[PbP Gameday VI] GM Ladile & the Pathfinder Society Present: Solstice Scar (Session #2; Tier 3-4) (Inactive)

Game Master Lady Ladile

Aid Tokens:

During the event, it is possible for characters at one table to assist those at another with Aid Tokens. Each represents the assistance of allied Pathfinder agents who assist the PCs.

Once per encounter, any character at a table can use an Aid Token to assist the group in one of the ways described below. Once a table uses an Aid Token, one of the players then passes the Aid Token to a neighboring table for them to use. A table can only benefit from one token per encounter. Because there are a limited number of Aid Tokens, hoarding one means that somebody else doesn’t get to use it.

If a table receives an Aid Token and doesn’t need its benefits, they’re encouraged to boost its potency by expending some of their own resources or attempting a skill check. Boosting an Aid Token, including attempting a skill check, is part of passing that Aid Token to another table. A table can neither retry such a skill check nor boost an Aid Token more than once before passing it to another table. A table may boost a token even while in combat without taking any in-round actions; the scenario assumes the aid was granted before that encounter began. Using a boosted effect consumes the boost.

Some Aid Token benefits may only be used if already boosted by another table. An Aid Token’s benefits vary based on the table’s subtier, and these benefits can take one of the following forms:

Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 1d8 points. In addition, after the attack, anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn. To Boost: Succeed at an attack roll against an AC equal to an Average skill check. Boosted Effect: +1d8 points of damage.

Burst of Healing: A Pathfinder agent heals all of the PCs of 1d6 points of damage. To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor with a spell level greater than or equal to your APL/2, rounded up. A PC must cast this spell, not simply activate a wand or scroll. Boosted Effect: +2d6 points of damage healed.

Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. In Subtiers 1–2 and 3–4, the competence bonus is +1. To Boost: Expend 3 rounds of bardic performance or similar ability. Boosted Effect: Increase the competence bonus by 1.

Provide Knowledge (must be boosted): Gain the benefits of a Knowledge skill check or Spellcraft skill check used to identify a magical item; the type and difficulty (Easy, Average or Hard) depend on the table granting the benefit. To Boost: Succeed at a Knowledge check of your choice, the result of the check (Easy, Average or Hard) should be noted on the Aid Token.

Provide Spellcasting (must be boosted): Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token. To Boost: Cast one of the following spells and note your PC’s name and caster level on the Aid Token: lesser restoration, neutralize poison, remove curse, or remove disease. Only these spells may be granted. Expending resources that produce the effects of these spells, such as a paladin’s mercy class feature, may also grant these benefits.

Orc Benefits:

Blenta Benefit:
PCs gain a +1 on attack and damage rolls against animals and magical beasts for the rest of the adventure.

Borbus Benefit:
Before attempting a Bluff, Escape Artist, Perform, or Sleight of Hand check during this adventure, a PC can decide to roll twice and take the higher result. Each PC can use this benefit once before the end of the adventure.

Bukog Benefit:
Each PC gains a +5 bonus on any Day Job checks performed at the end of this adventure.

Gekgaro Benefit:
Each PC gains the Nimble Moves feat until the end of the adventure.

Graffa Benefit:
Each PC chooses either the Acrobatic or Athletic feat and gains it for the rest of the adventure.

Kardook Benefit:
Each PC can use Martial Flexibility as a 1st-level brawler once before the end of the adventure; if a PC already has the martial flexibility class feature, she gains 1 additional use per day for the rest of the adventure.

Mirtgog Benefit:
At the start of an encounter, each PC can choose to gain the Precise Strike feat for the duration of the encounter. Each PC can use this benefit once before the end of the adventure.


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Liberty's Edge

Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

I just noticed the rules say you can only run in a straight line so my current location will be after round 3 of double moves.


Season of Ghosts

Not wanting to risk getting in over his head, Esh holds his position and waits for the rest of his companions to catch up...
_______

Round 3

Esh (Delay)
Leepo + Scritch
=======
Skeletons
=======
Dekion
Marcus
Arbiscar
=======
Giant Crawling Hand
=======
Katswiri

Active Conditions: Dim Light (outside circle), Normal Light (inside circle)

Leepo + Scritch are UP!

