GM Ladile & the Pathfinder Society Present: Solstice Scar Session #2 CORE (Tier 5-6) (Inactive)

Game Master Lady Ladile

Maps & Handouts

Spell & AoE Templates

Aid Tokens:

During the event, it is possible for characters at one table to assist those at another with Aid Tokens. Each represents the assistance of allied Pathfinder agents who assist the PCs.
Once per encounter, any character at a table can use an Aid Token to assist the group in one of the ways described below. Once a table uses an Aid Token, one of the players then passes the Aid Token to a neighboring table for them to use. A table can only benefit from one token per encounter. Because there are a limited number of Aid Tokens, hoarding one means that somebody else doesn’t get to use it.

If a table receives an Aid Token and doesn’t need its benefits, they’re encouraged to boost its potency by expending some of their own resources or attempting a skill check. Boosting an Aid Token, including attempting a skill check, is part of passing that Aid Token to another table. A table can neither retry such a skill check nor boost an Aid Token more than once before passing it to another table. A table may boost a token even while in combat without taking any in-round actions; the scenario assumes the aid was granted before that encounter began. Using a boosted effect consumes the boost.

Some Aid Token benefits may only be used if already boosted by another table. An Aid Token’s benefits vary based on the table’s subtier, and these benefits can take one of the following forms:

Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 1d8 points. In addition, after the attack, anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn. To Boost: Succeed at an attack roll against an AC equal to an Average skill check. Boosted Effect: +1d8 points of damage.

Burst of Healing: A Pathfinder agent heals all of the PCs of 1d6 points of damage. To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor with a spell level greater than or equal to your APL/2, rounded up. A PC must cast this spell, not simply activate a wand or scroll. Boosted Effect: +2d6 points of damage healed.

Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. In Subtiers 1–2 and 3–4, the competence bonus is +1. To Boost: Expend 3 rounds of bardic performance or similar ability. Boosted Effect: Increase the competence bonus by 1.

Provide Knowledge (must be boosted): Gain the benefits of a Knowledge skill check or Spellcraft skill check used to identify a magical item; the type and difficulty (Easy, Average or Hard) depend on the table granting the benefit. To Boost: Succeed at a Knowledge check of your choice, the result of the check (Easy, Average or Hard) should be noted on the Aid Token.

Provide Spellcasting (must be boosted): Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token. To Boost: Cast one of the following spells and note your PC’s name and caster level on the Aid Token: lesser restoration, neutralize poison, remove curse, or remove disease. Only these spells may be granted. Expending resources that produce the effects of these spells, such as a paladin’s mercy class feature, may also grant these benefits.

Fey Allies:

All PCs and companion creatures gain a single-use benefit they can use during Part 4. As a free action on its turn, a creature can use its benefit to gain either DR/1 or cold resistance 3 until the end of that encounter. Each PC and companion creature can select a different benefit.


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Season of Ghosts

The world-renowned Blakros Museum has outdone itself, gathering an unrivaled collection of relics from the Shining Crusade, a holy coalition that felled the greatest lich to threaten Golarion. When trouble befalls the exhibit mere days before its debut, the Pathfinders intervene, only to discover that one of the relics is key to averting a far greater disaster that has laid in wait for a millennium.
________

The Solstice Scar is a multi-table interactive adventure in which each group's actions can affect neighboring groups and contribute to the entire room's success. This is an ongoing adventure that will be updated and rereleased incrementally several times each season, collectively telling a longer story while also presenting exciting stand-alone chapters.

Welcome! This game is part of the Session #2 run of Solstice Scar B and will begin on May 7th.

Grand Lodge

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Male Dwarf Monk 8 | AC 21| T 21| FF 17| HP: 91/91 | CMD 31* | Fort +12 | Ref +11 EV| Will +13 | Init +9 | Perception +19 | Ki 8/8 | SF 8/8

Rogar is rather homely even for a dwarf. When he tries to talk to people they often either throw things at him or run away so he doesn't talk much.
He is quite strong and he stays that way via constant exercise and martial arts training.
What he lacks in smarts he makes up for in weapons.

Scarab Sages

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Male LN Tian-Shu Dragon Disciple 2/ Sorcerer 5 | HP 69/69 Temp 9/9 | AC 23; T 13; FF 20| Resist Electricity 5 | Fort +8; Ref +7; Will +8 | Init: +7 | Perc: +7, SM: +1 | Speed 30ft | Claws 5/5 | Spells: 1st 3/7; 2nd 5/6; 3rd 0/3 | Active conditions: Mage Armor (12 hours), False Life (6 hours), Shield (6 Minutes)

Yen Jinsa Taishin, or Jinsa for short, is a shorter tian male. Or what other tians would consider average height. He wheres scholarly robes with his family crest, a dragon circling a human figure on a within a cloud. A few scrolls and a rod shoved into his waste band.

Silver Crusade

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| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Evarice has spent each day switching hats. Tricorner, Pirate, ostritch hat, she's got them all. She will talk about the beauty of Sheyln, but she's not good at playing her piccolo.

Grand Lodge

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Male Dwarf Fighter 7/Cleric of Cayden Cailean 1 HP: 75/75 | AC 27 T:13 F: 25 CMD 24| F +12 R +6 W +10 (+2 vs Poison and Spells) | Senses: Darkvision 60 ft, Per +13 (+2 to notice unusual stonework) SM +2

Polanco is your average city dwarf. He can be seen hanging out at the wounded wisp pretty much at all hours of the day when he isn't out of town on a mission or serving as a Teacher at the grand lodge part-time.

