GM Eddv
|
Cornelia tips her cap to Arisira Yeah thanks. You lot seem like you can handle something like this. We might need to be careful around you.
She chums it up with you for long enough that several other people come up to her and give her short updates on some kind of situation. In particular however, she sees Lucca and one of the race's organizers walking off together, looking as though they are in cahoots.
Sense Motive: 1d20 + 13 ⇒ (17) + 13 = 30
Arisira is able to piece together that their team is actually planning to cheat!
Perhaps she could follow them?
Arisira
|
Excusing herself from the conversation with Cornelia, she ducks around behind a wall and takes a deep breath.
Still need to check out these trail hounds more- but if anyone is going to cheat, it is going to be the Cheliax...
She pulls out a small, amber stone, with a small eyelash displayed inside- rolling it between her fingers, she mumbles some arcane words and she flashes out of sight.
Invisibility
Turning back, she heads off to follow Luca and the race organizer.
Stealth: 1d20 + 13 ⇒ (5) + 13 = 18 +20 for visual
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
GM Eddv
|
As Arisira rounds the corner she finds some nice thick scrub brush to hide behind and is able to listen to a hushed conversation.
Okay I left your package right where I have it marked on the map. Memorize it and destroy it! If anyonr found out we were cheating....but after last year we CANNOT have another year where those filthy profit mongering Trail Hounds win by killing people. the chubby sweaty official comments desperately.
Luca hands him a heavy looking bag that clinks of coin and jewels Don't worry - our kind are noble. Winning is in our blood and I know how to cover our tracks.
With that the official hustles right past Arisira as Lucca waits a moment studying the map and then as he passes Arisira, casually dumps it into a nearby cookfire.
Arisira
|
Arisira rushes over to the fire and tries to recover the paper before it is fully consumed in the fire. If able, she stamps it out and tries to follow the race official for the duration of the invisibility spell.
GM Eddv
|
Given that she was able to retrieve it so quickly the map carries only superficial burns.
Following the official around he glad hands with many and it quickly becomes clear how controversial last year's winner, Philt, is. Many believe he should have been disqualified for OBVIOUSLY murdering so many competitors, but since there was no proof...
Arisira
|
As the spell's magic fades, she steps away from the official, and heads back to the party.
I know what needs done, but the others should have some say in this
Arisira pulls the others aside, in quiet whispers asks them to join her in a private place.
"I have proof of conspiracy. The cheliax and at least one race official have made plans to drop supplied on the course. I see two paths forward. Either beat them to the supplies ourselves- equipping us for the journey ahead. Or, we use the VC to alert the race officials, who will surely eliminate the team and confiscate the materials. "
Vera Darkone
|
"I'm inclined to agree with. What was your name again?" she asks the man who just spoke. "We should win this fairly. Leave it to Cheliax to cheat."
Arisira
|
"Then it's settled. We shall turn over the evidence to Venture Captain Bellaugh, and allow the complaint to go through official channels"
Arisira heads off, accompanied by those who wish to join her, to the temporary Pathfinder Lodge.
GM- unless you want to RP that interchange, I am OK with advancing the story forward
GM Eddv
|
Having turned the evidence over to Finze Bellaugh he sees to it that the offending team is expelled from the race - but it's mere hours before start time by then.
The entire town is abuzz with the scandal and the official announcement - The Ashen Leavea have been disqualified. This instantly makes the Trail Hounds the overwhelming favorites, though some still think the Song'O or you might be able to upset them.
Soon comes the pre race rituals. You are all asked to abandon your clothing and armor and your....well everything.
You are provided with race uniforms - simple white and red affairs that are a form ditting racers singlet.
If you wish to smuggle anything past this process I need a Sleight of Hand
The remaining teams are all lined up in a short parade processional... and the race begins.
Refer to slide 3 for the race map and slide 4 for potential actions you can take during the race. Each day is broken into 4 hour phases with an option for a 3rd. Given that your party has a halfling in it they will be setting the pace for.
Mak'da
|
Sense Motive: 1d20 + 13 ⇒ (9) + 13 = 22
Mak'da goes along with Arisira to hand over the information. It is only right that cheaters be expelled from the competition
As they are heading to the race start she muses out loud, You know, that cache of stuff is probably still out there. We didn't put it there and we are permitted to make use of anything we find on the way. We could head in that direction and see what might be useful there for us?
