GM Silbeg's Slayers: #3-01 The Frostfur Captives. (Inactive)

Game Master Silbeg

Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.


A Pathfinder Society Scenario designed for Levels 1–5.

Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.

Written by Jim Groves.

Marching order:
Vox, Einhardt
Jaender, Ophiuchus
Arturo
Goblins
Strong Brute, Roudi

--- Below here are placeholders for the GM rolls ---

Initiative rolls:

[dice=Arturo: Initiative]1d20+4[/dice]
[dice=Einhardt: Initiative]1d20+3[/dice]
[dice=Jaender: Initiative]1d20+3[/dice]
[dice=Ophiuchus #1: Initiative]1d20+3[/dice][dice=Ophiuchus #2: Initiative]1d20+3[/dice]
[dice=Roudantaimi: Initiative]1d20+4[/dice]
[dice=Sven: Initiative]1d20+4[/dice]
[dice=Vox: Initiative]1d20+2[/dice]

Perception rolls:

[dice=Arturo: Perception]1d20+9[/dice]
[dice=Jaender: Perception]1d20+9[/dice] (Darkvision)
[dice=Roudantaimi: Perception]1d20+5[/dice]
[dice=Sven: Perception]1d20+7[/dice]
[dice=Vox: Perception]1d20+9[/dice]
[dice=Ophiuchus: Perception]1d20+9[/dice]
[dice=Einhardt: Perception]1d20+5[/dice]

Fort rolls:

[dice=Arturo: Fort]1d20+3[/dice]
[dice=Jaender: Fort]1d20+2[/dice]
[dice=Roudantaimi: Fort]1d20+12[/dice]
[dice=Sven: Fort]1d20+7[/dice]
[dice=Vox: Fort]1d20+5[/dice]
[dice=Ophiuchus: Fort]1d20+4[/dice]
[dice=Einhardt: Fort]1d20+6[/dice]

Ref rolls:

[dice=Arturo: Ref]1d20+9[/dice]
[dice=Jaender: Ref]1d20+5[/dice]
[dice=Roudantaimi: Ref]1d20+9[/dice]
[dice=Sven: Ref]1d20+4[/dice] (+1 vs traps)
[dice=Vox: Ref]1d20+6[/dice]
[dice=Ophiuchus: Ref]1d20+3[/dice]
[dice=Einhardt: Ref]1d20+5[/dice]

Will rolls:

[dice=Arturo: Will]1d20+2[/dice]
[dice=Jaender: Will]1d20+4[/dice] +2 vs Shadow Spells
[dice=Roudantaimi: Will]1d20+7[/dice]+2 vs fear/despair, illusion Immune to fear
[dice=Sven: Will]1d20+3[/dice]
[dice=Vox: Will]1d20+3[/dice]
[dice=Ophiuchus: Will]1d20+5[/dice]
[dice=Einhardt: Will]1d20+2[/dice]

Diplomacy rolls:

[dice=Arturo: Diplomacy]1d20+9[/dice]
[dice=Jaender: Diplomacy]1d20+4[/dice]
[dice=Roudantaimi: Diplomacy]1d20+8[/dice]
[dice=Sven: Diplomacy]1d20+0[/dice]
[dice=Vox: Diplomacy]1d20+0[/dice]
[dice=Ophiuchus: Diplomacy]1d20+8[/dice]
[dice=Einhardt: Diplomacy]1d20-2[/dice]

Sense Motive rolls:

[dice=Arturo: Sense Motive]1d20+8[/dice]
[dice=Jaender: Sense Motive]1d20-1[/dice]
[dice=Roudantaimi: Sense Motive]1d20+0[/dice]
[dice=Sven: Sense Motive]1d20+0[/dice]
[dice=Vox: Sense Motive]1d20+2[/dice]
[dice=Ophiuchus: Sense Motive]1d20+4[/dice]
[dice=Einhardt: Sense Motive]1d20+1[/dice]

Initimidate rolls:

[dice=Arturo: Initimidate]1d20+8[/dice]
[dice=Jaender: Initimidate]1d20+4[/dice]
[dice=Roudantaimi: Initimidate]1d20+4[/dice]
[dice=Sven: Initimidate]1d20+0[/dice]
[dice=Vox: Initimidate]1d20+0[/dice]
[dice=Ophiuchus: Initimidate]1d20+7[/dice]
[dice=Einhardt: Initimidate]1d20-2[/dice]

[spoiler=Stealth rolls]
[dice=Arturo: Stealth]1d20+13[/dice]
[dice=Jaender: Stealth]1d20+16[/dice] (+2 in rocky/hilly)
[dice=Roudantaimi: Stealth]1d20+3[/dice]
[dice=Sven: Stealth]1d20+2[/dice]
[dice=Vox: Stealth]1d20+6[/dice]
[dice=Ophiuchus: Stealth]1d20-4[/dice]
[dice=Einhardt: Stealth]1d20+7[/dice]

Spellcraft/Knowledge Rolls:

[dice=spellcraft: Ophiuchus]1d20+7[/dice]
[dice=spellcraft: Jaender]1d20+7[/dice]

[dice=Kn: Dungeoneering: Arturo]1d20+9[/dice]
[dice=Kn: Local: Arturo]1d20+10[/dice]

[dice=Kn: Arcana: Jaender]1d20+5[/dice]

[dice=Kn: Religion: Roudi]1d20+4[/dice]

[dice=Kn: History: Ophiuchus]1d20+4[/dice]
[dice=Kn: Planes: Ophiuchus]1d20+4[/dice]
[dice=Kn: Religion: Ophiuchus]1d20+5[/dice]

[dice=Survival: Sven]1d20+7[/dice]

[dice=Kn: Dungeoneering: Vox]1d20+5[/dice]
[dice=Kn: geography: Vox]1d20+6[/dice]
[dice=Kn: nature: Vox]1d20+6[/dice]