He has an ethusiasm for cigars and ale and the simple pleasures. But he takes a large amount of pride in 'his nerds' the scholars of the society that he accompanies on missions.

But for a guy whose main asset is his Axe-arm, he can be seen studying up on the latest articles about magic and magical creatures and of course his one true passion, arkey-texture.

He has just returned from 3 back to back missions in the sunny and humid Mwangi Expanse and so has a nice healthy tan, unusual for the dwarves, as he sips on his growler of Mwangi Pale Ale.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

dot

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

A half-elf with a long, scraggly beard, dressed in a well-worn and dusty explorer's outfit, with a nasty-looking scythe strapped to his back, cheerfully wanders into the room.

"Hello! The name's Radagast."

He then frowns, and looks behind him.

"Now, where did he get to? Fluffy? Fluffy!"

There is a screech, halfway between a hoot and a growl, and then a feathered, black-bear-like creature with the head of an over-sized owl trundles into the room.

Radagast pulls a strip of dried meat out of his belt pouch, and tosses it the creature, who rips it out of the air with surprising speed, and hungrily devours it.

"Good boy! This is Fluffy. I have had him since he was an egg. His training is going fairly well - he hardly ever bites strangers, or people who surprise him, these days, unless I tell him to..."

It looked like we could do with a little extra melee :-)

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil, who grew up near the warped forest to the north of the Five Kingdoms, recognizes the beast immediately.

An owlbear. Nasty violent creatures. I do hope he has trained it well.

The dwarf is carrying a well made and ornate battle axe of dwarven make, though he does not seem to be sporting any armor. He does have a couple of wands strapped to his side, but then most pathfinders, even fighters, carry around a wand or two. He does not move like a monk, so its hard to make out just what his game is. Then again, that is nothing unusual for a pathfinder either.

Grand Lodge

Male Dwarf Fighter 7/Cleric of Cayden Cailean 1 HP: 75/75 | AC 27 T:13 F: 25 CMD 24| F +12 R +6 W +10 (+2 vs Poison and Spells) | Senses: Darkvision 60 ft, Per +13 (+2 to notice unusual stonework) SM +2

Polanco literally pokes the bear Och, this one is a bit of a strange one eh. I should go find me a wee red dragon egg and get me one like that!

Polanco lights up a cigar and offers it to the owlbear.

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Evarice continues to play away on her piccolo.

Perform(Wind): 1d20 + 3 ⇒ (14) + 3 = 17

"Well, well, I've never seen an owlbear before." She looks at the creature. "What is its name?"

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

The Owlbear devours the cigar, then burps smoke for a few seconds.

Radagast smiles.

"As I said, his name is Fluffy!"

He then tosses another strip of meat to the creature.

Sovereign Court

***OVERSEER ANNOUNCEMENT***

@Table GMs: If you haven't already, please run "Beginning Part 1" on page 7 of the scenario, and then wait for the next announcement before continuing.

@Players: Please have fun, and remember to explore, report and cooperate at all times.


Season of Ghosts

The fourth and final day of training has come to a close at the Grand Lodge of Absalom, heralding the end of this year's Torchbearing. Pathfinders the world over attend this annual symposium to share their knowledge, teach each other new skills, and reinforce their connections across the Inner Sea and beyond. The Three Masters, as well as other notable Pathfinders, have been teaching a variety of classes during the Torchbearing to cover a wide variety of topics such as spellcasting techniques and the history of Golarion itself. For the more athletic Pathfinder agents, several obstacles have been provided, as well as a triathlon. Truly, the Torchbearing has something for every agent and this year's has been no exception.

To celebrate the end of festivities, the lodge has hosted a grand banquet in the visiting agents' honor - a good thing, too, as each of you have worked up quite the appetite over the course of the day. As you sit inside the Grand Lodge's great dining hall, a refreshing winter breeze blows through an open window, flickering torches and sending papers scattering. The smell of freshly baked desserts fills the air while initiates clear away the remnants of the massive first course, which featured such a variety of dishes and in such numbers that several of you even wonder if you've got any room left for dessert!

If anyone here has the Restful Pathfinders’ Lounge vanity, you may attend a special private banquet that grants you the benefits of Heroes’ Feast for the duration of Part One. You may invite one guest, such as another PC or animal companion, to gain these benefits as well!

While everyone waits for dessert to be served, the tables in the dining hall buzz with conversation. A popular topic at your table as well as at several others is the class hosted by Venture-Captain Drendle Drang - ’Crouching Moron, Hidden Badass: How to Play the Fool to Fool Your Enemies’. Several of your fellow agents chuckle as they recall the class, which featured such things as ridiculous disguises and the use of odd props and strange sayings in order to confuse and confound both friend and foe alike. Nearby, the halfling Janira Gavix can be seen sitting on the edge of one of the tables as she regales some of the junior agents about the time she'd narrowly escaped death at the hands of a fearsome minotaur, saved only by her fellow agents as well as some tricks she'd picked up at the Torchbearing held three or four years prior.

Looking all around, it's plain to see that everyone is enjoying themselves. The atmosphere is one of mirth and relaxation and camaraderie and in this moment in time, all truly does seem to be right with the world.

