[PFS_CORE_Aerondor] 00-16 To Scale the Dragon (Inactive)

Game Master Aerondor

Map

Dog Sledding:

There is one person in charge (the musher), who uses handle animal skill to control the sled. Each sled can also carry one other passenger.

Mushers have three actions they can perform.
Mush
Mush speeds up the sled as a move action. Handle Animal DC 12 increases the speed by +1 increment.

Break
Break slows the sled down as a move action. Handle Animal DC 12 decreases the speed by –1 increment. As a fullround action, the musher can also attempt a full stop with a successful DC 20 Handle Animal check. The sled still moves its maximum distance for that round, however at the end of the round the sled’s movement is 0.

Maneuver
Turn
Turn allows a musher to alter the direction of the sled within about 60 degrees to either side of the direction it is traveling. The Handle Animal skill check DC is 10 + 1 per every 5 degrees turned. Sleds moving faster than 5 increments risk tipping over. If a driver attempting a high-speed-turn fails the Handle Animal check by more than 10, the dogs maneuver erratically, causing the sled to tip over.

Slam
An attacker whose sled is parallel to his target can drive his sled into his opponent’s as a slam attack. A DC 18 Strength check in order to muscle the sled into a quick, violent turn that deals 2d6 damage to the sled and knocks it off course, changing its direction by 30 degrees. The musher of the targeted sled must then make a Handle Animal check (DC 10 + damage to regain control of his sled) or he loses his next action. If a slam attack deals more than 10 points of damage, the targeted sled flips

Grapple
Following a successful slam attack, riders within either sled can attempt to grapple the opponent’s sled, or individuals on the sled. This requires a melee touch attack, either against the sled (AC 8) or an individual within reach. All individuals in a moving sled are considered flat-footed. At the start of the next round, grappled sleds make opposed Handle Animal checks to see who controls the movement of both sleds. Individuals on either sled then attack as determined by initiative. They can attempt any partial combat maneuver they so desire (including a move action to climb into the other sled), provided they first make a successful DC 14 acrobatics
check. Anyone failing the check is thrown from the sled.

Regardless, the musher must remain at the reigns of the sled or the sled goes out of control, traveling in the direction it was before the loss of the musher for 1d4 rounds before tipping over and crashing.

Executing the Break maneuver during a grapple always causes one of the grappled sleds to flip, 50% chance for either


init:

[dice=Lady Teldra]1d20+2[/dice]
[dice=Jo]1d20+1[/dice]
[dice=Zora]1d20+6[/dice]
[dice=Numair]1d20+6[/dice]
[dice=Maiden]1d20+5[/dice]
[dice=Vetis]1d20+7[/dice]
[dice=baddies]1d20+0[/dice]

Chronicles


1 to 50 of 54 << first < prev | 1 | 2 | next > last >>
Lantern Lodge

SFS 05-99 BftB

This is a CORE Table. So none of you highfalutin Tengu or weird occultists please.

To make my life easier when it comes to filling in chronicles, if you could each put in a single post with:

If you are currently in a game or expect to apply a GM chronicle before play, hold off putting in the information.

Chronicle: What chronicle number this is for the character
History: What scenarios has the character completed? (or been credited with); any other chronicles (special boons etc)
Name:(the player) real name (as you have it appear on your chronicle sheets)
AKA: Character name
Faction: Your faction
PFS: # for the character
XP: starting XP,
Prestige: Starting prestige
Fame: Starting Fame
Gold: Starting wealth you bring into the adventure. This should be the total on your previous chronicle. If you want to buy any new stuff... see further on. This is the total before you make other purchases.
Day job: include the roll or that you don't have one. If you want to use a reroll at the end just note here you may want to use a reroll. If you don't include a roll I'll be assuming you take ten.
Spend: If you want to buy anything before the scenario starts (apart from your initial 150gp if you are a new character) include it here. This will appear in the "items bought" and/or "items sold" part of the chronicle.

Try to hold off actual discussion here until we have one post per character with those details (makes life easy for me to make the chronicles for you all at the end).

Please add an Icon for your character to the map. If you don't know how, let me know and I'll help. Feel free to post in game-play though.