Mak'da makes sure that all of her equipment is securely stored in the lodge. She gives the porters a stern look, I WILL be back and I expect everything to still be here.
I have no intention of trying to sneak anything in. My tagline is correct and accounts for the lack of equipment. I am not seeing any actions on slide 4. Depending on how long we travel each day I will prepare one or two longstriders for Arisira to speed her up. The spell has a pinch of dirt as a component which I assume I can just get off the ground? I will need to do the same for T'Kemba so all of my level 1 spells might end up committed to it.
Arisira, my magic can enhance your speed so that you can keep up with the rest of us if you wish it. I will also be enhancing T'Kemba's speed, perhaps you could ride on her back although it would be...uncomfortable.
Arisira
|
Setting aside her possession, Arisira takes one last drag from her flask and stows the remaining supplies in the chest and wearily closes the lid and sets a lock.
*sigh* Hard to let this stuff go. Harder to think how badly I may need it in just a few short hours.
As they make preparations, she smiles as Mak'da approaches. "That is quite thoughtful. My dad was nearly 3'6", but unfortunately I didn't get any of his tall genes. If you are willing to devote some of your power to me, I will not refuse. Thank you."
As they walk through the crowds, to the starting line, she tries to take in the moment. She speaks in a low whisper to those walking beside her: Remember what this feels like. We will be back, and will be the champions.
I am going to build a statline and will copy/paste it at the bottom of my posts. I sometimes get frustrated editing the paizo ones so frequently
Unarmed Strike: +5 (1d2+1)
Bardic Perfomance 16/16, Spells (no components) 1: 4/4, 2: 3/3
Spells without Components: Dancing Lights, Detect Magic, Prestidigitation, Charm Person
Mak'da
|
thats OK, you wont need to as you wont be wearing it grins Mak'da.
We have to leave everything behind. We go out in some basic clothes the race organisers provide.
Vera Darkone
|
Vera carefully takes off her armor, and puts it and her gear in the lock box. [b]"Cayden lead me to a tankard or this is going to be rough." she mutters as she dresses in the clothing supplied.
"I'm ready." She looks a little lost without her jaunty hat.
AC 12 Touch 12 FF 10
Fort: 7 Reflex: 3 Will 7
Speed 40
HP 43/43
Valin Halcyon
|
Valin begins the fairly involved process of removing his armor and shield.
"Fair enough, but you never know what you'll find out there.
Mak'da
|
Just to be clear, it isnt just armour and shield it is literally every piece of gear you own is left behind. No weapons, no magic items, no mundane gear, no nothing. If we want to use anything we have to find it on our travels.
Valin Halcyon
|
Yup, he's just a defensive oriented character plus it takes up to 5 minutes and help to remove full plate so that seemed the thing to comment on directly.
GM Eddv
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You take off directly into a hilly/mountainous regions naked - you can make a beeline for the cache - it might cost you a little time now, but you may be able to make it up later with the aid of that equipment!
Up to you - also someone should take charge of the group tactics - your options are laid out in the handout!
Mak'da
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I think we probably need a bit more guidance here on how this all works. The handouts seem to contain sample tactics and advantages with a reference to phases but I am really not at all clear how the race actually works. Can you break it down a bit?
GM Eddv
|
The short version:
You will travel (with the aid of longstrider) at a rate of 3. Mountains are worth 4, swamps 4, Mountains 6, Jungles 8.
You can move twice a day for free, but can hustle for a 3rd set of movement in a single day, at a risk of exhausting or fatiguing yourselves.
Along the way you can do certain tasks to improve your odds - such as building tools and weapons, gathering food you'll need to survive, or going out ahead to clear the way for the rest of the party.These will speed up your progress.
The full rules are below. The cache is in your current hex but is "out of the way" and will set you back 2 progress points.
Now that you have your racing map, we need to understand how the race will work. Each day has (by default) two travel phases.
If nothing else happens, the party will travel a number of progress points during each phase equal to the speed of its slowest member (each individual person's speed is equal to their normal land speed divided by 10). Example: A party of Amiri, Valeros, Kyra & Merisiel would travel at a pace of three progress points per phase, but a party of Amiri, Valeros, Kyra & Harsk would travel at a pace of two progress points per phase.
That pacing can be changed by advantages. During each travel phase, each party member can attempt one advantage check.
