GM NotEspi's "To Scale the Dragon" (Standard 5-9) [OutPost] (Inactive)

Game Master NotEspi

The last remains of a sage from an age long past rests high atop the snow-covered tips of the Fog Peaks in Southern Galt. The Society wants his bones. FOR SCIENCE!

Maps and handouts

Init:
[dice=Malachite]1d20 + 2[/dice]
[dice=Odo]1d20 + 3[/dice]
[dice=Raimdol]1d20 + 3[/dice]
[dice=Raman]1d20 + 4[/dice]
[dice=Yariccki]1d20 + 0[/dice]

Fatigued:
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.


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Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

If he agrees, Raimdol offered a wand charge for Malachite of Endure Elements. Unless provided, Mal will buy a tent and food. Don't need any unusual supplies.

Malachite gets on the back of the dogsled driven by Odo, unsure that this method of transportation is particularly safe, but if it's the fastest way to the top, then so be it. He can't help but laugh as Raimdol is bounced around roughly by the running axebeak.

Grand Lodge

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Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

Provided we have carrying capacity, Raimdol will also buy a tent and plenty of food and water for the trip. He casts endure elements on himself and Malachite Stoneheart using his newly acquired wand. Not sure if anyone else needs it.

Raimdol suffers through the rough travel from the alien beast, trusting in his teammate's estimation of its ability. Having grown up on and around the sea, the movement is not totally unfamiliar, but the bruises certainly will be. He tries to take it stoically, but it is clear his nerves are fraying the more they travel.

"Travel, they said. See the world, they said. Life's a big adventure they said." he speaks, to nobody in particular. "Whomever 'they' are can suck an egg." he mutters under his breath.


The entirety of the Tail is flat, with rocky sections every now and then. By taking your time, you avoid damaging your sleighs. After the Tail, you arrive to steep hills - slowing down when going uphill, and with your sleighs speeding up and almost overcoming the dogs on declining sections.

As you come to the end of the Haunches, passing through the fog suddenly reveals a 200 ft cliff.

Yarricki, Odo - I will need two checks for a rapid turn maneuver from each of you to avoid the cliff. Since you are sort of endangered,
I decided to not permit taking 10.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Handle Animal: 1d20 + 8 ⇒ (15) + 8 = 23
Handle Animal: 1d20 + 8 ⇒ (19) + 8 = 27

"Whoah!" Yarricki yells to the dogs as she steps hard on the brake and throws her weight to the right. The sleigh moans and twists as it is forced in the dangerous maneuver. Luckily the dogs listen and nothing breaks. The sleigh comes to a grinding halt

"Well done boys!"

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Handle Animal 1: 1d20 + 7 ⇒ (12) + 7 = 19
Handle Animal 2: 1d20 + 7 ⇒ (14) + 7 = 21

"Whoa! Settle down, fellas." Odo breathes a sigh of relief as he manages to keep the dogs under control.
At least, I think I probably did.


As the cliff appears, both mushers manage to turn and stop in time. Thunder instinctively stops to mirror Yarricki's movement, and Raimdol barely manages to stay on the axe beak. You walk over to the snow-covered edge, and see a 200 foot fall (At least 200 ft. The bottom is covered in fog). That would surely hurt any of you, and very likely trash the sleigh. not even mentioning the poor dogs. They don't mind, however, and only seem to happy to be on the road again. Looking at you, some of them sit and wait until you jump back on the sleigh and carry on.

You follow the cliff towards east, as instructed by your map, and appear on another flat area, though the fog is getting more and more dense. Large boulders pepper this area, and you need to turn your sleighs frequently to dodge when they come out of the fog.

I'll need at least 4 turn checks from each of the mushers or risk a crash.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Handle Animal: 1d20 + 8 ⇒ (9) + 8 = 17
Handle Animal: 1d20 + 8 ⇒ (3) + 8 = 11
Handle Animal: 1d20 + 8 ⇒ (7) + 8 = 15
Handle Animal: 1d20 + 8 ⇒ (8) + 8 = 16

Scarab Sages

Male Dwarf Unchained Monk 5; 39/39 HP; AC 21; TCH 15; FF 16; F +6; R +10; W +3; CMB+8; CMD 23; Speed 30FT; Init +4; Perception +7;

"Oh my g***, this was close. Those dogs try to kill us! Kill us all!" the dwarf moans, sweating despite the cold.

