[PFS/DMK/GD4] 5-10 Where Mammoths Dare Not Thread (Inactive)

Game Master Kludde

Maps and handouts


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| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Hello everybody and welcome to the fourth instalment of PbP Game day! While we wait for the festivities to start, please take a moment to set yourself up.

Have a look at the 'map and handouts' linked above and add your icon to the map (if you're unsure how to do that, have a look in my profile - the easiest way is to use chrome and drag an image from a different chrome window onto the map). Also, please add your init modifier to the text box.

If you have any questions on PbP, feel free to ask them now or during the game.

Liberty's Edge

Tiefling Spy 13 | Immune to Cold, Sleep, Non-lethal damage and Paralysis | Resilient to negative energy | Res. Fire 5 | | HP: 100/82 | DR/- 50/50 | AC: 28 | T: 18 | FF: 22 | CMD: 27 | Fort: +14 | Ref: +19 | Will: +13 [+2 vs EX or SU undead abilities] | Init: +6 | Perc: +22 | SM: +10 | 30ft |
Tracked resources:
Bombs: 18/22 ; Extracts: 1st - 7/7 ; 2nd - 5/7 ; 3rd - 5/6 ; 4th - 5/5 ; Wizard spells: 1st - 3/3 ; Spontaneous Healing 5: 6/6 ; Dex mutagen: 1/1

Bombing dot!

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

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Silver Crusade

Male Human Cleric 8/Holy Vindicator 4 HP 91/91 | AC 29 (37: Vindicator's Shield), T 11 (19: VS), FF 29 (37: VS) | F: +13, R: +6, W: +14 | CMD 23 (31: VS) | Perc. +15 | Init. +0
Tracked Resources:
Channel Energy: 9/10, Touch of Glory: 6/6, Touch of Good: 6/6, Holy Lance 1/1, Aura of Heroism 8/8

Checking in

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Oh heck DM! I didn't know you were going to run this during game day. I've already got Alie in a game day game. So I can't run this one now, but I would love to do so in the future. I'm sorry for the mix up.

Silver Crusade

Male Human Cleric 8/Holy Vindicator 4 HP 91/91 | AC 29 (37: Vindicator's Shield), T 11 (19: VS), FF 29 (37: VS) | F: +13, R: +6, W: +14 | CMD 23 (31: VS) | Perc. +15 | Init. +0
Tracked Resources:
Channel Energy: 9/10, Touch of Glory: 6/6, Touch of Good: 6/6, Holy Lance 1/1, Aura of Heroism 8/8

I have a few bookkeeping questions. Should I worry about picking spells now or will we have a chance to adjust once we get the mission briefing?

Do our characters have time to get familiar with each others' abilities before we jump into the meat of the adventure? (Should I have an OOC post about "here is what I can do?")

Speaking of spells and abilities (and consumables) how do people tend to keep track of those here?

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Monolithic dot. Basalte is level 10 and ready to rock!

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Ready to go.

(Though if circumstances say so, I've a number of characters in tier I could play.... but for now, its the bard)

Silver Crusade

Male Human Cleric 8/Holy Vindicator 4 HP 91/91 | AC 29 (37: Vindicator's Shield), T 11 (19: VS), FF 29 (37: VS) | F: +13, R: +6, W: +14 | CMD 23 (31: VS) | Perc. +15 | Init. +0
Tracked Resources:
Channel Energy: 9/10, Touch of Glory: 6/6, Touch of Good: 6/6, Holy Lance 1/1, Aura of Heroism 8/8

The bard looks like a solid choice so far.

How do I get a picture for my character on the posts? I tried to figure it out, but I couldn't.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Up at the top, click on 'My Account' (You'll probably have to provide your password again)

Then scroll down to the 'Pathfinder Society' section (Should be the 4th section down on the left) and click on the 'Make Changes' button.

This will show a list of all your PFS characters.

Find Miyamoto on the list, and click 'edit'

And right at the top of that page will be a bit for editing your character image for that alias.

Liberty's Edge

Tiefling Spy 13 | Immune to Cold, Sleep, Non-lethal damage and Paralysis | Resilient to negative energy | Res. Fire 5 | | HP: 100/82 | DR/- 50/50 | AC: 28 | T: 18 | FF: 22 | CMD: 27 | Fort: +14 | Ref: +19 | Will: +13 [+2 vs EX or SU undead abilities] | Init: +6 | Perc: +22 | SM: +10 | 30ft |
Tracked resources:
Bombs: 18/22 ; Extracts: 1st - 7/7 ; 2nd - 5/7 ; 3rd - 5/6 ; 4th - 5/5 ; Wizard spells: 1st - 3/3 ; Spontaneous Healing 5: 6/6 ; Dex mutagen: 1/1

Voros approaches Basalte, bows, and presents him a long scroll with a list of names and signatures.