IMPORTANT EXCEPTION: each type of terrain allows a different number of maximum advantages per phase. If the party uses up all of the maximum advantages for the terrain type they started in during a given phase, the rest of the party will not be able to get any further advantages. Let's say that Kyra decides that she badly needs a scimitar and wants to craft one, but their terrain type only allows three advantages. If Amiri, Valeros & Harsk all jump in first and make advantage checks, Kyra will not be able to roll. THIS CAN GET PEOPLE KILLED (mostly if they don't get weapons & armor crafted in time).
If a player fails at an advantage DC related to traveling, they will reduce their individual speed by 1 for that phase. This might not slow the group down if (like Amiri) they are already faster than the rest of the party. If a player fails a travel-related advantage DC by five or more, they will slow the whole group down by 1 for that phase.
Because of the quirky nature of play-by-post, we need to enforce rolling order stringently: the first person to roll will use up an advantage if they succeed. However, we will also allow people to declare their advantage rolls to be low priority, in which case I will take all non-low priority rolls before theirs. Talk to each other to coordinate in advance what you are wanting to do. After a certain point, it probably won't matter too much who rolls in what order, but it can be important early on.
More about terrain: Each type of terrain hex has a different number of progress points needed to complete it, a number of maximum advantages and an advantage DC. Here are some general guidelines. "Harder" types of terrain will require more points of progress to complete a hex and have higher advantage DC but will also have more maximum advantages. "Easier" types of terrain are exactly the opposite. I'll tell you now that plains hexes allow zero maximum advantages. Since you are starting in Hills and jungle as well swamp is nearby, here is the terrain type data for that.
Hills Terrain:
Progress Points to Complete: 4
Maximum Advantages: 3
Advantage DC: <redacted>
Jungle Terrain:
Progress Points to Complete: 8
Maximum Advantages: 8
Advantage DC: <redacted>
Swamp Terrain:
Progress Points to Complete: 4
Maximum Advantages: 3
Advantage DC: <redacted>
You should come up with a plan for each day of travel before you get started.
Each day spent in the wilds will require each party member to eat one unit of food & water (typically gained via the Gather Supplies advantage). We'll be checking for food supplies at the end of each day. Hunger and thirst are bad.
This scenario uses a modified version of the pursuit mechanic, and you already got Player Handout #2:
SAMPLE ADVANTAGES
The following advantages are just a sample of those possible. Each advantage lists the terrains most likely to allow it, though there are certainly exceptions. It is possible to choose more than one of the same category of advantage for the same terrain tile (for instance, a jungle with multiple know the terrain advantages might require different Knowledge [nature] Dcs).
Climbing Lead (Hill or Mountain): A character can attempt a Climb check to ascend ahead of the others with a rope to help his allies navigate the worst areas. The DC varies based on the difficulty of climbing.
Craft or Modify Tools (Any): A character can attempt a Craft check to fashion or modify specialized tools (such as footwear to travel over icy surfaces). Unlike normal, attempting to gain this advantage reduces a character’s personal progress by half (rounded down). Once she has succeeded on the skill check once per character, the advantage applies for the rest of the adventure, without further action on her part, unless the situation changes enough that she needs to modify the tools again. The DC varies based on the complexity of the gear, though it is typically 15 (for a high-quality item). A PC can create armor made of mundane organic materials or to create simple weapons, bows, and martial bludeoning weapons; at the GM’s discretion, other basic gear with non-metal components might be possible. Because the PC attempting to gain this advantage is assumed to have 4 hours in which to work, she can attempt two checks for each phase instead of one.
Evade Hazards (Any): A character can attempt a Survival check to recognize hazards and rough areas and ensure that the group skirts around them when possible. The DC varies depending on how devious or hidden the hazards might be.
Fancy Footwork (Any): A character can attempt an Acrobatics check to help balance in an icy or wet area, leap over quicksand or between rooftops, or move more rapidly. By using ropes, finding a safe path, or otherwise leading the way, the character helps her allies move faster as well. The DC varies depending on how treacherous the footing is.
