Gameday VII Solstice Scar C with GM Worg Start 08-13-18 (Inactive)

Game Master Kyle "Worg" H

Gameday VII Solstice Scar C Tier 5-6


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CG Female Snowy Owl Tiny magical beast | HP 23/23 | AC 18 / 15 T / 15 FF | CMD 13 | Fort +2, Reflex +5, Will +7; improved evasion | Init +3 | Perception +14; low-light vision | Speed 10 ft., fly 70 ft. (average) | Conditions: None

Skye's spirit animal, Sova the snowy owl, ruffles her feathers, which accurately reflect the stars that would be visible in the night sky, even within the elders' tent.

She gives the woman Jala the Patient a piercing look, blinks once, and rolls her neck.

"Hoot!"

Knowledge (religion) to Aid Another: 1d20 + 1 ⇒ (6) + 1 = 7

The Exchange

Male Kitsune paladin | AC 19 T 13 FF 14 | CMD 18 | hp 46/46 | F +10 R +11 W +8 | Spd 30 | Init +4 | Perc +0 | LoH 7/7 | Smite evil 1/1

Shiv notes that backing Medda's play would be the best course of action to make inroads on the other elders.

"This Medda guy's got the right of it. Ya ain't just watching over a dying landscape. You're here 'cos there's something that needs defending against. Besides, if ya think life's gonna be better elsewhere, well always easy to think that, until you realise that here on Golarion there's monsters everywhere. Least here you know what you're fighting, and know that you're fighting against something worth fighting against."

Gonna use 2 actions to try to influence Medda twice. Hopefully this will get us the 2 successes.

perform oratory one: 1d20 + 6 ⇒ (19) + 6 = 25

perform oratory two: 1d20 + 6 ⇒ (16) + 6 = 22

Turning to Kragr, Shiv tries to appeal to his courage as a warrior.

"Look buddy, I know you just wanna look after your people, but there will always be one or two idiots who will misconstrue your good intentions as fear, and then they go tell some other idiots and pretty soon everyone starts wondering whether those idiot were right. Gonna be a heck of a downer for your warriors in battle if they have even the slightest doubt about their leader's courage."

intimidate: 1d20 + 13 ⇒ (15) + 13 = 28

That's my 3 rollls. 2 on Medda, one on Kragr.

Liberty's Edge

The Slithering Maps

Medda Spiritbearer
Influence Needed: Completed!
Effect: Convincing Kragr and Jala require a lower DC than earlier.

Kragr Bloodhand
Influence Needed: 3

Background:

As the primary hunter of the Twinhorns, Kragr is most comfortable outdoors. He has had experience in skirmishes with other followings and orcs from the south, but he usually fights his foes directly. He has wanted to abandon the traditions of Vildeis and Ivvora for years, feeling there are better places to spend winters with more game and fewer orcs. He sees no value in remaining.

Appearance:

This massive Kellid stands a head taller than most humans and wears a dire polar bear cloak from a bear he personally wrestled, pinned, and strangled during a year he spent traveling the Crown of the World. The many scars on his body suggest a life of physical conflict and perseverance.

Personality:

Kragr is short tempered and impatient. He sees no value in the Twinhorns’ annual visit to this area.

Biases:

Kragr admires physically powerful creatures with a combined Strength and Constitution score above 30 (+2); he looks down on weak creatures whose combined Strength, Dexterity, and Constitution are 36 or lower (–2).

Discovery Knowledge Local or Sense Motive DC20:

Advantage: Kragr doesn’t like people to think he’s a coward. Insinuating that he’s afraid motivates him to look strong (+4), but outright calling him a coward makes him angry (–2).

Influence Skills: Intimidate, Diplomacy, or Bluff

Jala the Elder
Influence Needed: 3

Background:

Jala was once the hero of the following, able to bring down a stag at 500 feet in a gale. Now she leads the following as the eldest surviving member, relying on her hunter’s instincts to guide her words instead of her arrows.

Appearance:

Jala’s age may have wrinkled her skin and clouded her vision, but she still wears her leather armor and longbow proudly. Regular exercise has kept her body strong, despite her old age.

Personality:

Jala is often silent, waiting for the right moment to speak. When she does, her words are direct and to the point.

Biases:

Jala prefers to hear reasoned arguments (+2) and dislikes impassioned pleas that depend on emotional manipulation (–2).

Discovery:
Advantage: Jala still retains her hunting instincts, silently evaluating the situation and acting only when most effective. She reacts well to facts (+2), but not to emotional appeals (–2).