"It's, you know, for the upcoming "Outsider Pride". Are you interested?" says the tiefling with an uneasy smile.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

A massive, yet not towering mass of stone and earth walks into the lounge where the Venture-Captain has the Pathfinders waiting - an uncommon sight indeed! Its body seems made of granite, and while it appears to be chipped in many places, the whole of it appears invulnerable, unbreakable, formidable. A beard of orange and red crystal even make it look like a dwarf of sorts.

The creature - for lack of a better word yet - is wearing a finely crafted, solid-looking mithral full plate armor, adorned with veils and shades not unlike those worn in northern Garund among the desert folk. Numerous weapons are his arsenal, ranging from sharp falchions in various metals to a massive spiked hammer. The no-nonsense attitude the creature has makes him look as if he was ready to enter the Worldwound itself, among the first lines of warriors.

"Name's Basalte. I'm Pahmet, from Osirion, but also Oread. Earth folk." he simply rumbles, is voice as low as the deep echoing voice of the earth.

Turning to Voros, he shrugs his massive shoulders as his ruby eyes stare blankly at the alchemist.

Silver Crusade

Male Human Cleric 8/Holy Vindicator 4 HP 91/91 | AC 29 (37: Vindicator's Shield), T 11 (19: VS), FF 29 (37: VS) | F: +13, R: +6, W: +14 | CMD 23 (31: VS) | Perc. +15 | Init. +0
Tracked Resources:
Channel Energy: 9/10, Touch of Glory: 6/6, Touch of Good: 6/6, Holy Lance 1/1, Aura of Heroism 8/8

A figure clad in full plate is seated in the lounge. If it weren't for the fact that this man's helmet is currently resting on the floor beside his seat, you wouldn't be able to tell he is a human of Tien ethnicity. A buckler rests propped up against the helm and a sword sheathed in a red scabbard with gold dragon designs along the length is placed across his lap. A single pink a green stone orbits his head, while another, a dusty rose colored one, rests in the unusual-looking wayfinder on his hip. Potions and scrolls are tucked into bandoleers crossing his chest. Around his neck is symbol of a sword resting atop a stylized sun disk.

As the two outsiders converse, Kosuke keeps to himself gazing into the surface of his wayfinder and occasionally looking up. (Kosuke's wayfinder is a shining wayfinder. He is using the detect evil ability to make sure there are no evil outsiders in his midst. No one is under the effects of infernal healing, or otherwise detects as evil due to magic items, right?)

(Kosuke is a demon-hunter and somewhat distrusting of outsiders in general, especially if they detect as evil, even if they aren't EVIL)

Liberty's Edge

Tiefling Spy 13 | Immune to Cold, Sleep, Non-lethal damage and Paralysis | Resilient to negative energy | Res. Fire 5 | | HP: 100/82 | DR/- 50/50 | AC: 28 | T: 18 | FF: 22 | CMD: 27 | Fort: +14 | Ref: +19 | Will: +13 [+2 vs EX or SU undead abilities] | Init: +6 | Perc: +22 | SM: +10 | 30ft |
Tracked resources:
Bombs: 18/22 ; Extracts: 1st - 7/7 ; 2nd - 5/7 ; 3rd - 5/6 ; 4th - 5/5 ; Wizard spells: 1st - 3/3 ; Spontaneous Healing 5: 6/6 ; Dex mutagen: 1/1

A rather small tiefling stands beside Basalte, being quite shy after being shrugged for only answer. If most of his flesh is hidden under an ample and dirty cloak, you can see his face, which is pretty ugly and has a scaly grey-red color. You also notice that his teeth are very sharp. A long tail unfolds itself from time to time from under the cloak, acting as a third hand. The only weapon he seems to carry is a longbow.

After a few moments, he eventually decides to present himself as others do so.

"My name is Voros. Tiller Voros is how people call me in some parts of Cheliax and in Andoran. I will put my skills to the good of our mission." he punctuates what he thinks is a bold speech with a wink, and suddenly feels not at ease and makes himself smaller and hides himself even more under his cloak.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

When the dwarf named Noisy enters the room, he lives up to his name. You hear him, long before you see him, as he seems to be a chatty sort, stopping to talk to everyone along the way, and seemingly having no 'inside voice' at all. His every word seems projected to be heard as far away as possible. Other than that, however, he seems a jovial and friendly sort brimming with personality.

"Well met!" He says, upon entering the room and seeing others already assembled.

He smiles in surprise at the sight of Basalte, and a wide grin appears on his face. "Ah, my earthy friend!" He says, cheerfully. "Would appear we meet again, after that cursed business in Sothis. Glad to have you along!"

He turns towards the others and nods. "Name's Noisy!" He says by way of introduction to the folks he has not met before, his eyes gleaming with unvoiced humor.

"Well, technically," He adds after a moment's pause, "Its the Marquis de Noisy. You know us Taldans and our titles." He waves one hand dismissively, clearly not overly caught up in the formality of nobility.