Gather Supplies (Any): A character using this advantage can make a single Survival check to gather food and water while they travel. Using this advantage reduces a character’s personal progress value by half (rounded down) for the duration of the phase. A character can collect one day’s worth of food and water for one person by succeeding on a DC 10 Survival check, and can supply one additional person for every 2 points by which their Survival check exceeds 10. A PC that gathers more food and water than necessary for a given day can save these supplies for use on the following day. Alternatively, a character can use this advantage to gather material components for spells by making a single DC 10 Knowledge (arcana), Knowledge (nature), Spellcraft, or Survival check. A successful check produces a collection of materials equivalent to a spell component pouch. The components gathered in this way are natural materials with magical properties only roughly analogous to those normally required by spells. To cast a spell using these components, a spellcaster must succeed on a concentration check with a DC equal to 10 + the spell’s level. At the GM’s discretion, a player can ignore this penalty for spells with material components that can reasonably be found in the wilds of Sargava. For example, a grasshopper’s hind leg (jump), fine sand (sleep), and a pinch of dirt (longstrider) are all materials one might find in the wilderness. Butter (grease), a drop of mercury (floating disc), and a cup of wine (identify) are not. The gather supplies advantage does not count against the normal limit of advantages allowed for a terrain tile, and it can be used even in tiles which allow 0 advantages.
Know the Area (Any): A character can attempt a Knowledge (geography) check to allow the characters to exploit nearby useful terrain features that he remembers while avoiding dangerous or obstructive features. The DC varies based on the feature’s obscurity.
Know the Terrain (Any): A character can attempt a Knowledge (nature) check to deduce something about the current terrain that gives her group an advantage. The DC varies based on the particulars of the deduction.
Notice Shortcut (Any): A character can attempt a Perception check to notice a shortcut or other hidden feature that grants an advantage. This advantage is not as helpful for pursuers in a direct pursuit unless they split up (see page 147) or deduce a point where they are sure to intersect the quarries’ trail.
Professional Opinion (Any): A character with a relevant profession might be able to grant the party a significant advantage in a pursuit. For instance, in a pursuit through a mine, a character can attempt a Profession (miner) check to learn about the mine’s layout based on markings or other indicators the miners left for their colleagues.
--------------------------------------
TACTICS
Tactics are the key to shaking competitors that are catching up to the party—or to overtaking a more efficient group that has a commanding lead. The following tactics present many of the most basic methods for doing so, but if the PCs come up with a new tactic, the GM should use these examples as guidelines. Tactics can affect a single character, multiple characters, or the whole group. There is no limit to how many tactics a character or group can use, but common sense prevents using two contradictory tactics. Characters and groups decide which tactics they are using for each 4-hour pursuit phase, though some last for multiple phases or until the characters using them decide to stop. Tactics that require the group to be either the pursuers or the quarries, and which can’t be used in races, have been removed from this list, while others have been modified to accommodate the specifics of this scenario.
--------------------------------------
INDIVIDUAL TACTICS
These tactics apply to individual characters, and each character decides whether she’s using the tactic.
Recovery: A character can spend a phase tending to the health of her or her allies. This allows the character to cast healing spells, for example, which can be useful for removing nonlethal damage if the group has been hustling or making a forced march (see group tactics, below). A character that spends a phase helping with recovery can attempt to gain an advantage during that phase, but she takes a –5 penalty on any checks made to gain advantage.
Special Movement: A character with consistent access to a fly speed, swim speed, or the like for a full pursuit phase might be able to move particularly quickly over the appropriate type of terrain; though, for instance, a character flying above a jungle canopy would not be able to follow a trail below.
--------------------------------------
GROUP TACTICS
These tactics apply to the group and can be used only if all characters agree to do so.
Forced March: A group using the forced march tactic gains an additional 4-hour pursuit phase at the end of the day. At the beginning of this third pursuit phase, each member of the party must succeed at a DC 10 Fortitude save or take 1d6 points of nonlethal damage and become fatigued. At the end of this bonus phase, the PCs must make a second Fortitude save, this time at a DC of 14, or take an additional 1d6 points of nonlethal damage and become fatigued (or exhausted, if already fatigued).
Hustle: A group can hustle during a phase to increase its progress during that phase by 1 point. A group can use the hustle tactic once per day without penalty, but using the hustle tactic a second time causes each member of the party to take 1 point of nonlethal damage and become fatigued. Each subsequent time the party uses the hustle tactic that day, each member takes double the amount of nonlethal damage previously dealt. Unlike a normal pursuit, the group is not limited in what sorts of advantage checks in can make while hustling, but each member of the group takes a –5 penalty on any checks made to gain an advantage other than those specifically related to movement (such as climbing lead or fancy footwork).
Vera Darkone
|
"Let's head to the cache. Everyone head out as quickly as possible." She looks carefully in order to avoid hazards as they move along toward the cache.
