DM Beckett's "The Quest for Perfection" PFS PbP (Inactive)

Game Master Beckett

Init:

[dice=Aeden]1d20+3[/dice
[dice=Gunnar]1d20+2[/dice
[dice=Krumthi]1d20+3[/dice
[dice=Torean]1d20+1[/dice
[dice=Vrockwing]1d20+4[/dice
[dice=Wyran]1d20+2[/dice
[dice=Zane]1d20+2[/dice
[dice=]1d20+[/dice

DM Notes:

N Medium animal
Init +4; Senses low-light vision; Perception +5
DEFENSE
AC:14, T:14, FF:10 (+4 Dex)
hp 13 (2d8+4)
Fort +5, Ref +7, Will +1

OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +2 (1d6+1 plus grab), 2 claw +2 (1d3+1)
Special Attacks pounce, rake (2 claws +2, 1d3+1)
STATISTICS
Str 12, Dex 19, Con 15, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2 (+6 grapple); CMD 16
Feats Skill Focus (Stealth)
Skills Climb +9, Perception +5, Stealth +11 (+15 in
undergrowth); Racial Modifiers +4 Stealth in undergrowth

CURRENT MAP
The Sanctuary


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Shadow Lodge

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

Venture-Captain of the nation of Tian Xia, and former Faction leader to the Lantern Lodge, Amara Li has requested your assistance in the far off and fabled lands of the Dragon Empires. From the grand Lodge in Absalom, using a newly acquired artifact, the Pathfinder Society opens the pathways of magic, and sends you across the continent in mere moments. Stepping out of the portal, you have arrived in Goka, the headquarters of the Society in the area.

Before you stands proudly a native Tien woman in traditional garb. She bows her head in greetings, and offers you a seat to relax while she explains why she has requested your aid.

Her accent is thick, and takes a moment to become accustomed to if one is not fluent in the language, but as graceful and noble as the VC herself. ”We have attained many victories recently, and I count it as an honor that the Lodge here in Goka is so well able to serve the Society we are part of. It was not so long ago that I appeared in Absalom, with claims of this mystical and place. Few believed my claims, but the Pathfinder Society saw wisdom and truth in my words, and we entered an alliance. A friendship that has allowed both the Society and the Dragon Empires to prosper. The Society has brought much history of these lands to light, recovered many artifacts and relics thought lost, and secured the Hao Jin Tapestry from falling into unworthy hands. In return, we offer the Society the opportunity to explore, to understand and learn from us, and to expand their, or I should say our, for we are together in this, to expand our honor and glory.”

[i]Servants humbly knock on the rice paper door, sliding it open and stepping inside to offer tea, water, and some sort of Tian Xian appetizers. As they commence, Amara Li unravels a long scroll, and then continues once the servants have retreated, (asking if there are any requests you might need). ”Legends tell us of an ancient monastery, a place of learning, faith, and discipline in the art of self mastery. It is, or was known as the Clouded Path, where the truly gifted monks and devotees to the teachings of Irori could train, and we are told, holding up the ancient scroll and indicting a few passages (that are mostly meaningless if you do not read Tien), that the masters where the guardians of an artifact. Roughly translated, it is called the Braid of a Hundred Masters. It is also said that this braid was handed down from one master to his, or her at times, best pupil, and that the former master would add a single piece of their own hair to it. The original piece, our legend’s claim, came from Irori himself before he mastered the Path, and was given to a close friend, Jai Yikun. Jai Yikun then used it and formed the Clouded Mind Monastery, offering to aid others along the path. He passed the braid to his disciple, and she continued the tradition, adding to it and passing it on near her death. It’s last master, died without passing on the braid. It is not known why, but there where no other students, and the monastery has since been, as far as we know, lost and unoccupied. That is your task. To find it, retrieve the Braid, and discover the truth of the Braid since it’s final master. We have recently found that the Clouded Path monastery is hidden within the Wall of Heaven, and I have arranged transport and guides to help you there.”

”I humbly suggest to pack for the cold. Is there anything I can help to enlighten you with before your journey begins?”

