(PFS) GM Alice's #3-00: First Steps Series [Group 2] (Inactive)

Game Master Alice Margatroid

The First Steps series... hurriedly played in reverse before they get retired. [Group 2]


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Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Frightened status doesn't prevent me from helping my team with pots right? I thought I'm only frightend until round 4?


Round 4 ~ 5 wrote:


Initiative: Valnir | Garret | Thayn | Balak | Shivaan* | Clacent* | Krenshar*

* = Round 5

Current Map

Status
Bless ~ Everyone receives a +1 morale bonus to attack rolls and against fear effects. (9 rounds)

Balak: 8/11 hp, grappled.
Clacent: Frightened (1 round)
Thayn: 7/10 hp

Krenshar: 3 damage, grappled.
Partial cover and concealment with a 30% miss chance.

OOC
Clacent, it was 4 rounds of frightened in total. So next round is when you can act. Also yes, you can provide the others with help, so long as you don't approach the krenshar.

Balak, no, it was its turn - it took a full attack action on you (bite/claw/claw) but only one of them managed to hit. Same for this round (full attack with light weapons at a penalty). You get a +5 bonus to grapple checks for this round, by the way.

GM:

Bite: 1d20 ⇒ 6
Claw: 1d20 ⇒ 12
Claw: 1d20 ⇒ 15 Damage: 1d4 ⇒ 2
Concealment: 1d100 ⇒ 52

Valnir's dagger flies off through the night sky, propelled by arcane power, but the elf's aim is so incredibly wide he wonders if he didn't pronounce one of the words of that incantation wrongly. Garret pushes his way into the undergrowth while Thayn fires off another arrow; unfortunately, between the trees and the people blocking his view of the krenshar, his attack is ineffective. Perhaps he'll have a better go of things with the longspear?

Balak Concealment (miss on 1-30): 1d100 ⇒ 40

Balak is unmoved by the krenshar's claws, and this time manages to wrap his strong arms around the cat's body. It yowls and hisses and thrusts and wriggles, but the tiefling is resolute in not letting it run away. Shivaan circles around behind the krenshar, his morningstar at the ready, while Clacent begins to feel that the effects of the krenshar's screech were starting to wear off...

The krenshar, surrounded, decides to not struggle against Balak's grasp but instead attempt to claw his face off. Though able to avoid the worst of it, the beast manages to rake across Balak's face, cutting down his cheek. (2 damage)

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret swings both his kama's at the animal.

Full attack: Flurry of blows 1): Attack: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Possible damage: Kama: 1d4 ⇒ 3
Miss on 1-30: Miss chance: 1d100 ⇒ 15
Flurry of blows 2): Attack: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Possible damage: Kama: 1d4 ⇒ 3
Miss on 1-30: Miss chance: 1d100 ⇒ 5

And manages to hit the bushes twice!


Wow, that's some terrible luck there :)

Grand Lodge

M Elf Wizard/1

Undeterred by his terrible aim on his previous attempt Valnir readies his dagger once more (and say's a short prayer to not hit one of his allies...):

Hand of the Apprentice: 1d20 + 6 ⇒ (10) + 6 = 16
Dmg if hit: 1d4 ⇒ 3

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Balak, stoic, despite the blood trickling down his face, heaves the beast, trying to move it towards the fire.

Grapple check 1d20 + 10 ⇒ (4) + 10 = 14
If that succeeds, Balak pulls the Krenshar out into the clearing and places it in a square closest to his allies.

Grand Lodge

M Elf Ranger/2

Thayn, with Centaur's long spear in hand, moves into the melee.

Ok, right now the beast is in L13, if nothing changes Thayn will move to L15 for the attack. If, Balak's drag is effective (which I am guessing would move the beast to I or J 13), he will move to a square that allows him to attack with the reach weapon (maybe I or J 15?). Either way, his 30' speed should allow him to move to any appropriate square that allows for the reach attack.

Attack: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Damage (if hit): 1d8 + 2 ⇒ (5) + 2 = 7

Conceal Roll (if needed): 1d100 ⇒ 61

Lantern Lodge

This is where I am a bit confused, I'd like to aid another on Balak's grapple check to maintain so I'm not sure if I can interject.

"Excellent Balak, drag this creature to submission!"

Aid Another if Possible: 1d20 ⇒ 14
Concealment: 1d100 ⇒ 60

If that is not allowable I would follow Balak's drag, moving to flanking position with Garett, and make a mele swing.