Survival to Evade Hazards: 1d20 + 3 ⇒ (9) + 3 = 12
Arisira
|
That's two of our 3 advantages. I can climb ahead, or we can try for something else. We probably don't want to do anything that will cost movement until we get to the supply cache.
Mak'da
|
As they travel Mak'da will look to gather supplies, looking to put together an effective spell component pouch.
Survival: 1d20 + 13 ⇒ (15) + 13 = 28
I dont believe this counts against our available advantages. If successful she will provide it to Arisira or Vera, whichever prefers it. She will use the boon from Ire of the Storm to acquire some holly or similar plant to act as a divine focus.
As they travel she will also look for shortcuts if possible.
Perception: 1d20 + 14 ⇒ (4) + 14 = 18
GM Eddv
|
That is correct, it does not count against it. And if the other two Ire of the Storm people want to activte that boon want to, then go ahead.
You find a simple ruin - all built far far too large for medium sized people.
Next to one mostly intact wall there is a cubby covered in cobwebs save for largish spot, where you see a chest is hidden from plain view.
Inside the chest is:
Six Cure Light Wounds potions, 4 Alchemist's Fires, two masterwork longbows with 40 total arrows, two masterwork longswords, a quarterstaff, a spell component pouch, 12 trail rations, 6 waterskins, 7 tindertwigs, and spellbook (which since there is no wizard I won't detail).
The group makes great time - erasing the backtracking they had to do and completely clearing the first hex.
Choose a heading and roll more checks!
Valin Halcyon
|
Valin will take a Cure Light Wounds potion, a longsword, 2 rations, and a waterskin.
"If there's a bow left over I can take it as a backup. I think we should head southwest, get to the plains and use the clearer land to build speed."
Mak'da
|
Rooting through the cache Mak'da says, Valin, you may as well take a longbow as well, I dont think any of the rest of us can use them
Mak'da selects a potion, some trail rations and a waterskin along with a pair of alchemist fires. Vera, you might want to take the staff, I have T'Kemba here to help me if it comes to a fight. One of you should also take the spell component pouch, I will scavenge up another.
The plains sounds like a decent idea.
Mak'da
|
As they continue to travel Mak'da will look to scare up another spell component pouch, this time for herself.
Survival: 1d20 + 13 ⇒ (10) + 13 = 23
While also looking for a route which will get them out of the mountain and down onto the plains as quickly as possible.
Perception: 1d20 + 14 ⇒ (16) + 14 = 30
Arisira
|
I'll use the boon as well, to get a small composite short bow. Since I have no equipment, its 25 gp x 5 levels (125 gp value). No strength bonuses, but its better than nothing. Is it easiest to just say that it was with the supplies in the crate?
Picking up the bow, the Halfling smiles. "Not as nice as mine, mind you. But it will do in a pinch." She flexes the bow on the string, getting a feel for the tension and pull.
As Mak'da hands her the spell components, Arisira bows. "You need'nt have, Mak'da. You could have used these yourself! I am honored"
----------------
"The plains seem as good as any. Might be harder to find supplies on the open land though- need to make sure we have a good stockpile of things before stepping away from the bounty the jungle offers us."
I think we can make armor and other things too. If we are going to do it, we should all pick the same time and place (food, water, armor, etc) so we only lose speed once.
Mak'da
|
I think armour and weapons are likely to require craft skills of which I certainly dont have any
GM Eddv
|
Yeah feel free to flavor the boons appearance out of nowhere however you like!
The group makes it south from hills to well...more hills but at least approaching the flat plain-ish terrain beneath it.
Makda's comfort in the terrain is quickly evident as she is able to acquire some divine focuses - not the holly and berries she is used to but she is able to acquire usable substitutes in this hilly terrain - sage and other herbs.
Still room for the other 3 of you to gather advantages to gain some speed
As you're on your way down this rocky terrain, you make your way down a particularly rocky downhill pass. It is actually rather pleasant. The weather is nice and you are able to catch a hint of the seabreeze coming up from off the coastline.
However, Mak'da spots up ahead the corpses of a couple fools who tried to do the race by themselves.
Stealth Red: 1d20 + 10 ⇒ (5) + 10 = 15
Stealth Blue: 1d20 + 10 ⇒ (13) + 10 = 23
Perception Mak'da: 1d20 + 14 ⇒ (5) + 14 = 19
Perception T'Kemba: 1d20 + 10 ⇒ (7) + 10 = 17
Perception Vera: 1d20 + 5 ⇒ (1) + 5 = 6
Perception Arisira: 1d20 + 9 ⇒ (1) + 9 = 10
Perception Valin: 1d20 + 5 ⇒ (9) + 5 = 14
Mak'da and T'Kemba spot hiding behind one of the rocks, a long, almost eellike lizard waiting in ambush.
