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Peasant Railgun's Dark Awakening [D&D 4E]
Game Master Peasant Railgun


Gameplay

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Camping in a world full of supernatural dangers is rarely safe. You’re about to find out why.

Dark Awakenings by Chris Sims.

Illustrations by Wayne England.

Cartography by Jason A. Engle.


You start this adventure with one action point and when you complete two encounters without taking an extended rest you gain another action point. PHB p. 259

You may spend an action point during your turn to take an additional action (PHB p. 286), but only once per encounter.


You dream of shaking earth and screams, the smell of rot and dark whispers. Burning eyes glare back at you in the dream. The vision changes with the smell of turned earth and wet leaves and a crushing weight on your chest. You feel warmth nearby and see a source of blurred, yellow light. Then something cracks loudly, followed by a shrill scream.

You wake with a start, still in your bedroll, and realize a thin, black root grasps you by your legs and torso. It’s pulling you toward a large chasm in the ground on one side of what appears to be a ransacked campsite under a looming hillside on all sides except the east. The warm light turns out to be a campfire in the dimness of dawn, crackling as it slowly dies. Other roots reach out through the camp.

You remember that someone else should be here, your travel companions from Vellumis. You recall being sent by the government of Lastwall to investigate strange activity on the Nirmathas-Lastwall border.

Another shrill scream draws your eye to a small form struggling with another vine. It’s a goblin in rather fine clothing and armour for his ilk. Around his neck hangs a wayfinder. His bulging eyes fall on you. “Please help poor Splug! Jhadar!” You and he are about 15 or 20 feet from the edge of the hole. It’s time to act. It’s time to roll initiative!


You grab your quarterstaff and emerge from your tent at G3. You look over to the other tent and see Splug fend off some grasping black vines (F6).

What the tokens represent on the battlemap:

(J) Jhadar
(S) Splug, Goblin Pathfinder
(R) Tainted Root

Splug rolls 1d20 + 5 ⇒ (14) + 5 = 19 for initiative.
The tainted roots act on initiative count 1d20 + 3 ⇒ (2) + 3 = 5.

You’re welcome to act if you win initiative.


Initiative
1d20 + 2 ⇒ (14) + 2 = 16

Splug goes first, on my turn I want to shift to H4 and use burning hands, to catch the roots in F3 and E5 and C2, avoiding both tents.

1d20 + 4 ⇒ (11) + 4 = 15
2d6 + 4 ⇒ (5, 4) + 4 = 13 fire damage


Actually it's slightly more advantageous for you to use Burning Hands first because you'll be able to catch the tainted root in B1 with your blast. You don't provoke an Opportunity Attack from using Close Attacks in melee. I'll assume you do this instead, unless you override of course.


Splug looks towards you for guidance delaying until initiative count 15.

Current Initiative Order
16 Jhadar
15 Splug
5 Tainted Roots

A fan of intense flame erupts forth from Jhadar's hands reducing the closest clump of roots to cinders. Please roll additional attacks against the other roots in the burst 5, damage is the same unless you crit.

The current situation.

After you resolve your turn, Splug cringes defensively, presenting a smaller target gaining a +2 bonus to his defences.

This distraction grants Jhadar an opening to use an at-will or charge attack as a free action.

Note: The corner of a tent does not block movement, but tent squares are difficult terrain. A creature inside a tent cannot be attacked unless its attacker is also inside the same tent.


Didn't realise about the no attack of oppurtunity.
B1: 1d20 + 4 ⇒ (6) + 4 = 10
C2: 1d20 + 4 ⇒ (3) + 4 = 7
E5: 1d20 + 4 ⇒ (17) + 4 = 21

For my bonus at-will, I use magic missile on E5 if standing, or C7 if not.

1d20 + 4 ⇒ (18) + 4 = 22
2d4 + 4 ⇒ (3, 2) + 4 = 9


The tainted root at E5 is reduced to ashes. The roots further away—although badly burnt—remain a threat.

Jhadar aims the tip of his staff towards C7 as a silvery bolt shoots forth, narrowly missing the corner of the tent and slicing the root on the other side in half!