Mele Swing: 1d20 + 2 ⇒ (2) + 2 = 4

Shivaan witnesses a flurry of leaves flutter through the air as he tries to assist Balak's endeavours.

"I've never seen Kamas used as gardening tools!"

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

They look like sickles so why not use them as sickles?

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"What's happening? Whoah!" as Clacent is slowly but surely gaining his confidence and courage back.

If I'm understanding it right, round 6 is where I can act again right?


Round 5~6 wrote:

Initiative: Valnir | Garret | Thayn | Balak | Shivaan* | Clacent* | Krenshar*

* = Round 5

Current Map

Status
Bless ~ Everyone receives a +1 morale bonus to attack rolls and against fear effects. (8 rounds)

Balak: 6/11 hp, grappled.
Thayn: 7/10 hp

Krenshar: 10 damage, grappled.

OOC
Clacent, correct! You can act in this round. My apologies for taking you out of the fight for so long :P

GM:

Bite: 1d20 ⇒ 1
Claw: 1d20 ⇒ 9
Claw: 1d20 ⇒ 18 1d4 ⇒ 2

Despite the krenshar's limited movement, its tough hide seems enough to displace Valnir's magically propelled dagger as he manoeuvres it carefully to avoid stabbing one of his allies. Meanwhile, Garret gains a couple of temporary ranks in Profession (gardener) as he slices apart the undergrowth. Urdel Thunderhoof's longspear in hand, Thayn rushes across the campsite and takes a stab at the beast, elucidating a very angry and pained yelp.

Undeterred, Balak drags the krenshar out of its hiding spot beneath the trees, and Shivaan follows closely behind him, although his inexperience with the morningstar is clearly evident. Clacent, able to get a good look at the krenshar for the first time, decides it might not be as scary as he first thought...

The krenshar, badly wounded but clearly unsure of what to do, decides to continue its attempts to simply kill the thing grabbing hold of it and then run away. Another claw mark scrapes across Balak's chest, but no doubt the tiefling would weather that as well... (2 damage.)

Heroes are up! It's very bloodied, you can do it! ;)

Grand Lodge

M Elf Ranger/2

Thayn cracks a thin smile at the sight of the wounded creature and takes a wide track around his target to keep clear of the its claws. He takes a deep lunge and tries to pierce the beast with his spear.

Move to J16 and staying out of AOO range.

Attack: 1d20 + 2 + 1 + 1 ⇒ (7) + 2 + 1 + 1 = 11
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret steps towards the animal and is very happy to leave the bushes. He swings both his kama's at the beast.

5 ft step to J13
flurry attack 1: 1d20 + 4 ⇒ (5) + 4 = 9
flurry attack 2: 1d20 + 4 ⇒ (2) + 4 = 6

I better take up gardening!

Lantern Lodge

As if some malevolent force tugged on his hair, Shivaan jerks his head back and gazes to the sky. His grasp loosens and the unbloodied morningstar falls through his fingers to the ground. Visions cloud Shivaan's mind and through sheer will he maintains his good intentions. Waves of positive energy flow from his body like a conduit, partially closing the wounds of his allies.

"Your existence on this plane is at at end!"

Removing Krenshar from area of effect, selective channel.
Whimsical Dice Determination:: 1d6 ⇒ 3
Dice total unaffected.
Healing Die Roll:: 1d6 ⇒ 2
50% heal, Everyone receives 1 hit point. Lol.

Grand Lodge

M Elf Wizard/1

At the site of his dagger glancing off the beasts hide Valnir yells several Sylvan expletives.

Well let's go back to what worked before, Valnir mumbles to himself as he begins moving his hands. Within a moment a blue burst of energy flies at the animal.

Ray of Frost (Touch Attack): 1d20 + 2 ⇒ (15) + 2 = 17
Damage (Ray of Frost): 1d3 ⇒ 1

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

With the beast now exposed to his allies' attacks, Balak brings his knee up to strike the creature in its ribs.

Grapple check to attack with natural weapon. 1d20 + 10 ⇒ (18) + 10 = 28
Damage 1d6 + 3 ⇒ (4) + 3 = 7


There's a sudden loud crack as Balak breaks the krenshar's ribs, and the creature lets out a final whimper of pain before turning limp in his arms.

Combat over!

Grand Lodge

M Elf Wizard/1

Valnir looks around at his allies, trying to ensure everyone is ok.

