GM Endless Forms' PFS 03-08 Among the Gods (3-7) (Inactive)

Game Master Mike Tuholski

A tier 3-7 PFS scenario played at the 3-4 subtier. up the mountain!

The Flaxseed Pathfinder Lodge


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The Flaxseed Pathfinder Lodge
Filios Philandril wrote:
Jeez...you really know how to return with a vengeance! LOL

lol I know!

This set of traps looks like it would need to be manually reset.

After setting off this complicated set of traps, the party can safely navigate around the narrow ledge and continue on the trail up the mountain.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Let's keep a lookout for more traps and predators! Flinders suggests as the party commences up the trail.[/b]

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Maps stays in the lead, using survival skills that have apparently grown a little rusty.

Getting careless. Should have seen that coming.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Survival: 1d20 + 6 ⇒ (3) + 6 = 9 eek - add +2 from wayfinder if this might be a "getting lost" check

Could use aid another checks from people to boost our survival check.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory looks around to stay on the path.

Survival aid: 1d20 + 5 ⇒ (15) + 5 = 20

"Don't we go this way. Hurry up, we don't want to be caught high up overnight."

Scarab Sages

Male Half-Orc Cleric 5 HP 38/38 | AC22 T9 F20 CMD12 | F+6 R+1 W+10 | Init-1 | Perc/SM +5 | Darkvision 90'

"That trap took a great deal of effort to construct. This is not going to be as easy as advertised. Not that this is particularly surprising, mind you . . .."


The Flaxseed Pathfinder Lodge

The party travels up the mountain for another 6 hours and begins to reach the thinner air and colder temperature of the high slopes. With Jory's lead the party is able to stay on the right track.

DC 16 Fort save or suffer from altitude fatigue (fatigued).

Suddenly path widens into a mostly level field of scree between steep slopes up and down from this altitude. A rock formation juts out of the mountain thirty feet overhead, creating a natural shelter some fifteen feet deep and forty feet wide where the remnants of at least one past campsite remain, protected from the harsh elements.

It is now getting late in the day (of the second day). This is clearly an ideal spot to camp for the night. Go ahead and set up camp and take any other actions you'd like. No need to set up a watch just yet although you can if you'd like.

DC 25 Perception:
You discover a long-buried satchel under the remains of one of the handful of fire pits cluttered beneath the overhang, it’s leather brittle and burnt from the heat of a past fire. The satchel contains a masterwork silver dagger and 12 bloodstones worth 50 gp each. The satchel also contains a series of journals written in Varisian

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Fort: 1d20 + 2 ⇒ (5) + 2 = 7

Starting to feel tired, Flinders takes out a dose of all-night and snorts it up his nose. Wazzau! I am feel better now!

Perception: 1d20 + 10 ⇒ (4) + 10 = 14

The Exchange

Male Human Barbarian 1/Bard 2 - HP: 30/30, - AC: 18/T: 12/FF: 16, - R:12/12, L:4/6 F: +4/R: +5/W: +4 - CMB: +5 - CMD: 17 - Perception: +7, Sense Motive +1

Probably best to not take all-night right before bed, eh?
Fort: 1d20 + 4 ⇒ (17) + 4 = 21
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
"The air up here is thinner, no doubt. We should take a rest before it gets too dark and we become too tired."

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

fort: 1d20 + 6 ⇒ (17) + 6 = 23

"Wake me when pitch dark."

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Fort: 1d20 + 2 ⇒ (8) + 2 = 10
Perception: 1d20 + 9 ⇒ (5) + 9 = 14

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

The gentle reminder of an axe wound has sharpened Maps' edge. Adjusting for the moment to the thin air he kicks through the cold fire pits and uncovers something in the ashes.

"Satchel here." He shows his discovery to his companions.

Fort: 1d20 + 6 ⇒ (19) + 6 = 25
Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

I guess I missed the last part about camping, I guess I'll hold off.

May I see the journal? Fluent in Varisian, Flinders reads through the journal.


The Flaxseed Pathfinder Lodge

Flinders:
The journal details the journeys of a family of caravan drivers. The final entry in the journals details the first 2 days of a venture by the caravan’s most skilled hunters up Antios’s Crown.