It's an amphiptere, a type of low dragon. They are best known for their brutal tail spike attacks wherein they impale opponents and claw the flesh from their bones from that helpless predicament. One more question per 5 you beat by
Red: 1d20 + 3 ⇒ (16) + 3 = 19
Blue: 1d20 + 3 ⇒ (13) + 3 = 16
Valin: 1d20 + 8 ⇒ (5) + 8 = 13
Vera: 1d20 + 2 ⇒ (13) + 2 = 15
Arisira: 1d20 + 5 ⇒ (4) + 5 = 9
Mak’da: 1d20 + 5 ⇒ (16) + 5 = 21
T'Kemba: 1d20 + 3 ⇒ (4) + 3 = 7
Surprise Round for Mak'da and T'Kemba
Initiative
Mak'da
---
Red
Blue
---
Vera
Valin
Arisira
T'Kemba
Vera Darkone
|
Vera uses her boon as well.
Vera raises a mug in happiness. "I'm glad someone wanted to drink out of a cup. Now I can uses Cayden's blessings on us. I'll also take the Quarterstaff, and a couple of the cure light wounds potions, and an Alchemist's fire."
"I like the plan. Let's get moving."
No craft skills for me.
Mak'da
|
Surprise round
Mak'da hurls a ball of fire at the nearest dragon creature and orders T'Kemba to attack.
Casting flaming sphere, it deals 3d6 ⇒ (6, 4, 2) = 12 fire damage with a DC16 reflex save to negate. She then 5' steps forward.
T'Kemba slithers forward to strike at the lurking monster.
Standard action to charge, moving only her speed
Bite, charge: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Damage: 1d4 + 10 ⇒ (1) + 10 = 11
Grab, charge: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
Constrict: 1d4 + 10 ⇒ (3) + 10 = 13
Bite confirm, charge: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d4 + 10 ⇒ (4) + 10 = 14
Round 1
Mak'da steers the sphere again into the dragon thing and reaches out and casts a spell on T'Kemba.
Move action to move the sphere dealing 3d6 ⇒ (6, 2, 4) = 12 fire damage and another DC16 reflex save to negate. She then casts Bulls Strength on T'Kemba
T'Kemba tries to wrap her coils around the dragon creature.
This assumes she grabs during the surprise round and it is still alive. If it is dead she will instead attack the second one, if it isnt grabbed she will attack to grab again I will put those into a spoiler
Maintain to deal damage, blls str: 1d20 + 15 + 5 + 2 ⇒ (6) + 15 + 5 + 2 = 28
Damage: 1d4 + 13 ⇒ (4) + 13 = 17
Constrict: 1d4 + 13 ⇒ (1) + 13 = 14
Bite, bulls str: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Damage: 1d4 + 13 ⇒ (1) + 13 = 14
Grab, bulls str: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20
Constrict: 1d4 + 13 ⇒ (4) + 13 = 17
Arisira
|
Loremaster to take a 17 on the knowledge arcana check.
"Watch out for that tail! It's nasty! The dragon will try to spear you on it!"
GM Eddv
|
T'Kemba chokes the life out of his target dropping the dangerous dragonling in seconds flat.
The sphere then chars it good ensuring that it is quite quite dead.
The other flies out from behind cover whizzing past Valins head to try and impale the warning-halfling on its spiked tail
Impale with Tail: 1d20 + 8 ⇒ (14) + 8 = 221d6 + 2 ⇒ (6) + 2 = 8
The tail now has the halfling pinned to the ground and she begins bleeding
Bleed: 1d6 ⇒ 4
However right on cue, T'Kemba comes to her aid and LEVELS the dragon squeezing it to death right over poor Arisiras pinned body.
Combat Over
It immediately dawns on you that dragon scale hide and bone might make great crafting materials.
Also As Tkemba squeezes the life out of one of the dragon it actually spits up the corpse of a Song'O halfling who by the looks of things was an Alchemist and has 2 cure moderate wounds infusion extracts.
For the purposes of this scenario Craft checks may be made untrained by the way
Mak'da
|
Arisira, are you alright? asks T'Kemba, You had best guzzle one of those potions to stop the bleedings.