Influence Skills: Knowledge Religion, Profession Soldier, Knowledge Nature

Liberty's Edge

The Slithering Maps
Shivalier wrote:


"This Medda guy's got the right of it. Ya ain't just watching over a dying landscape. You're here 'cos there's something that needs defending against. Besides, if ya think life's gonna be better elsewhere, well always easy to think that, until you realise that here on Golarion there's monsters everywhere. Least here you know what you're fighting, and know that you're fighting against something worth fighting against."

In spite of you getting Medda's gender wrong, she seems bolstered by your words of encouragement. Medda then stands tall and says, "These Pathfinders are right! This is our home and not the undeads! We can take it back now and we will, with or without the elders!"

The determination of Medda seems to have made the elders expressions seem less guarded. Bonus: Medda Success is in effect, the other elders are now easier to convince.

Shivalier wrote:


"Look buddy, I know you just wanna look after your people, but there will always be one or two idiots who will misconstrue your good intentions as fear, and then they go tell some other idiots and pretty soon everyone starts wondering whether those idiot were right. Gonna be a heck of a downer for your warriors in battle if they have even the slightest doubt about their leader's courage."

Kragr seems to be angered by the idea that someone in his own tribe would insinuate the idea of him being a coward. If the party can continue pushing these buttons then he might become convinced.

Skye, Shaman of the Lyrune-Quah wrote:


"Honorable Elder Jala, my name is Skye, a shaman of the Lyrune-Quah." Skye nods in a show of respect due someone of her age and position among the Twinhorns.

The shaman presents the facts and makes his case. "Your warriors have reported that the undead horns continue to stream from the portal. They will not stop coming and will not stop their attacks. If you choose to flee, you will tire and weaken. The old and the young will fall behind."

"The undead are relentless. They will not tire, they will not slow down. There's little hope of escape."

"Like Medda, your warriors are fierce fighters. The best hope of survival is to stop the undead now, while you're unified and at full strength."

Jala does not seem compelled by your arguements. You feel that maybe if you give it another try it may be possible to convince her, since she seems to be interested in Medda being inspired.

Liberty's Edge

The Slithering Maps

Remaining Skill Checks:
Skye - 1
Kitajo - 3
Malik -3
Xuan - 3

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo will put all of his efforts into convincing Jala. It is Saturday morinng here and I have 45 minutes between gym and my karate class so I am behind on what is going on. I will catch up this afternoon and an retro-RP. I'll get the rolls out now.

Kn Religion: 1d20 + 6 ⇒ (1) + 6 = 7
Kn Religion: 1d20 + 6 ⇒ (7) + 6 = 13
Kn Religion: 1d20 + 6 ⇒ (12) + 6 = 18

Liberty's Edge

The Slithering Maps

Medda Spiritbearer
Influence Needed: Completed!
Effect: Convincing Kragr and Jala require a lower DC than earlier.

Kragr Bloodhand
Influence Needed: 3

Background:

As the primary hunter of the Twinhorns, Kragr is most comfortable outdoors. He has had experience in skirmishes with other followings and orcs from the south, but he usually fights his foes directly. He has wanted to abandon the traditions of Vildeis and Ivvora for years, feeling there are better places to spend winters with more game and fewer orcs. He sees no value in remaining.

Appearance:

This massive Kellid stands a head taller than most humans and wears a dire polar bear cloak from a bear he personally wrestled, pinned, and strangled during a year he spent traveling the Crown of the World. The many scars on his body suggest a life of physical conflict and perseverance.

Personality:

Kragr is short tempered and impatient. He sees no value in the Twinhorns’ annual visit to this area.

Biases:

Kragr admires physically powerful creatures with a combined Strength and Constitution score above 30 (+2); he looks down on weak creatures whose combined Strength, Dexterity, and Constitution are 36 or lower (–2).

Discovery Knowledge Local or Sense Motive DC20:

Advantage: Kragr doesn’t like people to think he’s a coward. Insinuating that he’s afraid motivates him to look strong (+4), but outright calling him a coward makes him angry (–2).

Influence Skills: Intimidate, Diplomacy, or Bluff

Jala the Elder
Influence Needed: 2

Background:

Jala was once the hero of the following, able to bring down a stag at 500 feet in a gale. Now she leads the following as the eldest surviving member, relying on her hunter’s instincts to guide her words instead of her arrows.

Appearance:

Jala’s age may have wrinkled her skin and clouded her vision, but she still wears her leather armor and longbow proudly. Regular exercise has kept her body strong, despite her old age.

Personality:

Jala is often silent, waiting for the right moment to speak. When she does, her words are direct and to the point.

Biases:

Jala prefers to hear reasoned arguments (+2) and dislikes impassioned pleas that depend on emotional manipulation (–2).

Discovery:
Advantage: Jala still retains her hunting instincts, silently evaluating the situation and acting only when most effective. She reacts well to facts (+2), but not to emotional appeals (–2).