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Handle Animal 1: 1d20 + 7 ⇒ (20) + 7 = 27
Handle Animal 2: 1d20 + 7 ⇒ (10) + 7 = 17
Handle Animal 3: 1d20 + 7 ⇒ (16) + 7 = 23
Handle Animal 4: 1d20 + 7 ⇒ (3) + 7 = 10

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Can there be any aid from the passengerrs? Like ' look out for that boulder'? If so, I'll attempt to aid the check that is lowest here, if not, I understand completely.

Startled by the near miss on the drop off in the fog, Malachite pats Odo on the shoulder. "Well done, partner. That fall would've been a serious problem for all of us. That fog is deadly."

As they move up into the flat area with boulders, Malachite tries to keep a sharp eye out, calling to Odo to turn when he sees an oncoming obstacle. Whether that's a help or any annoyance remains to be determined.

Aid, Handle Animal, if allowed: 1d20 - 1 ⇒ (19) - 1 = 18


The sleighs move through the Spine with great speed, and both Odo and Yarricki seem to maneuver around the boulders just fine; though Odo did receive some help in the form of an early warning. They both have one hiccup, but BARELY manage to dodge the stone emerging from the fog just ahead of them.

After passing the Spine, you start going uphill and gain altitude fast. Soon enough, as if with a snap of a finger, you come out of the fog to reveal the sun-lit hills up ahead. All of them covered in snow. Another problem arises, however. As the air density lowers, breathing becomes harder and harder.

At the end of every hour, I will ask you to do a fortitude (not CON, Fort) check to deal with the lack of air in these heights. Unfortunately, Endure elements does not prevent this. You can roll the checks or I can roll them for you if you wish. Your call.

You find yourself on the edge of a cliff. On the bottom of it, a fledgling river formed by melting ice cuts its path through the mountains. Following your map, you find yourself on the spot mentioned by Rysam. In this location, a dangerously narrow bridge of solid ice spans a 15-foot-wide ravine that splits the pass. A weathered chain, secured to large boulders at either end of the bridge, hangs suspended about three feet above its surface.

You may roll your fortitude saves now.

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

When the sled starts up the slope, Malachite does not expect the effects of altitude to hit the group so quickly. He tries his best to breath normally, but its a struggle.

When they reach the ice bridge, he looks at it with a frown. "Now that just looks dangerous..."

Mal Fort: 1d20 + 6 ⇒ (9) + 6 = 15

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Yarricki Fort: 1d20 + 8 ⇒ (18) + 8 = 26
Thunder Fort: 1d20 + 7 ⇒ (8) + 7 = 15

Yarricki's breath comes out in plumes of fog, but the gnome seems not fazed by the altitude. At the bridge she stops the sleigh and starts unchaining the dogs "Time to stretch your legs! As Rhysam said, we will walk over slowly, one at a time. I will push the sleigh across"

She looks at the split in the path beyond the bridge "We also need to decide what path to take, the higher, quicker and probably more dangerous route or the lower, slower and safer route"

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

Raimdol Fort Save: 1d20 + 4 ⇒ (4) + 4 = 8

Unfortunately, the excitement, the rough ride, and the jostling of the strange animal he's clinging onto for dear life is beginning to take its toll. Raimdol's head is spinning as he tries desperately to catch his breath.

"I'm not feeling so hot..." he yammers to nobody in particular.


Raimdol:
You gain the fatigued condition. See spoiler in the thread header for details. Unfortunately, this kind of fatigue does not end after resting. You need to descend into an area with more air. Luckily, you have Odo and his mercies to fix it, if really necessary.

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

Spoiler:
My trait allows me to ignore the first fatigue condition each day.

Scarab Sages

Male Dwarf Unchained Monk 5; 39/39 HP; AC 21; TCH 15; FF 16; F +6; R +10; W +3; CMB+8; CMD 23; Speed 30FT; Init +4; Perception +7;

Fort: 1d20 + 6 ⇒ (17) + 6 = 23

"Ah, I like the fresh air. What's up Raimdol, you are hyperventilating. Is everything ok?"

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

The half-elf steadies himself and attempts to look confident and poised - as best he can with a greenish hue to his complexion.

Acknowledging the dwarf, he responds, "I'll be fine. Nothing to worry about. Just tough to catch my breath at this elevation. Just unexpected is all."

