush into the waiting skeletons. Instead, he takes a defensive stance and readies his own blow against them.

Fighting Defensively as a Standard Action and readying an attack.

Readied Attack:
Elven Curve Blade minus fighting defensively: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
Slashing: 1d10 ⇒ 7

Dark Archive

Male CN Human Magus (Bladebound) 3.1 | AC 15 {19 w/ Shield} (T 10/FF 15) | CMB +4 CMD 14 (FF 14) | HP 30/30 | Init +0 | Fort +5 Ref +1 Will +3 (+5 vs Cold Weather)| Perception +0 | Speed 30' | Arcane Pool +1: 4/4 | Black Blade's Arcane Pool: 1/1 | Active Conditions:

With sword in hand, Dark moves up to stand beside Kahwen as the enemy approaches. But while waiting he begins to chant and a shimmering shield starts hover in front of him to protect.

Move: 30'
Standard: Cast Shield (10 rounds)

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

I am going to assuming the dead bush looking things are difficult terrain? Or are they not able to be walk through at all? Or do they not matter?

Nigel moves forward, behind his waiting allies. It would be so fun to throw some grease right under those two zombies! Curse the short range of conjuration magic! Instead he makes the all to familiar celestial eagle appear.

move action to move and standard action to cast SM I


Hp 7/7 AC 14 Fort +5 Reflex +4 Will +2 Perception +10 Fly +8 talon +3 (1d4+2) talon +3 (1d4+2) bite + 3 (1d4+2)| 80ft fly| rounds 29/30

The eagle appears next to Dark. Seeing that none of his allies have charged forward, the eagle will be ready to bite an undead that comes close!

readied action:

The eagle will bite the first skeleton/zombie that comes within its reach.

bite: 1d20 + 3 ⇒ (5) + 3 = 8

Grand Lodge

male Alchemist 3, Init +5(+7), Perc: +7(+6), |AC 18(21), T13(14), FF15(17)|hp 24/24, BAB2,CMB2, CMD15(17), Fort +5, Ref+7(+9), Will+3(+2)| Elf Alchemist 3 (8XP), dex mutagen (+4 dex, -2 will, +2 natural armor, adjusted stat in ())

"Undead." "At least they burn."
Haska advances to just south of the eagle. Double move. Movement help please. On my phone.

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

Moved you.

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

. Angela bought a masterwork longspear before the game was to start, but I forgot to mention it and then completely forgot it in the first half of the musuem and thought I should wait for after part A to 'buy' it, if there is no problem with that.

If she can:
Angela nods at the peaceful resolution of the Medda and Nigel dispute. When Valsin calls for the Pathfinders to go north, she pulls out a small planner and flips through it. "Hmm, I have a few things penciled in for the next month or so, but all of them can be pushed back... If I write Genryl a letter and an apology I'm sure he'll forgive me and I never set definite plans with Faliana... Wait! I didn't pick up my new spear!" With an exclaim of surprise, she jumps up and rushes out, explaining "I forgot to grab my new spear! I 'll meet you at the docks in an hour!"

Angela spots many of the bloody patches on the way to the village with increasing worry, If there is blood here, I hate to imagine what is happening in town.

She almsot gives a sigh of relief when she spots the skeletons and zombies. "We can take these undead, no problem! Just keep your guard up and don't do anything too stupid." ... like rushing ahead of everyone.

She drops her bag, and roll sher aching shoulders before pulling her longspear free and moving into place behind Kahwen and readying to try blocking any attacks directed at him.
_____________

Readied action:

Aid another to AC, AC 10, mwk longspear?: 1d20 + 4 ⇒ (20) + 4 = 24
If she has to wait on the masterwork longspear subtract 1. Not that it matters! +4 to Kahwen's AC against the next attack aimed at him.

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Angela, no problems with that.

The Pathfinders approach the undead with extreme precaution. They slowly creep up, weapons held high to strike should the undead draw themselves close enough. No one (yet) is foolish to break ranks.

Hadza is up!

Scarab Sages

NG Male Human (Kellid) Barbarian (Geminate Invoker) 2 | HP [16/32] 14/30 | AC 19 T 12 FF 17 | F +5 (7) R +2 (4) W +1 (3) | CMB/D +6/18 | K (H, N) +4, K (R) +5 | Perc +5 SM +0 | Init +4 | Speed 30 ft | Trance 4/8 | Shirt Re-Roll 0/1 | Active Conditions: +1 Climb; Trance, Cold Resist 2, DR 1/-, Enlarge Person

Knowledge (Religion): 1d20 + 5 ⇒ (20) + 5 = 25
Knowledge (Religion): 1d20 + 5 ⇒ (7) + 5 = 12

Hadza advances with the others and prepares to defend the line.