Influence Skills: Knowledge Religion, Profession Soldier, Knowledge Nature

After a lot of effort, Kitajo seems to have a small amount of influence with Jala.

Remaining Skill Checks:
Skye - 1
Malik - 3
Xuan - 3

@Kitajo Uchihide
Understandable mate, I've been working through the Wacipi for my work's tribe and I am getting back into the swing of things also for my games I am a player in.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

"Elder Jala, witness the evidence before you. The hordes flow from the open portal checked only by the massed force of your warriors. Flee, and the undead will pick the Twinhorns off one by one, slaying those too feeble to run first, then even the most capable men and women, as they inevitably slow over time. You know well, the undead never rest, until they are slain."
Knowledge (religion) to influence Jala: 1d20 + 6 ⇒ (16) + 6 = 22

(This was only my second skill check. If we each get three, I should have one left to spend on another Influence or Discovery check, I think.)


CG Female Snowy Owl Tiny magical beast | HP 23/23 | AC 18 / 15 T / 15 FF | CMD 13 | Fort +2, Reflex +5, Will +7; improved evasion | Init +3 | Perception +14; low-light vision | Speed 10 ft., fly 70 ft. (average) | Conditions: None

"Hoot!" Sova stomps a talon down hard on Skye's mithral breastplate, emphasizing the logic of the shaman's argument. "Hoot."
Knowledge (religion) to Aid Skye: 1d20 + 1 ⇒ (13) + 1 = 14

Liberty's Edge

The Slithering Maps
Skye, Shaman of the Lyrune-Quah wrote:


(This was only my second skill check. If we each get three, I should have one left to spend on another Influence or Discovery check, I think.)

Earlier I was just conflicted on how to feel about the owl aiding. I gave more thought and realized the owl shouldn't count against you, so yes you will have 1 more check you can attempt.

Jala seems to listen thoughtfully to this response. She raises her hand to her chin as if to ponder what was just told to her about the risks of having her people being assaulted during their retreat.

While not fully convinced yet, she seems to be more open to the idea of staying. Another influence might convince entirely.

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

Sorry a bit swamped these two days. Will do all of Fung’s rolls together, since he only has one relevant skills.

”We had to fight through a group of undeads on our way here. And that was only a small group. If the hordes of undeads break through and gain a foothold, you can only imagine the devastation they would wreak across the region. Your tribes’ livelihood and way of life would be gone. Please, stay and fight.”

knowledge(nature): 1d20 + 5 ⇒ (10) + 5 = 15
knowledge(nature): 1d20 + 5 ⇒ (11) + 5 = 16
knowledge(nature): 1d20 + 5 ⇒ (14) + 5 = 19

Liberty's Edge

The Slithering Maps

Due to the technical difficulties, this session is being delayed until Friday 8/24/18, as is every Solstice Scar C Table.

I will be keeping this table on the Paizo forums to not complicate matters for the overseer GMs.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

"Kragr Bloodhand, what will the warriors of the Twinhorn Following think, when they look to you, their greatest hero, and see you turn tail and flee?"

Skye shakes his head in sadness. "It is a dark day, indeed, when the glory of the Twinhorns is snuffed out by one man's fear, when so many look to you for courage and inspiration."

The shaman looks the man in the eye. "Kragr Bloodhand, stand and fight. Let the skalds sing of your heroics this day, not of cowardice in battle."

Intimidate Attempt to Influence Kragr: 1d20 + 3 ⇒ (18) + 3 = 21


CG Female Snowy Owl Tiny magical beast | HP 23/23 | AC 18 / 15 T / 15 FF | CMD 13 | Fort +2, Reflex +5, Will +7; improved evasion | Init +3 | Perception +14; low-light vision | Speed 10 ft., fly 70 ft. (average) | Conditions: None

Sova extends her wings, the starry night sky shimmering on her downy feathers. She leaps from Skye's shoulder, flexing her razor-sharp talons and stretching open her sharp beak, and emits a snow owl's warcry.
"HOOT!"

Intimidate Attempt to Aid Skye: 1d20 - 2 ⇒ (2) - 2 = 0

She almost chokes, coughing up a pellet containing the remains of a fat mouse she had for breakfast.

Liberty's Edge

The Slithering Maps

Jala seems to think carefully on the information presented to her. After the room is quiet does she finally stand up. ”These Pathfinders are correct. If we do not stay and fight, we risk the very lives of our people who may not be able to flee the undead or could not survive a trek to somewhere new.” Jala then walks over to the table with the map and looks thoughtfully at it. ”I was raised on these lands, and so were many Twinhorn. We know them like the back of our hands. To give them up now we would have to start anew, and would we even have somewhere to do that for?”
She drags her hand slowly down part of the map. After a moment of silence does she look up at the Pathfinders. ”Very well, you have convinced me. The Twinhorn shall stay and fight.”