He is dressed in typical adventuring gear, with the hint of light metal armor glinting beneath his clothing. A well worn, and well-used drum hangs off of one him, and a long musket hangs over one shoulder for easy access, its twin barrels gleaming in the light of the room.

"So any word what our business is about today?" He adds, glancing around.

And no, nothing on Noisy detects as evil... =)

Liberty's Edge

Monk7/Brawl3/Sorc1|HP 78/78|AC 40, T 30, FF 29|F: +14, R: +21, W: +16|CMD 39 (42 Grap, Trip 41 Disarm)|Perc. +17|Init. +7|Ki 6/8 StFist 10/11|Active: m. armor, shield, haste, insp cour, heroism, combat exp

A slender Vudran woman enters the lounge. She is clad in flowing monk robes and her hands and feet are wrapped in dirty leathers. Each footstep is deliberate as she moves to sit on the edge of a divan on the far wall, dropping her backpack and repositioning her kama for comfort. She turns and eyes the assembled group. After a nervous pause, she speaks.

"I am Therisah of Jalmeray. I too would like to know what brings us here this day."

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Avelina's Current Appearance:
Her outfit has much in common with the standard Iomedaean cassock. However, the yellow trim has been replaced with a more ostentatious gilding, the skirt only goes to the knee and is pleated, and the arms are sleeveless. Her leather opera gloves and thigh-high boots match the same style. Most of her wavy golden blonde hair is back in a ponytail held by at least half-a-dozen ad hoc ties, but a few loose locks frame her face.

Two engraved tomes hang from belt cords on her right, and a longsword modeled after Iomedae's holy symbol hangs in a ruby-encrusted scabbard on her left. Her spring-loaded wrist sheaths are the same ivory and gold color as her gloves.

The young woman bounds into the room, her blond hair in a Galtan braid and bouncing with every step.

"Hello, Darlings!"

Hand on her hip, the woman holds high one of her many wands designed after Iomedae's holy symbol.

"Praise the Inheritor, for Her Providence has placed you under the protection of Her Favored Soul!"

She lowers her wand and holds a dainty hand to her chest, a self-satisfied smile on her lips.

"You may call me Avelina of Mendev or Your Grace. Either is acceptable."

@GM Just FYI, I'm GM starring this. I didnt really get to play most of the scenario the first time around (long story


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Welcome to PbP Gameday IV! Before we start, I need you to do a bit of administrative work in the handout: upload your character icon, add your init modifier and add your pfs details in the table. If you want, you can already make a day job roll and add it as well.

Before the Pathfinder Society’s Master of Swords, Marcos Farabellus, a large map of northern Avistan lies spread across the table. A notched and battered longsword weighs the map down on one side, preventing it from furling closed, while its sheathe does the same on the other side. Farabellus has placed all manner of objects upon the map, each indicating a different landmark or Pathfinder Society resource.

Aram Zey, the Master of Spells, frowns as Farabellus places another piece down upon the map. “This is the lost Sky Citadel Jormurdun, in the very northwestern extreme of what is now the Worldwound,” Farabellus explains, pointing towards a dwarven-minted gold coin, “And this red stone is Nerosyan, Mendev’s capitol city. As you can see, any expedition launched from Nerosyan has to cross the entire demon-infested Worldwound to reach the Sky Citadel. With the recent failure of the wardstones and increased demonic attacks along the border, such a journey would be suicide. It makes more strategic sense to enter the Worldwound from the west—from the Tusk Mountains, home of the Mammoth Lords. It’s a shorter distance and there’d be a whole lot fewer demon armies along the way.”

“Though that may be true, we have no allies or holdings in the Realm of the Mammoth Lords,” Aram Zey interrupts, pushing over a miniature marble elephant, much to Farabellus’ clear annoyance. “However, though we do not intend to forsake our allies in Mendev, the Master of Swords makes a valid point. The Decemvirate has therefore authorized a small reconnaissance mission to the Realm of the Mammoth Lords. We are sending you to scout along the eastern border of the Worldwound, find and secure a suitable location that we could use as a staging ground for our expedition, and ensure the cooperation of the local barbarian tribes.”

Feel free to introduce your character and ask your questions. There is ample time to make preparations

Once the pathfinders are ready, Zey hands over two parcels of trade goods. Use these to mellow any unfriendly tribesmen.

Aram Zey explains what they are:

five masterwork cold iron bastard swords; 750 gp worth of silver jewelry; 20 pounds of Taldan chocolate; a chest of alchemical remedies including six flasks each of antiplague and antitoxin; three potions of cure moderate wounds; three firefoot fennec pelts; six bottles of fine Chelish wine; and a fur-lined cloak of resistance +2

If none of you speak Hallit, Aram Zey also offer one potion of tongues

K (knowledge) DC 15:

The Realm of the Mammoth Lords is a savage and untamed wilderness, inhabited by great beasts such as mammoths, herds of bison and aurochs, and the tribes of nomadic Kellid barbarians that hunt them.