Readied Attack:

Lucern Hammer: 1d20 + 6 ⇒ (4) + 6 = 10
B/P: 1d12 + 6 ⇒ (4) + 6 = 10

Attack of Opportunity:

Lucern Hammer: 1d20 + 6 ⇒ (7) + 6 = 13
B/P: 1d12 + 6 ⇒ (7) + 6 = 13

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Within charging distance, one by one the skeletons run forward to meet the pathfinders with their broken scimitars! Perhaps it is by the shock of watching running skeletons that the Pathfinders readied attacks are unable to meet the charging enemies. Only Kahwen's strike connects, but he finds sharpened blades not the best tool against skeletons. DR5/???

Red vs Hadza,charge: 1d20 + 2 ⇒ (17) + 2 = 19S: 1d6 ⇒ 5
Blue vs Kahwen,charge: 1d20 + 2 ⇒ (19) + 2 = 21S: 1d6 ⇒ 5
Green vs Haska,charge: 1d20 + 2 ⇒ (3) + 2 = 5S: 1d6 ⇒ 2

Blue vs Kahwen,crit?: 1d20 + 2 ⇒ (13) + 2 = 15S: 1d6 ⇒ 3
~~~

Combat Round 1

Skeletons R -2
Pathfinders are up! Dark(Shield) Kahwen -5, Hadza -5
Zombies (Ready Action)

Scarab Sages

NG Male Human (Kellid) Barbarian (Geminate Invoker) 2 | HP [16/32] 14/30 | AC 19 T 12 FF 17 | F +5 (7) R +2 (4) W +1 (3) | CMB/D +6/18 | K (H, N) +4, K (R) +5 | Perc +5 SM +0 | Init +4 | Speed 30 ft | Trance 4/8 | Shirt Re-Roll 0/1 | Active Conditions: +1 Climb; Trance, Cold Resist 2, DR 1/-, Enlarge Person

Hadza steps back and swings his pole-arm over the tengu's head, striking at the cracked skeletal warrior.

Lucern Hammer: 1d20 + 6 ⇒ (17) + 6 = 23 vs. what looks like cover
B/P: 1d12 + 6 ⇒ (4) + 6 = 10

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Hadza's mighty swing obliterates the skeleton into what seems like a million pieces.

Red destroyed!

Grand Lodge

[Init +8, Per +17, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 10th [HP 53/53, AC 28(32) |ff 19 |t 20, Fort +7, Ref +18, Will +7,] CMD 27

Kahwen is not pleased by the obvious lack of effect that his sword has on his target. He knows that he won't be able to strike properly from where he is and he needs to get behind the skeleton. So he tries something daring (or foolish...it all depends on how well it works out.)
He bends his legs and, indeed his whole body and throws himself up...

Acrobatics Check to Move Through Opponent's Square: 1d20 + 12 ⇒ (6) + 12 = 18

...but not over his opponent, leaving himself open to an attack before taking his own.

Elven Curve Blade: 1d20 + 7 ⇒ (19) + 7 = 26
Slashing: 1d10 ⇒ 10

I'm assuming that check does not meet the required Opponent's CMD + 5 needed to move through the Skeleton's square, so...I don't get to move and provoke an AoO. Disregard my attack if that AoO takes me out of the fight.

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Unfortunately, it did not meet the CMD+5. Dirty post as i'm on the way to work!

Blue vs Kahwen: 1d20 + 2 ⇒ (12) + 2 = 14S: 1d6 ⇒ 4

Another skeleton down!

Dark Archive

Male CN Human Magus (Bladebound) 3.1 | AC 15 {19 w/ Shield} (T 10/FF 15) | CMB +4 CMD 14 (FF 14) | HP 30/30 | Init +0 | Fort +5 Ref +1 Will +3 (+5 vs Cold Weather)| Perception +0 | Speed 30' | Arcane Pool +1: 4/4 | Black Blade's Arcane Pool: 1/1 | Active Conditions:

Glad to see two of the skeletons go down quickly, Dark takes a step forward to get a direct line of sight on the remaining skeleton and unleashes a ray of positive energy at it.

Disrupt Undead (Range Touch) vs Green: 1d20 ⇒ 16
Damage +HotS: 1d6 + 1 ⇒ (5) + 1 = 6

Free: 5' Step
Standard: Cast Disrupt Undead

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Also down! Only zombies remain.

Grand Lodge

male Alchemist 3, Init +5(+7), Perc: +7(+6), |AC 18(21), T13(14), FF15(17)|hp 24/24, BAB2,CMB2, CMD15(17), Fort +5, Ref+7(+9), Will+3(+2)| Elf Alchemist 3 (8XP), dex mutagen (+4 dex, -2 will, +2 natural armor, adjusted stat in ())

Seeing the skeleton fall lifeless to the ground, Haska moves forward and throws a clay ball after smashing something into at the zombie without cover.
bomb throw 1 at rng: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19, dmg: 1d6 + 4 ⇒ (4) + 4 = 8
if miss miss location: 1d8 ⇒ 5 splash is 4 dc14 reflex for half
"Hope this works."

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

Nigel looks around at the piles of bones left by his allies. Man, you guys are good at this! Nigel then moves behind Haska and tries to throw an acid splash at the zombie.

acid splash (touch,blue): 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10
-4 for cover
damage: 1d4 ⇒ 1

Grand Lodge

male Alchemist 3, Init +5(+7), Perc: +7(+6), |AC 18(21), T13(14), FF15(17)|hp 24/24, BAB2,CMB2, CMD15(17), Fort +5, Ref+7(+9), Will+3(+2)| Elf Alchemist 3 (8XP), dex mutagen (+4 dex, -2 will, +2 natural armor, adjusted stat in ())

Haska was throwing at red by the way. I am not sure that was clear from my post.

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

I don't think that attack against Kahwen hit, it's not a natural 20 and it didn't reach his boosted AC, unless Angela's readied Aid Another didn't work for whatever reason.

Angela nods approvingly at the rest of the group's quick actions in dispatching the skeletons. "Like I said, we can handle these with ease! Now let's get those zombies and make sure the town is safe!"

She moves forward and takes up a defensive position near Haska, readying to help fend off another attack should it get directed at the alchemist.

____________

Readied Aid another:

Aid another to AC vs. AC 10: 1d20 + 4 ⇒ (1) + 4 = 5

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Ah, I see. I thought it was an Aid to attack. Corrected stats.

Kahwen and Dark hold the Pathfinder's defensive line through sword and magic obliterating the remaining skeleton into smithereens! The fight looks nearly to be set in stone as only the undead zombies.

Nigel and Haska turn their attention to the zombies and break the ranks by moving forward and attempting range combat at relatively close quarters. An odd strategy, but one nonetheless. Haska's bomb finds the mark and blows a good chunk of flesh off the zombie. Angela attempts to provide cover, but gets distracted as the zombie horde retaliate and charges in!

Slam vs Angela, Charge: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22B: 1d6 + 4 ⇒ (5) + 4 = 9
Slam vs Haska, Charge: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13B: 1d6 + 4 ⇒ (1) + 4 = 5

Angela takes a heavy hit as the Zombie mauls himself over her. Haska fends it off with his unusually flexible movements.