Although the root at C7 had superior cover, your attack was still high enough to hit its Reflex.

Spurred on by your arcane display, Splug advances cautiously to E4.


Jhadar raises his staff summoning fiery wrath, and uses scorching burst on C2, hitting B1 in the blast.

C2: 1d20 + 4 ⇒ (10) + 4 = 14
B1: 1d20 + 4 ⇒ (16) + 4 = 20
1d6 + 4 ⇒ (3) + 4 = 7


I forgot to let the remaining roots have their turn. So I'll resolve their actions first.


The root at C2 shifts to D3 and tried to grasp Splug.

1d20 + 6 ⇒ (4) + 6 = 10 vs. AC

Splug expertly fends off the grasping tendrils with his longsword.

The one at B1 snakes its way to C3 and tries to grasp Splug as well (with Reach 2).

1d20 + 6 ⇒ (11) + 6 = 17 vs. AC

Splug narrowly manages to avoid this.

1d20 + 6 ⇒ (12) + 6 = 18 vs. AC

The root that moved to C6 manages to get a firm grab on Splug and pull him one square to D5 while inflicting 4 damage.

As we go back up to the top of the initiative, it's now your turn so I'll resolve your attack:

Jhadar Kusika wrote:

Jhadar raises his staff summoning fiery wrath, and uses scorching burst on C2, hitting B1 in the blast.

C2: 1d20 + 4 => (10) + 4 = 14
B1: 1d20 + 4 => (16) + 4 = 20
1d6 + 4 => (3) + 4 = 7

…against the tainted roots that are now at C3 and D3

Both tainted roots are not fast enough to escape the burst of fiery wrath and are reduced to ashes.

You still have a move action.


(The fact that I didn't roll damage for the root that hit Splug, probably gave it away that these are minions.)

A map of the current situation.

Also there is no penalty for firing into melee, even though Splug is grabbed.


Jhadar turns and levels his staff at the remaining root, using magic missile.

'Hold on Splug!'

1d20 + 4 ⇒ (15) + 4 = 19
2d4 + 4 ⇒ (1, 1) + 4 = 6


On Splug's turn he will use his move action to try and escape the grab…

Athletics 1d20 + 7 ⇒ (11) + 7 = 18 vs. Fort.

…and nimbly breaks free of the roots.

For his standard action, he will cringe, gaining +2 to defences.

Splug ducks just as Jhadar's Magic Missile flies true, punching a hole through the remaining tainted root.

That's the end of combat. Splug spends one healing surge, taking his health back up to full.

What would you like to do?


I want to search the campsite for signs of what happened to my companions, is that a Perception check?

'It's okay Splug, that's the last of them. Did you see what happened to the others?'


Yes, make a Perception check.

If you beat DC 12 you find the following:
You find drag marks that you believe to be caused by tainted roots dragging your unconscious from the tents towards the rift on the left of the map.


"Splug not see what drag others away," he claims.

"Desna tell Splug in dream where to find master Jhadar and friends! Splug help!," he says excitedly.

Secret roll behind the DM screen:
Insight 1d20 + 7 ⇒ (12) + 7 = 19

You're pretty sure he's telling the truth.

Jerry Holkins does an impression of Splug at the start of this podcast.
Splug looks like this.


If you'd like to attempt knowledge checks you can ascertain the following if you manage to beat DC 15:

Arcana:
You sense residual magic in the area. The chasm and the creepy roots are likely a result of this magic. You remember the burning eyes in your dream, and you suspect you’ll be facing someone or something that has necromantic powers.

Dungeoneering:
These black roots are natural roots tainted by some foul magic, and they’re mindless. They likely have a central control in some larger plantlike entity. Killing that creature is likely to render these roots harmless again.

Nature:
These black roots are natural roots tainted by some foul magic, and they’re mindless. They likely have a central control in some larger plantlike entity. Killing that creature is likely to render these roots harmless again.


Perception: 1d20 + 2 ⇒ (16) + 2 = 18

Arcana: 1d20 + 9 ⇒ (11) + 9 = 20
Dungeoneering: 1d20 + 2 ⇒ (3) + 2 = 5
Nature: 1d20 + 7 ⇒ (16) + 7 = 23

Following the track, and his hunch that necromantic magic is involved, Jhadar goes to have a look at the rift.