Please use this area for in character and game related stuff. I am not ready just yet, but wanted to give everyone an idea of what to expect, and wet your appetites a bit. Will start soon. :)
<also, the scenario is meant to take part before the Ruby Phoenix Tournament and winning the Hao Jin Tapestry (season 3 metaplot), and I have altered it slightly as those things have already happened.>

Grand Lodge

Male Human Magus/1 [HP:9/13 | AC:17/13/14 | CMD:15 | F+4 R+2 W+2 | Init +2 | Perc +0

Zane is a young man of average human height and weight with pale skin, brown eyes and black hair hidden beneath a deep hooded fur cloak. He has a full beard common among some sailors and his paints look like they came from a navel uniform though the rest of his clothing is made of furs. When they arrive he bows politely in return to the Tien woman's greeting and takes one of the seats offered. "Xièxie." He thanks her in her native tongue. As she begins her explaination he leans forward in his seat and strokes his beard slightly, listening intently. He tries one of the appetizers wordlessly when they are served and finding them not quite to his tastes washes it down with some tea which is much more to his liking. When she finishes her story and asks for questions Zane speaks up. What can you tell us of the Wall of Heaven, for those of us not familiar with your geography? Surely there must be some dangers hidden within its peaks besides the cold that we should be made aware of for the society to send us half way across the world rather than sending some one local.

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Aedan is a young man with broad shoulders and a kind but naive face. He has fair skin, light brown hair and almond eyes. He follows behind Zane, slightly hunched and still adjusting to his new environment. He raises his hand to shade his eyes from the sun reflecting off the mountains in the distance. He bows clumsily to the woman and trudges inward behind Zane. The soft floor dimples in underneath his iron-shod boots as he walks through the room. He takes a seat that looks somewhat too small for his large frame and sits uncomfortably, looking like a bull on a bicycle.

He looks at the appetizers curiously when they are served and nibbles at one experimentally. Upon the taste hitting his lips, a wide smile breaks across his face. He wolfs down the rest with remarkable speed and enthusiasm. He turns to his companions and says "These are great!" in a far-too-loud whisper that carries across the tranquil room. He is too amazed and out of his reckoning to have any questions for their host.

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

Gunnar is a tall man with long stawberry blonde hair and a long, braided beard to match. A leather thong holds his hair back from his eyes. He is approaching his middle years and both his piercing blue eyes and skin bear the weathered look of a man who has lived most of his life on the road. Gunnar is wearing an oft-repaired suit of scale mail and a cloak made of brown leather. What you can see of his green and brown clothing makes you think it's been repaired even more often than his armor. He carries a heavy spiked shield, and you can see a battle axe hanging from his belt. A trio of javelins in a quiver-like holder stick up above his left shoulder.

As Gunnar enters the room he unbuckles his shield and removes his javelin case, handing them to a servant. Once settled into a chair, he sips at the tea proffered by the servants and eats a few of the appetizers, also listening intently to the former Venture Captain. After Zane speaks, Gunnar adds to his question in a heavy Skaldic accent: "Indeed, the man speaks sense. I'd also like to know how far we're traveling."

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Torean struggles through the portal and shivers as he walks through. "Eh, unnatural thing," he says as he glances back through to Absolom. The dwarf is short by human standards, though roughly average height for his own kind. He wears chainmail with an axe strapped to his back and a warhammer on his hip. His dwarven beard is parted into multiple braids.

He takes one of the appetizers and chews on it. An odd look crosses his face. "Some sorta radish cake...I'm not sure if I actually like it or not." He looks down at the food and decides to finish it, but reaches for no more.

"A Braid? We're after hair? Hell, I'll give you one of mine right now. But I suppose it doesn't offer enlightenment or whatever it does. Do you think someone stole it or something befell it's last master?"

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

Wyran strides through the portal, taking a moment to collect his bearings on the other side. He subconsciously reaches for the handle of the scimitar at his side, his large well built frame flexing as he goes through the simple motion. His face seems almost supernaturally handsome by human standards, blessed by angelic properties in his bloodline, as his piercing golden eyes survey the room.