~~~

Combat Round 3

Pathfinders are up! Dark(Shield),[/ooc] Hadza -5, Kahwen (+2AC) Angela -9
Zombies R -8[/ooc]

Dark Archive

Male CN Human Magus (Bladebound) 3.1 | AC 15 {19 w/ Shield} (T 10/FF 15) | CMB +4 CMD 14 (FF 14) | HP 30/30 | Init +0 | Fort +5 Ref +1 Will +3 (+5 vs Cold Weather)| Perception +0 | Speed 30' | Arcane Pool +1: 4/4 | Black Blade's Arcane Pool: 1/1 | Active Conditions:

Dark moves up to confront the zombie, not only to potentially do more damage but also provide another target to help Angela out.

He swings his sword down in an arc, to damage the zombie.

Long Sword vs Red: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Critical Threat?: 1d20 + 2 ⇒ (18) + 2 = 20
Critical Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Move: 15'
Standard: Attack

Grand Lodge

[Init +8, Per +17, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 10th [HP 53/53, AC 28(32) |ff 19 |t 20, Fort +7, Ref +18, Will +7,] CMD 27

Kahwen gives a quick caw of victory as they manage to cut down the last of the skeletons. He does not pause long, though as the zombies manage to make it into combat and one of them lands a heavy blow on Angela.

Even as he rushes into the fray, he sees Dark land an impressive blow on one of them so moves toward the other, taking a swing when he gets close enough.

Elven Curve Blade: 1d20 + 7 ⇒ (15) + 7 = 22
Slashing: 1d10 ⇒ 2

Move: 25'
Standard: Attack Blue


Hp 7/7 AC 14 Fort +5 Reflex +4 Will +2 Perception +10 Fly +8 talon +3 (1d4+2) talon +3 (1d4+2) bite + 3 (1d4+2)| 80ft fly| rounds 29/30

The eagle, stunned by the effectiveness of its allies finally moves. He swoops in, curing the blue zombie with holy power and biting.

bite (blue): 1d20 + 3 ⇒ (20) + 3 = 23
crit?: 1d20 + 3 ⇒ (18) + 3 = 21
crit damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7

So I totally forgot that about the eagle last round... but he is back with vengeance.

move action to move, swift to smite, standard to attack.