Everyone alright? Nester?

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Balak stands, dropping the lifeless corpse of the Krenshar on the ground by the fire. "I took a few nasty scrapes in that wrestling match." he says, looking at the long scratches on his arms and back.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"What happened? Was I dreaming? Why are you guys wounded? I'm really unsure of what happened." as Clacent walks around the camp, he notices the slain beast. "Whatever happened, at least we got this beast down or should I say you guys got this beast down right?"

Clacent will take the fang of the krenshar and a few sturdy vines and make a necklace out of it.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Here Balak, why don't you take the eight berry that the Centaurs gave us, it is supposed to heal your wounds if I understood correctly

With that Garret hands Balak a goodberry.

You are very brave, grappling with that beast put you terribly at risk. I am sorry that I did not really contribute to this fight.

Grand Lodge

M Elf Ranger/2

This is a truly odd animal?

Thayn leans on the longspear and examines the broken beast, looking for anything that may explain what it is or why it was stalking these woods.

Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge(Nature): 1d20 + 9 ⇒ (14) + 9 = 23

This is a fine spear. Since our task is completed, I believe I may hold onto it.

Lantern Lodge

Relieved at the Krenshar's demise, Shivaan drops to the ground, sitting briefly beside his morningstar. He shakes his head, sheathing the weapon and turns upwards.

"Friends, our mettle has been tested this night. Thank the gods."

Shivaan dismisses the light from his shield, slowly stands and wanders back to the campfire.

"Please, Thayn, take my goodberry as well, after I see to our Krenshar wrestler, I will tend your wounds. I have no need for violence in my mind now. Balak you are a brave warrior."

Shivaan places his hand on Balak's shoulder and lowers his head in a solemn incantation.

Healing for Balak and Thayn:

Spontaneously convert remaining non-domain spell to Cure Light Wounds.
Cure for Balak: 1d8 + 1 ⇒ (8) + 1 = 9 hp restored!
Heal check for treat deadly wounds on Thayn: 1d20 + 3 ⇒ (9) + 3 = 12
Treat Deadly Wounds skill check on Thayn unsuccessful.

"Hrmmm, I seem to have misplaced a bandage. No matter, perhaps some good old fashion hand waving should do the trick eh Thayn?"

With a curious smirk, Shivaan beseeches his god once more for the benefit of his allies.

Channel Healing:

Channel to top up Thayn, whimsical: 1d6 ⇒ 4
Dice total unaffected.
Healing dice roll: 1d6 ⇒ 4
2 HP restored to all within 30ft.

"Much better! Well done everyone, and with that, my watch has ended."

Shivaan sits in quiet prayer before returning to sleep.

New Spells Prepared:

L1: Bless, Shield of Faith
L0: Unchanged
Domain: Expeditious Retreat


Thayn has a close look at the dead krenshar. Despite the apparently large amount of animals it had killed as of late in order to draw the ire of the centaur, it seems to be surprisingly thin and malnourished. The krenshar is male, but perhaps a combination of a hard winter and a new family to feed resulted in a desperation to hunt whatever it could...?

In time, the group returns back to their sleeping backs and tents, with Shivaan continuing his watch in quiet prayer until it's time to swap places. Thankfully, it appears that the failed krenshar ambush would be the only terror in the night, and the morning dawns with no further incident.

In the morning, while the Pathfinders have breakfast, pack up their gear, and otherwise get ready for another slog through the woods, keen ears pick up the sound of hoof-beats from not too far away. Shortly thereafter, three familiar faces emerge from the woodland; it is Urdel and his hunting band. Slung over Thunderhoof's shoulders is a collection of fur pelts, mostly from wolves. They appear to be reasonably fresh pelts and as of yet not fashioned into anything. One of them notices the corpse of the krenshar and excitedly points it out to Urdel.

The centaur leader's eyes widen at the sight and he turns and bows deeply to the group. "My friends, you have destroyed the threat to our forest home. We are eternally grateful for your assistance," he says, almost emotional in his obvious sincerity.

"We cannot offer you much in thanks," Urdel says as he straightens up, tugging the furs from over his shoulder and offering them to the group. "All we have to give are these furs."

"The high areas of the Kortos Mounts can become deathly cold overnight, even in the warmer months such as now. You may find that these come in handy. Please, take them; I only wish we could offer you more for your assistance."