How deep is it, to the tracks lead down, how easy would it be to climb down?

Perception: 1d20 + 2 ⇒ (19) + 2 = 21


The drag marks lead to the edge of the rift. The rift wall ends after about 10 feet down, but it opens into a wider area lit by a green light. The light shimmers on running water about 20 feet below. On the far side of the rift dangles a root that could allow easy climbing. You would need to jump about 10 feet to reach that root. Otherwise, the rift sides look rough, and there’s no reason to risk a jump to the other side of the rift, other than to make use of the root there.

Jhadar Kusika wrote:
How easy would it be to climb down?

Moderately difficult.

Spoiler:
DC 15 Athletics

If you decide to search the campsite:
(And because of your awesome Perception)
You manage to recover:
  • a length of rope (50 feet)
  • a healing potion
  • your backpack
  • your bedroll
  • an extra bedroll
  • 1 sunrod
  • a metal pot
  • a metal pan
  • and a full waterskin.

You can take any or all of this gear.


Jhadar turns back to search the campsite for some rope.

'Splug, I'm going down that rift to find my companions.'

I take all of the stuff.

How wide is the rift, how long would it take me to walk to the other side?


Jhadar Kusika wrote:
How wide is the rift, how long would it take me to walk to the other side?

It won't take very long to walk around to the other side.

When you inform Splug of your intent to climb down the rift, he points to the rope in your hand and humbly suggests, "Maybe you tie rope to tree?"


'I want to save the rope until later if that root can get me down Splug, we're going underground so there may be more climbing to be done.'

I walk around the rift to the hanging root, poke it with my staff to see if it attacks me, and if not try climbing down.

Athletics 1d20 - 1 ⇒ (15) - 1 = 14


Splug shrugs, "You da boss!"

Thankfully the hanging root does not try to attack you, and in fact, seems quite sturdy.

Splug waits for you to descend first and then follows you below.

Athletics 1d20 + 7 ⇒ (11) + 7 = 18

You’re in a large cave. Ambient green light allows you to see clearly. The chasm is above you now, an opening in the cave roof about 10 feet up. You’re in a luminous green stream of water that flows from a hole in the northern cave wall, and the cave slopes upward toward that direction. The current is pretty strong. Part of the cave to the west is obviously hewn stone, and another stream flows from that passage. From your vantage, you can’t see much of that tunnel.

With a squelching sound, a sickly-looking blue ooze surfaces and starts to approach. Movement in other parts of the cave indicates more creatures, including a couple of those black, mobile roots near the southern wall. The stream plunges into another cavern there, roiling fiercely.

You are standing next to a long, inanimate root dangling in the water, it looks like you could swing on it or hold onto it.

Roll initiative.


What you see as you survey the scene.

Initiative for
(R) Tainted Roots
1d20 + 3 ⇒ (9) + 3 = 12
(O) Tainted Oozes 1d20 + 2 ⇒ (4) + 2 = 6

Splug is still halfway up and will land in the next round.

Rough Rocks: Rock squares marked with triangles are difficult terrain.


Init: 1d20 + 2 ⇒ (10) + 2 = 12

Jhadar shifts to H8, then uses magic missile of the ooze in G8.

1d20 + 4 ⇒ (10) + 4 = 14
2d4 + 4 ⇒ (1, 3) + 4 = 8


Jhadar Kusika wrote:
Jhadar shifts to H8, then uses magic missile of the ooze in G8.

Because Magic Missile is a ranged attack you'll provoke an attack of opportunity from the ooze at G8. Do you still want to do this?

It's safe to shift to G10 or H10, though I'll have to let the roots act first 'cause they've got the higher Dex.


Initiative Order
25: Splug
12: Tainted Roots
12: Jhadar
8: Oozes

When Splug climbs down in round 2 he'll act at initiative count 1d20 + 5 ⇒ (20) + 5 = 25

The root at G12 snakes its way into the water and reaches out to grab Jhadar…

1d20 + 6 ⇒ (5) + 6 = 11 vs. AC …and misses.

