GM Fuzzfoot's GD-VI Solstice Scar CORE Tier 1-2 (Inactive)

Game Master PJP

Maps and Handouts
Aid Tokens

Benefits Earned:
Benefit: At the start of an encounter, each PC can choose to gain the Precise Strike feat (Pathfinder RPG Advanced Player’s Guide 167) for the duration of the encounter. Each PC can use this benefit once before the end of the adventure.

Benefit earned: Each PC chooses either the Acrobatic or Athletic feat and gains it for the rest of the adventure.

Benefit: Each PC can use martial flexibility as a 1st-level brawler (Pathfinder RPG Advanced Class Guide 23) once before the end of the adventure; if a PC already has the martial flexibility class feature, she gains 1 additional use per day for the rest of the adventure.


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Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

Following the dwarf's lead, Mavin flies into a fury, raising her glaive for a powerful overhead chop on the fiend.

5-foot step, rage, Power Attack with cold iron glaive.
Attack (cold iron glaive, rage, Power Attack): 1d20 + 4 + 2 - 1 ⇒ (18) + 4 + 2 - 1 = 23
Damage (cold iron glaive, rage, Power Attack): 1d10 + 7 + 3 ⇒ (2) + 7 + 3 = 12

Sovereign Court

★★★OVERSEER ANNOUNCEMENT★★★

The crowd of guards, onlookers, and concerned citizens outside the Blakros Museum quiets as Venture-Captain Ambrus Valsin approaches a woman clad in furs exiting the museum. "My Pathfinder agents tell me that you are Medda of the Twinhorn following, is that correct?"

"Yes, I speak for the following." Medda glares at Nigel Aldain, "I have come to reclaim what is rightfully ours. His agents stole our most sacred relic after we refused to sell it. We have traveled through dangerous lands to claim it back, and still he refused—"

"My agents claim they bought it," Nigel protests. "I’m not going to just give it to you because you stomp into my office demanding priceless artifacts."

Valsin interjects, "Nigel, let us listen to her story and decide how to proceed. Medda, tell us about this relic. Why is it so important to you?"

Medda takes a deep breath. "Over 900 years ago, a powerful warrior named Ivvora came into our camp. She spoke of an angel named Vildeis who guided her hunt for a great dark evil she called Eshimka. Several of our scouts had recently disappeared, later found ripped into pieces. The elders insisted that we help banish this evil and ensure the safety of our following. They laid a trap for the evil spirit, luring it to our sacred standing stones on the winter solstice. There, Ivvora and the great dark evil, Eshimka, fought a mighty battle that raged for hours. Just as the night was darkest, Ivvora dealt Eshimka a telling blow, digging her dagger deep into its flesh. The creature tried to escape, but it only snapped off the blade and then collapsed on the center stone. The elders finished their ritual and destroyed it completely.

"Ivvora rested with us for the winter before departing to eradicate more evil from the world, but not before leaving us the hilt of her weapon." Medda withdraws a bundle of bloody cloth from her bag, then unwraps it to reveal a small hilt with a bloody fragment of black metal. "She told us to bring the hilt back to the standing stones every year at the winter solstice to keep evil away. We’ve had to travel for so long to retrieve the hilt, I’m afraid we won’t make it back in time for the solstice. Please, let me leave now."

Ambrus Valsin contemplates Medda’s story for a moment, then nods, his brow furrowed. "Nigel, you should send for the Blakros agents who ‘obtained’ the hilt and hear what they have to say. Medda, I’m going to send as many Pathfinder agents as you deem necessary to travel with you and your following. I want to ensure we return this relic to its proper place." Nigel starts to protest, but Valsin cuts him off. "Nigel, you wanted my help; you are getting it. I’m helping you fix a mistake your agents made. As for your museum," Valsin takes a moment to survey the heavily damaged museum, "I’m told most of the damage was done by your own security, not Medda and her following.

"Pathfinders, prepare to head north to the Realm of the Mammoth Lords."

This concludes Part 1.