Silver Crusade

HP: 52/52 l AC: 17, T 11, FF 16 l CMD 18 l F +5, R +4, W +8, +10 vs. madness/confusion l Aging Touch (2/2), Knowledge of the Ages (3/4), Speed/Slow Time (1/1), Time Flicker (7/7 min), Time Hop (70/70 ft.) l L1: 5/7, L2: 5/7, L3: 2/5 l Init +5 l Senses: Perception +2
Skills:
Diplomacy +10, Intimidate +15, Kn. History +8, Kn. Religion +7, Kn. Planes +13, Profession: Baker +12, Sense Motive +6, Spellcraft +7
Female Human Oracle (Dual-Cursed) 7 | Active Conditions:

After having a good laugh about Venture-Captain Drang’s class, a young woman with pale green eyes and dirty blonde hair who’d also joined you at your table smiles. "Isn’t this whole thing wonderful, New Friends? There’s been so much to see and learn over these few days!" Then, she pauses, as a frown flickers across her face for a moment. "Even though I keep feeling like I've done this before. Maybe I had a dream like this or something, that happens sometimes."

The woman's smile quickly returns and she eagerly turns to look at several of you. "What sorts of things did you get up to? I tried one of the obstacle courses earlier - I’m uh, not really all that graceful so I thought the extra practice might help me." She shakes her head. "I was doing okay with it, until this crazy chicken distracted me and made me fall off the rope I was trying to climb! Must’ve smelled the cornbread I have in my pack…"

The woman suddenly pauses, an odd look on her face. She gives her head a bit of a shake. "There it is again! I feel like I've already told this story before, but that's silly..."

Then, as if suddenly remembering her manners, she smiles again and sticks her hand out to each of you. "Sorry New Friends, I forgot to even tell you my name! I’m Corona Merrion and it’s really nice to meet all of you."
______

Please introduce yourselves (if you haven't already) and also feel free to describe a class or other activity that your character has participated in during the Torchbearing Ceremony. Also, each of you should choose one skill. For the duration of this adventure, you will treat that skill as a class skill or gain a +1 bonus on checks with that skill if it is already a class skill for you. Once you’ve decided, please add this skill to your header or some other location where it’ll be easy to keep track of!

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil also attends the Dreng class, with an eye towards seeing through ruses. He also attends a mystery room class (the new rave) where he solves riddles and tries to spot clues.

He is aiming towards making perception a class skill.

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Evarice will treat Perception as a class skill. Cause she's a cleric.

"Good to see you, Corona." Evarice greets the woman. "Shelyn graces everyone, even me." She pulls a length of ribbon from her piccolo. "Oh, that's where it went! Those investigation classes are paying already. It's useful for looking for clues."

Grand Lodge

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Male Dwarf Fighter 7/Cleric of Cayden Cailean 1 HP: 75/75 | AC 27 T:13 F: 25 CMD 24| F +12 R +6 W +10 (+2 vs Poison and Spells) | Senses: Darkvision 60 ft, Per +13 (+2 to notice unusual stonework) SM +2

Polanco can be found getting into a heated argument with Creighton Shaine over some oddly advanced level minutae regarding the age at which dragons grow size and specifically whether they age gradually...or advance whole size categories at arbitrary years.

Polanco is arguing the latter much to Shaines utter dismay. Still this probably enhances polancos understanding of the Arcane.

Grand Lodge

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Male Dwarf Monk 8 | AC 21| T 21| FF 17| HP: 91/91 | CMD 31* | Fort +12 | Ref +11 EV| Will +13 | Init +9 | Perception +19 | Ki 8/8 | SF 8/8

Rogar doesn't mingle much but watches Janira intently. Eventually he approaches her. "I thought you were an imposter. But I think it is you after all. Great healing magics must have been used to bring you back. I am glad." He nods to her and walk back to his table.

To Corona
"I'm Rogar. And the obstacle courses were very hard but that is good." +1 to acrobatics.

Grand Lodge

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Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Radagast has been attending a lecture series entitled:

Our furry friends - getting the most out of your animal companion.

+1 Handle Animal.

Scarab Sages

Male LN Tian-Shu Dragon Disciple 2/ Sorcerer 5 | HP 69/69 Temp 9/9 | AC 23; T 13; FF 20| Resist Electricity 5 | Fort +8; Ref +7; Will +8 | Init: +7 | Perc: +7, SM: +1 | Speed 30ft | Claws 5/5 | Spells: 1st 3/7; 2nd 5/6; 3rd 0/3 | Active conditions: Mage Armor (12 hours), False Life (6 hours), Shield (6 Minutes)

Jinsa spends time at a lecture delving into the secrets of identifying unknown magical items. +1 to Spellcraft

Silver Crusade

HP: 52/52 l AC: 17, T 11, FF 16 l CMD 18 l F +5, R +4, W +8, +10 vs. madness/confusion l Aging Touch (2/2), Knowledge of the Ages (3/4), Speed/Slow Time (1/1), Time Flicker (7/7 min), Time Hop (70/70 ft.) l L1: 5/7, L2: 5/7, L3: 2/5 l Init +5 l Senses: Perception +2
Skills:
Diplomacy +10, Intimidate +15, Kn. History +8, Kn. Religion +7, Kn. Planes +13, Profession: Baker +12, Sense Motive +6, Spellcraft +7
Female Human Oracle (Dual-Cursed) 7 | Active Conditions:

"Hello New Friends Rogar and Evarice," Corona waves down the table at the dwarf and the elf. "I'm glad you've gotten lots of stuff out of the classes! And actually, I think I remember you from the obstacle course," she adds to Rogar. "That was the awesomest leap you made off the top of the climbing wall! I uh...I had a little more trouble getting down from that than you did," Corona blushes.