DC 20:

Despite its remoteness, the Realm of the Mammoth Lords sees many visitors. Raiding orcs from Belkzen to the south, servants of Irrisen’s Witch Queen seeking to expand their borders from the west, traders from Tian Xia brave enough to cross the Crown of the World from the north, and—most dangerous of all—invading demonic forces from the Worldwound to the east. As most f the land’s visitors are hostile, the indigenous Kellids are justifiably cautious around strangers and show a particular dislike for anything demonic or any displays of foreign magic—especially magic that harnesses cold.

DC 25:

Tolguth is a surprisingly warm location, warmed by chains of hot springs and volcanic vents that run along deep glacier-carved valleys. Predatory creatures, including dinosaurs said to have crawled up from poorly understood underground caverns, overrun the jungles surrounding Tolguth. Few Kellids travel much farther to the east due to their mammoths’ aversion to the Worldwound. The resulting no-man’s land is called hrungara—the point beyond which the mammoths do not willingly go.

DC 30:
Deep beneath Tolguth and the Tusk Mountains lies a primordial world forgotten by time. Known as Deep Tolguth, the vast caverns feature their own subterranean sun and are home to massive dinosaurs and other strange and mighty beasts.

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Which knowledge do we roll? Geography, I'm guessing?

As for intros, my last post was Avelina's basic intro.

Avelina places her hands on her hips, tapping her foot as her mouth turns into a scowl.

"I should hope you do not intend to forsake your allies in Mendev! As proper worshippers of the Glorious, Beautiful Inheritor, we take promises very seriously. You would not like to see Auntie when she is roused to anger."

Avelina folds her arms, glancing away as she twirls one of her forelocks absent-mindedly.

"The Realm of the Mammoth Lords? Ugh. I was so hoping to go slay some demons back home, maybe pay a visit to Auntie."

She suddenly stops twirling her hair as a smile forms. She claps her hands.

"Oh! But this mission provides a wonderful opportunity to bring the Light of the Inheritor's Word to the unenlightened barbarians. Why else would the Providence of the Inheritor brought me here today?"

Silver Crusade

Male Human Cleric 8/Holy Vindicator 4 HP 91/91 | AC 29 (37: Vindicator's Shield), T 11 (19: VS), FF 29 (37: VS) | F: +13, R: +6, W: +14 | CMD 23 (31: VS) | Perc. +15 | Init. +0
Tracked Resources:
Channel Energy: 9/10, Touch of Glory: 6/6, Touch of Good: 6/6, Holy Lance 1/1, Aura of Heroism 8/8

The Tian-Min man seated in the chair stands and bows deeply as Aram Zey and Marcos Farabellus enter. He stands throughout their briefing unless one of them motions for Kosuke to sit.

After they are finished, he bows again and begins to introduce himself.

"I am Miyamoto Kosuke, humble sword of the Empress of Heaven. I will admit to little in the way of training as a diplomat, though I have studied etiquette and public speaking. I do not speak the language of these peoples, but I could make use of magic if needed. However, if someone else is more suited, allow me to lend you the power of Shizuru to sweeten your words. She grants me the power by touch to enhance the words of myself or another for about an hour a few times per day."

"My value to this expedition is more likely in my knowledge of demons and my previous expeditions to the Worldwound and in my ability to soothe your wounds and release you from your afflictions."

Kosuke is maxed out in Diplomacy, but not trained in other skills that might be useful in negotiations (Sense Motive, Bluff, etc) and does not speak Hallit. He does have Touch of Glory that he can use five times per day to grant someone a +8 bonus to the a single Charisma-based check made within 1 hour.

Note for the GM: Kosuke begins each day by expending 1 use of Channel Energy to use Vindicator's Shield which lasts 24 hours or until his AC is struck in combat.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

My intro was also posted earlier. As for social skills, they are not Basalte's forte. A display of sheer might is more his style, you could say. He'll happily let Kosuke do the talking.

The oread's ruby eyes glint as they see Noisy. "Glad to see you, brother. That was a nasty business in Sothis, I'm glad we all made it out of there alive and uncursed."

He nods to Aram Zey, and merely states "I'll make sure nothing happens to them." Whether he is talking about the trade goods or his companions is open for discussion, however.

Liberty's Edge

Tiefling Spy 13 | Immune to Cold, Sleep, Non-lethal damage and Paralysis | Resilient to negative energy | Res. Fire 5 | | HP: 100/82 | DR/- 50/50 | AC: 28 | T: 18 | FF: 22 | CMD: 27 | Fort: +14 | Ref: +19 | Will: +13 [+2 vs EX or SU undead abilities] | Init: +6 | Perc: +22 | SM: +10 | 30ft |
Tracked resources:
Bombs: 18/22 ; Extracts: 1st - 7/7 ; 2nd - 5/7 ; 3rd - 5/6 ; 4th - 5/5 ; Wizard spells: 1st - 3/3 ; Spontaneous Healing 5: 6/6 ; Dex mutagen: 1/1

My intro was also posted earlier :) Voros is not your most social associate, though he'll execute what other requests you may have that require a skillful hand.