Sovereign Court

Medda and Ambrus Valsin discuss long into the night how the Society might help the Twinhorn following. By the morning they have concluded that while teleportation magic might take the Kellids and Pathfinders as far as Lastwall, Medda insists that Ivvora’s hilt has lost some of its spiritual strength since being stolen. She believes the only way to restore its power is to walk the same path that Ivvora took into the Twinhorn’s land after the Shining Crusade—and that path leads straight through the Hold of Belkzen, an unforgiving land controlled by orcs!

Society mages gather to transport small groups at a time to Lastwall, and from there, the convoy of Kellids, Pathfinders, and supply wagons set off north. For all their brutal reputation, the orcs have become somewhat more welcoming of caravans at the urging of Grask Uldeth, one of the strongest orc chieftains and the ruler of the de facto capital Urgir. Those who stop at the Table of Ralock can purchase safe passage in the form of special tokens from tribal representatives. It remains to be seen whether the Pathfinders can secure enough.

@Table GMs: You have three days to run Securing Passage on page 21, but stop before running Up the Flood Road.

Dark Archive

Goblins|| ...||Heresy

Mavin delivers a devastating blow to the devil, just before a group of pathfinders come to your aid to assist in subduing the evil creature. Medda thanks for your help, and after much deliberation agrees to meet Nigel and Ambrus on your terms, after all, you saved their lives this time.

Out of combat!

Make any preparation you need, but you will be practically leaving immediately after the encounter above.

Without much of a choice, you accompany Medda and her convoy of Kellids to ensure them safe passage. Not long after you find yourselves travelling through Ungir, capital of Belkzen, land of the orcs, a dusty city composed of a discordant combination of crumbling dwarven architecture and rickety shelters. Medda has asked that everyone try and obtain tribal tokens, which allow safe passage through Belkzen and protection from the orc tribes. She has purchased as many tribal tokens as she can with gold but still needs more to have enough for her following warriors and the Pathfinders.

Upon hearing her advice, you decide to meet all the Orc tribes to obtain as much the tribal tokens as possible.

This is a purely roleplaying encounter, you will have a chance to impress as many Orc representatives as possible, the order presented is not random, I've picked them based on your skills. You will be required to make a series of two checks to obtain success, there is a consequence if you fail the check 2 times. So think first if you want to roll or not. Creative solutions are encouraged, and Half-orc's gain +2 situational bonus on all checks. Aiding is not prohibited, but if you are untrained in certain skills that required to be trained to meet the DC10+, I won't count those as possible aids.

The first orc that you find is Borbus, a large strong and somewhat mean looking Orc. He finds himself bored with the violence in Urgir and is in need of dire entertainment. On top of that, he has a very empty beer stein elaborated decorated with patterns of axes. "Your kind bores me! Provide me some entertainment! Or at least fetch me some more ale, my horn is empty!" He groans. His breath stinks for miles.

To impress him you can attempt Perform, Sleight of Hand, Bluff, or Escape Artist check.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"You know what I did to the last person to get me a drink....let me tell you!"

Thran launches into a tale about getting ale, drinking, fighting, getting more ale and ending up doing more fighting

Perform (oratory): 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12

Silver Crusade

M Human Paladin of Iomedae Lvl 1 (CORE) HP 8/12 | AC 17 (FF 15 Touch 12) CMD 15 | Init +1| Saves Fort +4 Reflex +2, Will +3| Per +1, SenMot +5 Spd 30' Smite Evil 1/1 | Detect Evil (at will) | Effects Active: none

With little he can do to impress a vial drunkard orc, Atticus hangs to the back. Keeping an distrustful eye upon the assembled orcs as Thran tries placate their leader.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere stands calmly, awaiting a challenge more suited to his particular skills.

Dark Archive

Goblins|| ...||Heresy

I'll post another just to help you guys get some more successes.

The other one in the opposite area is Mirtgog, of the Murdered Child Clan. A sly looking Orc with many tribal scars and tattoos. His request is one that may consider you to rethink your options. Word around town is he seeks illicit information to topple the ruling Empty Hand tribe. Mirtgog is willing to trade for information he can use against the Empty Hand and Chief Grask Uldeth. You know nothing of the Empty Hand tribe. Medda does not know if she bought a tribal token or not from them.