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Fort save: 1d20 + 10 ⇒ (17) + 10 = 27

"The Dawnflower has seen fit to give me to the power to aid any of you against the drag of fatigue, but even so my power is limited and, at this altitude, probably temporary. I will provide what help I can, but I may need your advice on when it is necessary."

Meanwhile, Odo also unhitches his team. "We could break out some ropes for additional security while crossing the bridge." He also gets some crampons out of his pack and puts them on for better purchase on the ice.


Suppose you pass the bridge unscathed. The two routes mentioned in by your non-present guide are beyond this bridge. Which one will you take?

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

"I think we have sufficient skill to take the high road" Yarricki says while she peers in the distance.

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

"I am willing to venture it if you feel good about your ability to drive the dogs." says Malachite. "It may be that we get a quicker path to the top that way."


You bust out the ropes, tie them securely on nearby stones, untie the dogs and move the animals and equipment one by one across the bridge of ice. Both sleighs are a bit problematic due to their size, but with a little maneuvering and a person on both ends, you manage to get to the other side without larger issues. The stream underneath is not deep, but the ice and bits of snow moving along the surface indicate that it is in fact not a warm bath.

You all let out a collective sigh of relief once you are on the northern side, and start reassembling your means of transportation. A few dozen minutes later, the 'caravan' is ready to go.

You take the iced-over, 10 ft wide higher path to save time. The path is tricky, however, and the thin snow layer hides solid ice underneath.

Mushers, could you roll 5 (one per 1/4 mile) Handle Animal checks from each for me? Thanks

Perception 10:
With the fog gone, you can see a bit more of your surroundings. As you observe the snow, you see a trickle of fresh blood leading off into the distance ahead.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Handle Animal rolls:
Handle Animal: 1d20 + 8 ⇒ (13) + 8 = 21
Handle Animal: 1d20 + 8 ⇒ (15) + 8 = 23
Handle Animal: 1d20 + 8 ⇒ (10) + 8 = 18
Handle Animal: 1d20 + 8 ⇒ (18) + 8 = 26
Handle Animal: 1d20 + 8 ⇒ (12) + 8 = 20

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Yarricki points at the fresh trail of blood "Do you see that? Let's take a moment to investigate"

Survival: 1d20 + 9 ⇒ (12) + 9 = 21

The gnome walks over to the trail of blood and tries to determine what kind of creature this could have been.


Oh yeah, that one slipped my mind. Everyone roll fort again, please. Yarricki I'll follow up on that trail when a few others add their input.

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

Raimdol gets down from his borrowed mount to stretch his legs and back as well as breath a sigh of temporary relief. While rubbing his aching muscles, the half-elf moves about, surveying the area they are in.

He nods in affirmation at the plan to use the quicker route as well as the idea to keep everyone together. It is risky, but less risk than staking out individually.

He looks at Yarricki, as she beckons everyone over. "What did you find?" he asks curiously, looking at her discovery.

Perception roll:1d20 + 15 ⇒ (10) + 15 = 25

Fort check:1d20 + 4 ⇒ (18) + 4 = 22

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Fort Yarricki: 1d20 + 8 ⇒ (1) + 8 = 9
Fort Thunder: 1d20 + 8 ⇒ (6) + 8 = 14

"Give me a moment" Yarricki snaps at Raimdol before she holds up her hand "I am sorry, the height is getting to me"

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Fort save: 1d20 + 10 ⇒ (6) + 10 = 16

Odo does his best to guide the dogs along the icy route.

handle animal rolls:

If I can take 10, which I would prefer, they're all 17.

If I have to roll:
handle animal: 1d20 + 7 ⇒ (18) + 7 = 25
handle animal: 1d20 + 7 ⇒ (20) + 7 = 27
handle animal: 1d20 + 7 ⇒ (2) + 7 = 9
handle animal: 1d20 + 7 ⇒ (1) + 7 = 8
handle animal: 1d20 + 7 ⇒ (19) + 7 = 26

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Malachite also notices the blood trail but as the others have pointed it out, he remains silent, watching to see if there is any tracker in the group. He puts a steadying hand on Yarricki's shoulder trying to reassure the sick gnome. Malachite tries to backtrack the blood trail to see if there is anything interesting at the other end.

Fort: 1d20 + 6 ⇒ (17) + 6 = 23
Surival to follow blood trail: 1d20 + 4 ⇒ (14) + 4 = 18

Perception DC 10 is auto-success for the big guy.