If you're so inclined, you can fashion the furs into a single makeshift cold weather outfit with a DC 15 Craft (clothing) or Survival check. They can also be used as simple blankets as they are now.

Grand Lodge

M Elf Wizard/1

Valnir accepts one of the wolf skins and thanks the Centaur for their generous gift. After dispensing with pleasantries Valnir begins preparing for the renewed trek.

Grand Lodge

M Elf Ranger/2

Thank you for your gifts, fellow woodsmen. Know that you fine spear performed honorably in felling this beast. But, be on guard, there is some reason this creature has come to these lands. And I am not sure what that reason is, it may very well be more dangerous then the beast itself.

Thayn spends his time collecting nuts, tubers and preparing small game for the upcoming trek through the mountains. He bundles thick dry branches and handfuls of kindling that he straps on the mule's back with Garret's permission.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Kind Centaurs, you need to address your thanks to this man

Garrett points to Balak

for his heroic actions defeated the beast.

Addressed to the other pathfinders:

I suggest we use these pelts as extra blankets if it is as cold as the Centaurs say at night. Victor can surely carry some more burdens.

@Thayn permission granted

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"I agree Garret."

Clacent turns to Urdel.

"These furs will be used well in our journey, thank you for the heads up."

Lantern Lodge

"Thank you great hunters for this bounty. They will be put to good use as were the berries and spear you provided us with. May I ask how far is it from your fair woods until the mountain passes?"

Agree on the blanket idea. I can also prepare endure elements if travel gets really rough.

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Balak thanks Shivaan for his healing, watching with an impressed look as his wounds close.

His demeanor the next day is one of respect for his comrades who he had fought with for the first time. He still gives those who didn't or were unable to contribute to the fight with dubious glances.

The arrival of the centaurs and Garret's words make him bow. He doesn't smile but his eyes glint with pleasure.

He accepts a grey wolf pelt and drapes it over his shoulders. It looks good on him, and he rarely takes it off after this.


Urdel trots over to Balak and bows to him specifically, thanking him profusely for his efforts, before responding to Shivaan's question. "We are currently on the very edge of the forest. It should not be more than an hour or two before you emerge into the mountains, even at your slower pace." The centaurs remain for a short while thereafter, asking questions of the Pathfinders' lives beyond Absalom and in turn sharing short stories of their tribal life in the forests of Kortos. They explain that they are going to collect the krenshar body and return it to their tribe so that their shaman can perform a proper soul sending for the predator, hoping to calm its spirit beyond death so that their lives are not haunted by a spectre of its kind again. In the end, the Pathfinders and the centaurs amicably part ways, and you turn your attentions to the road ahead of you.

Though the terrain had turned hilly the day before, it swiftly becomes evident that the situation is only serving to get worse. The trees thin out, at least, being replaced by firs and pines, but instead of cloying undergrowth there is precarious boulders, gravelly cliffs, and occasional sharp inclines that cause everyone to pant and wheeze. Soon enough, you leave the wild woods behind as you find your way into the base of the Kortos Mountains.

Clacent Survival: 1d20 + 5 ⇒ (9) + 5 = 14 Thayn Survival: 1d20 + 5 ⇒ (7) + 5 = 12

It takes some time to find the mountain pass depicted on the smuggler's map, but with the rangers' expertise in this matter they soon set everyone off on the right path. Despite the devilish cliffsides you scrambled up to find the pass in the first place, the passage through the mounts is surprisingly easy to follow, winding around the base of the mountains and avoiding the worst of the terrain at higher altitudes. You follow along a shallow, pebbly riverbank for a couple of hours, and beyond that a lightly forested copse with one absolutely enormous dead tree in the centre; it appears to have been struck with lightning at some point but never collapsed. You occasionally must hike up sharp inclines or pull yourselves over rocky outcroppings, but for the most part travel is on largely flat ground.

You notice that, even in the middle of the day, the temperature up here in the mountains is much colder than it was back in the forests. The closed-in canopy easily trapped in the warmth of the day, but here--with massive, snow-capped mountains and very little in the way of shelter--the heat dissipates much easier. The further you go--especially during the times when the trail leads up higher--you even see unthawed frost on the ground. As the afternoon drags on, and you head up a particularly high summit, you feel the chill of light snow flurries caress your cheeks and melt away instantly.

With light beginning to fade, the group starts to keep an eye out for somewhere to set up camp. Circling around a cliff, you catch sight of something quite odd up ahead on the slope of the trail: a half-destroyed covered wagon, its front side covered in frost and a little bit of collected snow.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"Wait," as Clacent lowers down his body, wary of a potential ambush.