Sleight of Hand, Disable Device, Stealth. The information for regarding who the Empty Hand tribe is really out of the scope of the scenario, so don't worry about the details in your RP.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

The elf leans forward, clearly interested. "I don't speak Orcish, but I can follow and watch who talks to whom. Will that do?" On hearing what Mirtgog's persons of interest are, Tere nods and slips away.

Stealth check: 1d20 + 10 ⇒ (10) + 10 = 20

Over the next few hours, he creeps through the capital city and watches, seldom seen and always alert.

Grand Lodge

Elf rogue 1 NG Medium humanoid (elf) Init +4; Senses low-light vision; Perception +6 AC 16, T 13, FF 13 hp 3/10 Fort +1, Ref +6, Will +0; +2 vs. enchantments Immune sleep

Gaia leans in to Borbus. "I'm not entertainment for you my dear. I'm a famous thief, and I'll bet you I can take your dagger off your hip without you even noticing." She reaches out to his belt while speaking to him, and bumps his hand slightly.

Sleight of Hand: 1d20 + 5 ⇒ (5) + 5 = 10

Dark Archive

Goblins|| ...||Heresy

Sorry if I didn't make this clear, but you are not limited to only attempting one check. Each player can attempt two checks per orc. And you can get bonuses for RP!


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Thank you, GM Turmoil! I am now back and can jump back in. I know my absence was ill-timed, but it looks like thanks to Turmoil (that sounds funny), we barely missed a beat. If it makes everyone feel better, very few tables got through the devil encounter in time.

Due to the lack of time, and the difficulty with back and forth in PbP, I suggest you follow this format: First, after you approach an orc and find out what they want, roleplay what you are doing to incur favor with the orc and list what skill you are using, and whether you are aiding another or not. Second, make your roll in a spoiler. This way, we aren't "cheating" by knowing the roll before aiding, etc. We can also work on these guys like GM Turmoil suggests, 2 or more simultaneously, just to be more calendar time efficient. But they are really separate encounters, so everyone can participate fully in each.

Borbus is not very impressed with either Thran's performance, or Gaia's attempt. You now realize that plying him with alcohol first might have helped. Unfortunately, he feels he has wasted enough time with you and waved you away.
So, this is a good example we can use to better describe the situation. Had you filled his mug first, that would have netted you a +4 on each roll. That would have been enough for Thran to succeed, although Gaia still would have failed - but a single faliure would have let others continue to try. Two failures, though, was enough to force you away. But there are 6 others to try! If you had 2 successes first, the result would have been that each of you may take the better of two rolls on a single Bluff, Escape Artist, Perform, or Sleight of Hand check, usable any time in the rest of the scenario. Other orcs provide different benefits.

-------

Mirtgog waits for Tere to return, and is quite happy with the reconnesance information. It is not quite enough to curry his favor, but it is an excellent start.
You have 1 success, and no fails. An average sleight of hand check to pickpocket some secret plans could be aided by a distraction of some sort, or a hard Disable Device check to sabotage a weapon could be aided by distraction or spells to provide a boost.

-------
Others you may approach: (feel free to use a gather info or know local check to gain some extra insight into each before approaching them).
-------

Found in the beast pits, Blenta is trying to train a particularly independent gorthek. You hear she respects those who honor nature.

-------

Though the Steel Eaters are supposed to be the best metalsmiths in all the clans, Bukog is having trouble impressing his peers. He’s willing to trade his tribal tokens to anyone who can show him innovative new crafting techniques.

-------

Sent by his Broken Spine brethren to Urgir to trade for maps and supplies, Gekgaro is having a difficult time finding a hospitable place for his tribe to camp for the winter.

-------

Always looking to improve herself, Graffa is training on an obstacle
course of her own design. She knows that competition brings out the best in her and is looking for someone to race.

-------

Kardook is in the sparing pen challenging other orcs to nonlethal combat. He hopes to learn new fighting techniques to improve his fighting style and teach his tribe.

Just a note - tomorrow we move on to the next stage, so the more you can get through here, the more benefits you can take with you into the rest of the adventure.

