[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


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Lantern Lodge

SFS 05-99 BftB

"Krysher? He's kind of new..."

Rysam looks over and points out a man who tries to break for it. However the experienced pathfinder team is more than capable of taking out one scummy spy.

A quick questioning reveals he has contacts in a lot of places, but of particular interest is within the Aspis consortium.

Sovereign Court

"Krysher, is it? You understand what happens now, don't you? You work for us. You tell the Consortium exactly and only what we want, when we want." Jo stares at the restrained man for a moment, "Or you don't."

Lantern Lodge

SFS 05-99 BftB

"Not a lot of choice in the matter. " he mutters. "And they don't pay regular either. "

Lantern Lodge

SFS 05-99 BftB

Weekend, so going to hit the FF button a little here.

After interrogating the agent you spend a couple of days resting up and healing and then head further down the mountain.

Sure enough, once you hit the woodline, you see a fire with the familiar figure of Osprey sitting at it watching the logs spit and crackle.

"Did you manage to get the bones?" he asks.

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)

Numair's response is succinct, and to the point.

"Yes."

Lantern Lodge

SFS 05-99 BftB

"You have indeed prevented a terrible fate by keeping the bones from the hands of those who would seek to steal the mystic’s prophetic truths."

Taking the bones he graciously bids you and, without warning, transforms into a long-winged hawk with mysterious dark markings about its eyes. Winging into to the ice-blue sky he soars off towards Absalom leaving you all standing in the cold with thousands of miles between where you stand and the City at the Center of the World.

But hey, that is the life of a pathfinder.

Thanks all for the game. Chronicles are linked above.

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

The Maiden's speed makes it easy to catch up to Krysher. "Another day, another spy. This explains how the Consortium found us so quickly."

Watching Osprey land, take the bones and fly away, all she can do is sigh. "Simply magnificent... and cold. But magnificent."

"Let's go home. I love the outdoors, but it's too frigid for my tastes."

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

Vetis looks stunned as Osprey flies off without another word.

I had thought the bones were needed to prevent great tragedy. Not that we must rob a grave just others could not do so first.

The druid doesn't hear this of course, having already flown off, but Vtis shakes his head.

I do not like this Osprey. He is a cold man.
But it was good to spend time with you. Your skills are impressive. I only wish it was for better ends.

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)

Re-dotting so that I can delete the thread.

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