GM Endless Forms' PFS 05-10 Where Mammoths Dare Not Tread (Inactive)

Game Master Mike Tuholski

A 7-11 PFS scenario played at the 10-11 subtier (4 player adjustments). Map


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Sovereign Court

Male Human Fighter 12 HP 111/112 | AC34 T19 FF28 | CMD33+ | F+16 (+18) R+15 (+17) W+7+ (+9+) | Init+7 (+9) | Perc-1 (+3)| SM-1 (+3) | 8/8 AOOs

Giovanni's head snaps around to consider first Ragnar and the Chjara. "You think he's in that much trouble? Then we'll need to survive your absence. Get him the help he needs."

The Exchange

Female Cleric 10 | Init +1 | hp 55/71 | AC27/12/26 | FRW 10/6/13 +2 vs ench +1 poison disease |

"As a disease born of demons I would already be concerned, but enhanced by the abilities of this creature this disease has some truly troubling potential. I can see why the Kellid despised the creature so. At the very least I recommend long term care and application of alchemical extracts. This hardly seems a proper setting for that sort of care. I recommend a treatment course of at least three days, or immediate application of healing magics."

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

You're *cough* the expert *cough* Chjara, I will fol.. *cough* ..low your advice *cough* on this *cough*

said a pale Ragnar.

The Exchange

Female Cleric 10 | Init +1 | hp 55/71 | AC27/12/26 | FRW 10/6/13 +2 vs ench +1 poison disease |

Trying for a teleport to Tolguth.

Being the first time Chjara has used teleportation, she clearly needs some practice!

1d100 ⇒ 98 Mishap! not enough damage to matter. Grumble...
1d20 + 80 ⇒ (12) + 80 = 92 Similar area

So, which city do Chjara and Ragnar end up in GM?

Similar Area:
Similar Area: You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.

Assuming it's not too crazy a destination...

Chjara will prepare a sending for tomorrow explaining of the miscast, and prepare a slew of remove diseases. And a new teleport.

Up to 7 remove diseases
1d20 + 9 ⇒ (7) + 9 = 16
1d20 + 9 ⇒ (8) + 9 = 17
1d20 + 9 ⇒ (5) + 9 = 14
1d20 + 9 ⇒ (17) + 9 = 26
1d20 + 9 ⇒ (1) + 9 = 10
1d20 + 9 ⇒ (20) + 9 = 29
1d20 + 9 ⇒ (8) + 9 = 17
Teleport: 1d100 ⇒ 86 Just barely

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

Grimnir will lead the group back to Tolguth, keeping a wary eye open for any lesser demons to slay..


The Flaxseed Pathfinder Lodge

Cool, first time I've seen someone teleport in game. That is, other than the story that an older player in our area freaked out when people started dropping and teleported himself back to Absalom and left everyone to fend for themselves, lol.

The closest thing is probably the Red Winter Tribe's village. Which is, coincidentally, where you need to go anyways.

Chjara and Ragnar appear in the village instantly, to the surprise of the tribesmen. Bloodspeaker Velka comes out to see what has happened. Unfortunately, no one in their tribe has the ability to deal with his affliction and it is another two days travel to Tolguth.

Velka is the highest level in the camp and she is an animal speaker bard. Remember, you also have to check out the third site before you head back.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Ragnar will buy some antiplague to help him recover.

if there is antiplague in the village I will buy one to help Ragnar

Fort DC24: 1d20 + 8 + 5 ⇒ (19) + 8 + 5 = 32 if none antiplague is buyable reduce my score by 5

Thank *cough* Chjara *cough*. Gorum be *cough* bless *cough* we are *cough* in a *cough* friendly *cough* village *cough*

weak, Ragnar wait for the night in hope Chjara could help him recover from the demon's disease.

The Exchange

Female Cleric 10 | Init +1 | hp 55/71 | AC27/12/26 | FRW 10/6/13 +2 vs ench +1 poison disease |

Since they are in the village Chjara will simply tend to Ragnar there and wait for others to arrive in two days. She will not teleport again.

Did one of the remove diseases work?

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

The DC is 24, so I think your 4th work

The Exchange

Female Cleric 10 | Init +1 | hp 55/71 | AC27/12/26 | FRW 10/6/13 +2 vs ench +1 poison disease |

Ah, so it is.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Well, guess we'll huff it on our own. Faldoc joins the others as they head back. Once we regroup we can seek out that third site.

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

"Sounds good, Faldoc. Let's move ."


The Flaxseed Pathfinder Lodge

The next day Chjara wakes and cures Ragnar of his illness while the two of them wait for the party to catch up. Another day goes by before the company returns to the Red Winter Tribe's encampment, bearing the trophy of the fallen demon.

Thanock Sundered Bear and Bloodspeaker Velka are both impressed by the party's courage and martial prowess. Thanock Sundered Bear declares that the Pathfinder Society is a welcome neighbor and can take its pick of the campsites. He pledges his direct aid in the Society’s business in the area, trusting that should he require their aid or political capital in the future, the Pathfinders will remember him as a friend.

---

Having secured the friendship of the Red Winter Tribe, the party heads back out into the wilderness to scout out the final potential site of the Pathfinder base: the natural spring.