Season of Ghosts

As you continue to enjoy each other’s company, whether within the main banquet hall or from within the more secluded side room where the Restful Pathfinders' Lounge serves its members, you also happen to catch bits and pieces of other conversations happening around you. Now might be a good opportunity to pick up on the recent scuttlebutt or even learn a little more about the Torchbearing!

You learn all of the information whose DC is equal to or less than the result of a Diplomacy: Gather Information or Knowledge: Local check.

DC 15+:

The Three Masters use the event to keep an eye out for particularly talented agents that embody the Pathfinder Society ideals: Explore, Report, and Cooperate.

DC 20+:

At the end of the Torchbearing, the most exemplary agents are publicly recognized and given special wayfinders.

DC 25+:

Sometimes Pathfinder agents disappear for hours during the course of events. Rumors suggest they are brought before The Decemvirate, but no one can agree on why.

Sovereign Court

***OVERSEER ANNOUNCEMENT***

The front doors of Skyreach burst open with a loud crack. Venture-Captain Ambrus Valsin strides to the edge of the platform, with a slender elf dressed in practical but expensive clothing trailing meekly behind. The red-faced venture-captain addresses the crowd in a booming voice.

“Pathfinders, I regret interrupting the festivities, but we have something of a situation. Approximately twenty minutes ago, unknown forces invaded the Blakros Museum. Fortunately for everyone involved, the Torchbearing is about cooperation and helping our colleagues, so let’s think of this less as an inconvenience and more as an opportunity to practice what we preach.”

The elf, Nigel, exhales sharply, then speaks, “Now, Ambrus, I’ve spent a king’s ransom fortifying the museum from all sorts of invaders: sentinels from the Golemworks, magical wards from the Arcanamirium, and even contracts for guard beasts, both magical and mundane—spared no expense. I didn’t want to come here, but I’ve got no choice.”

Valsin’s forced smile cracks slightly, showing his annoyance. “Out with it, Nigel. Get to the point.”

“Someone broke into my museum and set off the magical protections! I was preserving priceless Shining Crusade pieces for our new exhibit when the first alarm activated. I sent for district guards and went to investigate, but by the time I arrived, the thieves had already locked themselves in my study. They somehow caused the Shining Crusade relics to fly around the museum and attack my sentinels. Everything is going haywire! The magical traps started to target me, the sentinels are not responding to my commands, and—”

Valsin holds out a hand to steady the increasingly agitated elf. “The last you knew, the thieves were still in your study?” Nigel nods. “Very well. Pathfinders: the Seekers should prepare to teleport directly into the Blakros study—“

“That won’t work,” Nigel interrupts, “The study is magically sealed. After that dreadful Numerian exhibit, I turned it into a magical safe room. The robbers must have figured out how to activate it; no one can get in or out while the wards hold. I can work on breaking the wards, but meanwhile my sentinels are smashing up the collection. Some of those priceless relics are on loan from your own Society lodges, so helping me is really helping yourselves.”

“Fine.” Ambrus Valsin takes a deep breath and then turns to the assembled Pathfinders. “Pathfinders, go to the Blakros Museum, secure any relics you can, disable the security systems, and apprehend the looters if possible. Stay safe.”

@Table GMs: You have until May 16 to run Part A on page 10 and Part B on page 14, in whatever order you choose.


Season of Ghosts

*cough* Kinda-sorta ninjaed by the Overseer so consider the post below as happening before the Overseer announcement above.

As you continue chatting and mingling with your fellow agents, the desserts finally arrive! Practically any kind of sweet that you can imagine is available, from pies to cakes, cookies to fudge, and everything in-between. Truly, this is the best day ever - at least according to Corona, who eagerly digs into a scrumptious-looking turtle cheesecake. Later, as everyone is finishing up, a small origami swan flutters through the room and lands on the center of the table. In moments, it unfolds itself into a crisp and crease-less piece of paper.

Please see Slide #3.

Well, what a surprise! (Or not.) During your time in the Pathfinder Society some of you have probably heard of the Blakros Museum or perhaps you’ve even helped them out of a jam in the past. But clearly not everyone is familiar with the family or their establishment as some of your fellow agents look a bit confused as to who this Nigel is or why the Society has such an interest in maintaining a relationship with his employers. Thankfully though, some of you might be able to help fill in the gaps!
______

What do you know about the Blakros family?
You know all of the information about the Blakros family whose DC is equal to or less than the result of a Knowledge: Nobility check.

DC 10+:

The Blakros are one of the wealthiest and most well-known merchant families from Taldor. They own a variety of businesses with interests all over the Inner Sea.

DC 15+:

For years, the Pathfinder Society and the Blakros family have been allies, even if only at arm’s length. Occasionally the family invites notable Pathfinders to one of its high-society affairs.

DC 20+:

The Blakros family has been involved with some shady organizations during its rise to power, including the Onyx Alliance and House Thrune.

______

What do you know about the Blakros Museum?
You know all of the information about the Blakros Museum whose DC is equal to or less than the result of a Knowledge: Local check.

DC 10+:

The Blakros Museum is located in the Wise District, owned by the Blakros family, and curated by Nigel Aldain (a former Pathfinder). It is open to the public when an exhibit is on display. Though the exterior of the building is ugly and squat, patrons marvel at how much bigger it is on the inside.

DC 15+:

The museum has been closed for the past several months, ramping up for a huge exhibit, “Legacy of the Shining Crusade,” opening next week.

DC 20+:

Rumors suggest that shadow magic makes the inside of the museum larger. A few years ago the inside changed drastically, which drew the curiosity of many in Absalom.