Scarab Sages

Male Half-Orc Cleric 5 HP 38/38 | AC22 T9 F20 CMD12 | F+6 R+1 W+10 | Init-1 | Perc/SM +5 | Darkvision 90'

Fort: 1d20 + 5 ⇒ (10) + 5 = 15

The half-orc yawns unexpectedly. "I need to spend time in my devotions, but I could really use a good nap right now."


The Flaxseed Pathfinder Lodge

About an hour after you make camp, the party spots something taking flight from the cliff above and heading down towards the party! It has a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its tail ends in long, sharp spikes.

It is flying about 50' above you.

gm rolls:

Chuurock: 1d20 - 1 ⇒ (7) - 1 = 6
Flinders: 1d20 + 2 ⇒ (15) + 2 = 17
Maps: 1d20 + 6 ⇒ (19) + 6 = 25
Filios: 1d20 + 6 ⇒ (2) + 6 = 8
Leonel: 1d20 + 2 ⇒ (1) + 2 = 3
Jory: 1d20 + 14 ⇒ (2) + 14 = 16
manticore: 1d20 + 2 ⇒ (16) + 2 = 18

Initiative:

1. Maps
2. Beast
3. Flinders, Jory, Filios, Chuurock, Leonel

Maps is up!

DC 15 KN (arcana):
This is a manticore, a large magical beast. Manticores can snap their tails and loose a volley of spikes at range.

DC 20 KN (arcana):
Manticores have darkvision, low-light vision, and scent. Not much else special about them.


The Flaxseed Pathfinder Lodge

Map is now updated and linked at the top of the page.

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

"Manticore! Watch out for that tail, it can throw those spikes!" Acting quickly, Maps whips his hand to produce a wand from a sheath up his sleeve, then activates it with a flick of his wrist.

If this is not a surprise round Maps will put the wand back it its sheath.

Knowledge Arcana: 1d20 + 6 ⇒ (15) + 6 = 21

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

"That looks like a majestic animal. Are you sure he is dangerous?"

After looking more closely.

"Jumping goblin-scrubbers, look at those spikes!!"

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders looks up in wonder. Marvelous, simply marvelous looking creature! Too bad its probably going to try to eat us.


The Flaxseed Pathfinder Lodge

Nope, not a surprise round.

Maps activates his wand. The manticore swoops down on the party, biting at Leonel before flying away above the tent. Flyby Attack charge; it is now about 40' above the tent.

bite: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
damage: 1d8 + 5 ⇒ (4) + 5 = 9

Initiative:

1. Maps
2. Beast
3. Flinders, Jory, Filios, Chuurock, Leonel

You guys are up!

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Rnd 1 Jory
I will assume Jory has no bow in his hand. 33/35hps

Jory draws his bow and fires a thistle arrow at the creature. He takes extra care to make his shot count.
move draw bow, 5ft step away, fire as std w/deadly aim+perfect shot

hit/reroll/damage/bleed: 1d20 + 7 ⇒ (18) + 7 = 251d20 + 7 ⇒ (16) + 7 = 231d8 + 7 ⇒ (1) + 7 = 81d6 ⇒ 4
Jory hits the creature and causes a bleeding wound.
Piercing damage + bleed 1 for 4 rounds

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders grabs his bow while calling on his luck, draws an arrow and fires.

Attack, Luck: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Move action, draw weapon; swift, activate Arch. Luck w/ Lingering Performance; standard, attack.

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Maps draws his double-pistol and readies to fire when the manticore swoops down within optimal range.

If it tries another fly-by-attack Maps will fire both barrels as soon as it is within 20 feet.

Barrel 1, Point Blank Shot, Deadly Aim, Touch Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Barrel 2, Point Blank Shot, Deadly Aim, Touch Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

The Exchange

Male Human Barbarian 1/Bard 2 - HP: 30/30, - AC: 18/T: 12/FF: 16, - R:12/12, L:4/6 F: +4/R: +5/W: +4 - CMB: +5 - CMD: 17 - Perception: +7, Sense Motive +1

Leonel draws his bow and takes a shot.
Longbow: 1d20 + 4 ⇒ (6) + 4 = 10, Damage: 1d8 ⇒ 6
But his shot is off in the evening light.
Actually that's a good point. How's the light level?