In case you wish to go slow, you may take 10. With that said, Yarricki passed all her HA rolls.

Unaccustomed to the heights, both Yarricki and Thunder feel the lack of oxygen take a toll on their stamina. Even as she tracks the blood trail, she takes a few stops to breathe slowly and regain her drive. Raimdol, on the other hand, seems to have a less difficult time holding on, as Thunder's movement becomes steadier, though a bit slower.

Following the trail of blood drops gets you sidetracked for a few minutes, brings results. After several hundred feet of tracking, you find three piles of fresh snow that are clearly out of place.

Digging through them, you find one human male, and two bodies of white-furred, hideous simian beastmen burried underneath.

Kn Nature 12:
The creatures are known as taer. Taer are shaggy, primitive, naked humanoids that may be related to the yeti. They resemble prehistoric humans but are more bestial and apelike. Their fur is coated with an oily, fatty substance excreted through the pores, which protects them from cold. Taer can see clearly even in heavy snowstorms due to a second transparent eyelid that protects the eye from blowing winds and heavy snow.

You may ask an additional question for each multiplier of 5, by which you beat the DC

The two simians have multiple stab wounds, and the human has had his neck torn open by tooth or claw. The bloodied claws of one of the simians would indicate the latter.

Since you autopass DC 10 perception...

The human was stripped of any gear he had, but his clothing remained. Pilfering through reveals a bronze coin depicting an ouroboros on a shield, a known emblem of the Aspis Consortium.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Knowledge (Nature: 1d20 + 8 ⇒ (13) + 8 = 21

"Those simians are taer, they can see clearly even in heavy snowstorm due to that second, transparent eyelid. Some scholars think they might be related to yeti"

Scarab Sages

Male Dwarf Unchained Monk 5; 39/39 HP; AC 21; TCH 15; FF 16; F +6; R +10; W +3; CMB+8; CMD 23; Speed 30FT; Init +4; Perception +7;

Fort: 1d20 + 6 ⇒ (6) + 6 = 12

"What awful scene is this? Blood everywhere. They can see in heavy snowstorm? How amazing!"

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Malachite is concerned about the Aspis token present in the grave site. "I fear that means our enemies are already ahead of us, treating the locals poorly. We need to make haste but carefully, for the snakes may be laying an ambush for us."

He continues looking about for any signs of the Aspis agents or their presence.

Perception: 1d20 + 12 ⇒ (13) + 12 = 25


It seems you do no want to do anything else here, so... Moving on.

Following the trickle of blood, Raman also start to succumb to the unusual height.

Raman, Thunder, and Yarricki all get the fatigued condition due to lack of air in the area. See spoiler in the thread header for details.

You do find something that might have resembled tracks at some point, however.It leads back to your main trail, and ends next to several parrallel lines, not unlike those left by your sleighs. Fortunately for you, these seem to be heading in the same direction as you, but via the lower path. With that said, you follow the high path and occasionally keep checking trail on the bottom one, but it disappears in the distance. When both trails reconnect to enter a valley, the trails are nowhere to be seen.

With no other tracks to follow, you continue in your assigned path, throgh the valley in front of you. Steep hills are on both sides of
this passage, and the narrow section bewteen is barely enough to make two- maybe three sleighs pass trough at the same time.

Malachite, Odo, and Raimdol, could you roll a fort check for me?

Exiting the valley, you find yourself heading towards a steep incline, to what you assume - based on both Rysam's description and the map - is the 'Eye' of the Dragon. The dogs pull and move along a trail snaking along the mountain to reach it's peak.

Perception 15:
As you move along the path, you notice several white-furred simians running in the distance, heading for a nearby tree patch. A smaller forest, rather.

Perception 20:
You also see snow above you move in a fascinating manner, as if flowing down the mountainside. Quiet and slow at first, but it gains momentum as it moves down the slope. Soon enough, the mass of snow is at least 100 ft wide and its descend is accompanies by a loud, thunder-like sound. You realise why the taer were running - an avalanche is heading in your direction.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

AVALANCHE! Yarricki shouts at the top of her longs

"Come on boys, run!" she shouts to the dogs, steering to the relative safety of the forest.