The other root moves to E11 and does the same…

1d20 + 6 ⇒ (11) + 6 = 17 vs. AC

Jhadar is pulled into the water at F10 taking 4 damage.

In addition you are grabbed and may spend a move action on your turn to try and escape (Acrobatics or Athletics check).


From your new position on the battlemap you see that to the north is a clearly artificial pipe, jutting from the wall and spewing water into this chamber. The pipe is carved to look as if a demonic frog is holding it, and the pipe itself looks big enough to enter. The frog’s eyes sparkle in the ambient light, which is brighter in this passage. Where the pipe spews water, a deeper, calmer pool has formed on leveler ground. It’s obvious that water within 3 squares of the pipe is difficult terrain but not a rushing stream hazard. Another vine, similar to the one you clambered down, dangles near the cave wall to the west (B9).


'Gah! Curses of Nethys upon you!'

Acrobatics 1d20 + 2 ⇒ (8) + 2 = 10

If Jhadar breaks free, he uses thunderwave straight south, catching both roots.

E11: 1d20 + 4 ⇒ (17) + 4 = 21
G11: 1d20 + 4 ⇒ (2) + 4 = 6

1d6 + 4 ⇒ (2) + 4 = 6


Although he is immobilized, Jhadar manages to free a hand to cast Thunderwave. A shockwave of sonic energy shatters the first root against the cavern wall at E12. The other root is damaged but is still standing.

You are now free of the grab and it is the oozes' turn.


The ooze at B9 moves to E10 and extends a pseudopod to slam you.

1d20 + 4 ⇒ (14) + 4 = 18 vs. Fort
You take 3 acid damage and slide 2 squares to F12.

Jhadar is forced to give ground under an acidic onslaught. Another ooze gives pursuit and emerges from under the water at E11.

1d20 + 4 ⇒ (2) + 4 = 6 vs. Fort.

Putting up a valiant defence, Jhadar holds his ground. From this position he can clearly see that the stream he is standing in flows into on open cavern (south of E14 and F14) with light at the other end.

Making its way from I7 to H9 the furthest ooze senses something clamber down the vine and readies a Standard Action to attack (as does the ooze at G8.

Round 2 and it's Splug's turn.


As he reaches the base of the vine Splug is set upon by two oozes. as their readied actions go off.

1d20 + 4 ⇒ (12) + 4 = 16 vs. Fort

Splug take 3 acid damage and slides 2 squares to F11.

1d20 + 4 ⇒ (14) + 4 = 18 vs. Fort

As the slide is resolved before the second attack, it's an auto miss because Splug is no longer within reach.

Splug shifts to E12 and uses Cringe granting Jhadar an At-Will attack as a free action.


On Jhadar's turn, he'll shift F13 and use thunderwave northwards if it won't it Splug, if Splug is in the way he uses magic missile on the ooze that slammed him.

E111d20 + 4 ⇒ (17) + 4 = 21
E101d20 + 4 ⇒ (18) + 4 = 22
G101d20 + 4 ⇒ (12) + 4 = 16
1d6 + 4 ⇒ (6) + 4 = 10

OR

E10 1d20 + 4 ⇒ (3) + 4 = 7
2d4 + 4 ⇒ (3, 2) + 4 = 9


(I've altered my previous post, #33, in response to your tactics in #34)

Just as he's about to move back to cast a spell, Jhadar sees Splug shift out of the way and instead unleashes sonic fury against the enemies in front. The force of the shockwave scattering their remains like leaves on the wind.

It is now Jhadar's turn.


Awesome!

Jhadar doesn't let up, and shifts to G11 before unleashing the power of burning hands.

G8: 1d20 + 4 ⇒ (16) + 4 = 20
H9: 1d20 + 4 ⇒ (11) + 4 = 15

2d6 + 4 ⇒ (5, 1) + 4 = 10


The oozes stand helpless as Jhadar's firestorm vaporizes them.

You are now out of combat. You get an action point for reaching a milestone, and your total XP for the past two encounters is 300. Splug spends a healing surge, taking his health back to full.


Jhadar recuperates from the battle for a moment, spending a healing surge, before going to investigate the Frog's mouth tunnel with the light down its end.