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

Research the orcs:
Diplomacy (gather info on Graffa): 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge (local) on Graffa: 1d20 + 4 ⇒ (16) + 4 = 20
Diplomacy (gather info on Kardook): 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge (local) on Kardook: 1d20 + 4 ⇒ (7) + 4 = 11
Diplomacy (gather info on Gekgaro): 1d20 + 6 ⇒ (13) + 6 = 19
Knowledge (local) on Gekgaro): 1d20 + 4 ⇒ (6) + 4 = 10
Diplomacy (gather info on Bukog): 1d20 + 6 ⇒ (8) + 6 = 14
Knowledge (local) on Bukog: 1d20 + 4 ⇒ (12) + 4 = 16
Diplomacy (gather info on Blenta): 1d20 + 6 ⇒ (5) + 6 = 11
Knowledge (local) on Blenta: 1d20 + 4 ⇒ (7) + 4 = 11
Diplomacy (gather info on Mirtgog): 1d20 + 6 ⇒ (14) + 6 = 20
Knowledge (local) on Mirtgog: 1d20 + 4 ⇒ (3) + 4 = 7

Having cross-checked with Tere, Mavin attempts to snatch some secrets from the rival tribe's lockers by breaking in.

Disable Device:
Disable Device: 1d20 + 6 ⇒ (14) + 6 = 20

Following that, Mavin approaches Gekgaro and looks over his maps. "These things can be confounding, but I know these lands well. If you stick to the base of the mountains below the tree line, you should find shelter from the harsh winter."

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

She also looks on to Graffa's training course, visibly interested in giving the track a run without her armor on. She makes herself clearly visible to the orc, descends into the track and says, "Might I give it a go? My comrades will hold my armor for me until I've finished. Your course seems very difficult, so I'd prefer to try it unencumbered."

Acrobatics:
Acrobatics (no ACP, since Mavin removes her armor until after running the course, when she puts it back on with Tere's help): 1d20 + 6 ⇒ (15) + 6 = 21

Finally, Mavin looks into Kardook's sparring pen. "Hey orc! I'm looking for a place to beat down warriors who think they're something special. Is this where I can do that?"

Intimidate:
Intimidate: 1d20 + 10 ⇒ (7) + 10 = 17

Since we came here the following day, is it safe to assume Mavin has her rage back?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Mavin impressed many orcs this day. Every one of your attempts was a success, and as the second success for Mirtog, you have earned the party a benefit!

Benefit: At the start of an encounter, each PC can choose to gain the Precise Strike feat (Pathfinder RPG Advanced Player’s Guide 167) for the duration of the encounter. Each PC can use this benefit once before the end of the adventure.

In addition, she learns that Graffa respects other women who show strength. Female PCs gain a +2 bonus on skill checks to influence Graffa.

She also learns that Gekgaro's clan holds a grudge against Pathfinders.Any PC mentioning she is a Pathfinder or displaying a wayfinder takes a –4 penalty on skill checks to interact with him.

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

Not sure if any of these below are viable options, but might as well try if we start the next part tomorrow!

Mavin tries to befriend Gekgaro, asking questions about his clan's survival in the wilderness and bidding them good fortune while carefully avoiding any connection to the Pathfinder Society. "Your people are strong and resourceful, and well equipped to withstand the winter. Won't you please help my people withstand the growing evil to the north? It's the only way to undo the damage wrought by the meddling Blakros's and their scheming friends in the Pathfinder Society!"

Diplomacy:
Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20

She provides similar support to Graffa. "I can see you're always trying to better yourself, which I thoroughly respect. But if you can grant my expedition your tribal token, you can be a part in bettering the entire world. Help us keep this evil secured away!"

Diplomacy:
Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12

As for Kardook, Mavin simply rolls up her sleeves and tries to wrest the orcs in the pit to the ground in an overt display of strength and intimidation.

Combat Maneuver Check:
Combat Maneuver: 1d20 + 4 ⇒ (11) + 4 = 15

Intimidate:
Intimidate: 1d20 + 10 ⇒ (17) + 10 = 27

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

After helping Mavin armor back up, Tere gives a quick smile. "Let me have a try?" He limbers up, then sets a blistering pace through the obstacle course. "It was, ah, easier after seeing her do it."