Remaining Skill Checks:
Malik 3

Kragr Bloodhand
Influence Needed: 2

Background:
As the primary hunter of the Twinhorns, Kragr is most comfortable outdoors. He has had experience in skirmishes with other followings and orcs from the south, but he usually fights his foes directly. He has wanted to abandon the traditions of Vildeis and Ivvora for years, feeling there are better places to spend winters with more game and fewer orcs. He sees no value in remaining.

Appearance:

This massive Kellid stands a head taller than most humans and wears a dire polar bear cloak from a bear he personally wrestled, pinned, and strangled during a year he spent traveling the Crown of the World. The many scars on his body suggest a life of physical conflict and perseverance.

[spoiler=Personality]
Kragr is short tempered and impatient. He sees no value in the Twinhorns’ annual visit to this area.

Biases:

Kragr admires physically powerful creatures with a combined Strength and Constitution score above 30 (+2); he looks down on weak creatures whose combined Strength, Dexterity, and Constitution are 36 or lower (–2).

Discovery Knowledge Local or Sense Motive DC20:

Advantage: Kragr doesn’t like people to think he’s a coward. Insinuating that he’s afraid motivates him to look strong (+4), but outright calling him a coward makes him angry (–2).

Influence Skills: Intimidate, Diplomacy, or Bluff

Waiting on the VC or Overseer GM to give the OK before posting again.

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

***OVERSEER ANNOUNCEMENT***

The air fills with the sound of Kellid battle cries as dozens of Twinhorn warriors join the fight! Table GMs, the Twinhorn Allies effect on page 7 is in play.

Liberty's Edge

The Slithering Maps

Botting Malik....
Sense Motive Check.
Sense Motive DC20: 1d20 + 7 ⇒ (7) + 7 = 14
Diplomacy: 1d20 - 2 ⇒ (6) - 2 = 4
Diplomacy: 1d20 - 2 ⇒ (3) - 2 = 1

Kragr remains unconvinced, and storms out of the tent. "You will have to give him time to open to the idea. Kragr is a stubborn sort. Granted the Twinhorn shall aid you still." Jala says, while shaking her head.

Twinhorn Allies Condition in effect, but no Diplomatic Success.

Not much longer afterwords, you hear the sounds of Kragr's voice crying out in rage before silence from outside.
"Something must have happened!" Medda yells out.

Liberty's Edge

The Slithering Maps

Initiative Rolls:

Initiative Roll Kitajo: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Roll Rallas: 1d20 + 10 ⇒ (1) + 10 = 11
Initiative Roll Malik: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Roll Shivalier: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative Roll Xuan Fung: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Roll Skye: 1d20 + 6 ⇒ (19) + 6 = 25
Exiled Shade Initiative Roll: 1d20 + 7 ⇒ (16) + 7 = 23
Shadow 1 Initiative Roll: 1d20 + 2 ⇒ (11) + 2 = 13
Shadow 2 Initiative Roll: 1d20 + 2 ⇒ (19) + 2 = 21

Round 1:

Battlefield Conditions:

Twinhorn Champions: The Pathfinders fight alongside numerous Twinhorn veterans who share supplies and are ready to come to the Society’s aid. When the PCs use an aid token, they can activate two different benefits during that encounter.

Skye(-0,Fine)
Malik(-0,Fine)

Shadowy ???(-0,Fine)
Green ???(-0,Fine)
Shivalier(-0,Fine)
Xuan Fung(-0,Fine)
Purple ???(-0,Fine)
Rallas(-0,Fine)
Kitajo(-0,Fine)

Liberty's Edge

Male CG Half-Orc Medicine Man 5.2 | Init +4 | Perc: +8, SM: +7 | Wounds L 9; N 5 / 46 | AC 22; T 14; FF 18 | CMB +3 | CMD +17 | Fort +10; Ref +10; Will +4 | Speed: 30 ft | Burn 1/7

In the tent:

Malik walks up towards Kragr slowly, contemplating an angle of approach as he does.

"You know, there's a fortress up north that guards Mendev from an assault from the Abyss. It's called Vigil. I've heard of it from our scouts even when I was a little boy. You could have such a reputation of your own, if you simply stay put and guard the area from whatever evils are in the place. As far as I understand it, this is the case, and I'm sure it's a very honorable purpose for the tribe. Maybe give it a thought?"

Seeing Kragr unconvinced, Malik walks back to the Pathfinders, shrugging. "I tried."

We're in combat, then? I assume the shades near the tent are what is attacking?