The shy tiefling doesn't presume himself worthy to speak in front of both masters. He simply nods to make clear to the others in the room that he understood what was asked.

I'll add for Kosuke that Voros does not detect as evil, neither does any of his stuff.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Noisy can speak Hallit... though I can safely say its never come up before! =)
And ya, Knowledge (knowlege) is a bit cryptic, heh

Noisy listens to the briefing with a great degree of interest, occasionally uttering a word of agreement.

"I was with the group that located Jormurdun" He says, gravely, once Farabellus and Aram Zey are done. "I'm glad we're taking the importance of that find seriously."

"When we realized where it was, I nearly coughed up a lung." He grins slightly. "Then immediately went home and bought some cold iron bullets for Hilde here." He pats his musket affectionately. "Have forayed into that cursed place before..." He leaves the rest of that thought unspoken.

He seems pleased at the direction of their mission.

"I can speak to the locals if need be." He adds, with a nod. "Hopefully we catch them in a good mood."

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Avelina is at +32 diplomacy with heroism up (which it always is at this level), but no Hallit. She does have a scroll of tongues if she's needed to talk. Or even if she's not needed ;)

EDIT: Oh! We could buy a scroll of Communal Share Language before we head out, since we already have someone that speaks Hallit.

Silver Crusade

Male Human Cleric 8/Holy Vindicator 4 HP 91/91 | AC 29 (37: Vindicator's Shield), T 11 (19: VS), FF 29 (37: VS) | F: +13, R: +6, W: +14 | CMD 23 (31: VS) | Perc. +15 | Init. +0
Tracked Resources:
Channel Energy: 9/10, Touch of Glory: 6/6, Touch of Good: 6/6, Holy Lance 1/1, Aura of Heroism 8/8

That sounds like a great idea. Touch of Glory is an untyped bonus, so you are welcome to it.

Good to know that you have a constant heroism effect going. Kosuke can throw out an Aura of Heroism (Heroism subdomain ability), so I'll have to remember that it won't help you.

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Oh nice. That's a neat aura. When you activate it, I can activate my Imperious Bloodline ability as an immediate action to share the extra +1 I get to morale bonuses with you


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Sorry about that. K(geo) or K(local)

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Knowledge (local): 1d20 + 4 ⇒ (4) + 4 = 8+8 if the check is relating to humanity.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

A +32? egads! I can't imagine we really need the communal version... though given we'll probably be traveling a fair bit, I imagine we might need more then one casting of it. Luckily its on Noisy's spell list since he's the one that'd have to do so and my UMD isn't as high as Avelina's =)

Knowledge (geography): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20

"Not the friendliest sorts, those Kellids. Suspicious of everything and everyone. With reason usually."

He indicates Voros trying to remain inconspicuous in the back of the room. "They're gonna love him... given they live next door to the Worldwound. Just as likely to shoot first once they spot him."

He chuckles slightly before turning back to the venture captain. "So how pressed for time are we? Going to be a long hike from here, if the tapestry's not set up yet."

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Ah, true. I can shell out 300 gp for a couple scrolls of normal Share Language. That should do us.


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Hah Farabellus responds to Avelina's remark, on the contrary, we are opening up our options. We are probing the weak area of the demon horde, an date knowledge we gain can be of a fair bit of value to the crusaders as well.

Aram Zey smiles almost approvingly as Noisy admits to knowing Hallit that saves me another valuable resource. These things aren't cheap. I'm glad to hear that one of you has a talent beyond butchery.

He continues I’ll teleport us to a spot just outside of the barbarian settlement of Tolguth. Not too close though—these are people easily startled by magic. Once you find a suitable location, simply snap this ceramic disc,” he instructs, placing a palm-sized, intricately carved disk on the table. “It will form a temporary beacon that I can use to create a waypoint for the Hao Jin Tapestry. With the waypoint, we can easily move agents and supplies to the new base camp, but it takes time to set up; don’t think of this as an emergency evacuation device.”

I suggest that you visit Tolguth first. If you can befriend the barbarians there, they should be able to tell you of a few possible locations. The gifts and trading goods will help you smooth negotiations. It doesn't hurt at all that Noisy understands Hallit, because otherwise you'd have a hard time negotiating.

You can still make purchases, I'll just set the first scene

When the group signals it readiness, Aram Zey teleports them to a clearing three miles south of Tolguth, and gives directions to the Kellid settlement. The lands surrounding Tolguth are warm and support vast stands of great tropical plants such as cycads, ferns, and rhododendrons, which form a dense jungle at the bottom of a deep glacier-carved valley. The clearing features a large, round boulder resting in the middle of bubbling hot spring—a relatively good landmark for Aram Zey’s teleport spells.