"May Sarenrae's light keep us warm on this journey." Wyran prays after Ms.Li mention of the cold weather.

A question before we depart, can you tell us anything about this final master? It seems odd that a master of his or her order would let a proud monastery fall into ruin."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Zane Allan wrote:
What can you tell us of the Wall of Heaven, for those of us not familiar with your geography? Surely there must be some dangers hidden within its peaks besides the cold that we should be made aware of for the society to send us half way across the world rather than sending some one local.

MAP (took a while to fully load, but all the way to the right)

"The Wall of Heaven is a massive mountain range covering nearly the entirety of the western coast of this continent. From outside, you can see that this city, the city of Goka is surrounded by it. There are few areas that are safe to pass, and so those areas are generally very prominent cities, or centers of trade. This text, and others hint that it is somewhere between here and the city of Menhu Leng, to the north, so I am suspecting it will only be a few days journey."

Gunnar Sigrunsson wrote:
"Indeed, the man speaks sense. I'd also like to know how far we're traveling."

"We are unsure where to find the Clouded Mind Monastery, though it is said here to be hidden within the Wall of Heaven. Your guides will know the area weller, . . . more well, and I hope that you may be able to talk them into sharing their knowledge as you journey. As I mentioned, we have hired a pair of guides to help you on the journey. They are travelling along the same route, and agreed to take you to an area we believe the temple may have stood, and hopefully still does. Once there, the rest will be up to you."

Wyran Mesari wrote:
A question before we depart, can you tell us anything about this final master? It seems odd that a master of his or her order would let a proud monastery fall into ruin."

"Much of what happened then is unclear. It was once a very prestigious temple, and it seems that it's final master had many prospects, until something happened. We are not sure what. As far as we can tell, practically over night they vanished, and the tradition of choosing another was broken. No one took on the responsibility of caretaker of the monastery and no one continued to teach new disciples, and the monastery basically vanished from history as for as we can tell."

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Aedan turns around to the group at large. "So... since none of us have been here before, where does the road start for us?"

Grand Lodge

Male Human Magus/1 [HP:9/13 | AC:17/13/14 | CMD:15 | F+4 R+2 W+2 | Init +2 | Perc +0

Zane scratched his beard some more at the new information as the woman answered each of their questions, then looked around the room and waited to see if any one else had any questions. Finally he sat back in his chair and placed his arms on the rests. Hmmm, that's not a lot to go on, still I've done with less, and since the society sent us on this mission we'd best get started. It sounds like our next step should be to talk to our guides, hopefully they will have more information for us. That's a lot of mountain out there he said nodding towards the window and I'd hate to have to search it all blindly.

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

Gunnar scoffs and says, "Searching this kind of terrain blindly is death, boy. These guides had best know where we're headed." The Ulfen man considers for a moment and mutters to himself, "I'll be needing warmer clothes for this, need to make a stop before we leave."

I'll be selling my Bottle of Fine Wine (worth 10g), a jar of honey (worth 2g), and a gallon of mead (worth 2g) for 7 gold pieces and using my remaining 1 gold piece to buy a Cold Weather Outfit, before we leave. Also, my OOC apologies for calling your character boy, Zane, but Gunnar is a loudmouth and doesn't ever censor his opinions, hence the low CHA.

Shadow Lodge

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

You can instead use the 1st Level Rebuild to sell the stuff at 100% (before the game starts, sort of) and just buy it. Technically, you would be doing it afterwards, but just for the sake of not accounting for it.

Amara I informs you that the plan is for you to travel with a small caravn of traders. The two guides are there, and they will break off at a certain point to take you to an abandon waypoint that monks once used to meat with traders in order to gain new supplies, and also new initiates. She is not sure it is the same monastery you need, but suggests it could be the first step in your search. from there, she bids you a safe journey, and has a servant escort you to the caravan.

Two Tian men step out, introducing themselves as Xue Ho and Hai Xuan. Both are dressed in the exotic style of this land, though more for function that form as travelers ad merchants. Both are also middle aged, and seem to have a serious, but friendly and honest nature.