Acrobatics check: 1d20 + 9 ⇒ (15) + 9 = 24

Grand Lodge

Elf rogue 1 NG Medium humanoid (elf) Init +4; Senses low-light vision; Perception +6 AC 16, T 13, FF 13 hp 3/10 Fort +1, Ref +6, Will +0; +2 vs. enchantments Immune sleep

Gaia approaches Blenta. She studies the situation going on in the beast pit. As she watches she notices that the gorthek is favoring it's right back foot. "It might have a cut on it's foot. It appears what you are asking it to do is painful for the creature. Maybe heal that, and then try again. I know you don't want to hurt him."

Perception:
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

-------

Bukog is muttering to himself when Gaia approaches him. "I'm not good at crafting, but I can show you a way to lock things. You can lock shields on an arm to keep them from being removed during a battle." Gaia shows him how wrapping two pieces of metal together with a locking overlap will keep the shield from being pulled off the arm.

Disable Device:
DD: 1d20 + 6 ⇒ (20) + 6 = 26

-------

Sent by his Broken Spine brethren to Urgir to trade for maps and supplies, Gekgaro is having a difficult time finding a hospitable place for his tribe to camp for the winter.

Gaia hears that Urgir was interested in a place for his tribe to camp for winter. She listens to the other orcs trying to put that information together with the information she knows. She remembers seeing a map a long time ago, and shares the information with Urgir.

Know Local:
Know Local: 1d20 + 6 ⇒ (3) + 6 = 9

-------

Gaia smiles at Graffa when she sees the obstiacle course. "One of my favorite things. Shall we race?" She drops her gear and takes off when the flag is dropped.

Acrobatics:
Acrobatics: 1d20 + 8 ⇒ (10) + 8 = 18

-------


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Gaia takes a shot at the obstacle course and barely makes it, but then Tere makes the obstacle course look easy. This brings a slight frown to Graffa's face, but she claps at the end anyway and hands you some tokens. "Excellent, but I see I have made it too easy..." Really, though, she did not!

Benefit earned: Each PC chooses either the Acrobatic or Athletic feat and gains it for the rest of the adventure.

Kardook watches Mavin try to show off her muscles, and he laughs. "No, no, no. You are not worthy for my orcs!"
Right approach, just didn't make the DC. And you can't re-try the intimidate. But someone else can - Kardook has 1 success and 1 fail.

@Gaia - good rolls, but wrong skills. I am going to compare your rolls to the right skills to see if you had soem success, but out of time at the moment, so look for this in a few hours.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Thran seeing his opus not being received as well as he thought it would be sulks in the bar nursing a beer

Not enough time right now to read everything and try to figure out what Thran would be able to do, hopefully later.

Silver Crusade

Maps and Handout

Some senior Pathfinders pass by and provide some aid, now or in the future. You are receiving an Aid Token, it currently has 2 boosts, an easy knowledge arcana check and a Burst of healing. Use it well.

Silver Crusade

M Human Paladin of Iomedae Lvl 1 (CORE) HP 8/12 | AC 17 (FF 15 Touch 12) CMD 15 | Init +1| Saves Fort +4 Reflex +2, Will +3| Per +1, SenMot +5 Spd 30' Smite Evil 1/1 | Detect Evil (at will) | Effects Active: none

Atticus watches as Maven wrestles with Kardook. I guess I could give this try.

Care to dance! Atticus bellows as he charges the Orc.

Intimidate: 1d20 + 3 ⇒ (15) + 3 = 18

He then tries to tackle the orc to the ground.

CMB: 1d20 + 3 ⇒ (9) + 3 = 12

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere wisely says little beyond a quick thank you to the intimidating Graffa, letting Mavin and Gaia take the lead. Afterwards he makes his way to the pen where Kardook is training. "I know, I, ah, don't look like much, but I'm fast. Spar?"

Roll; add +3 if CMB check, add +5 if normal attack: 1d20 ⇒ 5

Unfortunately, Kardook easily gets the better of the elf. "Thanks...I think I learned more than you did." Tere winces as he stands up, rubbing a rapidly-darkening bruise on one arm.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Atticus is impresively intimidating, and it does the job. Again Kardook laughs, but this time in joy. "You! You are not very scary, but your glare is hard enough. I approve!" Kardook gives you a handful of tokens, and a benefit.

Benefit: Each PC can use martial flexibility as a 1st-level brawler (Pathfinder RPG Advanced Class Guide 23) once before the end of the adventure; if a PC already has the martial flexibility class feature, she gains 1 additional use per day for the rest of the adventure.