Nestled among the foothills along the base of the Tusk Mountains, a large steaming pool of bubbling water warms the nearby area, providing a welcome break from the chill winds that blow across the Thunder Steppes.

DC 15 Survival:
Though hot, the spring water is safe and drinkable. It’s likely heated in the same manner as the springs surrounding Tolguth.

DC 20 Survival:
The surrounding terrain provides little shelter from the elements and even less in the way of defense.

Once you have surveyed the area, you may break the disc Aram Zey gave you and he will arrive to teleport you back to Abasalom.

The Society has also asked for your input on which of the three sites would be best to set up the Society base. You may all discuss it and decide amongst yourselves; but this is one of those things that I have to report because it will change future scenarios so let me know what the consensus is.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Survival: 1d20 + 11 ⇒ (3) + 11 = 14

I'm just not familiar with this type of landscape. Faldoc says mostly to himself. I can't wait to get back to Absalom and to the comforts of the City!

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

Surv: 1d20 + 17 ⇒ (19) + 17 = 36

"The water is drinkable, just hot, but this area provides little shelter from the elements and has hardly any defesable positions.. Out of the 3 places I would choose the town as it has a water source and is highly defensible.. There's just not enough room at the caves in my opinion.. The town is the best, although im still a little confused about what happened there.. Perhaps Master Zey will be able to tell more.."

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Ragnar thanks Chjara for her help in recovery and when discussin the potential site the Pathfinder Society could use he second Grmnir in his choice.

As you my friend I'm worried about this absence of life near the site, but it seems to have all the society need as a base camp.

The Exchange

Female Cleric 10 | Init +1 | hp 55/71 | AC27/12/26 | FRW 10/6/13 +2 vs ench +1 poison disease |

"The magical rock surrounding the cave and its effect on animals, not to mention giant sign, rule that site out completely in my mind. Here at the springs, I would think that sufficiently industrious folk could build adequate shelter and defenses, although materials might be a problem. I am concerned regarding the town because it is an unknown quantity, and seemingly magical or supernatural in nature. However, I suppose we are Pathfinders, and the unknown is one of our specialties. I personally favor the springs."

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

"I was also leaning towards the abandoned village as it appears to offer more shelter to support a forward outpost but may not be as defensible. It could also have a mystery yet to be solved ."

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

I agree with the town. At least the place was inhabited previously. The springs seem like a great place but without the ability to defend it I don't see how it can be used as an initial outpost. Perhaps once the Society has been established they might be able to come to this spot.


The Flaxseed Pathfinder Lodge

Sounds like four for the village and one for the springs. Giovanni is out for a few days but I don't think Giovanni is the type to have a strong opinion on something like this. Does Chjara relent and go with the group or do you want to plead your case and sway some opinions?

Note: There is no 'correct' answer here. You are not penalized or rewarded for what you choose. I imagine it will just determine the location of a later scenario or perhaps the Season 5 end special.

The Exchange

Female Cleric 10 | Init +1 | hp 55/71 | AC27/12/26 | FRW 10/6/13 +2 vs ench +1 poison disease |

Chjara will relent.

Sovereign Court

Male Human Fighter 12 HP 111/112 | AC34 T19 FF28 | CMD33+ | F+16 (+18) R+15 (+17) W+7+ (+9+) | Init+7 (+9) | Perc-1 (+3)| SM-1 (+3) | 8/8 AOOs

Actually, I said I MIGHT post tonight! As it turns out . . ..

Well, I agree the deserted town is the best place without work. I would recommend it as a base only long enough to build up something here. Trees and walls can be put up to provide protection from the winds and storms. The hot spring is hard to beat." He shrugs. "I guess it really depends on how long they plan to keep a base in the area. If there are no long term plans, there's no reason to improve this spot."


The Flaxseed Pathfinder Lodge

I think the primary reason for the base is to make an assault in to the Dwarven Sky Citadel.

You travel back to Absalom and discuss the options with Marcus Farabellus and Aram Zey. They are impressed with your findings and pass along the information. Soon thereafter, Pathfinder agents are able to travel through the Hao Jin Tapestry to the chosen site.

Congratulations! I'll get chronicles out tomorrow.

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

Excellent, thanks for running it. That was a nice romp. Great party for it. Oh, Dora is on slow track if that is ok, GM Endless Forms .

"Strong work, team!. "

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Thanks for having me at the last minute ! It was a great game, hope to play with you again in the future :)
Thanks EF for GMing it :)

Yes, we've been a great team with the three tenet of the society : report, cooperate and explore !

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

"Nice job team.. Ragnar may our Lord in Iron makes your swings hit hard!"

The Exchange

Female Cleric 10 | Init +1 | hp 55/71 | AC27/12/26 | FRW 10/6/13 +2 vs ench +1 poison disease |

"Yes, fine work gentlebeings. If you're ever in Magnimar do stop by the Cathedral of Abadar. We have some wonderful investment opportunities, not to mention Magnimar is just a lovely city."

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

I will talk to my friend in Qadira about your investment opportunities Chjara.

Thanks Grimnir, seeing you I know I have some work to best you ! Ha !

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

I'm just glad to be back at home and inside civilization once more. Your company made the journey much easier, thank you all.

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