You travel north with the caravan for a few days, making good progress, with the Wall of Heaven always in sight. As indicated, your party and the two guides break off from the caravan at a certain point, travelling north/north-west towards the Wall of Heaven, and finally arrive at what looks to have once been a base camp. The mountains begin just a few hundred feet beyond it, and Xue Ho points out a natural stair that was otherwise hidden beneath the snow, saying that "Monks used to come here, down that stairway to trade with the caravans here, and some acted as protectors of the area. One day they just stopped coming. Be warned, though. Farming communities near here claim that some sort of Winter Demon has claimed this area. That it slays any it finds. None I know have seen it, though the farmers are all truly terrified of it." As he begins to turn and depart, he stops, remembering one last thing. Also, the monks, they are said to have always been here when travelers arrived. When they had gotten their wares, mostly food, seed, and clothing, they would depart up that stair, but no one knows where they went from there. May fortune smile upon you."

Act 1: The Base Camp

The base camp site, only a few hundred feet above the forest line that covers the lower reaches of the Wall of Heaven, offers a panoramic view of the surrounding farmlands, far below. The half-flooded terraced farmlands appear silver and mirrored in the late afternoon light. The camp itself is little more than a trio of unmaintained wooden shacks surrounding the remnants of a large firepit and a fallen wooden corral fence to the east. Each of the shacks has fallen into disuse, not having been used or kept in what looks like years. There is a light snow falling, obscuring vision beyond a few hundred feet, and making travel difficult.

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Aedan looks around, trying to get his bearings and see if there might be anyone inside the dilapidated houses. He pulls the fur-lined hood of his winter clothes up over he head to shield it against the cold.

Survival: 1d20 ⇒ 14
Perception: 1d20 + 1 ⇒ (7) + 1 = 8

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

"It's going to be damned cold up there." Gunnar says, continuing "We'd better make sure everything's in order, poor planning is this terrain can lead to all our deaths." The Ulfen warrior gestures toward his mule, "If you need to stow anything, feel free to put in old Thrud's pack."

Gunnnar then sets about checking the straps of the mule's pack saddle, and checks the contents of his own pack, spending a decent bit of time making sure his rope is in good order. Afterward he inspects each of his weapons, and removes the ranseur from Thrud's saddle, using it as a walking staff.

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Aedan secures his goods, checking his own rope and grappling hook are in good order. He presses his sword into it's scabbard firmly to make sure no snow gets in to rust it.

"That seems good advice to me. But I'll add that we should collect a bundle of dry wood or two. If not for your mule to carry, then we ourselves at the least. My pack is not so heavy. I could take a bit more. Some dry wood with my flint and steel might save our lives if we get halfway up the stair and the weather takes a nasty turn. I'd rather have it and not need it as they say." Aedan says, beginning to waffle on overlong in a nervous fashion, as he often did when meeting new people.

Shadow Lodge

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

Have one more that wants to jump in, so I'm going to let him catch u real fast.

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Sounds good. The more the merrier.

Shadow Lodge

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

Aeden, you notice some animal tracks around one of the shacks, but peaking through the cracks, spot nothing.

Give me Survival checks (or Aid Another) to gather some wood up in the area, (if that's what you are doing), please.

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

Keep in mind I give +4 on my aid another checks. Living with Halflings has a number of benefits. Also, I've noticed we're bereft of a few who signed up :(

"Let me help you with that, Aedan."

Survival: 1d20 ⇒ 2

Yay for no bonuses, that was terrible.

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

"Sorry for being late gentle men. I had a few things to finish up Absalom. Now let me see if i can help with that."

Survival: 1d20 + 4 ⇒ (11) + 4 = 15

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

Aeden I have a wand of cure light wounds for you to use on anyone who needs it as long as it is a PC if it is a NPC we will decide at that time. This is so you dont have to use all your spells or channels

Shadow Lodge

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

I'm going to assume you traveled with them the whole time. Also seems like a lot of people from the discussion have not posted here yet. I know the site had been down a lot over the weekend, but I'll give them a bit of time still.