Gaia tries to show Blenta her abilities with animals, but comes up just short. (first fail)

When she shows Bukog a few things, though, the orc is very impressed. "Wonderful! My orcs never would think of such a thing!" [ooc](first success) Appropriate skills here would be an average Appraise, Craft (any) or a hard Spellcraft, Use Magic Device (both of which you would have made), but I am allowing the disable device as is due to the description.

Gekaro looks over Gaia's inforation and finds it sadly lacking. "No, no, this no good. Need winter home!" 1 success and 1 failure now. Skills to use include average Knowledge (geography), Survival or a hard Knowledge (history or nature)

At this point, I would say that Gaia, Tere and Mavin have done all they can. Thran could try a knowledge, nature (DC 18) on Blenta, Use Magic Device DC 18 on Bukog, Knowledge (geography) dc 15 on Gekgaro. But this only gets you half way there. Atticus could try a CMB DC 18 to help Blenta capture her wild animal, or DC 18 survival for Gekarro. Both are long shots, but could happen - and what do you have to lose? And since we now have an aid token, if anyone would like to use it here, go ahead.
At this point, though, the group has done exceptionally well and is ready for the next stage.

Grand Lodge

Free | Male CG Dwarf CORE Barbarian 2 | HP 27/27 | AC 18, T 12, FF 16 | CMD 17 | F +6 R +2 W +2; +2 vs. Poison, Spells & SLA | Init +2 |  Per +7, SM +2, Darkvision 60ft, stonecunning | Speed 30 ft | Rage 9/9 | Active Conditions: None | Re-Roll (+1) 1/1

Gekgaro
Geography: 1d20 + 6 ⇒ (3) + 6 = 9
Tolinath approaches Gekgaro and Looks over what maps and notes that lay before him. "Might suggest that you instead use the hillock just to the south west rather than the south east."

-----

Brenta
"Oi, heard you are having some trouble with a young pup and could use some help break'n it in. Mind if I lend a hand?"
Know. Nature: 1d20 + 5 ⇒ (20) + 5 = 25
"I believe that outta do it."

Silver Crusade

M Human Paladin of Iomedae Lvl 1 (CORE) HP 8/12 | AC 17 (FF 15 Touch 12) CMD 15 | Init +1| Saves Fort +4 Reflex +2, Will +3| Per +1, SenMot +5 Spd 30' Smite Evil 1/1 | Detect Evil (at will) | Effects Active: none

Atticus finds Blenta and tries to help her wrestle her beast into submission.

cmb: 1d20 + 3 ⇒ (5) + 3 = 8

Sovereign Court

★★★OVERSEER ANNOUNCEMENT★★★

Having traveled for more than a week through the harsh lands of Belkzen, the Twinhorn warriors grow excited as they come within a few days’ travel of their homeland.

As the sun dips behind the Smokespur mountains, the sound of drums start to echo off the rocky canyon walls, starting slowly at first, but quickly increasing in pace. Medda turns from her lead position in the caravan and shouts “Look out! Ambush!”

The drumming continues as a boulder hurtles from the mountain and lands on the lead wagon, sending splinters flying in all directions. Clouds of dust billow off the mountainside as dozens of orcs surge from the foothills and chant to the beat of the drums. Arrows and boulders begin to rain from the slopes.

Medda calls out, “Pathfinders, someone is willing to risk Uldeth’s ire by attacking us! I need some of you to meet their vanguard, others to guard the caravan, and a third group to take out their archers.”

@Table GMs: You have 11 days to run Up the Flood Road on page 22. Encounters D, E, F, and G are now accessible, but please stop before reaching Part 3.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere nods at the muscular half-elf. "Mavin--let's take their archers."


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

There is a ray of hope in Blenta's demeanor as Tolinath shows his keen knowledge of all things nature, but then Atticus bumbles in and steps on the beast's tail, causing the beast to turn wild again.

Sorry - that's it for Blenta now.

Ah, cross post! I hear one fro archers... anyone else want to offer their opinion?