Scarab Sages

Male Half-Orc Cleric 5 HP 38/38 | AC22 T9 F20 CMD12 | F+6 R+1 W+10 | Init-1 | Perc/SM +5 | Darkvision 90'

Watching the others all pull ranged weapons, and looking briefly down at his pitiful daggers, the half-orc instead pulls out a holy symbol. A glance being enough for him to see that the archers are all firing, but the gunman is waiting for a target, Chuurock casts Guidance on Maps.

I'm not even looking to see if it actually affects your chance for success, it just seems the best course of action!

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Well the first shot looks ify, so it might! Thanks Chuurock!

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Filios, too, looks down at his fairly useless daggers.

Draw them down. I am useless at ranged combat.


The Flaxseed Pathfinder Lodge

Early evening so probably dim lighting with normal lighting around you, assuming you lit a campfire.

Jory puts an arrow into the creature and the arrow seems to stick in, causing a nasty wound on its side. Flinders also puts an arrow into the manticore while Maps readies his firearm. Leonel's arrow flies wide. Chuurock gives Map guidance on his shot and Filios awaits closer combat.

Yes, this is a combat to teach you to always be prepared for ranged, even if it's not your thing. Our fight included the barbarian hooking it with a grappling hook and rope and pulling it to the ground so he could beat on it. Immediately after the scenario he bought the best bow he could afford and uses it pretty regularly now; even has it enchanted by now.

The manticore swoops in for another bite, this time going for the tasty dwarf! Maps gets off two shots as it comes in, striking it in the chest.

bite on Jory: 1d20 + 10 ⇒ (19) + 10 = 29
mm tasty dwarf: 1d8 + 5 ⇒ (2) + 5 = 7

Up 50' again.

Initiative:

1. Maps
2. Manticore
3. Flinders, Jory, Filios, Chuurock, Leonel

Manticore: 37 dmg plus 3 rounds bleed

You guys are up!

The Exchange

Male Human Barbarian 1/Bard 2 - HP: 30/30, - AC: 18/T: 12/FF: 16, - R:12/12, L:4/6 F: +4/R: +5/W: +4 - CMB: +5 - CMD: 17 - Perception: +7, Sense Motive +1

Leonel takes another shot, wishing he was a better aim.
Longbow: 1d20 + 4 ⇒ (8) + 4 = 12, Damage: 1d8 ⇒ 5
Well at least it appears to not matter that I didn't get an adaptive bow yet.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory harnesses his internal strength and fires three arrows at the creature, concentrating extra hard on the first one. He uses his deadly aim to sacrifice some accuracy for damage, but all three shots are well on target.
Burn a ki for a three arrow full attack salvo
perf shot/reroll/damage: 1d20 + 6 ⇒ (6) + 6 = 121d20 + 6 ⇒ (16) + 6 = 221d8 + 6 ⇒ (5) + 6 = 11
aroow 2/damage: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 6 ⇒ (7) + 6 = 13
aroow 3/damage: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 6 ⇒ (2) + 6 = 8

Status 28/37hp--no point blank shot added:-(

Jory jumps up and yells: "Take that you flying cow!"

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Attack, Luck: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

With his luck lingering, Flinders puts another arrow into the creature.

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Yeeeah...well...not his build. I will likely pick up a Longbow for kicks, but I know that I will never use it regularly as a result. Some PCs have weaknesses, and this is his.

Filios will move against the rock face and attempt to conceal himself for a sniping dagger throw when the opportunity arises.

stealth: 1d20 + 8 ⇒ (12) + 8 = 20


The Flaxseed Pathfinder Lodge

Leonel's arrow goes flying off into the distance. Jory puts three arrow into the beast in quick succession and it falls from the sky, crumpling in a heap of broken bones and used arrows.

Out of combat!

The Exchange

Male Human Barbarian 1/Bard 2 - HP: 30/30, - AC: 18/T: 12/FF: 16, - R:12/12, L:4/6 F: +4/R: +5/W: +4 - CMB: +5 - CMD: 17 - Perception: +7, Sense Motive +1

Gotta love Zen Archers

-Posted with Wayfinder

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory looks a little surprised himself at the accuracy of his barrage. He remembered his first adventures where most of his shots seem to fly wide.

Putting away his bow he looks at the downed creature. "Does it have any treasure? How do they taste?"

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Nice shootin', guys!