Perception
1d20 + 2 ⇒ (11) + 2 = 13


The frog statue is on top of the water pipe. On closer inspection its eyes appear to be green jewels. The pipe looks big enough for you or Splug to climb into. Water flows steadily out of the pipe, into a rushing stream flowing roughly north to south through the cave. You can see the water disappear into the other cavern past E13/E14 (earlier that's where you noticed light down the end).


I see if I can remove the frog's eyes, and if not travel down the tunnel where I see the light.


You manage to pry out the gems easily in two rounds, and now possess two green jewels worth 50 gp each.

Read this if you decide to travel down the tunnel:
Jhadar dives into the water and is swept with the current. You do your best to avoid the jagged rock lining the tunnel as you are hurtled along. Make an Athletics check.


Struggling to right himself in the water, Jhadar trashes about.

1d20 - 1 ⇒ (11) - 1 = 10


Despite the strong current Jhadar manages to negotiate the stream unscathed.

Athletics 1d20 + 7 ⇒ (16) + 7 = 23

Splug dives in after you and soon you both emerge in another natural cave illuminated by green light. A glowing green stream flows into the chamber at the northwest and flows out again through a gravel-filled opening in the east (that way is blocked).

Stealth 1d20 + 10 ⇒ (2) + 10 = 12
Perception 1d20 + 1 ⇒ (4) + 1 = 5

Splug leaps instinctively into the shadows.

Make Stealth and Perception checks (you may also try knowledge skills to assess the situation)

Read this if your Stealth check is higher than 11:
You notice the bats and the black plant-like pod before they notice you. You may act in the surprise round and may perform one standard action, enemies grant you combat advantage while surprised.


Snapshot from your hiding place.

The token representing you now matches Jhadar's avatar.


Stealth 1d20 + 2 ⇒ (10) + 2 = 12

Perception 1d20 + 2 ⇒ (11) + 2 = 13

Dungeoneering 1d20 + 2 ⇒ (14) + 2 = 16

Jhadar uses magic missile on the black pod. 1d20 + 4 ⇒ (12) + 4 = 16 2d4 + 4 ⇒ (4, 1) + 4 = 9


A pool of liquid has collected in the south-western corner of the chamber, bubbling and churning as if disturbed from underneath. Other than some rubble, the only other feature is the broken wall to the west, leading to what looks like a landing of worked stone.

Near the pool along the southern wall, you spot a black, plant-like pod with writhing tendrils much like the tainted roots you’ve fought before. A chirping sound, barely audible above the water’s gurgling, draws your attention to sizable green bats hanging on the walls.

Your knowledge of dungeoneering tells you that the room and the creatures within are clearly tainted by magic, and the plant pod here is likely the source of the animated roots you’ve encountered.

From his hiding spot, Jhadar launches a magical bolt at the plant pod sitting on the shore of the glowing pool. The bolt of force chops a few tendrils off and cuts into its plant-like mass.

Splug acts during the surprise round, using his Standard action to charge from K1 to K6 at the bat hanging at L7.

1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 vs. AC
1d8 + 2 ⇒ (3) + 2 = 5 damage

And cleaves the green bat in half!

Initiative
(S) Splug 1d20 + 5 ⇒ (11) + 5 = 16
(B) Tainted Bats 1d20 + 4 ⇒ (13) + 4 = 17
(R) Tainted Root Pod 1d20 + 1 ⇒ (2) + 1 = 3


Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Jhadar calls his greatest reserves of power and uses acid arrow on the roots.

1d20 + 4 ⇒ (1) + 4 = 5
2d8 + 4 ⇒ (2, 3) + 4 = 9


The bat at I8 flies past Splug at J7 using Flyby attack…

1d20 + 6 ⇒ (6) + 6 = 12 vs. AC

…but is unable to sink its fangs into Splug's face!

And ends its movement at H4.


From the D4, the bat furthest away launches off the ceiling to F4, banks to the right and flies straight for Splug!

1d20 + 6 ⇒ (14) + 6 = 20 vs. AC

The second bat gets past Splug's guard dealing 4 damage.

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