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Disgusted with the Twinhorn cowardice, Skye shakes his head. "Save yourselves then, Elders of the Twinhorns. My friends and I will stay and save your people without you."

Skye uses his wand to cast bless on the party. (39 charges remaining)

Liberty's Edge

The Slithering Maps
Malik Rimeclan wrote:


We're in combat, then? I assume the shades near the tent are what is attacking?

Correct.

Liberty's Edge

The Slithering Maps

From beyond the tents you see their faint images. What looks like once living warriors now as dark reflections of their past life. They resemble the shambling essence of darkness and shadow, and whats worse is they have overtaken the defenses at the Twinhorn trench. The monstrosities shamble towards you all and echo their quiet yet tormented rage.

Purple and Green Knowledge Religion DC 13:

Shadows. Barely seen out of the corner of the eye, this wisp of shadow is vaguely humanoid in outline and writhes with unholy life.
Chaotic Evil Medium Undead (Incorporeal)
1 Question@18 2 Questions@23

Purple and Green Knowledge Religion DC 16:

The Exiled Shade. Gray and black shadows and mist coalesce into a humanoid figure, its face a distorted mask of rage and hatred.
Chaotic Evil Undead (Incorporeal)
1 Question@21 2 Questions@26

Apologies for the awkward transition. I got caught up in something while posting yesterday and couldn't get back til now.

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kn Religion: 1d20 + 7 ⇒ (4) + 7 = 11

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

know religion: 1d20 + 1 ⇒ (16) + 1 = 17

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Skye steps outside the Twinhorn elders' tent and spits in the snow. "They should call this tent the Great Northern Safe Space."

He spots the two, or three maybe, shambling undead slaughtering the Twinhorns.

Knowledge (religion): 1d20 + 6 ⇒ (12) + 6 = 18

"Friends, the purple and green things are shadows, chaotic evil incorporeal undead. Their special attacks include _______."

He squints a little harder.

"I think I see a third creature, too. Yup. It's called an Exiled Shade, another chaotic evil incorporeal undead."

"Gird your loins, boys and girls, it's about to get ugly."

To the surviving Twinhorns, the shaman shouts a warning, "Your leaders are planning to run. If you take off now you'll have a head start. We'll try to cover your escape."

Liberty's Edge

Male CG Half-Orc Medicine Man 5.2 | Init +4 | Perc: +8, SM: +7 | Wounds L 9; N 5 / 46 | AC 22; T 14; FF 18 | CMB +3 | CMD +17 | Fort +10; Ref +10; Will +4 | Speed: 30 ft | Burn 1/7

"Are they planning to run, though?", Malik raises an eyebrow at Skye after he is done blasting one of the creatures. Purple

Water Blast, Physical Blunt Damage, Extended range infusion, Bless: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 173d6 + 9 ⇒ (2, 3, 2) + 9 = 16

Liberty's Edge

The Slithering Maps

Round 1:

Battlefield Conditions:

Twinhorn Champions: The Pathfinders fight alongside numerous Twinhorn veterans who share supplies and are ready to come to the Society’s aid. When the PCs use an aid token, they can activate two different benefits during that encounter.

Skye(-0,Fine)
Malik(-0,Fine)
Exiled Shade(-0,Fine)
Green Shadow(-0,Fine)

Shivalier(-0,Fine)
Xuan Fung(-0,Fine)
Purple Shadow(-8,Fine)
Rallas(-0,Fine)
Kitajo(-0,Fine)

Skye, Shaman of Lyrune-Quah wrote:


"Friends, the purple and green things are shadows, chaotic evil incorporeal undead. Their special attacks include...

A deadly incorporeal touch that can damage your very Strength! Should you fall to one it will transform you into another shadow!"

Create Spawn:

A humanoid creature killed by a shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds.

Strength Damage:

A shadow’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

There is an Aid Token Available. Please look at Discussion to decide how to use it.

Malik blasts the shadow with a powerful watery blast. The shadow seems to have only been somewhat hindered by the blow.

The Exiled Shade begins its deadly wailing and assault, floating forward40ft and then utters a miserable and haunting scream that challenges anyone to dare step forward.

The shadow follows shortly behind the shade40ft, moving with a swift like shifting that makes it difficult to keep a focus on, but its eerie movements are too haunting to ignore. It looks poised to strike.

Liberty's Edge

The Slithering Maps

Round 1:

Battlefield Conditions:

Twinhorn Champions: The Pathfinders fight alongside numerous Twinhorn veterans who share supplies and are ready to come to the Society’s aid. When the PCs use an aid token, they can activate two different benefits during that encounter.