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

Nigel stays where he is and tries to throw some acid at the enemy again. Blue if blue is up, if not, red.

acid splash (touch): 1d20 - 4 - 4 + 3 ⇒ (7) - 4 - 4 + 3 = 2
-4 from shooting into melee -4 for shooting into traffic.

Standard action to cast (and miss by a mile) acid splash

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Dark eliminates the zombie in threatening Angela with prejudice. A strong and firm horizontal slice cuts the Zombie in half, leaving in incapacitated and unable to act further.

The avian pair, Kahwen and the conjured eagle, make an attempt to subdue the last threat, and make good strikes against the zombie. However their attacks only leave it badly wounded as it still stands as an able bodied combatant.

Nigel throws around acid via magical means, but no one is sure for what purpose.

~~~
Combat Round 3

Dark(Shield), Hadza -5, Kahwen (+2AC)
Angela -9 ,Nigel, Haska,
Zombies B -9

Scarab Sages

NG Male Human (Kellid) Barbarian (Geminate Invoker) 2 | HP [16/32] 14/30 | AC 19 T 12 FF 17 | F +5 (7) R +2 (4) W +1 (3) | CMB/D +6/18 | K (H, N) +4, K (R) +5 | Perc +5 SM +0 | Init +4 | Speed 30 ft | Trance 4/8 | Shirt Re-Roll 0/1 | Active Conditions: +1 Climb; Trance, Cold Resist 2, DR 1/-, Enlarge Person

Hadza moves to engage the zombie and attempts to ram the spiked tip of his pole-arm through the undead body, relying on his strength to overcome its resistance.

Lucern Hammer, PA, Flank (eagle): 1d20 + 6 - 1 + 2 ⇒ (15) + 6 - 1 + 2 = 22
B/P: 1d12 + 6 + 3 ⇒ (1) + 6 + 3 = 10

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Also with prejudice, Hadza finishes off the final threat by smashing it with his Lucerne hammer. It's not a very effective weapon against the zombies (DR5/Slashing), but what he lacks in a sharp blade, he makes up for with undeniable strength!

Combat Over!

Onlookers from behind the makeshift barricades cheer on, and praise the pathfinders in what looks to be perfect teamwork! They are impressed, and speak wonders of your abilities as they personally come to thank you. Medda feels the same, as she thanks you for your help, but she presses the group to meet the elders immediately at a nearby tent.
as she fears about why the undead are attacking.

A little further, you arrive at a large tent its thick hide walls muffle the sounds from outside. Medda enters a few minutes before you to try to gauge the situation. Soon after you grow tired of waiting and you enter; iron spikes pin down an enormous map in the center of the tent. Wooden carvings of warriors and monsters lie strewn about the map, marking the location of fighting warriors and the encroaching undead.

As you enter, you hear Medda’s voice. “You’re asking us to leave behind everything we know and care about!”

“Indeed,” rumbles Anok the phantom’s deep and booming voice, “You would have us abandon our sacred pledge to Ivvora.”

“Aye, I’d have us abandon this lunacy!” Another man proclaims as you enter. He is a towering man, broad-shouldered and sturdily built, wearing the cloak of dire polar bear. Covered in scars and with a proud bearing, his presence fills this tent as he paces back and forth. “Surely we can find better winter hunting grounds, where we don’t have to compete for game with bloodthirsty orcs and cursed undead! As for leaving behind what we care about... What I care about is my warriors, many of whom we’ve left behind on this battlefield!”

“Who are we as a people if we abandon our oaths? I demand,” declares Medda, “that we stay and fight for our homes and our traditions!”

In addition to Medda, Anok the phantom, and the towering man, there is a fourth person in this room. An old woman with plenty of scars of her own, is calmly listening to the arguments while she fletches arrows. She has to bring the arrows close to her face as she fletches, but her ears are turned towards the conversation. With tanned and wrinkled skin, white hair cut short, and a weathered longbow by her side, there is an intense focus about the old woman, and the other three leaders keep darting glances her way, as if waiting for her to weigh in.

Then the old woman looks up with clouded eyes at the tent flap opening where you are gathered. Squinting at the sun in her face, she asks with a quavering voice, “Are you the warriors that Medda told us about? If so, I am pleased to meet you, and hear your wisdom. I am Jala the Patient. This bear in human form is Kragr Bloodhand. You already know Medda and Anok.” She pauses, grabbing a drink from a leather water skin and licking her lips. “Speak. We are at a decision point.”

Instructions coming in next post

Retcon any healing as required, Hadza -5, Angela -9

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Now you have an opportunity to influence the three Leaders of the Following (Medda, Kraugr, Jala) to stay and help the fight. Even Medda needs convincing, for the arguments of others have started to wear upon her.