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

ya with the servers all screwed up and football this weekend I haven't posted as much as I usually do. Should be good to go now.

Brr. it already feels as if none of Sarenrae's light reaches this far, I can scarcely imagine what it will be like as we travel even further up the mountains.

Going to assumes character introduced ourselves to everyone during the trek up here
"Good thinking Aeden, if you need any help in carrying the wood I could certainty take some of the load, though I recommend we gather what we need quickly, I am not sure how long I would like to stay out in this cold for."

Grand Lodge

Male Human Magus/1 [HP:9/13 | AC:17/13/14 | CMD:15 | F+4 R+2 W+2 | Init +2 | Perc +0

My pack is about as heavy as I like it, I prefer to be able to move quickly when trouble arises, but I'll help get your ass loaded. Zane says with a smile as he begins helping the others gather wood. Survival: 1d20 + 1 ⇒ (7) + 1 = 8 What do you lot think, should we use some of this wood to make camp here for the night and set out first thing in the morning, hopefully in better weather? These old shacks have fallen into disuse but they may still provide some protection, which could be more than we are likely to find further up the mountain.

On the other hand the weather could take a turn for the worse. Zane also makes a check of each of the cabins for anything left behind that could serve as a clue or useful in this weather. Perception: 1d20 ⇒ 20

About what time is it?

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Cheers, that sounds awesome!

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Torean's beard is speckled with snow and he shakes it to dislodge more. "This kinda weather is why Dwarves stay underground." He pulls his think furs tighter. "Yeah, we can rest here for the day and get our bearings."

Shadow Lodge

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

As you spend a bit of time to gather up some tinder and observe your surrounding, Zane notices a bit of movement in one of the shacks. Going to the door to peek in and investigate, he pretty much runs right into a small hunting cat lurking there. It seems to have just woken, and we getting ready to step out into the cold for a hunt, but as fate would have it, the hunt instead came to it.

Init Rolls:

Aeden: 1d20 + 3 ⇒ (7) + 3 = 10
Gunnar: 1d20 + 2 ⇒ (11) + 2 = 13
Krumthi: 1d20 + 3 ⇒ (15) + 3 = 18
Torean: 1d20 + 1 ⇒ (4) + 1 = 5
Vrockwing: 1d20 + 4 ⇒ (12) + 4 = 16
Wyran: 1d20 + 2 ⇒ (12) + 2 = 14
Zane: 1d20 + 2 ⇒ (20) + 2 = 22
Young Snow Leopard: 1d20 + 4 ⇒ (10) + 4 = 14

Surprize Round:
-> Zane, Snow Leopard

Init Round 1
Zane, Krumthi, & Vrockwing
--------------------------
Snow Leopard
--------------------------
Wyran, Gunnar, Aeden, & Torean

No map for this one, but there is a 5ft square between Zane and the Leapard, and I'm going to say that everyone else has three, 5ft squares between themselves and the Leopard (15ft). Remember that the snow is causing difficult terrain, (double movement, no charge), though.

Shadow Lodge

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

Also, coming up to the point where if you have not joined the game so far, if we are getting into Round 2 and you still have not jumped in, I'm going to assume you found something else or changed your mind.

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

Is the only person were missing Krumthi? I believe everyone else has checked in. Only reason I ask is with Krumthi going in first block of combatants what's your usual timeframe before we DMPC a member?

Shadow Lodge

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

Yes, but I didn't want to call anyone out. :)
It's also possible that they let me know they where dropping out and I just didn't take them off the list. In general I try to give people a dayish to post, and then take an actin for them. If they are the only one everyone is waiting on, more like a few hours. I don't generally like t give hard numbers, because I don't want people to think (not that most would) that they can hold off. (Now, at the same time, if someone is having an actual issue, I'll consider letting them back in.)

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

Vrock will move up and stunning fist the creature DC 14 Fort. Drop all items Loses Dex to AC and additional -2 to AC. Using regular unarmed strike +6 1d6+1

Attack: 1d20 + 6 ⇒ (10) + 6 = 16

Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Aedan draws his sword and moves to protect Zane.