Skye(-0,Fine)
Malik(-0,Fine)
Exiled Shade(-0,Fine)
Green Shadow(-0,Fine)
Shivalier(-0,Fine)
Xuan Fung(-0,Fine)

Purple Shadow(-8,Fine)
Rallas(-0,Fine)
Kitajo(-0,Fine)

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

***OVERSEER ANNOUNCEMENT***

Programming Note: Thank you for your patience, everyone. After much discussion, we have decided that the best way to recover from the system downtime is to fast forwarding through the opening part of the special (since that is the repeat from versions A and B). As such, we will be moving directly into part 4, now. GMs, I will share the updated schedule with you later today.

Together with the Twinhorns, the assembled Pathfinders manage to fight off the undead attacking the camp and make their way to the ritual site. As Medda and Anok join the group of Pathfinders around the stone circle, she assists them with the binding ritual. Medda thrusts Ivvora’s hilt into the portal, calling on Vildeis for aid. The shadow rift shrinks and closes, releasing a massive shock wave that knocks the Pathfinders, the Twinhorn warriors, and Medda to the ground. A field of dark, rippling energy remains, suspended above the stone altar. As Medda reaches out to pick up Ivvora’s hilt—the already broken blade now spider-webbed with new cracks—a supernatural silence descends. Only the telepathic rage of some unseen menace cuts through the quiet. “You dare to shut me out?” it rages. “I see you, but I do not see her. Where is the dwarf woman, Ivvora, who fought me so long ago? Has her mortal body failed at last? Has the realm of the living at last lost its protector? Know this: when the long shadows reach out again, I will grasp them and claw my way back into your world to see your flesh devoured by my children.”

Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely. When we set out, it would be the privilege of this following to have the Pathfinders at our side. But that is a trial for another day. Tonight, at last, we rest.”

Several days later...

Celebration and preparation have filled the last two days. The Twinhorns are both relieved to have thwarted the villain Eshimka and resolved to help the following’s spiritual leader, Medda, retrace the paladin Ivvora’s millennium-old steps. After hours of considering and retelling ancient stories preserved by oral tradition, Medda gathers the Pathfinders. “The holy warrior Ivvora came to us in pursuit of Eshimka, whom she vanquished and banished with the Twinhorns’ help. However, she would not rest for long, and she insisted on seeking out other evils in the area. At that time, the most fearsome threat was Grathatonhakis, an immense white dragon that lurked in the Tusk Mountains and would strike our camps. Ivvora learned what she could, left her dagger with us, and departed to slay the dragon. She never returned, and neither did the dragon. Exactly what transpired is unclear from our legends.” Medda cradles the fragile remnants of Ivvora’s dagger. “This blade kept Eshimka at bay for so many generations, and now it is ready to fall apart. Ivvora held the key to defeating Eshimka, and by learning her fate or communing with her spirit where she fell, we might harness the same power. Then we shall not just reseal the shadow fiend but destroy it once and for all! From our tales we have learned where the wyrm Grathatonhakis laired. Let us set out together to learn what happened—and who might have taken the caves since.”

The trek is long and cold, taking the group first across the tundra and then into shadow of the frigid Tusk Mountains. As the trail winds around a frozen lake, the snap of a snare echoes over the ice, and a Pathfinder is whipped into air by a cleverly laid trap. Medda scowls and announces, “Pathfinders, we have kobolds. Keep within earshot and spread out. They aren’t just a threat; they may also be our best better to finding the dead dragon’s lair.”

This begins part 4. GMs, please proceed to area K. Once you have finished, areas L and M are open.

Liberty's Edge

The Slithering Maps

And a Pathfinder is whipped into air by a cleverly laid trap.

Everyone has time to rest up and renew their resources.

As you disperse to begin the exploration of the frozen terrain, you come across a gentle slope that descends towards a frozen lake to the west with mountains rising to the north and east. With some caution getting down the slope is not much of a hassle or even a hazard. From ahead, the sound of yapping and what sounds like melody can be heard...

Language Draconic:

"Why don't you get out of here you damn bum?! Scram! Beat it! I'll shoot you dead if you don't shove off!"

Language Sylan:

"You must cease your recklessness at once, foul creatures! Go back to where you once came and never return!"

Maps have been adjusted accordingly

Terrain Condition: Icy
Navigating this area is difficult. Entering a square of ice, such as the frozen creek or lake, takes 2 sqaures of movement and the DC for Acrobatics checks increases by 5.
Areas with trees are difficult terrain and grant partial cover.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Hearing the strange languages, Skye retrieves a wand of comprehend languages from his handy haversack. He activates the wand and listens.

"The yapping voices are saying 'Why don't you get out of here you damn bum?! Scram! Beat it! I'll shoot you dead if you don't shove off!'"

"The other voice responds, 'You must cease your recklessness at once, foul creatures! Go back to where you once came and never return!'"