T'Kemba looks over the crushed remains of the dragonlings.
Maybe but I am more used to building camp fires than constructing armour. We might be able to fashion you a set of scale armour of some sort?
With that T'Kemba will set to skinning the creatures.
Survival: 1d20 + 13 ⇒ (3) + 13 = 16
Once the hides are prepared she will set to try and fashion them into something resembling armour. She whistles a simple blessing as she works.
Craft, guidance: 1d20 + 1 + 1 ⇒ (3) + 1 + 1 = 5
I will happily take an assist from anyone who wants but with that roll it is unlikely to work
Arisira
|
Since the combat happened so fast, Arisira would have been willing to use “inspire competence” bardic performance to help with these craft and survival check- but that would probably require a retcon at this point.
Mak'da
|
I suspect the craft and sruvival checks take a while making inspire competence tricky
Valin Halcyon
|
Craft, Armor; Aid: 1d20 - 2 ⇒ (15) - 2 = 13
"Let me give you a hand. I've trained in enough styles of armor, I might be able to point out a few things."
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Valin points to a gap in the hills.
"That pass looks promising."
Arisira
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Arisira staggers under the blow from the dragon-like creature, crumpling and pinned to the ground. Before she can even react, T'Kemba appears overtop of her and wrestles the beast to the ground.
It takes a few moments for the shock to wear off before Arisira manages to pull herself up onto her feet. "I guess I should take my own advice..." she says with a forced laugh that ends in a wet cough- a small amount of blood visible on the edge of her lips.
Taking the extract handed to her by Mak'da, she slowly swallows it. "I never did like the taste of these things... but goodness does that feel good"
CMW: 2d8 + 3 ⇒ (6, 6) + 3 = 15
HP full 32/32
Looking at the Armor, Arisira quickly steps in for Mak'da as she begins to struggle. "I think we need to cut against the grain... here, let me show you.."
Craft Armor: 1d20 + 1 ⇒ (14) + 1 = 15
HP 32/32 AC: 14 Touch 14, FF 11 F: +2, R: +8, W: +5 Init +5
Shortbow +6 (1d4)
Unarmed Strike: +5 (1d2+1)
Bardic Perfomance 16/16, Spells 1: 4/4, 2: 3/3
GM Eddv
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Valin and Arisira make good progess- crafting a MW Breastplate or MW Martial Weapon of their choice.
The party is about halfway across this hilly terrain as they begin to get tired - they can either press on to the plains as planned - or rest for the night.
Valin Halcyon
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"It's getting late. I think we should set up camp, see if we can finish this breastplate, and get some good rest while we can.
Vera Darkone
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"We've lost enough time. Let's press on to the planes. We can rest at the edge of the plains."
Survival: 1d20 + 3 ⇒ (7) + 3 = 10
Mak'da
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I suggest we make some armour for Valin if its one or the other
I suggest we press on as well. If need be both Vera and I can prepare magic which can relieve the stress of a long days journey.
I suggest we use the forced march group tactic. We should also start hustling during normal travel at least once as it is free although it does apply a penalty some some advantage checks
GM Eddv
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Ok so the group force marches onward!
I need a pair of Fortitude saves from everyone - the first at DC 13 or be fatigued for your advantage checks, the second at DC 17 or be fatigued (or exhausted).
In between you pick your advantage rolls and try to succeed - you have enough remaining dragon parts to attempt a second item, but the breastplate is complete!
Valin Halcyon
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Fort: 1d20 + 7 ⇒ (15) + 7 = 22
Fort: 1d20 + 7 ⇒ (16) + 7 = 23
"Reminds me of our strolls back in the academy. Who else needs some new gear. We have a decent amount of hide left."
Mak'da
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The forced march tactic suggests that the fortitude DC is 10?
Fortitude1: 1d20 + 6 ⇒ (6) + 6 = 12
Fortitude2: 1d20 + 6 ⇒ (19) + 6 = 25
I could probably use some armour but that is true of Arisira and Vera as well
After we rest Mak'da will prepare at least one lesser restoration to rremove the fatigued condition. I may do more depending on how other people do.
Vera Darkone
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Fortitude: 1d20 + 7 ⇒ (16) + 7 = 23
Fortitude: 1d20 + 7 ⇒ (18) + 7 = 25
Vera does just fine on the forced march. "I'll give making some armor a go."
Craft Armor: 1d20 + 1 ⇒ (20) + 1 = 21