Silver Crusade

M Human Paladin of Iomedae Lvl 1 (CORE) HP 8/12 | AC 17 (FF 15 Touch 12) CMD 15 | Init +1| Saves Fort +4 Reflex +2, Will +3| Per +1, SenMot +5 Spd 30' Smite Evil 1/1 | Detect Evil (at will) | Effects Active: none

Aye! The archers will tear us to bits if we don't get up there and stop them!

Atticus nods in agreement.

Grand Lodge

Free | Male CG Dwarf CORE Barbarian 2 | HP 27/27 | AC 18, T 12, FF 16 | CMD 17 | F +6 R +2 W +2; +2 vs. Poison, Spells & SLA | Init +2 |  Per +7, SM +2, Darkvision 60ft, stonecunning | Speed 30 ft | Rage 9/9 | Active Conditions: None | Re-Roll (+1) 1/1

"As long as there are orcs ta be killin count me in." Tolinath starts trudging on towards the archers nest.

-Posted with Wayfinder

Grand Lodge

Elf rogue 1 NG Medium humanoid (elf) Init +4; Senses low-light vision; Perception +6 AC 16, T 13, FF 13 hp 3/10 Fort +1, Ref +6, Will +0; +2 vs. enchantments Immune sleep

"Archers it is then." Gaia heads toward the archers.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

I may be misinterpreting, but it sounded to me like we were going to have to split the party--two of us go after archers, two guard the caravan, and two take the front line.

-Posted with Wayfinder

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Splitting the party is bad in 99,9% of the cases...so let's stay together

"Lead the way!"

Thran stumbles on his feet after finishing his beer and runs after the others

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19
Tere di Montefeltro wrote:
I may be misinterpreting, but it sounded to me like we were going to have to split the party--two of us go after archers, two guard the caravan, and two take the front line.

I think you are forgetting that this is a multi table special, we are not the only pathfinders here..so other tables run towards the option(s) we don't pick


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Yes, you don't need to split, just choose. And actually, if you have enough time, you can do all 3, or you can also go hunting the head (leaders) if you like. The map for archers is up.

Also remember: You have rested for weeks, so all healed and fresh on spells and abilities. AND you have an aid token plus some benefits you can use when you like.

Initiative:

Atticus: 1d20 + 1 ⇒ (12) + 1 = 13
Gaia: 1d20 + 4 ⇒ (10) + 4 = 14
Mavin: 1d20 + 1 ⇒ (20) + 1 = 21
Tere: 1d20 + 4 ⇒ (14) + 4 = 18
Thran: 1d20 + 2 ⇒ (11) + 2 = 13
Tolinath: 1d20 + 2 ⇒ (1) + 2 = 3

Human Archers: 1d20 + 1 ⇒ (1) + 1 = 2
Orc: 1d20 + 0 ⇒ (2) + 0 = 2

Round 1: (Bold may act)
Mavin, Tere, Gaia, Thran, Atticus, Tolinath
Orc/Orange
Archers: Red, green, blue

Silver Crusade

M Human Paladin of Iomedae Lvl 1 (CORE) HP 8/12 | AC 17 (FF 15 Touch 12) CMD 15 | Init +1| Saves Fort +4 Reflex +2, Will +3| Per +1, SenMot +5 Spd 30' Smite Evil 1/1 | Detect Evil (at will) | Effects Active: none

Is it a climb check to go straight up the hill? Looks closer than running along the path. Assuming yes

Atticus makes a bee-line for the archers, as he begins to scale the hillside.

Double move

Climb: 1d20 - 1 ⇒ (2) - 1 = 1

Or not!


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Well, yes... but a better climb check is required. For anyone wishing to scale it, though, remember that normal climb speed is 1/4 your move rate, and it is a 30' climb. It is only DC 12, though.

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

Mavin is taking Athletic for the rest of the adventure, so +2 on Climb and Swim.

Mavin swiftly follows Atticus, leaping onto the rock wall and scaling it as fast as she can.
Move action move to starburst (blue line), move action fast climb (-5 penalty to move at half speed) from starburst to end location.

Climb (+3 Str, -3 ACP, Athletic, fast climb): 1d20 + 2 - 5 ⇒ (19) + 2 - 5 = 16

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Thran will also choose Athletic

Climb: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15

Thran moves up to the side of the hill to follow after his companions but seeing how there's someone with a bow standing at the top of the cliff they are climbing decides to stay close to the bottom and starts to cast a spell, hopefully distracting enough to give people the chance to make it up.