Skye calls upon the aid of the Tender of Dreams♫♫♮♪♬. His eyes turn black as night and colors drain around him, as the shaman creates tiny tears in the fabric of space, and temporarily stitches them together to reach a location through a limited, one-way wormhole. He reappears thirty feet ahead on the snow-covered trail.

"It's called heaven's leap. I can do the same for each of you, one at a time, if you'd like." He grins back at the party.

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

"There's no need, Skye friend," Fung replies warmly. He allows the winds to lift him up into the air. Keeping close to the canopy of the trees, Fung drifts slowly closer, trying to spy what is causing the commotion.

stealth: 1d20 + 12 ⇒ (14) + 12 = 26

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

That will come in handy with this terrain. Wait until we close...let ne get behind someone....

Liberty's Edge

The Slithering Maps

Secret Rolls:

Kobold Blade Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Kobold Blade Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Kobold Guilecaster Perception: 1d20 + 1 ⇒ (5) + 1 = 6

As Xuan flies over the trees he sees three Kobolds who are engaged in an argument with a fey creature whose very skin resembles tree-bark and hair of white leaves. So far, none of them have noticed the flying human.

Knowledge Local for a Kobold DC 13:

This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail. 1 Question@18, 2 Questions@23

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo continues to trudge through the snow. No need, thanks Skye. The exercise is good for the body and soul.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Skye plods forward along the snowy path between the trees, toward the sound of the angry voices, until he can finally see what the commotion is all about.

(Moved up to a point where Skye can see.)

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

Fung gently drifts back towards the team, whispers quickly what he sees ahead, then floats back to his original position to continue keeping an eye on the developments.

The Exchange

Male Kitsune paladin | AC 19 T 13 FF 14 | CMD 18 | hp 46/46 | F +10 R +11 W +8 | Spd 30 | Init +4 | Perc +0 | LoH 7/7 | Smite evil 1/1

Shiv also moves up, bow in hand and with an arrow nocked.

"Kobolds, eh? Pesky vermin."

Liberty's Edge

Male CG Half-Orc Medicine Man 5.2 | Init +4 | Perc: +8, SM: +7 | Wounds L 9; N 5 / 46 | AC 22; T 14; FF 18 | CMB +3 | CMD +17 | Fort +10; Ref +10; Will +4 | Speed: 30 ft | Burn 1/7

Malik just shakes his head at Skye to refuse the offer, and walks over to see what's up with the commotion. He attempts to go quietly, though the scrunching of snow under his feet might be a piercing the silence. He hides behind a tree trunk and quietly observes the scene.

Stealth: 1d20 + 11 ⇒ (11) + 11 = 22

Liberty's Edge

The Slithering Maps

Initiative Rolls:

Initiative Roll Rallas: 1d20 + 10 ⇒ (9) + 10 = 19
Initiative Roll Xuan: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative Roll Kitajo: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Roll Malik: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Roll Shivalier: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Roll Skye: 1d20 + 6 ⇒ (10) + 6 = 16
Initiative Roll Kobold Guilecaster: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Roll Kobold Blade Orange: 1d20 + 4 ⇒ (2) + 4 = 6
Initiative Roll Kobold Blade Blue: 1d20 + 4 ⇒ (5) + 4 = 9

Those are some depressing rolls for some Kobolds.
Round 1
Battlefield Conditions:

Terrain Condition: Icy
Navigating this area is difficult. Entering a square of ice, such as the frozen creek or lake, takes 2 sqaures of movement and the DC for Acrobatics checks increases by 5.
Areas with trees are difficult terrain and grant partial cover.


Malik(0,Fine)
Kitajo(0,Fine)
Rallas(0,Fine)
Xuan(0,Fine)
Skye(0,Fine)
Shivalier(0,Fine)

Blue(0,Fine)
Orange(0,Fine)
Caster(0,Fine)

The Kobolds see the party and start barking warnings at each other, but by the time their ready to react the bold adventurers are about to attack!
The Dryad moves off to the side to be out of the way of conflict, but still is watching to see what happens.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas sneaks through the trees, ending up just north of Fung, his blade at the ready.

stealth: 1d20 + 13 ⇒ (8) + 13 = 21on phone...moving just sbove Fungs token....

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Skye moves through the deep snow to the edge of the frozen lake. He offers the dryad a friendly smile. "My, aren't you the pretty one. Are these guys hassling you?"

The shaman points his pinky finger at the black kobold and hums a lullaby.
(Slumber Hex - DC17 Will or fall asleep for 5 rounds.)

Liberty's Edge

The Slithering Maps

GM Screen:

Will Save: 1d20 + 4 ⇒ (13) + 4 = 17

The Kobold shrugs off the effects of the hex!