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

Chronicle: 16
History: 2-1, 1, 23, 5-21, 3-21, 4, 6-18, 6-14, 2, 2-2, 3-18, 3-13, 4-9, 3-16, 3-3 manual of calm reflection, tapestry traveller, warm friend in a cold land, gripplis favor, evenhanded investigator, master of blades saved, mutani manual of martial mastery (special boons etc)
Name:Michael Brody
AKA: Lady Teldra
Faction: Grand lodge
PFS: 180660-1
XP: 15
Prestige: 6
Fame: 26
Gold: 6825
Day job: mortician 9
Spend: 0

Sovereign Court

Chronicle: 12
History: See profile
Name: Scott
AKA: Jo DiDirino
Faction: Soverign Court
PFS: 143586-21
XP: 13
Prestige: 2
Fame: 24
Gold: 2,773
Day job: Profession (woodcarver): 1d20 + 8 ⇒ (3) + 8 = 11
Spend: None

Prepared Spells:
Orisons
detect magic, guidance, read magic, empty
1st-Level
shield of faith, shield of faith, true strike (D), empty
2nd-Level
aid (D), darkness, empty
3rd-Level
prayer, protection from energy (D)

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Chronicle: 18
History: History is listed at end of profile, but mostly Emerald Spire chronicles, along with Wounded Wisp and Stolen Heir. Also a credit for Serpent's Rise.
Name: PJP
AKA: Zora Magda
Faction: Liberty’s Edge
PFS: 150786-13
XP: 17
Prestige: 21
Fame: 23
Gold: 8151
Day job: Perform(dance): 1d20 + 7 ⇒ (14) + 7 = 21
Spend: I think I am set.

Lantern Lodge

SFS 05-99 BftB

@Lady Teldra, can you add a line with your class, AC, hp, init and perception to your profile, have a look at what Zora has there.

Lantern Lodge

SFS 05-99 BftB

Also if you can please each add your icon's to the map that would be very helpful.

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

PM Sent.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Chronicle: I have done 7, this will be #8.
History: Emerald Spire, levels 1-4. I have also done the Destiny of Sands trilogy. Check out my character profile for more specifics.
Name: Chadius
AKA: The Maiden of Cooper
Faction: The Exchange
PFS: 133608-10
XP: 14
Prestige: 16
Fame: 24
Gold: 3508 gold pieces and 5 silver.
Day job: Day Job(Burglar): 1d20 + 6 ⇒ (11) + 6 = 17 (I have a reroll, I may use it.)
Spend: I need some arrows.
20 regular arrows (2 gp)
10 adamantine arrows (600 gp)
That's 602 gp total.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Dotting in. Will have the profile updated (and the questions above answered) tomorrow/later today

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Chronicle: 16
History: In profile.

History:
5-08 The Confirmation
3-05 Tide of Twilight
3-01 The frostfur Captives
6-08 The Segang Expedition
6-12 Scions of the Sky Key 1
6-14 Scions of the Sky Key 2
6-16 Scions of the Sky Key 3
5-01 The Glass River Rescue
0-05 Mists of Mwangi
3-18 The God's Market Gamble
3-06 Song of the Sea Witch
4-19 Night March of Kalkamedes
2-01 Before the Dawn 1
2-02 Before the Dawn 2
0-7 Among the Living

Name: Zoomba
AKA: Vetis Istul
Faction: Grand Lodge
PFS:127063-9
XP:15
Prestige: 25
Fame: 30
Gold: 426 gp, 8 sp, 8 cp
Day job: Vetis will take 10 for a 15 to make a very detailed report for the Chronicles (Faction Card ability)
Spend: Still fairly poor from the last one :p

Lantern Lodge

SFS 05-99 BftB

And we are off!

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

This is my first play by post. Any help or feedback is appreciated.

Lantern Lodge

SFS 05-99 BftB

No worries. Try to put a post in every day, even if it is just to talk with one of the other team members, that keeps things ticking over.

Sovereign Court

Is this save vs. altitude or cold?

Lantern Lodge

SFS 05-99 BftB

Altitude

Sovereign Court

BTW, as far as the characters can tell, Jo is a fighter who worships Gorum.

@GM: Jo has 22 double-sided wooden holy symbols. Each has the symbol of Calistria on one side (always hidden), and one of the other gods on the opposite side. Well, two are blank on one side, in case she runs into a non-core deity. And yes, I paid for 44 holy symbols and trained Craft (woodcarving) :-)

Sovereign Court

Are there any familiars or companions that need endure elements, or just the 7 of us?

@Vetis: I marked off 4 charges, so I think that leaves 3 for you.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Fine with me! (and no extra companion here - Domain Druid)

Lantern Lodge

SFS 05-99 BftB

Okay, I'm not too sure on rules for getting out of being buried in now, so I'm going to make them up. If anyone is aware of rules for this, sing out.

Let's assume there are 7 "hp" worth of snow.

*A buried character can make a STR check DC 15 to climb towards the surface. Success = 1hp "damage" to the snow.

*A character on the surface can make a perception check (DC 15 + current "hp" of snow burying the character). Success means a character is located in the snow can you can dig towards them. (STR DC 15, if you have a spade, then add +5).

*Use of a spell with the fire descriptor will burn 1hp worth of snow per spell level.

Any of these action will take one minute.

Characters buried will take 1d6 non lethal damage each minute they are buried.

Rather than worry about the dogs and the sled, we'll assume they dig themselves out.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

I made my bunch of rolls using the 'cave-in' rules as a guide. But as I have no idea how much snow is atop us, I'm fine with the above. Certainly more fun/interesting.