Handle animal if required: 1d20 + 8 ⇒ (13) + 8 = 21

Scarab Sages

Male Dwarf Unchained Monk 5; 39/39 HP; AC 21; TCH 15; FF 16; F +6; R +10; W +3; CMB+8; CMD 23; Speed 30FT; Init +4; Perception +7;

Raman tries to enjoy the ride with the dogs, which seems impossible. He's hyperventilating due to the lack of oxygen in the thin air. At least the dogs are doing most of the work. the dwarf thinks.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

"Where?!" the dwarf shouts when he hears Yarricki's warning and clings to the sled.

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

Fort check:1d20 + 4 ⇒ (18) + 4 = 22

Seeing the plight of the oncoming avalanche, Raimdol looks around for the closest possible place to move safely to.

"Yes, run Yarricki, but where?!?" he shouts, not angrily, but simply to be heard.

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Fort save: 1d20 + 10 ⇒ (11) + 10 = 21
Perception: 1d20 + 3 ⇒ (10) + 3 = 13

Odo is focused so closely on driving the sleigh team that he fails to notice the avalanche until Yarricki cries out in warning.
"Mush!" he yells as he shakes the reins as he tries to steer the sleigh toward the forest.

handle animal - to urge more speed: 1d20 + 7 ⇒ (12) + 7 = 19

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Malachite holds on to the sled for dear life, as the halfling urges the dogs forward at faster speed to get out of the path of the falling snow. "Hurry, boys, hurry!:" he calls urgently.

Fort save: 1d20 + 6 ⇒ (5) + 6 = 11
Perception: 1d20 + 12 ⇒ (9) + 12 = 21


With the avalanche spotted in time, you urge the dogs to dart away from its path. The mushers speed up the dogs and turn them towards east, hoping to get out of the way and even if not, that the trees will reduce most of the avalanches impact. With only a few seconds left, you enter the forest and navigate between the trunks.
Thanks for the rolls

The avalanche outright shaves off a few of the tree on the outer section of the trees behind you, and snaps treetrunks trunks several feet beyond. You, however, are only affected by a slightly stronger breeze as the avalanche passes by.

Malachite and Yarricki:
While visibility is not exactly stellar, you are pretty sure it was the taer who started the avalanche, then ran away into the forest further uphill.

Once the availanche has passed, you slowly move across the swept area and continue towards the peak. Near the top of the pass, the angle of the slope increases. It bisects a small glen near the base of a steep butte on the mountainside. Atop the butte, a wide ledge climbs slowly back up the mountain. The pass continues until it reaches a high ridge atop a staggeringly sheer scarp that spills down into the lowlands. The breathtaking view provides a panorama of most of the lower peaks, and - since the fog has disappeared under the warmth of the sun - pretty much the entire valley.

Anyone recalls what's Golarion's sun called? The moon equivalent is Somal, but this one eludes me.

This includes yor destination - the Maw. You should be there within an hour or two. On the edge, at least.

Also - everyone who rolled less than 17 on their fortitude saves receives the fatigued condition. See spoiler in the thread header for details.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

According to Distant Worlds and the pathfinderwiki it is just 'sun'

When they are between the trees Yarricki stops the sledge to be able to talk to the others "I saw some taer run away just before that avalanche started. I am pretty sure they started it. They don't want us here and we should be on our guard. Once you have loosened your muscles we should get going again, it is another few hours to the Maw"

Some Handle Animal rolls:

Handle Animal: 1d20 + 8 ⇒ (15) + 8 = 23
Handle Animal: 1d20 + 8 ⇒ (16) + 8 = 24
Handle Animal: 1d20 + 8 ⇒ (1) + 8 = 9
Handle Animal: 1d20 + 8 ⇒ (17) + 8 = 25
Handle Animal: 1d20 + 8 ⇒ (5) + 8 = 13

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

"I suppose we are interlopers in what they probably consider their territory. While we should defend ourselves as necessary, we should try to minimize our provocation. I ask that no one make the first hostile move if we come into closer quarters with them. Perhaps we can avoid an unnecessary tragedy," Odo advises as he takes the sleighs reins back up.

Animal Handling and Fort Saves:

Animal Handling 1: 1d20 + 7 ⇒ (19) + 7 = 26
Animal Handling 2: 1d20 + 7 ⇒ (3) + 7 = 10
Animal Handling 3: 1d20 + 7 ⇒ (5) + 7 = 12

Fort Save DC18: 1d20 + 10 ⇒ (11) + 10 = 21
Fort Save DC19: 1d20 + 10 ⇒ (17) + 10 = 27

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Malachite nods with Yarricki's assessment of the cause of the snowfall. "I saw something up there also though the altitude is really starting wear on me. Glad I have spent most of this trip riding."