DC 25+:

Ralzeros the Overwatched was a powerful wizard who owned the building before the Blakros Family. Evidence suggests he cursed the building on his death. The number of accidents and strange events that occur there would seem to support that rumor.

______

What do you know about Nigel Aldain?
You know all of the information about Nigel Aldain whose DC is equal to or less than the result of a Knowledge: Local check.

DC 10+:

Though the relationship between the Society and Nigel is often strained, they remain steadfast allies. Nigel often collaborates with the Society, loaning artifacts and trading information. He has obsessively researched the Shining Crusade for the past several months.

DC 15+:

Nigel is a former Pathfinder who resigned after marrying Dhrami Blakros; the position of curator was part of his marriage contract.

DC 20+:

Nigel’s museum has suffered many mishaps since he became curator, which the Society has regularly helped clean up. Nigel still tries to distance himself from the Society and act independently, but when trouble befalls the museum, he often turns to the Society for help.

DC 25+:

Recently, Nigel has spent a fortune in security for the museum, particularly in magical protections from the Arcanamirium and Golemworks in Magnimar.

________

Feel free to make the Diplomacy/Kn. Local check from the earlier post as well!

Grand Lodge

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Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Well, I don't have any of the required skills, but this PC *did* play Mists of Mwangi... so he does know Nigel.

Radagast nods happily.

"Ah, Nigel! He looks substantially less simian than the last time I encountered him. It's good to see that his time as an ape-man hasn't had a permanent effect on him. I'll be interested to see what has happened to the exhibits this time around..."

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

I added 3 to my perception in your template due to the training above. No Knowledge nobility or local to speak of.

Gather Info: 1d20 - 1 ⇒ (4) - 1 = 3
"An ape? I don't envy the man that experience, though there are druids that rather enjoy strange forms like that. Is he a druid?

I was expecting SS B to be a continuation of SS A, but it seems to be the same event. It is still OK to run the same character in SS A and B, right?

Scarab Sages

Male LN Tian-Shu Dragon Disciple 2/ Sorcerer 5 | HP 69/69 Temp 9/9 | AC 23; T 13; FF 20| Resist Electricity 5 | Fort +8; Ref +7; Will +8 | Init: +7 | Perc: +7, SM: +1 | Speed 30ft | Claws 5/5 | Spells: 1st 3/7; 2nd 5/6; 3rd 0/3 | Active conditions: Mage Armor (12 hours), False Life (6 hours), Shield (6 Minutes)

Gather Information: 1d20 + 2 ⇒ (4) + 2 = 6

Jinsa keeps to himself and tries not to intrude on the conversations of others.

Grand Lodge

Male Dwarf Monk 8 | AC 21| T 21| FF 17| HP: 91/91 | CMD 31* | Fort +12 | Ref +11 EV| Will +13 | Init +9 | Perception +19 | Ki 8/8 | SF 8/8

Yes. Some encounters will be the same and some will be new.

After some drinking Rogar loosens up a bit and at least tries to mingle.
gather information: 1d20 - 3 ⇒ (13) - 3 = 10

After reading the letter..

kn nobility untrained: 1d20 - 2 ⇒ (7) - 2 = 5

kn local untrained: 1d20 - 2 ⇒ (9) - 2 = 7

kn local untrained: 1d20 - 2 ⇒ (4) - 2 = 2

He shrugs. "Sounds important. We should get ready. Can anyone use this mage armor wand on me?"

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Silgil: Yes, it's perfectly fine to run the same character in SS A and B. Yes, it's odd that some of the events repeat. I've seen people handle it differently: Part A was just a dream, or this is the following year and Nigel hasn't learned his lesson.

Evarice spends some time studying the arrangement of the dessert plate. Mixing the red and blue berries like that with a criss cross of syrup really brings you insight on the cook's mind.

Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13
Evarice doesn't remember anything specific about the Torchbearing.

But never mind that, Venture Captain Valsin and... Nigel... entered and begin blabbing. Dessert will have to wait.

Int: 1d20 + 1 ⇒ (20) + 1 = 21

"The Blakros family. Wealthy, connected Taldor business family. They have dealings all over the Inner Sea."

Int: 1d20 + 1 ⇒ (17) + 1 = 18

"The museum is in the Wise District. Nigel here is the curator. It's confusing how big it is on the inside, but I'm sure the Blakros owners pay for that somehow."

Int: 1d20 + 1 ⇒ (6) + 1 = 7

"Nigel's a former Pathfinder, that's all I know about him." she tries to avoid eye contact with him as she hefts her gear.

"Let's head to the museum and see what's going on..."

Scarab Sages

Male LN Tian-Shu Dragon Disciple 2/ Sorcerer 5 | HP 69/69 Temp 9/9 | AC 23; T 13; FF 20| Resist Electricity 5 | Fort +8; Ref +7; Will +8 | Init: +7 | Perc: +7, SM: +1 | Speed 30ft | Claws 5/5 | Spells: 1st 3/7; 2nd 5/6; 3rd 0/3 | Active conditions: Mage Armor (12 hours), False Life (6 hours), Shield (6 Minutes)

"Allow me." Jinsa obliges the monk. And then hands the wand back to the monk.