Clacent will approach the wagon as stealthy as possible and check if its safe.

Stealth: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

If safe, Clacent will tell the party to approach and maybe setup camp here.

Take 10 on Survival: 10 + 5 = 15 on making a decent camp for the party, better if they would aid him too.


Clacent sneaks up to the wagon, silent as a stalking krenshar, hiding behind nearby boulders and rocks where he can before peeking inside.

Inside the wagon are the half-frozen corpses of three humans, apparently ineffectively huddled together in the corner of what was once their wagon. They are decked out in heavy winter travelling gear: wool-lined coats, heavy leather boots, and thick scarves. Their clothing seems a little tattered but is otherwise in good condition. They seem to have once gathered around a small wood-burning stove, but it was clearly not enough to keep them from succumbing to the cold temperatures. It seems that there's enough firewood in the ruined wagon to keep that stove lit overnight.

Clacent watches them for a short time, ascertaining that they are not the living dead, but nothing inside the wagon moves at all.

Everyone who looks inside the wagon can make the following check.

Heal or Survival DC 15:
The corpses have obviously died from cold exposure, although it seems like it was some time ago now as they have begun to defrost a little. They probably came across in the cold season and paid for their foolishness with their lives.

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Balak, with his new wolf pelt mantle, climbs the steep paths with great vigor, but even he shows some fatigue by the time the wagon is reached. He stands ready with his hand on his sword hilt while Clacent investigates, and when the all-clear is given, he strides up, glancing into the wagon at the corpses before looking out over the view from this height. "We better bury them proper. No good letting their spirits be restless." he says.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"Let's not make the same mistake these people did. We only have 3 winter clothes, maybe 4 if you would let me sew those furs into one. May I suggest that whoever will sleep, be given the furs and if it is their turn to watch, they give those furs to the other who will sleep."

Take 10 on Survival to make another winter clothing: 10 + 5 = 15

"I think its the most we can do, after all even if they're dead, they were still able to help us in their own way."

Clacent will help Balak bury the bodies.


Something that I forgot to mention - the wagon will house 5 people at a time. There are 7 of you plus the two animals. Also, remember that you can gain a +4 bonus to Fortitude saves against the cold by making a Survival check; DC 15 is base, and every 1 point above 15 spreads the bonus to another character. You can aid another on this check, even untrained.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Can we take 10 on that?

Grand Lodge

M Elf Wizard/1

Valnir agrees to Clacent's plan for watch and cold weather gear rotation. He quickly sets about starting a fire in the small stove to help stave off the oncoming cold.

Roll for +4 fort save
Survival: 1d20 + 2 ⇒ (5) + 2 = 7

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret looks in the wagon:

Untrained Survival: 1d20 + 2 ⇒ (2) + 2 = 4

Assuming someone tells Garret that it will be very cold tonight

Clacent, wouldn't it be better to use these pelts as extra blankets than as clothing?

Do you think that Victor and Rolf need extra blankets? I have three spare blankets that we can use, so have one to spare for us all

I will make a nice warm broth this evening, that can simmer on the fire so that the person on watch stays warm. And considering the space in the wagon, would it be better to keep watch with two people? I can pitch my tent, but I guess it will be colder in my tent then in the wagon.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Good catch Garret, 2 people on watch so 4 can sleep comfortably inside, near the fire. The fact that we got ambushed by that krenshar even if someone is taking watch, 2 people watching would be a very good idea."

Clacent - Valnir
Valnir - Shivaan
Shivaan - Balak
Balak - Garret
Garret - Thayn
Thayn - Clacent
Looks good?

Grand Lodge

M Elf Ranger/2

Thayn walks the perimeter of the camp, looking for any signs of danger, natural or not and stopping to peer into the wagon. He occasionally looks towards the sky to assess the weather. Once he returns to the camp, he strengthens the broken wagon to better hold the heat of the stove, builds a second fire outside and a small lean-too to act as a windbreak and catch the heat of the fire for those on watch.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23For any dangers around the camp and anything interesting inside/around the wagon.
Survival: 1d20 + 5 ⇒ (10) + 5 = 15 Fort save roll, looking out for danger (i.e. potential rock slides), forecasting weather.
Knowledge(Nature): 1d20 + 8 ⇒ (20) + 8 = 28 For any unnatural weather or natural features.