Lantern Lodge

SFS 05-99 BftB

Ahh, the cave in rules look simpler, just moving stuff. So how much snow is there.. wish the scenario would say. Let's say one ton.

I'll also say the produce flame worked to melt snow fast enough to get one of the characters out, and realistically the rest of you can probably dig fast enough to get out the other with the help of your fire magic available. No sense it slowing down PBP unnecessarily with something like this that would be pretty quick around the table.

Sovereign Court

Soverign Court wrote:
Confidante Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.

Would I be able to use this ability, or is our location too rural even at double cost?

Lantern Lodge

SFS 05-99 BftB

This is definitely very rural.

But Jo can certainly remember a discussion she had with a drunk wizard who kept going on about magical creatures eggs...

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

sorry i haven't posted, i've been very sick

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Get better soon!

Lantern Lodge

SFS 05-99 BftB

No hurry to post. You're all doing pretty well. Getting better and enjoying posting what we are after.

Sovereign Court

I'm back. Looks like I've taken 10 damage. Did I miss anything else?

Lantern Lodge

SFS 05-99 BftB

There is a big hot worm trying to eat your group.

Sovereign Court

Trying and failing, by the looks of the damage numbers :-p

Sovereign Court

There's no probably, I am dead by about 30 points!

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

If it's any consolation, that's exactly how my bard in a homebrew campaign died.

That is when I learned the joy of liberating command.

Sovereign Court

The only thing about character death that bothers me is I now have a hole in my level spread. Yesterday I had core characters at levels 8, 7, 6, 5, 4, 3, and 2. Now that perfection is marred!

One of my regular campaign, level 3 characters died in Bonekeep II over the weekend. I could have undone the death by explaining to the GM (a VC no less) how he broke the rules in that combat, but I accepted the death. Bonekeep is timed, and we had already lost over an hour due to:

  • The VL who organized the convention being 45 minutes late.
  • The VC GM waiting for the above player, despite the other players unanimously wanting to start without him.
  • The VC GM taking two smoke breaks.
Given all of that, I didn't care about my character enough to take even more time away from the other players. But yes, I am bitter about the two highest ranking VOs in the area being the ones who were disrespectful and disruptive toward the other players.

And just to complete the picture for you: the other VL in our area is somebody who hasn't attended a single PFS event in two years.

Lantern Lodge

SFS 05-99 BftB

As she was fatigued Jo couldn't actually run and get grabbled. I've got a couple of presentations to do today, so rather than make a call now, I'll have a think about that and post this evening.

But we may need to do a little retcon

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

What is the scale of the current map?

Lantern Lodge

SFS 05-99 BftB

5' to a square.

BTW I'm not going to do any updates until the current website issues are resolved.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

GM - Not trying to complain, but I am not understanding - How did that attack hit Zora? Is she denied dex for some reason?

Sovereign Court

I'm not sure whether I understand what's going on, so I drew some sleds on the map. The length of the arrow corresponds to the speed you reported for each, but I assume the red sled is also moving. Is everybody not drawn on a sled currently not moving, and thus falling behind the sleds?

Lantern Lodge

SFS 05-99 BftB

@Zora, I didn't add the attack bonuses into the actual dice rolls. Zora was targeted with essentially a ranged trip attempt that succeeded. Some of the mechanics here are a little unusual due to it being a 3.5 scenario they have not updated for PF.

@Jo, thanks for the sled outlines.

Sovereign Court

So if we continue sledding, we'll be leaving Zora alone with 6 enemies? I'm guessing it would take several rounds to circle back on a sled.

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

Or we can just stop (like Numair did) - DC 20 Handle Animal.

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

What are my options? Can I jump off the sled safely? Do I need a concentration check to cast a spell from the sled? Can I stop the sled safely?

Lantern Lodge

SFS 05-99 BftB

Lady Teldra can either jump off hte sled. (I'll take that as a move action) or try to control the sled (handle animal check).

Yes, jumping from a moving sled is probably harder than that, but you lot are heroes.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Those sled outlines are incredibly helpful Jo.

Sovereign Court

After Vetis' action, how far is Jo from Zora?

Lantern Lodge

SFS 05-99 BftB

Jo is right next to Zora.

Lantern Lodge

SFS 05-99 BftB

Chronicles are now up. Please check them and let me know any corrections that are required.

Thanks for the game everyone. I'll try to get the reporting done later this weekend.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Thanks for the run, GM! Now I'm level 6.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Thanks GM! Had fun playing!

Sovereign Court

Thank you for running, as always :-)

Jo would like to purchase:

  • scroll of lesser restoration (5) - 2 PP
  • belt of mighty constitution +2 - 4,000 gp

  • Lantern Lodge

    SFS 05-99 BftB

    chronicle updated.

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