Season of Ghosts

As Evarice and Rogar have said, it's quite alright to play the same character through SS:A and SS:B (and the upcoming SS:C and SS:D when they are released). In fact, given the chronicle sheets, you might want to play the same character for all of them but it's not required. As far as how you want to reconcile the repeat parts of each one, well...I'll leave that up to each individual player, rather than try to force one particular narrative or explanation on everyone.
________

With your orders clear you fall in with the throng of other Pathfinder agents, making your way through the crowded streets of Absalom. As you approach your destination you can see that dozens of Wise District guards surround the Blakros Museum. The sergeant nods to Ambrus Valsin as he approaches, a subtle smirk dancing across the venture-captain’s face. The museum itself is alight with swirling whorls of color and the sounds of metal and stone clashing. Occasionally, brief flashes of light burst from the front entrance, illuminating a toppled banner that says "Legacy of the Shining Crusade."

The broad-shouldered, middle-aged Ulfen man salutes, a somewhat bemused expression on his face. "Well met, Venture-Captain Valsin. I am Svaralk of Asleifar, Sergeant of the Learned Guard. The Guard appreciates your assistance." He points to his subordinates, "Our initial attempt to quell the animated relics within failed. I’ve ordered the Guard to withdraw and form a perimeter." Ambrus Valsin returns the sergeant’s salute, a gesture of mutual respect. "You once served in Grand Prince Stavian III’s Ulfen Guard, did you not?"

Svaralk nods, "That’s right. Afterwards, I retired to Absalom and have served this city for seven years. This is not the first catastrophe I’ve responded to at the Blakros Museum, though none has been quite so dramatic as this. As if anyone needed further proof of the museum’s reputation for trouble."

The Ulfen confides to the Venture-Captain, "After Nigel Aldain harangued me for dereliction of duty in not immediately retaking the museum, I’m in no rush to sacrifice the lives under my command until the warring creatures inside wear each other down." He holds up a hand and shakes his head, "I don’t hold Nigel Aldain’s outburst against him. I recognize the elf is rightfully concerned—albeit rather precious—about his exhibit."

Svaralk turns to your team of Pathfinders and says, "Before you enter, I can provide you an overview of the museum’s layout and tell you that there are animated relics and guard animals on the ground level, and clockwork creatures skirmishing with each other on the floor above. We also have an especially challenging problem in the gardens at the southeast corner of the museum grounds. Some kind of magical runes displaying swarm-like behavior, more magical devices really than living creatures. They proved too complicated a challenge for me and my guards; we simply lacked the skills to disable them."
_______

Please see Slide #4. I've placed each of your icons just outside of the museum; please feel free to rearrange as you see fit. And so now, you have some options on where to proceed and how to go about doing it - what do you do? :)

Scarab Sages

Male LN Tian-Shu Dragon Disciple 2/ Sorcerer 5 | HP 69/69 Temp 9/9 | AC 23; T 13; FF 20| Resist Electricity 5 | Fort +8; Ref +7; Will +8 | Init: +7 | Perc: +7, SM: +1 | Speed 30ft | Claws 5/5 | Spells: 1st 3/7; 2nd 5/6; 3rd 0/3 | Active conditions: Mage Armor (12 hours), False Life (6 hours), Shield (6 Minutes)

Lets get this party started.

Jinsa pulls his first scroll from his belt and activates it. Scroll of mage armor/ down to 1 now on that scroll

He then pulls his rod and channels his magic through it bolstering his life force through necromatic energies. False life 1d10 + 5 ⇒ (9) + 5 = 14 temp hp

With his defenses up, he places his rod in his waistband and draws a sleek wand of dark wood with a clear crystal tip.

Jinsa then approaches the front door and pull them open, not wanting to delay.

"Let get this over with...again"

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

"Again?" She looks at her teammates and draws her longbow. "It's my first time here after hours."

"May Shelyn keep us safe... should we look into the magical wards first?"

Grand Lodge

Male Dwarf Monk 8 | AC 21| T 21| FF 17| HP: 91/91 | CMD 31* | Fort +12 | Ref +11 EV| Will +13 | Init +9 | Perception +19 | Ki 8/8 | SF 8/8

Looking at the party I don't see disable device or an abundance of aoe so the front door is our best bet.

"Swarms are hard to punch."

Scarab Sages

Male LN Tian-Shu Dragon Disciple 2/ Sorcerer 5 | HP 69/69 Temp 9/9 | AC 23; T 13; FF 20| Resist Electricity 5 | Fort +8; Ref +7; Will +8 | Init: +7 | Perc: +7, SM: +1 | Speed 30ft | Claws 5/5 | Spells: 1st 3/7; 2nd 5/6; 3rd 0/3 | Active conditions: Mage Armor (12 hours), False Life (6 hours), Shield (6 Minutes)

"I have dealt with the magical wards to this building before and should be left to senior agents that excel in those talents." Jinsa then doubles back, "If we have time, we will circle back to the wards."

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

"Okay, let's stay on the first floor and look for the animated relics."


Season of Ghosts

I'm being a little aggressive with posting and moving us forward now before I head to work for the next ~12ish hours. Feel free to back-fill any additional preparations you might've made before heading inside!
________

Once all your preparations are complete, you boldly open the museum's front doors and begin making your way inside the entry hall. The first sight that greets your eyes is a giant statue of current Blakros matriarch Hamaria, her arms spread as if welcoming you to the museum. Various banners hang from the walls, each with a listing of a specific exhibit and where in the museum it may be found. Luckily there are no immediate threats lurking within the entrance hall and you carefully open one of the sets of double-doors that sit to either side of Hamaria's statue.