Am I able to use Aid Another?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Aeden Caladbolg wrote:

Aedan draws his sword and moves to protect Zane.

Am I able to use Aid Another?

Yes, and no. Right now, it's only Zane and the Leopard into the Surprise Round. I should have made that more clear.

After that, on your turn you could use the Aid Another if you want.

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

Also, Krumthi could have posted about dropping and the post monster ate it this weekend.

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Ah, oh well. The beast will probably be dead by the time my turn comes around. I'll decide later what action to take if any are available.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Gunnar Sigrunsson wrote:
Also, Krumthi could have posted about dropping and the post monster ate it this weekend.

I got word from him/her. Should be making it soon, and I'll just act for them if it comes to that point first.

Also, everyone, please swing by the Discussion thread real fast.

Grand Lodge

M Elf Rogue 1hp 9 (1d8+1) Init +3 AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) Fort +1, Ref +5, Will +1; +2 vs. enchantments

Reconing a bit here, because I haven't posted, I was out of town with extremely limited internet.

A tall slender elf with white hair and steel blue eyes. He's wearing all black with a hooded cloak that looks molded and spotted. his hood looks 10 times to big for his face. You see that he is lightly armed. he stands back at the back of the room listening intently.

Grand Lodge

M Elf Rogue 1hp 9 (1d8+1) Init +3 AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) Fort +1, Ref +5, Will +1; +2 vs. enchantments

Encounter 1 (Snow leopard)
HP: 9 = 9 Init: 3 = 3
Weapon = Dagger
----
----
Perception check: 1d20 + 7 ⇒ (11) + 7 = 18 if the GM will give it to me
1d20 + 1 ⇒ (19) + 1 = 20 To hit the beast
1d20 + 1 ⇒ (3) + 1 = 4 Confirm critical
1d4 + 1 ⇒ (3) + 1 = 4 Damage if any
1d4 + 1 ⇒ (3) + 1 = 4 critical Damage if any

---
Once the Snow leopard shows himself, I move up there and stab it in the side. I look at Zane and ask you hurt?

Shadow Lodge

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

@Krumthi Sure, Ill switch it up tomorrow.

-Posted with Wayfinder

Grand Lodge

Male Human Magus/1 [HP:9/13 | AC:17/13/14 | CMD:15 | F+4 R+2 W+2 | Init +2 | Perc +0

Zane spots the creature first and reacts quickly drawing his sword, Move Action, Surprise Round as he reaches his hand begins to glow slightly and crackles with magical energy. When he draws the energy transfers from his hand into the pommel and travels the length of the blade. (Using Arcane Pool, 3/4 Remaining, Swift Action, +1 Weapon, 1 Minute) Before the beast can react Zane's other hand makes a somatic gesture and he utters a single word as an orb of acid flies from his fingertips. Using Spell Combat, Acid Splash Attack: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2 vs. Touch (and flat-footed?) damage: 1d3 ⇒ 1 Then he steps forward 5 ft and takes a swing at the big cat with his sword in the other hand. Attack: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4 damage: 1d8 + 3 ⇒ (2) + 3 = 5

Assuming I can take a 5 ft step in the snow, otherwise ignore the part about using Spell Combat and just move forward to attack without the -2 to hit.

Shadow Lodge

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

Sorry, no 5ft Step because of the difficult terrain, unless you have the Nimble Moves Feat. Also in a Surprise Round, you can only take a single Move or Standard action (it's sort of like a mini round). Normally it allows you to draw a weapon, or move out of the way a little, but you can take any single Move or Standard Action you like.

As Zane spots the danger, the Leopard, who seemed just as surprised as the party quickly goes into flight or fight mode, and decides on the former. Unable to charge, it simply moves to Zane, himself doing something Arcane, but can not attack.