Despite the incessant heat, humidity, and buzzing of insects, navigating the jungles surrounding Tolguth is relatively easy thanks to the trampled foliage, fallen trees, and footprint- scarred game trails that cut through the dense plant growth. A gray, cloudless sky peers through the lush canopy as a stark reminder of the northern latitude.

A mile and half out of Tolguth, as the group make its way down yet another one of the jungle’s many wide paths, two vulture-headed creatures charge out of the jungle ahead of them, chattering loudly. A massive dinosaur follows just seconds later, obviously angry.

DC 10 Perception:
There are several spears embedded in the dino's hide, each bearing colorful pieces of cloth wrapped around the hafts;

The above check and DC15 K(local):
These are the spears of the Tolguth warriors

Init:

init, Voros: 1d20 + 5 ⇒ (16) + 5 = 21
init, Kosuke: 1d20 + 0 ⇒ (12) + 0 = 12
init, Basalte: 1d20 + 2 ⇒ (2) + 2 = 4
init, Noisy: 1d20 + 6 ⇒ (17) + 6 = 23
init, Therisah: 1d20 + 7 ⇒ (2) + 7 = 9
init, Avelina: 1d20 + 1 ⇒ (5) + 1 = 6

init, Trex: 1d20 + 5 ⇒ (1) + 5 = 6
init, Vulture creature: 1d20 + 6 ⇒ (10) + 6 = 16

---
Noisy
Voros

---
Vulture Creature
Vulture Creature
---
Kosuke
Therisah
Avelina
Basalte
---
T-Rex
---

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Avelina smiles at the Master of Swords, her posture straightening with pride.

"How delightful! I am most pleased, which means Auntie will be most pleased."

Idk how my init got marked as +1. It's actually +16. I fixed it in the handouts thing now that I'm back at my desktop.

Before leaving, Avelina would do her usual buffs. Heroism with her lesser extend rod for 3 hours and 20 minute duration, and mage armor for 10 hours

She also would change to her Military Attire:
She wears astounding armor of grey steel and radiant golden gilding accented with a deep crimson cape and a single plume of blue silk ribbons trailing from the top of the helmet.

It appears much like this.

To everything except true seeing, she appears to be wearing full-plate (actually wearing silken ceremonial armor)

Perception (heroism): 1d20 + 10 ⇒ (13) + 10 = 23
Knowledge (local): 1d20 + 4 ⇒ (11) + 4 = 15+8 if about humans.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Upon arrival at their teleport location, Noisy starts up a quick beat on his drum, to enliven everyone's footsteps for the walk to Tolguth.

Use 1 round of bardic performance to use Triple Time on everyone. 10' enhancement bonus to movement rate for the next hour.

Knowledge (local): 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25

Is there a knowledge check for the vulture critters?
Ah heck, most of my knowledge checks are the same anyway...
Knowledge (most everything): 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 (+1 if nobility, +4 if religion)

Dataphiles

Venture Agent - Play By Post - Castamir Station

you didn't have init listed by the time i wrote this, so i took a default plus one. If you fix it, you can act before the first monster

-Posted with Wayfinder

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

False Life: 1d10 + 8 ⇒ (9) + 8 = 17

How's one get a +16 init? Or do you have something that lets you use charisma?

GM: Is there a map or the like? If only to judge ranges.

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

@GM Yeah, that was my bad. I was posting from my phone earlier and couldn't edit the google doc :(

@Noisy Yep. Noble Scion (war) lets me use charisma, so that's +8. Improved Init is another +4, and because Noble Scion makes initiative a charisma check, Circlet of Persuasion applies, which is a +4 bonus b/c of Heroic Echo (basing Circlet adding to Noble Scion initiative on this exchange with the developer Mark Seifter). That said, it's not an official ruling or FAQ, so if you want to say it doesnt work GM, that's okay with me.

Avelina eyes the massive lizard and, seeing it as the most obvious threat, decides to try out a spell she recently learned on it, moving a bit closer to get in-range.

Just FYI, Avelina has no spellcraft or knowledge (arcana), so she has her own names for all her spells. I use strikethrough for her name and then put the real spell name after.

She holds out her arms, palms parallel to the ground, then suddenly thrusts them up, hands pointing up like spearheads.

"Phalanx of Frozen Pikes!"

Phalanx of Frozen Pikes Ice Spears (2 spears) (DC 21 Reflex Save for Half and to prevent trip attempt): 4d6 + 4d6 ⇒ (4, 6, 4, 6) + (4, 3, 5, 5) = 37
First 4d6 is piercing, second 4d6 is cold
Ice Spears Trip Attempt vs. Dino (2 spears): 1d20 + 18 + 10 ⇒ (7) + 18 + 10 = 35

The blue circles on the map are the squares with the spears. They persist and can provide cover. They have hardness 5 and 30 HP.

Edit:Forgot to list save DC. Sorry, like I said, first time using this spell >_<

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Well, I guess I should enjoy the fact I still go first! =) Not going to happen often with that kind of bonus!