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo advances on the kobolds, his fists balled and a look of steely determination on his face.

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

From above the heads of the kobolds, Fung drifts slightly closer. He pauses briefly to pull in static electricity from the dry air and releases a bolt to the kobold at the rear.

move: 5-foot step, gather power, standard: electric blast

Burn: Empower Metakinesis (+1), Thundering Infusion (+1), Gather Power (-1), Infusion Specialist (-1)
vs black: Elemental Overflow, Empowered, +2 Dex, +2 Con, PBS
empowered electric blast vs TAC: 1d20 + 8 + 2 + 1 + 1 ⇒ (6) + 8 + 2 + 1 + 1 = 18
electric dmg: 3d6 + 2 + 4 + 1 + 1 ⇒ (1, 3, 6) + 2 + 4 + 1 + 1 = 18 Total dmg = 18+9=27
Fort DC19 or deafened: 20% spell failure with verbal components.

Liberty's Edge

The Slithering Maps

GM Screen:

DC 19: 1d20 + 3 ⇒ (19) + 3 = 22

The Kobold takes the brunt of the blast, but seems to be unshaken by the loud sound wave that follows it.

Battlefield Conditions:

Terrain Condition: Icy
Navigating this area is difficult. Entering a square of ice, such as the frozen creek or lake, takes 2 sqaures of movement and the DC for Acrobatics checks increases by 5.
Areas with trees are difficult terrain and grant partial cover.

Malik(0,Fine)
Kitajo(0,Fine)
Rallas(0,Fine)
Xuan(0,Fine)
Skye(0,Fine)
Shivalier(0,Fine)
Blue(0,Fine)
Orange(0,Fine)
Caster(27,Fine)
Will bot in 4 hours if no action is taken.


Malik looks at Xuan causing havoc, and then at the Kobolds. "Guess it's a bit late to find out whether they are aggressive or not.", he mumbles under his breath while standing up to walk closer to the lake/

Double move

Liberty's Edge

The Slithering Maps

Botting Shivalier
Move 20ft, Draw Pistol, Take Shot at Orange.
Attack roll: 1d20 + 9 ⇒ (20) + 9 = 29
Damage Roll: 1d8 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

The Slithering Maps

Round 1

Battlefield Conditions:

Terrain Condition: Icy
Navigating this area is difficult. Entering a square of ice, such as the frozen creek or lake, takes 2 sqaures of movement and the DC for Acrobatics checks increases by 5.
Areas with trees are difficult terrain and grant partial cover.


Malik(0,Fine)
Kitajo(0,Fine)
Rallas(0,Fine)
Xuan(0,Fine)
Skye(0,Fine)
Shivalier(0,Fine)
Blue(0,Fine)
Orange(2,Fine)
Caster(27,Fine)

The Kobolds make their offensive counter attack against the Pathfinders! Firstly the blue uniformed Kobold moves towards Kitajo to make an attack!

GM Screen:

Attack Roll: 1d20 + 11 ⇒ (1) + 11 = 12
Damage Roll: 1d4 + 2 ⇒ (4) + 2 = 6

Though his rapier fails to contact.

The orange uniformed Kobold takes out some sort of elixir and drinks it down.

Lastly the Kobold in the robes looks towards Skye and Malik and casts a spell. A bolt of lightning dashes out and strikes at the two!

GM Screen:

6d6 ⇒ (1, 4, 4, 6, 5, 2) = 22

22 damage. Reflex DC17 for 11 damage.
Language Draconic:

"Kill them all in the name of the dragon! Massacre everyone of them! And kill the fey too!"

Liberty's Edge

The Slithering Maps

Round 2

Battlefield Conditions:

Terrain Condition: Icy
Navigating this area is difficult. Entering a square of ice, such as the frozen creek or lake, takes 2 sqaures of movement and the DC for Acrobatics checks increases by 5.
Areas with trees are difficult terrain and grant partial cover.


Malik(22 or 11,Fine)(Reflex DC17)
Kitajo(0,Fine)
Rallas(0,Fine)
Xuan(0,Fine)
Skye(22 or 11,Fine)(Reflex DC17)
Shivalier(0,Fine)

Blue(0,Fine)
Orange(2,Fine)
Caster(27,Fine)

Recap: Xuan blasted the spellcaster with a powerful strike, but it resisted both the sound wave and the sleep hex from Skye. Malik managed to catch up to the fight and both he and Skye got blasted by a lightning bolt.
The orange uniformed Kobold tried to strike at Kitajo, but could not keep up with the monk, too distracted by the gunshot Shivalier took at him.
The blue uniformed Kobold drank some strange elixir.
Rallas caught up to the fight to witness what was happening.

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