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

"I agree with Odo. Let's not provoke if it can be avoided. concurs the half-elf. "We should move quickly though. This is their territory. The longer we delay, the nastier the tricks they can throw at us. Besides, this elevation is not benefiting our health much." concludes the mage.


Continuing in the intended path, you trail down towards the Maw. As you do so, fog descends on the area once more, and visibility is hampered sigifficantly. After passing a frozen-over stream, you arrive at a path carved by the water in the now snow-covered rock. it seems you will have to leave the sleigh here, since slope and width of the path are very limiting. Some climbing will be necessary.

Climb, Raimdol:

I hope you don't mind. Just to not delay stuff too much. Everyone else beats the DC by just taking 10, even with fatigued penalties.
Climb, Raimdol: 1d20 - 2 ⇒ (17) - 2 = 15

After you ascend the frozen stream, you find yourselves on what seems to be a permanently frozen lake. The ice seems stable enough not to crack underneath your feet, however.

Perception 20:
While most are already covered in snow, you manage to find dozens of footprints left by an oversized barefooted humanoid. There are possibly more than one, but less than favorable weather conditions make it too difficult to be certain.

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Worried about the crossing of the frozen lake, Malachite spies something in the snow. Moving over, he shows the group dozens of barefoot humanoid footprints along the path. Many are quickly being filled with fresh snowfall, but Mal believes they are evidence of the Taer ahead of them.

"We should be quite careful for an ambush, especially on the ice of the lake," he tells the others over the whistling sound of the wind.

Malachite will be especially wary, looking for likely ambush sites or traps, at least as much as the cold fog allows.

Malachite perception: 1d20 + 12 ⇒ (17) + 12 = 29

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Odo takes his crampons out of his climbing kit first to help get up the slope, but leaves them on to help negotiate the ice of the lake as well.
"It's hard to believe there are creatures who make their homes this high up and amid such a frozen expanse. They are welcome to it. I'd rather spend my time in the warmth of the sun in lower lands."

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

GM, I assume Thunder is also fatigued?

Yarricki takes in the sights while she leads Thunder across the ice "It is amazing that creatures live everywhere Odo. Everyone adapts to their own environment and learns to cope with it."


@Yarricki correct. Neither of you matched or beat the DC. At this point, only Odo and Raimdol made their saves.

Clear visibility is 60 ft. After that, there are some extra 30 ft in which you may observe silhouettes. Beyond that, is the great white unknown.

You press on into the fog. As you do so, a stone platform emerges from the mist. The platform goes underneath the ice, and probably conects to the bottom of the lake here.

Near the middle of the ice-covered platform rises a squat, 30-foot-square stone rostrum, upon which stand four columns of dark gray stone. One of the columns is broken and lies half-buried in the nearby drifts of snow. In the center of the rostrum rests a five-foot-tall beehive-shaped nest built of ice and cairn stones seemingly frozen around a clutch of eight massive bluish-gray speckled eggs, each the size of a brandy cask.

However - you quickly find out that you are not alone here. Four of the simian creatures you saw earlier (taer) are standing near the rostrum, humming. They stop as they see you, however, and start grunting and yelling in your direction.

Sense motive 15:
The creatures are visibly angry that you are here. Their pantomime indicates you violated some kind of a holy site.

Init rolls:
Malachite: 1d20 + 2 ⇒ (10) + 2 = 12
Odo: 1d20 + 3 ⇒ (20) + 3 = 23
Raimdol: 1d20 + 3 ⇒ (13) + 3 = 16
Raman: 1d20 + 4 ⇒ (17) + 4 = 21
Yariccki: 1d20 + 0 ⇒ (13) + 0 = 13
Thunder: 1d20 + 3 ⇒ (20) + 3 = 23
Taer: 1d20 + 2 ⇒ (3) + 2 = 5

Luky you.

Turn 1 - Go if bolded

Odo
Thunder
Raman
Raimdol
Yarricki
Malachite

Taer

Remember, one square is 15 ft.

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

sense motive: 1d20 + 9 ⇒ (18) + 9 = 27

"I think we have stumbled onto some kind of holy site, comrades. Let's slowly see if we can circumnavigate without enraging them any further," Odo suggests.

He lifts his empty hand, palm open, and steps laterally to the left.

moving at half speed to avoid falling on the ice, double move to go straight left

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