THE RULES
Each of you have 3 rounds/attempts where you can each try to influence one of the members, or discover information about them that might be helpful you figure out how to influence them best. Each round you may make a single skill check to 1) discover, 2) influence or 3) aid another to someone else’s roll, if you wish to use a spell or what not, it will be considered it as a round of attempt (including guidance)

You may always take ten if you feel confident. Creative and great roleplaying is always encouraged and rewarded! If you're not sure, ask away.

Each of the Leaders: Medda, Kraugr and Jala need number of successful checks to be convinced to stay. The number of checks needed for each one of the leaders varies.

Decide amongst yourselves how you want to spend your attempts. I'm leaving this very open for roleplaying opportunities.

THE LEADERS & THEIR DISCOVERY SKILLS

Medda Spiritbearer (Disovery:Knowledge Religion or Sense Motive)
Kragr Bloodhand (Discovery:Knowledge Local or Sense Motive)
Jala the Patient (Discovery:Knowledge Nature or Sense Motive)

Dark Archive

Male CN Human Magus (Bladebound) 3.1 | AC 15 {19 w/ Shield} (T 10/FF 15) | CMB +4 CMD 14 (FF 14) | HP 30/30 | Init +0 | Fort +5 Ref +1 Will +3 (+5 vs Cold Weather)| Perception +0 | Speed 30' | Arcane Pool +1: 4/4 | Black Blade's Arcane Pool: 1/1 | Active Conditions:

Dark smirks, "Oh... With Medda and her desire to recover a broken dagger I figure the leaders of her tribe would have grit and a backbone. You would abandoned your homeland and waste the lives that have already fallen when the first sign of things not going your way happens."

Dark shakes his head, "What a shame. Will you tuck your tail between your legs as you go."

Intimidate (Kragr): 1d20 + 7 ⇒ (10) + 7 = 17

Grand Lodge

male Alchemist 3, Init +5(+7), Perc: +7(+6), |AC 18(21), T13(14), FF15(17)|hp 24/24, BAB2,CMB2, CMD15(17), Fort +5, Ref+7(+9), Will+3(+2)| Elf Alchemist 3 (8XP), dex mutagen (+4 dex, -2 will, +2 natural armor, adjusted stat in ())

Haska will approach Jala the Patient, "You are very skilled at that task. You know all the right materials nature provides for crafting it right and proper." "The bones and ore needed to have the head forged and made strong, where the ash trees grow for straight and strong shafts, and finally the animals and birds that provide the sinue and feathers to hold them together and make the arrow fly true."
Haska studies the arrow and remarks on the materials attempting to show respect and knowledge.
knowledge nature: 1d20 + 9 ⇒ (6) + 9 = 15
"Where I was raised, the land around us had secrets and treasures if you knew where to look."
He pauses and looks over the woman. "If you leave this place and move you must learn a new area, find its secrets, and a new area worth having will have rivals in it or those who will fight for it." "Leaving could be just as difficult as staying." "Would it not be better to fight in and for land you love and know?"

Grand Lodge

[Init +8, Per +17, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 10th [HP 53/53, AC 28(32) |ff 19 |t 20, Fort +7, Ref +18, Will +7,] CMD 27

Kahwen grins in his own birdy way at the cheers from the watching crowd as he and his fellows vanquish the last of the undead. As he approaches the ramparts, he bows, holding his left hand over his chest and his long blade out parallel to the ground with his right.

He grows less and less confident as the sounds of arguing continue inside the tent. He is visibly anxious by the time they are invited inside and is moving from one foot to the other nervously.

He looks from one elder to another, sizing them up then follows along with Haska.

"Friend Haska is quite right. Your skill is impressive but nature is harsh and fighting to make a home in a new land is almost always harder than dealing with the threats that you and your ancestors have spent generations learning to fight," he chimes in.

Knowledge (Nature) Aid (Haska): 1d20 + 5 ⇒ (6) + 5 = 11

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

Worst part of the adventure for me. Unless they changed the skills since last time, Nigel literally has no skills to help here.

Nigel looks to Kragr, You can't run from an enemy who threatens your land! I am from Magnamar and even I have heard tales of the braves warriors up north. I know the stories of your mighty people and how hard fought it was to keep this land from the orcs. I know you are the people to tame frost giants and beasts larger than any building in my home city. So how can you be so quick to turn and give up. The world respects you now, but if you surrender and let evil win this territory, I fear what the rest of the world will think of your mighty people.