I agree with Garret concerning the furs, an outfit will help one, but blankets could help many. Staying huddled together would be better then sleeping in a tent, if it is going to be cold. Those with magic may be able to help us endure the night, as well.

Lantern Lodge

Shivaan shivers and huddles in the wagon. He attempts to meditate for an hour, focusing his mind on the weather and the challenges it will present. He waves his hands inside, making liberal use of resistance spells to bolster his allies.

Untrained Survival: 1d20 + 3 ⇒ (17) + 3 = 20
+4 on Fort Save
Fort Save w/Resistance and Survival Bonus: 1d20 + 3 + 1 + 4 ⇒ (15) + 3 + 1 + 4 = 23

After meditating inside the comforts of the wagon, he finds Valnir and Garret.

Meditate for one hour to replace non-domain spells with Endure Elements.

Friends, we are not rangers nor do we have the strength and fortitude of Balak, perhaps this spell will help you weather the effects of this nasty weather.

Cast two endure elements, one on Valnir and one on Garret.

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

After finishing with the graves, a sheen of sweat makes his skin steam in the cold air. He spends some time also looking for firewood for the stove.

Perception 1d20 + 7 ⇒ (10) + 7 = 17

Survival for save 1d20 + 3 ⇒ (15) + 3 = 18
+4 to Fort Save

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

1d20 + 5 ⇒ (9) + 5 = 14

LOL by 1...

Grand Lodge

M Elf Wizard/1

I agree with your assessment on watches Clacent. I'll prepare for first watch.

With that Valnir begins looking around the area to see where potential danger could come from and gets himself ready for first watch.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Grand Lodge

M Elf Ranger/2

Forgot Thayn's fortitude roll.

Fortitude: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Thank you Shivaan.

Guys, lets pool resources. After all we are in for this together, so we must support another. One of the pathfinders credos is "Cooperate" and it would not do to stop cooperating at dinner time.

After that Garret starts cooking and shares with all the party if they want.
Profession (Cooking): 1d20 + 6 ⇒ (19) + 6 = 25
Garret cooked a very nice beans and sausage dish.

After dinner Garret takes the leftovers and uses it to prepare a broth that will keep the people at watch warm.


After the dead are buried nearby, Thayn and Clacent start working together to set up the area around the wagon as best they can to insulate themselves against the cold. Thayn approaches the task with a very methodical mind, directing the others to find things to help bolster the wagon for their camp overnight as he and Clacent work on starting a fire and doing some minor camp construction.

On top of a rocky outcropping Shivaan is able to find what looks to be an old eagle's nest, if eagles made nests some five metres in diameter. Inside the nest is a collection of soft downy feathers and grasses that he's able to pilfer and bring back to help insulate the wagon. Meanwhile, having seen a few scattered pine trees not too far behind where they came from, Balak is able to retrieve some pine cones that are especially useful as fire starters and kindling and keep the stove and campfire burning hot all night.

Shivaan magically fortifies Garret and Valnir from the elements, while the halfling serves up a particularly masterful dish that has just the right amount of spiciness to keep a fire going in the eaters' bellies. Soon enough, the Pathfinders split off into their watch, with two outside with the ponies and the rest sleeping inside their warm wagon camp.

I'm going to use Thayn's Survival check as a 'base'; successful aid another from Clacent, Shivaan, and Balak brings the total up to 21. That gives Thayn plus 6 other people a +4 bonus on saves against cold, luckily covering everyone, even the ponies, since Valnir and Garret don't need it from the endure elements spell!

Please let me know who's wearing cold weather outfits, and whether you have made the pelts into a fourth cold weather outfit or not. I'll figure out all the appropriate bonuses and saves subsequently. Don't worry about making those rolls yourselves, it's easier if I do it all at once.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

I guess we do the following: 2 persons on watch wearing cold weather outfits.
Schedule:
Clacent - Valnir
Valnir - Shivaan
Shivaan - Balak
Balak - Garret
Garret - Thayn
Thayn - Clacent

Other 5 in the wagon in/under 7 bedrolls and using 1 blanket and the wolf skins to stay warm. We keep the wolf skins as they are. The remaining cold weather outfit goes to Nester as he supposedly has the weakest constitution.

The pony and mule each have one blanket.

Does everyone agree?

Lantern Lodge

I agree Garret! I'll go meditate on other spells once we're out of this gnarly weather.

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