In this room, which is more open, priceless Shining Crusade artifacts displayed on pedestals creak and move by some unseen force underneath a decorative banner that reads "The Shining Armory". Eerie light seems to dart between the objects while the din of a raging battle echoes throughout the chamber. The central feature is a low, artificial hill atop which stand two stuffed owlbears surrounded by shattered undead foes. Each of the beasts wears chainmail barding and an orange-and-black caparison depicting a stylized owlbear. It's odd though, as the display has a rather large, empty spot within it - as if there were another creature or statute that had been part of the exhibit. The other things that draws your eyes is the body of dead man dressed in furs lying on the floor before a suit of full-plate armor.

You spend the briefest of moments wondering how the dead man met his fate when you hear movement from the far side of the room. From the shadows steps an enormous, stuffed creature, an amalgam of fur and feathers...simultaneously answering the questions of what killed the man on the floor and where the missing part of the exhibit must have gone.

Who Goes First?:

Init Rogar: 1d20 + 9 ⇒ (20) + 9 = 29
Init Polanco: 1d20 + 2 ⇒ (20) + 2 = 22
Init Radagast: 1d20 + 3 ⇒ (14) + 3 = 17
Init Evarice: 1d20 + 5 ⇒ (9) + 5 = 14
Init Silgil: 1d20 + 6 ⇒ (2) + 6 = 8
Init Yen: 1d20 + 6 ⇒ (7) + 6 = 13

Init. OB: 1d20 - 1 ⇒ (20) - 1 = 19

Kn. Arcana (DC 18):

Of all things, this is an animated owlbear mascot - not a true, living owlbear.

For every 5 that you beat the DC, you may ask for one piece of information from this list.


________

Round 1

Rogar (Mage Armor)
Polanco
========
Red
========
Radagast + Fluffy
Evarice
Yen (False Life, Mage Armor)
Silgil (False Life, Mage Armor)

Active Conditions: None

Rogar and Polanco are UP!
________

Map updated!

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil follows Yen's example and casts Mage Armor and False Life.

Temp HP: 1d10 + 5 ⇒ (7) + 5 = 12

"It all sounds fascinating to me." He rubs his hands together. "Let's get going!"

First floor then.

Silver Crusade

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| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

"Freeze!" Evarice nocks an arrow at the... autonomous construct. "You're under... arrest?"

Grand Lodge

Male Dwarf Monk 8 | AC 21| T 21| FF 17| HP: 91/91 | CMD 31* | Fort +12 | Ref +11 EV| Will +13 | Init +9 | Perception +19 | Ki 8/8 | SF 8/8

Rogar moves up and readies an action to grab the thing if it moves near.

improved grab: 1d20 + 14 ⇒ (19) + 14 = 33

Grand Lodge

Male Dwarf Fighter 7/Cleric of Cayden Cailean 1 HP: 75/75 | AC 27 T:13 F: 25 CMD 24| F +12 R +6 W +10 (+2 vs Poison and Spells) | Senses: Darkvision 60 ft, Per +13 (+2 to notice unusual stonework) SM +2

Polanco has, amusingly, never been in the museum and isn't quite certain what he's getting himself into.

He does however, know a ting or two about autonomous constructs and feels a bit more at ease when this turns out to be a slashy slashy sort of mission.

Knowledge Arcana: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27

He has studied constructs extensively and knows they generally have some kind of amusing Weakness or Vulnerability and that they generally have some sort of resistance to damage types.

He then moves closer while drawing a javelin and then chucks it at the bear UNLESS he found out that the bear resists piercing damage, in which case he simply double moves and draws the most appropriate of his weapons given the information he knows, defaulting to the Terbutje if cold iron or silver are not needed.

Javelin: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 4 ⇒ (1) + 4 = 5


Season of Ghosts

While Rogar cautiously advances and prepares to rassle the strange creature and Evarice declares that she IS the law, Polanco studies the thing and realizes that he knows some things about the thing. He knows while it looks like an owlbear, it's not actually the real thing but a mascot - an object animated by a wily spirit. And since it's animated by a wily spirit - haunted, even - it's vulnerable to positive energy as an undead would be. More annoying is the reinforced nature of the mascot itself, which will make it more difficult to destroy than a person might think at first.

Haunted - which makes the mascot susceptible to positive energy and Hardness 5.

Feeling confident that he and his companions can handle the mascot, hardness or not, Polanco then moves forward and heaves a javelin at it! Unfortunately, the javelin misses the mark - though not by much - and sinks into the wall behind the mascot.

The mascot comes lumbering forward, heading for Polanco who is the closest. While the creature is able to close the distance to the brave dwarf, it's unable to take a swing at him with it's massive clawed appendages.
________

Round 1/Round 2

Rogar (Mage Armor)
Polanco
========
Red
========
Radagast + Fluffy
Evarice
Yen (False Life, Mage Armor)
Silgil (False Life, Mage Armor)

Active Conditions: None

Everyone is UP!

Grand Lodge

Male Dwarf Monk 8 | AC 21| T 21| FF 17| HP: 91/91 | CMD 31* | Fort +12 | Ref +11 EV| Will +13 | Init +9 | Perception +19 | Ki 8/8 | SF 8/8

That is actually me. And moving there would trigger my readied action to grab it. Did you mean to move it to the other dwarf?

Grand Lodge

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Male Dwarf Fighter 7/Cleric of Cayden Cailean 1 HP: 75/75 | AC 27 T:13 F: 25 CMD 24| F +12 R +6 W +10 (+2 vs Poison and Spells) | Senses: Darkvision 60 ft, Per +13 (+2 to notice unusual stonework) SM +2

I will write up my action two ways , one if the map is right and the other if the flavor text is right

Polanco calls out This beast is hard! So save yer energy spells ya nerds and bust out the adamantine if you've got it! Also its haunted - channeling should werk nice n' good

Map:

Polanco then looses his terbutje and begin to move around the beast, but is careful to keep from blocking Radagast and fluffy from getting into combat this turn and begins taking the long way around.