Nigel pauses after giving a passionate speech. I believe we can stop this, if you work with us pathfinders. Together we can cleanse your home. What do you say?

diplomacy: 1d20 + 3 ⇒ (2) + 3 = 5

Darn, a good speech followed by an awful roll. Typical. Well, I hope there isn't a punishment for bad rolls in this part.

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Standing unsually tall, the massive Kellid named Kragr wears wears a dire polar bear cloak, and has scars many upon his body. Dark's comments seem to hit Kragr hard. He replies sternly and with some irritation, "Strength comes from within, and the decision to leave is not a weak one but a smart one." He seems a little shaken, and might reconsider his position, but for the moment he isn't keen on moving his decision.

Nigel's diplomatic approach, however, yields no reaction from the barbarian. He replies with a simple grunt. "Hmpf."

You've gain one success from Dark's check, but he requires more convincing still.

I assume Haska's check is to discover what skills to influence as oppose to influence.

Despite her old age, Jala's appearance is of one that is relatively strong and healthy. She maintains at a silent, but Haska and Kahwen notice a few key words that seem to reflect a emotional response from the ranger. She responses well to words that reflect nature, and that of the discipline of a warrior. In addition, you feel that she likely does not react well to emotional stimuli.

You've successfully "discovered" what skills can be used to influence Jala.

Medda Spiritbearer (Disovery:Knowledge Religion or Sense Motive)
Kragr Bloodhand (Discovery:Knowledge Local or Sense Motive) Successes:1
Jala the Patient (Influence:Kn. Nature, Profession Soldier, Kn.Religion)

Dark [X][][]
Hadza -5 [][][]
Angela -9 [][][]
Haska [X][][]
Kahwen[X][][]
Nigel [X][][]

Grand Lodge

[Init +8, Per +17, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 10th [HP 53/53, AC 28(32) |ff 19 |t 20, Fort +7, Ref +18, Will +7,] CMD 27

Kahwen spots the signs in Jala that suggest that she has a reverence for nature. Having spent much of his life on the sea, he also respects its power and awesome aspect. It is easy enough for him to speak of it.

"Despite how harsh it can be...perhaps because of how harsh it can be, your land is full of beauty. The sky, the ground, even the snow all has its own wonder. I know your people understand and respect that and live as a part of that natural order. Just as I am sure you know that neither the orcs or undead have any respect or desire to live with nature. They want only to take and will leave this place a wasteland behind them when they move on to the next until they have consumed everything. But we pledge our blades, hammers, spears and magic to you and your following to help you fight off these incursions. We can...and should...stop them here," Kahwen declares passionately, pulling his scabbarded sword in its baldric over his head and holding it out with upraised palms before bowing over it toward Jala.

Knowledge (Nature): 1d20 + 5 ⇒ (15) + 5 = 20

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Angela tries to think back on the surprisingly full dossier on the Twinhorns that she dug up before leaving Absalom. Wait, I believe these people were listed in there... If I remember correctly Kraugr was listed in there as well.

____________________________
Knowledge local, Take ten w/ free inspiration: 10 + 7 + 1d6 ⇒ 10 + 7 + (3) = 20

Scarab Sages

NG Male Human (Kellid) Barbarian (Geminate Invoker) 2 | HP [16/32] 14/30 | AC 19 T 12 FF 17 | F +5 (7) R +2 (4) W +1 (3) | CMB/D +6/18 | K (H, N) +4, K (R) +5 | Perc +5 SM +0 | Init +4 | Speed 30 ft | Trance 4/8 | Shirt Re-Roll 0/1 | Active Conditions: +1 Climb; Trance, Cold Resist 2, DR 1/-, Enlarge Person

Round 1

"With dark forces raising the dead to attack your people," Hadza begins, "You cannot sit back and wait for the enemy to go away or flee from the enemy. They have no hunger but the hunger to destroy. They do not grow tired or bored. They do not sleep. They take the defeated and grow their ranks. The only way to escape them is to defeat them."

Influence Jala (Knowledge: Religion): 1d20 + 5 ⇒ (15) + 5 = 20

Round 2

"Ivorra stood against these forces. Surely, we will do the same," says, testing out Medda's response.

Discover (Knowledge: Religion): 1d20 + 5 ⇒ (10) + 5 = 15

Dark Archive

Male CN Human Magus (Bladebound) 3.1 | AC 15 {19 w/ Shield} (T 10/FF 15) | CMB +4 CMD 14 (FF 14) | HP 30/30 | Init +0 | Fort +5 Ref +1 Will +3 (+5 vs Cold Weather)| Perception +0 | Speed 30' | Arcane Pool +1: 4/4 | Black Blade's Arcane Pool: 1/1 | Active Conditions:

2nd Round

"True Strength from within can be helpful, but not running away before you even contemplate the chance that victory might be in your grasp. My companions and I just obliterated the undead holding you up in this cave. Will you run from the threat that plans to take your home away when you just received powerful allies to aid you."; hehe.. Dark is laying it on thick here.