Casting daze at the red archer, DC 13 will save. If he's a 4HD or less humanoid and fails his save he's dazed for 1 round

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere will also take Athletic.

The elf makes a beeline for the rock face, taking the direct route up. Give them more targets, and some of us will make it to the top.

Climb check: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Will Save: 1d20 + 0 ⇒ (20) + 0 = 20

Apparently the spell goes right over his head. He does not appear to be affected.

Grand Lodge

Elf rogue 1 NG Medium humanoid (elf) Init +4; Senses low-light vision; Perception +6 AC 16, T 13, FF 13 hp 3/10 Fort +1, Ref +6, Will +0; +2 vs. enchantments Immune sleep

Gaia moves forward a little bit, and fires an arrow at the red archer from her shortbow.

Shortbow: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 ⇒ 1


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Round 1: (Bold may act)
Mavin (climbing), Tere (climbing), Gaia (bow), Thran (cast), Atticus (no climb), Tolinath
Orc/Orange
Archers: Red (1 dmg), green, blue


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

OK, I think we have given Tolinath enough time. Hopefully he is ok and not stuck in water without power somewhere.

Tolinath starts running up the path.

Red takes a shot at Atticus, but the shot goes wide.

Ranged Attack: 1d20 + 3 ⇒ (6) + 3 = 9

Green readies an action, as does blue.

The orc warrior (orange) simply yells orders. "Push 'em down the hill! Fill 'em with arrows!"

Round 2: (Bold may act)
Mavin (climbing), Tere (climbing), Gaia (bow), Thran (cast), Atticus (no climb), Tolinath
Orc/Orange
Archers: Red (1 dmg), green, blue

Silver Crusade

M Human Paladin of Iomedae Lvl 1 (CORE) HP 8/12 | AC 17 (FF 15 Touch 12) CMD 15 | Init +1| Saves Fort +4 Reflex +2, Will +3| Per +1, SenMot +5 Spd 30' Smite Evil 1/1 | Detect Evil (at will) | Effects Active: none

I'll also take Athletic

Atticus sees Mavin easily climbing up the rocks and decides to give it another go, desperately looking for handholds.

Come on old man!

Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (5) + 1 = 6

Double move, maybe on the 1st on, doubtful on the 2nd. Will go straight up if either works.

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

Climb (as above): 1d20 + 2 - 5 ⇒ (15) + 2 - 5 = 12
Phew! Just enough!
Mavin swiftly scales the remainder of the cliff face, emerging beside the near archer. She hoists herself up to his level, then lunges at him and tries to grab him by his lapels.
Move fast climb, standard to grapple.
Grapple: 1d20 + 4 ⇒ (12) + 4 = 16

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere finds an ideal set of hand- and footholds, easily reaching the top of the wall and looking around quickly.

Climb check, incl. Athletic: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Atticus is still scrambling at the bottom of the climb, but Mavin quickly ascends and grabs red.

Tere also manages to finish his climb (you forgot the -5 for accelerated climbing, but you made the roll but more than enough, so we'll let you have it).

Round 2: (Bold may act)
Mavin (grapple), Tere, Gaia, Thran, Atticus (no climb), Tolinath
Orc/Orange
Archers: Red (1 dmg, grappled), green, blue

Grand Lodge

Elf rogue 1 NG Medium humanoid (elf) Init +4; Senses low-light vision; Perception +6 AC 16, T 13, FF 13 hp 3/10 Fort +1, Ref +6, Will +0; +2 vs. enchantments Immune sleep

Gaia seeing some of her team reach the top of the climb. Starts up the cliff herself.

Taking Athletic, Double Move
Climb: 1d20 ⇒ 19
Climb: 1d20 ⇒ 9

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Thran continues to try to climb up hurrying after the others before casting another daze

Climb check: 1d20 + 4 + 2 - 5 ⇒ (16) + 4 + 2 - 5 = 17

Hurry climb up the side of the cliff, then casting another daze. I only have 1 target and he didn't get dazed yet, so I can try again DC 13 will save for red

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