Scarab Sages

Male Half-Orc Cleric 5 HP 38/38 | AC22 T9 F20 CMD12 | F+6 R+1 W+10 | Init-1 | Perc/SM +5 | Darkvision 90'

"I expect they taste like meat. Probably more like cat than bird, though. When things with wings have treasure, it is usually in the nest, right? Do you have any idea where the nest is? I certainly don't."


The Flaxseed Pathfinder Lodge

It came flying from high up on the mountain somewhere so you're not sure where its nest would have been.

Everyone has a good night's rest on the mountainside, munching on cooked manticore meat. The next morning you start out climbing higher up Mount Antios. The slope from here on is noticeably steeper (Acrobatics DCs +5; Stealth DCs +2) The path is only 5 feet wide, limiting the procession to a single-file line.

The clear air provides the first unobstructed view of the massive statues and mausoleums on the mountain’s peak, still a good half-day’s travel away. Now more than halfway up the mountain, the air is thin and the wind bitterly cold. The narrow path clings closely to the near-vertical rock face as it winds around crags and outcroppings, slowly climbing the massive edifice.

It has been about 16 hours since the manticore encounter.

DC 32 Fort save against altitude fatigue.


The Flaxseed Pathfinder Lodge

No, that was not a typo. This is your second day in the upper part of the mountain. I told you this scenario just kind of forces you to deal with the fatigue.

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Filios will again follow maps, second in line.

fort: 1d20 + 2 ⇒ (18) + 2 = 20

Just for kicks!

Stealth: 1d20 + 10 ⇒ (12) + 10 = 22
Acrobatics: 1d20 + 11 ⇒ (17) + 11 = 28


The Flaxseed Pathfinder Lodge

No need for Acro and Stealth checks yet-unless you're stealthing your whole way up the mountain. Just thought I would note the terrain modifiers for, you know, when a fight eventually breaks out. If a fight breaks out. But fights never happen in this game, who am I kidding?

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

My Bad...thought that was a request. I should have known that you would have been clearer.

The Exchange

Male Human Barbarian 1/Bard 2 - HP: 30/30, - AC: 18/T: 12/FF: 16, - R:12/12, L:4/6 F: +4/R: +5/W: +4 - CMB: +5 - CMD: 17 - Perception: +7, Sense Motive +1

Fort: 1d20 + 4 ⇒ (17) + 4 = 21 Hmm...
Fort: 1d20 + 120 ⇒ (5) + 120 = 125 Ah, much better.

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Fortitude Save: 1d20 + 6 ⇒ (14) + 6 = 20

Willpower only goes so far when you're unable to take a good breath. Fatigued from the altitude and the climb, Maps considers taking a dose of allnight, but since he doesn't know how much longer they'll be on the mountain he decides against it for the time being.

Scarab Sages

Male Half-Orc Cleric 5 HP 38/38 | AC22 T9 F20 CMD12 | F+6 R+1 W+10 | Init-1 | Perc/SM +5 | Darkvision 90'

Fort, Nat 20 only anyway: 1d20 ⇒ 20

I meant I would save only a Nat 20, I wasn't predicting one. Honest!

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

fort: 1d20 ⇒ 6
Jory looks sluggish.


The Flaxseed Pathfinder Lodge

Chuurock seems to be the only one enjoying the mountain atmosphere.

Assuming you guys are taking the same order as before and tethering yourselves together with climbing gear and rope again for the upcoming ledge?

Order from before: Maps, Filios, Jory, Flinders, Chuurock, Leonel

gm rolls:

Chuurock: 1d20 + 4 ⇒ (20) + 4 = 24
Flinders: 1d20 + 10 ⇒ (10) + 10 = 20
Maps: 1d20 + 8 ⇒ (10) + 8 = 18
Filios: 1d20 + 9 ⇒ (8) + 9 = 17
Leonel: 1d20 + 7 ⇒ (15) + 7 = 22
Jory: 1d20 + 12 ⇒ (6) + 12 = 18

Chuurock:
Maps is about to set off a rockslide if he goes any further down the ledge.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders breathes heavily as he traverse the trail, keeping a dose of allnight in his hand

Scarab Sages

Male Half-Orc Cleric 5 HP 38/38 | AC22 T9 F20 CMD12 | F+6 R+1 W+10 | Init-1 | Perc/SM +5 | Darkvision 90'

"Hold! Hold! Maps! Stop! Loose rock over there. I REALLY don't want to slide down the mountain right now."

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Maps freezes in place until a way around the hazard can be determined.

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