Intimidate (Kragr): 1d20 + 7 ⇒ (6) + 7 = 13

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Wow! Lots of promising rolls.

Hadza and Kahwen appeal to Jala through use of facts. Her staunch and strong demeanour slowly breaks down as she assesses the position and the situation the Twinhorns find themselves in. She speaks, "What you have said is true, but yet I cannot help consider the abilities of my people. As you've witness it, they are not strong warriors, and they require much help if we are to get through this." She becomes slightly more inclined, but still requires a little bit of a push.

2 successes, but still not yet convinced!

Dark pushes the boundaries with Kragr, and it seems to be somewhat effective. "I can fight for myself. It is my people who have not the abilities to fight. Unnecessary blood will be shed, and for what? A chance to prove oneself? That would be foolish!" As Angela listens in, she becomes convince that the soldier can be reasoned with through the simple art of speech. He likely looks well upon those who are strong, rather than weak built men.

Actually Dark, the cave was random camp members, you are currently in the camp which is a bit further away from thh cave. 1 more success, and discovery of all skills that can be used to influence.

Hazda believes that Medda is a sensible and also a god-fearing righteous woman. She believes in the good, and does nothing for self-gain. "I'm inclined to believe so dear Hadza, but I'm not sure the rest would be, and that worries me." Her inclinations towards staying is strong, but she is uninspired after the discussions at hand.

Influence skills unlocked!

Medda Spiritbearer (Influence:Knowledge Religion or Perform(oratory)
Kragr Bloodhand (Influence:Intimidate,Diplomacy,Bluff) Successes:2
Jala the Patient (Influence:Kn. Nature, Profession Soldier, Kn.Religion) Successes:2

Dark [X][X][]
Hadza -5 [X][X][]
Angela -9 [X][][]
Haska [X][][]
Kahwen[X][X][]
Nigel [X][][]

Don't forget your healing!

Grand Lodge

male Alchemist 3, Init +5(+7), Perc: +7(+6), |AC 18(21), T13(14), FF15(17)|hp 24/24, BAB2,CMB2, CMD15(17), Fort +5, Ref+7(+9), Will+3(+2)| Elf Alchemist 3 (8XP), dex mutagen (+4 dex, -2 will, +2 natural armor, adjusted stat in ())

Haska continues with Jala. "These undead are an abomination, a blight. Call to your allies for they know the danger is great and we the pathfinders will help also. These dead will destroy the land, kill the animals and all that is good. IF you allow this the land will never recover and you can never return."
Take ten on knowledge nature for a 19 to influence Jala to stay and fight. Any aids would be appreciated.

Scarab Sages

NG Male Human (Kellid) Barbarian (Geminate Invoker) 2 | HP [16/32] 14/30 | AC 19 T 12 FF 17 | F +5 (7) R +2 (4) W +1 (3) | CMB/D +6/18 | K (H, N) +4, K (R) +5 | Perc +5 SM +0 | Init +4 | Speed 30 ft | Trance 4/8 | Shirt Re-Roll 0/1 | Active Conditions: +1 Climb; Trance, Cold Resist 2, DR 1/-, Enlarge Person

"Vildeis will surely respond to the sacrifice against the selfishness of evil," Hadza tells Medda. "Your following's hero understood this, certainly. He gave himself to protect so many generations of Twinhorns. I believe the Twinhorns will honor that sacrifice with their own."

Knowledge (Religion) (Influence Medda): 1d20 + 5 ⇒ (4) + 5 = 9

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

Nigel still pleads with Kragr. Look, me and my allies and countless other outsiders are going to stay and fight this enemy with or without you. How do you think anyone could respect your tribe again if, nay, when we win and we save you home and you are not on the front line with us. You have my word that I am willing to lay my life on the line for your land and your people. Please tell me that you will do the same for your own people.

Hoping this last little dig will push him over, I a small gnome will be a hero of your legends when we save your lands, and you be absent from the story, or worse remembered as the leader who left it to outsiders to stand for your people. That isn't a reputation I would want to have.

diplomacy Kragr: 1d20 + 3 ⇒ (16) + 3 = 19

Ohh ohh I think I did it! What a time for a good roll since Kragr is the only one who you can make an untrained check against.

Lantern Lodge

SFS 05-99 BftB

A nearby team of pathfinders, having just returned half a dozen undead to the grave, pass a quick pile of wineskins across to you to help celebrate!

You have an aid token, use it wisely!

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

As usual, let me know how you want to use the aid token.

Comtemplating hard on Haska's words, Jala suddenly changes the tone of the conversation. She grasp hard on bow. " There's no stopping the undead now if we don't act. I'm convinced. We need to stand our ground."