Noisy's musket swings around into a ready position as Avalina casts her spell.

"Damnit girl." He mutters as the icy spears thrust from the earth.

"See those spears sticking out of the dino?" He adds, using his firearm to point towards the cloth-wrapped weapons. "Them's local markings, to be sure! If their weapons are here, so are they... and casting ice magics pisses em off more then any other kind!"

He whips his musket around to a ready position, though doesn't fire it immediately.

GM: Do we know what the vulture creatures are?

Instead, one foot starts to pound rhythmically on the ground. The thumping vibrations seem to seep right into the bones of his companions, as if the ground itself were lending strength to their actions.

Move to draw weapon and move out of obvious charge lanes if needed, 2nd move action to start a bardic performance! +2 competence bonus to hit and damage! +2 morale on saves vs charm and fear.

Silver Crusade

Male Human Cleric 8/Holy Vindicator 4 HP 91/91 | AC 29 (37: Vindicator's Shield), T 11 (19: VS), FF 29 (37: VS) | F: +13, R: +6, W: +14 | CMD 23 (31: VS) | Perc. +15 | Init. +0
Tracked Resources:
Channel Energy: 9/10, Touch of Glory: 6/6, Touch of Good: 6/6, Holy Lance 1/1, Aura of Heroism 8/8

Rolling a knowledge check now so that I don't have to wait for the results to take my turn.

Knowledge (planes): 1d20 + 13 ⇒ (18) + 13 = 31 (+3 regarding demons)

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Oh, there is a map! Heh, didn't think to look up top =) Oops.

And more info to fill out...
Day Job: 1d20 + 19 ⇒ (14) + 19 = 33

Done!

Liberty's Edge

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Monk7/Brawl3/Sorc1|HP 78/78|AC 40, T 30, FF 29|F: +14, R: +21, W: +16|CMD 39 (42 Grap, Trip 41 Disarm)|Perc. +17|Init. +7|Ki 6/8 StFist 10/11|Active: m. armor, shield, haste, insp cour, heroism, combat exp

Therisah will also have cast mage armor from a wand before entering (1 hour duration) and travels with her wand of shield in hand.
She will utilize it at the first sign of danger (1 minute duration) and then replace it in her pouch.

Day Job: 1d20 + 3 ⇒ (5) + 3 = 8

Liberty's Edge

Tiefling Spy 13 | Immune to Cold, Sleep, Non-lethal damage and Paralysis | Resilient to negative energy | Res. Fire 5 | | HP: 100/82 | DR/- 50/50 | AC: 28 | T: 18 | FF: 22 | CMD: 27 | Fort: +14 | Ref: +19 | Will: +13 [+2 vs EX or SU undead abilities] | Init: +6 | Perc: +22 | SM: +10 | 30ft |
Tracked resources:
Bombs: 18/22 ; Extracts: 1st - 7/7 ; 2nd - 5/7 ; 3rd - 5/6 ; 4th - 5/5 ; Wizard spells: 1st - 3/3 ; Spontaneous Healing 5: 6/6 ; Dex mutagen: 1/1

Perception: 1d20 + 11 ⇒ (2) + 11 = 13

Voros frowns at the spears on the dino's back and lets out a word of surprize when he sees Avelina's spears thrusting in its back. Even though, he slides wordlessly on Avelina's side and swiftly prepares bombs to throw them at the first vulture-like creature.

Ranged Touch Attack: 1d20 + 12 ⇒ (14) + 12 = 26 for Bomb (Fire): 4d6 + 10 ⇒ (3, 4, 5, 5) + 10 = 27
Ranged Touch Attack: 1d20 + 7 ⇒ (8) + 7 = 15 for Bomb (Fire): 4d6 + 10 ⇒ (6, 2, 2, 2) + 10 = 22


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Noisy buffs up his defences. Adeline conjures two large spears of ice, which startle the dinosaur. It growls as the cold spears pierce its skin, manages to keep its footing.

Miyamoto:

Miyamoto recognises the creatures from the tales of abyssal horror he read in the past: Vrocks. Vulture demons. These scavengers delight in bloodshed and torture, and will often draw out the suffering of their prey before going in for the kill.
You may ask 3 questions regarding their abilities

Voros steps up and covers the closest Vrock in two fiery explosions. Though - as with most demons - these creature seem to resist a deal of the fire, the explosions are strong enough to burn the demon to some extent.

The Vrock turns around and lets out an ear-piercing, profane screech, curdling the blood of anyone nearby, with his companion following suit not long after. (Two DC 21 Fort saves of be stunned for 1 round)

Fort, Dino: 1d20 + 15 ⇒ (15) + 15 = 30
Fort, Dino: 1d20 + 15 ⇒ (8) + 15 = 23

---
Kosuke
Therisah
Basalte

---
T-Rex (35)
---
Noisy
Avelina
Voros
---
Vulture Creature - Red
Vulture Creature - Blue (29)
---

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Fortitude Save: 1d20 + 14 ⇒ (6) + 14 = 20
Fortitude Save: 1d20 + 14 ⇒ (6) + 14 = 20

Wow. The dice roller is just toying with me -_-

Avelina freezes at the sounds of the shrieks, shrieks she has heard all-too-often in the skies of her homeland. Her attention focused on the dinosaur, she is unable to steel herself against the beasts.