Init Round 1
-> Zane, Krumthi(*), & Vrockwing(*)
--------------------------
Snow Leopard
--------------------------
Wyran, Gunnar, Aeden, & Torean

So you could do the above Spell Combat at this point as your Round 1 (full) action, but it would provoke. As a side note, it is a young snow cat, and one or two decent hits would put it down. I wouldn't waste too much resources on it.

Shadow Lodge

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

Wyran, Gunnar, Aeden, and Torean, feel free to post early if you would like, or hold off until you see what happens. Either way is fine. I will let people switch actions if needed later, (for example if someone before you moves where you want to go, or kills the target you meant to attack before your up).

I'm just using the (*) to indicate they have actions already posted and waiting, a little reminded.

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Torean struggles to run up in the snow, half-bounding, half-sinking in the white stuff. As he nears the Leopard, he raises his hammer to strike it.

On his turn, A basic double move, drawing his weapon. Difficult terrain is hell on a dwarf...

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

Wyran pushes against the building snow, it taking far longer to reach the leopard then he is accustomed to. Drawing his scimitar as he reachs the fight he takes a swing at the cat.

Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Dmg: 1d6 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Male Human Magus/1 [HP:9/13 | AC:17/13/14 | CMD:15 | F+4 R+2 W+2 | Init +2 | Perc +0

Sorry I should have been more clear. I was posting for both rounds. Also I forgot the leopard got to act on surprise round. No spell combat then. As a general rule I won't cast while threatened. Just a two-handed attack and move action to step back 5 ft then. Zane grasps his weapon with both hands and takes a swing at the big cat as it approaches him before taking a step back in the snow himself, out of reach of the big cat's claws. attack: 1d20 + 3 ⇒ (17) + 3 = 20 damage: 1d8 + 4 ⇒ (6) + 4 = 10 New rolls if you want 'em.

Shadow Lodge

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

Combined, you manage to put down the snow leopard in no time, taking it fur, which you think may fetch you a bit of coin back in Absalom.

Still midday, you begin the long trek up the stone steps, finally leading you into the mountains themselves. Within the Wall of Heaven, you manage to find an old dirt trail and follow it. After about an hour of travel, the trail take you through a narrow valley, then suddenly stops. The valley ends in a high rock wall. A large crack, forty feet up the wall, looks large enough to allow an adult human through. Several small cracks and holes dot the entire surface of the rock wall. A rock overhang, ten feet above the gash, acts as a natural roof, sheltering the immediate area from the elements.

Map time. I have posted a link to the map both under my name and also another at the top of the page. To avoid confusion, please indicate that you are moving if you switch places on the map. It should be saved so that everyone can move themselves, just click on you mini (so that boxes appear around it, then drag it. (doesn't work so well with tablets and phones)

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

Vrock will slowly walking the area looking for tracks or anything that might help

perception: 1d20 + 9 ⇒ (7) + 9 = 16

survival : 1d20 + 3 ⇒ (13) + 3 = 16

-Posted with Wayfinder

Grand Lodge

Male Human Magus/1 [HP:9/13 | AC:17/13/14 | CMD:15 | F+4 R+2 W+2 | Init +2 | Perc +0

Zane scratched his beard some more as he pondered the rock wall and the overhang in front of them. Well if we're going to climb that thing I've got some rope and a grappling hook. He said taking off his backpack and pulling out the hook already tied to about fifty feet of fine silk rope. It looks as though there are plenty of foot holds along the wall. I'd give that circle in the center of the overhang a wide berth though till we know what it is.

Shadow Lodge

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

As you look around, you do spot the remains of small animals coming from the crack above, the bones spilling down and finding homes among the small grooves and cracks in the stone, but do not see any threats.

If you secure a rope, it's a DC 10 climb, (so if you do not have a penalty, you can take 10. If you do, I am going to need a roll for each 10 feet, (4 checks, maybe more). Also need to know what order you go in, as armored characters and those that have less than a 30ft speed will slow everyone down, and better climbers can try to aid others once they reach the top. Lets say you can get 2 people on the rope safely at most, so who is first?

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

I will go first

-Posted with Wayfinder

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

climb: 1d20 + 1 ⇒ (20) + 1 = 21

-Posted with Wayfinder

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