Flavor Text:

Polanco unleashes his terbutje - on his good days he pronounces it TAIR BOOT YAY and on his bad just THE PADDLE - and lashes it hard at the beast with his skill.

It was made of solid yellowheart wood and was a gift from the Ekujae elves deep in the Mwangi expanse. He wondered idly if this was the first time one was ever used against an Owlbear which aren't native to that continent.

Terbutje Power Attack: 1d20 + 11 ⇒ (3) + 11 = 141d8 + 8 + 4 ⇒ (7) + 8 + 4 = 19

As a reminder to the GM I do have Step up and Combat reflexes and plan to use them if this thing moves away from me

aoo if needed:
Terbutje Power Attack: 1d20 + 11 ⇒ (8) + 11 = 191d8 + 8 + 4 ⇒ (1) + 8 + 4 = 13

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Before heading inside, I would have cast Barkskin on myself, and Fluffy, as well as Greater Magic Fang on Fluffy.

Radagast observes the animated owlbear dubiously, then shrugs, before cheerfully proclaiming:

"Fluffy! Attack!"

With a roar, the miniature owlbear charges forward, followed closely by Radagast, who goes in swinging with his scythe.

Bite: 1d20 + 9 ⇒ (5) + 9 = 14, for 1d4 + 6 ⇒ (1) + 6 = 7 damage.

MW Cold Iron Scythe: 1d20 + 7 ⇒ (11) + 7 = 18, for 2d4 + 9 ⇒ (2, 4) + 9 = 15 damage.

Grand Lodge

Male Dwarf Monk 8 | AC 21| T 21| FF 17| HP: 91/91 | CMD 31* | Fort +12 | Ref +11 EV| Will +13 | Init +9 | Perception +19 | Ki 8/8 | SF 8/8

Rogar tries to prevent the beast from hurting anyone.

If the owlbear is not grabbed then this is a grapple attempt. If the 33 did succeed in grappling it then add +5 to this in an attempt to pin. DC 32 to escape.

improved grapple check: 1d20 + 14 ⇒ (4) + 14 = 18

Scarab Sages

Male LN Tian-Shu Dragon Disciple 2/ Sorcerer 5 | HP 69/69 Temp 9/9 | AC 23; T 13; FF 20| Resist Electricity 5 | Fort +8; Ref +7; Will +8 | Init: +7 | Perc: +7, SM: +1 | Speed 30ft | Claws 5/5 | Spells: 1st 3/7; 2nd 5/6; 3rd 0/3 | Active conditions: Mage Armor (12 hours), False Life (6 hours), Shield (6 Minutes)

Jinsa moves along the edge of the room, he comes to a stop and raises his wand. He twist the wand and flicks it, releaseing a bolt of force.

wand of magic missile: 1d4 + 1 ⇒ (2) + 1 = 3

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

"Positive energy, you say?" Evarice raises an eyebrow, curious. She decides to raise her symbol of Shelyn. "Then by the power of the gods, I banish you, evil spirit!"

Channel Positive: 2d6 ⇒ (6, 5) = 11

Grand Lodge

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Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil casts a DC 16 Grease spell under it.

"The children relish it when I make an unctuous strip. Enjoy."


Season of Ghosts

Whoops, I meant Rogar - the mascot moved towards Rogar. Sorry!
________

As soon as the mascot moves within grabbing distance, Rogar's hands shoot out and immediately wrangle the creature into a firm headlock! The mascot flails wildly, not even able to retaliate against the surprisingly strong and agile dwarf.

The mascot is now Grappled!

With the creature immobilized, Polanco calls for the others to bring their best adamantine weapons and positive energy spells to the party as he begins circling around to get behind it. Radagast and Fluffy both come in at the mascot swinging and while Fluffy isn't able to connect with his teeth, Radagast's scythe slices into the mascot's furred and feathered hide. While the blow doesn't do as much damage as he would've liked, it still leaves a nice tear in its wake.

Rogar, having the mascot firmly held, attempts to shift his weight around and get the mascot in a bear hug...and succeeds!

The mascot is now Pinned!

Deciding to wisely hang back, both Yen and Evarice bring magic to bear against the mascot. While Yen's missile connects, the damage seems to be completely negated by the creature's reinforced hide.

Will vs. DC 15: 1d20 ⇒ 4

On the other hand, Evarice's channeled energy does seem to affect the construct! Not as much as she'd been hoping for, but it does prove that Polanco was right.

To add some additional confusion and mayhem, Silgil conjures a puddle of grease underneath the mascot!

Reflex vs. DC 16: 1d20 + 4 ⇒ (13) + 4 = 17

And despite having a dwarf pinning its arms firmly against its sides, the mascot manages to keep its feet! It struggles to break free of the dwarf's pin...

Break Out: 1d20 + 15 - 4 ⇒ (6) + 15 - 4 = 17

...but can't do it, no matter how hard it tries. With Rogar wrestling the mascot to the ground and keeping it firmly pinned, the rest of you have little trouble eventually beating the thing into a unmoving, broken mess.

Combat Over!
________

Given how the mascot had no way of breaking out of Rogar's pin (except possibly on a natural 20), it would've just been a matter of time for the rest of you to beat it down so in the interests of fun and not wasting time, I decided to call things there and move us forward. Another post immediately to follow!

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