Silver Crusade

Male Human Cleric 8/Holy Vindicator 4 HP 91/91 | AC 29 (37: Vindicator's Shield), T 11 (19: VS), FF 29 (37: VS) | F: +13, R: +6, W: +14 | CMD 23 (31: VS) | Perc. +15 | Init. +0
Tracked Resources:
Channel Energy: 9/10, Touch of Glory: 6/6, Touch of Good: 6/6, Holy Lance 1/1, Aura of Heroism 8/8

Fortitiude: 1d20 + 10 ⇒ (3) + 10 = 13
Fortitiude: 1d20 + 10 ⇒ (2) + 10 = 12

Kosuke can only hold on to his head as the screech echoes through his helm.

Vrocks:
Kosuke recalls their DR, Special Attacks, and Spell-Like abilities.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Remember that stunned also makes you drop any held items...

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


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Kosuke:

They've god DR 10/good, some spells: gr. teleport, telekinesis, mirror image, heroism and summon. They can release spores that cause damage, screech to stun opponents. They can perform a dance of ruin, that continues for three round to deal massive electricity damage.

Noisy seems to be fine as he looks on and sees Kosuke and Avelina freeze in shock...

---
Kosuke (stun 1)
Therisah
Basalte

---
T-Rex (35)
---
Noisy (ok)
Avelina (stun 1)
Voros
---
Vulture Creature - Red
Vulture Creature - Blue (29)
---

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Fort: 1d20 + 14 ⇒ (19) + 14 = 33
Fort: 1d20 + 14 ⇒ (18) + 14 = 32

Basalte's mind steels itself against the deathly screech, and the oread delves into the fray, his adamantine blade ready to sever heads!

"Earthfury take you!"

Move while drawing blade, entering rage and using ka stone as free actions, then a single attack with furious focus. Basalte's weapon is +3 equivalent, so it will bypass metal-based DRs but not alignment-based ones.

+1 (+3) Keen Furious Adamantine Falchion, Power Attack, Rage, Ka Stone: 1d20 + 23 ⇒ (18) + 23 = 412d6 + 29 ⇒ (5, 2) + 29 = 36

Confirmation: 1d20 + 23 + 1 ⇒ (12) + 23 + 1 = 362d6 + 29 ⇒ (6, 6) + 29 = 41

Liberty's Edge

Tiefling Spy 13 | Immune to Cold, Sleep, Non-lethal damage and Paralysis | Resilient to negative energy | Res. Fire 5 | | HP: 100/82 | DR/- 50/50 | AC: 28 | T: 18 | FF: 22 | CMD: 27 | Fort: +14 | Ref: +19 | Will: +13 [+2 vs EX or SU undead abilities] | Init: +6 | Perc: +22 | SM: +10 | 30ft |
Tracked resources:
Bombs: 18/22 ; Extracts: 1st - 7/7 ; 2nd - 5/7 ; 3rd - 5/6 ; 4th - 5/5 ; Wizard spells: 1st - 3/3 ; Spontaneous Healing 5: 6/6 ; Dex mutagen: 1/1

Fort save: 1d20 + 8 ⇒ (10) + 8 = 18
Fort save: 1d20 + 8 ⇒ (9) + 8 = 17

Voros freezes where he stands when he hears the scream.

Liberty's Edge

Monk7/Brawl3/Sorc1|HP 78/78|AC 40, T 30, FF 29|F: +14, R: +21, W: +16|CMD 39 (42 Grap, Trip 41 Disarm)|Perc. +17|Init. +7|Ki 6/8 StFist 10/11|Active: m. armor, shield, haste, insp cour, heroism, combat exp

Fort Save: 1d20 + 8 ⇒ (3) + 8 = 11
Fort Save: 1d20 + 8 ⇒ (4) + 8 = 12

Although she wishes to get her shield spell off, the shrieks of the evil beasts freeze her in place.


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Basalte moves up, and sees a claw swipe past his nose, only to plant his falchion deep within the demonic flesh, cutting it almost from top to bottom. Miraculously, it is still standing, looking at Basalte with a gaze of hatred.

Claw, Basalte: 1d20 + 13 ⇒ (6) + 13 = 19

The T-rex will attack the vulture, but for practical purposes I'll let him do that after the last three of you

---
Noisy (ok)
Avelina (stun 1)
Voros (stun 1)
---
T-Rex (35)
Vulture Creature - Red
Vulture Creature - Blue (96)
---
Kosuke (stun 1)
Therisah (stun 1)
Basalte
---

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