Jala completed!

The unusually well built gnome's words dig in to Kragr, "You may be a hero... but do you want to be a dead hero? I... fear that your courage may be a foolish one. I applaud your antics... but what good is a hero when he is dead..." He notices the fighting spirit of the Pathfinders, but is continually unsure of his tribes own capability. However, he pauses longer between words, perhaps he is close to convincing.

Medda is distracted in thought, and completely misses out Hadza's point. "I'm sorry.. Could you say that again?"

Medda Spiritbearer (Influence:Knowledge Religion or Perform(oratory)
Kragr Bloodhand (Influence:Intimidate,Diplomacy,Bluff) Successes:3
Jala the Patient - Success:3 - Completed

Dark [X][X][]
Hadza -5 [X][X][X]
Angela -9 [X][][]
Haska [X][X][]
Kahwen[X][X][]
Nigel [X][X][]

Don't forget your healing!

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Round 2

Angela looks over at Kraugr, but decides her small stature and less than bulging muscles would make convincing him a difficult imposition. She instead looks to Medda, nodding slowly as she listens to Hadza's oratory. "My friend is right. But I think the opposite of would be true as well. As a follower of Vildeis, I doubt he would be happy if you meekly ran away from the forces of evil. Quite frankly, I think most deities would be displeased by that. But given how Vildeis blinding himself rather than look at the ugliness of it, I doubt he would enjoy hearing about how a follower of his let it spread in Golarion. You have the backing of the Pathfinders, as well, there is little reason for you to retreat!"

Knowledge (Religion) w/ free inspiration: 1d20 + 7 + 1d6 ⇒ (20) + 7 + (1) = 28

Angela takes a glance back at Kraugr and company and realizes the man is still hemming and hawing over the decision, she moves closer and listens to his half hearted attempts at a rebuttal. Giving a sigh of annoyance, she moves right up into his face. "I would rather be dead than retreat from a fight I could surely win. You have the backing of the Pathfinders, and your men are not completely untrained, unless someone has been lacking in his duties. There will definitely be the possibility of people dying, it is unavoidable, but what is avoidable is the hundreds of people unable to defend themselves who will die if we don't stop this here! So to answer your inane question, A dead hero is as good as the amount of people he protected!"

Diplomacy Take 10, w/ inspiration: 10 + 8 + 1d6 ⇒ 10 + 8 + (2) = 20

Done with arguing silly arguments, and how they inflame the scratch on her side, Angela sits down and pulls out a small flask that glows a soft blue. She pulls the cork and sips the contents slowly, giving a sigh as the effect takes hold and she can unclench her entire left side.

CLW extract: 1d8 + 2 ⇒ (4) + 2 = 6
Sadly, Angela doesn't have a wand yet, if she gets hit again, anyone mind expending charges on her?

Grand Lodge

[Init +8, Per +17, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 10th [HP 53/53, AC 28(32) |ff 19 |t 20, Fort +7, Ref +18, Will +7,] CMD 27

"Friend Angela and Friend Hadza are right, Medda. The threat of the undead is one that is constant in our world. It takes brave men and women to fight against it, but we can and we can push it back. I have complete faith that the gods have given us the ability to stand in the face of this darkness and eventually push it back. We will stand beside you and help you stop it here," Kahwen followed up with Medda but hoping to build something for the next person who speaks to her.

Knowledge (Religion) Aid Another: 1d20 ⇒ 20

Kahwen has a wand and will be happy to share it with Angela. Especially since he hasn't needed it, lately.

Grand Lodge

male Alchemist 3, Init +5(+7), Perc: +7(+6), |AC 18(21), T13(14), FF15(17)|hp 24/24, BAB2,CMB2, CMD15(17), Fort +5, Ref+7(+9), Will+3(+2)| Elf Alchemist 3 (8XP), dex mutagen (+4 dex, -2 will, +2 natural armor, adjusted stat in ())

Haska does not have a CLW wand but, if lent one, He can heal with it. just post that you lend him the wand and make the heal roll assuming that that is okay with the GM.
Haska added "If you require healing let us talk. I think it important that we recover our strength."
Once he waits a sufficient time, Haska speaks to Kragr."Now is the time to trust in your tribe, some might not survive but some might not survive if you run." "You will be strengthing what it means to be of you people, they will stay strong and brave. If you run, you might not be able to stop running." "This is your moment in time. A defining moment." "What type of tribe will yours be?"
diplomacy to aid Angela: 1d20 ⇒ 20 Haska is not a spokesman, but his words a spoken with respect and thought.

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