Liberty's Edge

I'm actually good with position, which is why I didn't move. Nice high ground to rain blunt arrows on them. No PBS, but I'll make due.

Liberty's Edge

1 person marked this as a favorite.
Male Chelaxian Ranger 3 | HP 31/31 (NLD 0) | AC 17 | T 13 | FF 14 | CMD 18 | Fort +5 | Ref +6 | Will +3 | Init +5 | Perc +7

Since I'll be at a con all day tomorrow (4 slots = 16 hours tomorrow), preposting.

Round 3:

Marcus takes a shot at the most open skeleton with a blunt arrow, hoping to thin out the enemy ranks and allow the leaders to focus on the more danagerous enemy.

bow, ps, bs, fs, da: 1d20 + 7 + 0 + 4 + 0 - 1 ⇒ (10) + 7 + 0 + 4 + 0 - 1 = 20 for 1d8 + 3 + 0 + 0 + 2 + 2 ⇒ (4) + 3 + 0 + 0 + 2 + 2 = 11

Round 4:

Assuming that there are still skeletons standing, Marcus fires at another with a blunt arrow. Otherwise he turns his focus to the giant claw.

bow, ps, bs, fs, da: 1d20 + 7 + 0 + 4 + 0 - 1 ⇒ (6) + 7 + 0 + 4 + 0 - 1 = 16 for 1d8 + 3 + 0 + 0 + 2 + 2 ⇒ (4) + 3 + 0 + 0 + 2 + 2 = 11


Season of Ghosts

Leepo and Scritch both continue to hustle forward down the path as well and though Leepo does outpace her eidolon companion a bit, she makes sure that she never strays too far ahead of him.

Meanwhile, the skeletons clatter and rattle menacingly but continue to hold their positions as if being guided to protect the Rift in the center of the stone circle.

Dekion also hustles forward, possibly wishing that he had a horse or some other means of transportation right about now. Marcus maintains his position on the high ground above the clearing and takes aim at the Purple Skeleton! Even with the distance between them and cover provided by the stone circle, his shot manages to connect and sends the Purple Skeleton clattering to the ground in a pile of bones!
_______

Round 3

Esh (Delay)
Leepo + Scritch
=======
Skeletons
=======
Dekion
Marcus
Arbiscar
=======
Giant Crawling Hand
=======
Katswiri

Active Conditions: Dim Light (outside circle), Normal Light (inside circle)

Arbiscar is UP!
_______

@Dekion - Noted! @Marcus - That's what I thought, but wanted to be sure :)

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Sure to be hidden from the undead Arbiscar hustles as fast he can around the forest path "Ah, it takes so much exercise to defend civilization from brutes and undeath"

Advancing round 4 also
Arbiscar keeps his quick march towards the circle "Nothing like the Five Nations marathon, this is just a short promenade"

HP 30/30
Effects:
Bless
Hide from undead


Season of Ghosts

Arbiscar also hustles forward, cheerfully waxing eloquent about the secondary benefits that come from helping to defend civilization, namely a well-toned physique and excellent stamina!

In contrast to the multitude of skeletons, the giant hand scuttles forward across the circle and towards the path where Esh waits, its fingers eagerly tap-tap-tapping with anticipation...
_______

Round 3/Round 4

Esh (Delay)
Leepo + Scritch

=======
Skeletons
=======
Dekion
Marcus
Arbiscar (Hide from Undead)
=======
Giant Crawling Hand
=======
Katswiri

Active Conditions: Dim Light (outside circle), Normal Light (inside circle), Bless (party)

Esh, Leepo + Scritch, and Katswiri are UP!

Liberty's Edge

1 person marked this as a favorite.
Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

Rd 4 action - since I'll just be moving more as I will be in rd 5 too. Marcus might finish them all off before I can get there

Dekion continues to hustle down the path, smiling at Arbiscar's comment. "This armor makes it difficult to get anywhere fast but I wouldn't give up the protection it provides."

The Exchange

Ganzi Blade of Chaos 5 | ER: Acid 5, Electricity 5, Sonic 5 | HP: 53/53 | AC: 18 | T: 13 | FF: 15 | CMD: 15 | Fort: +5 | Ref: +10 | Will: +10 (+2 vs polymorph spells) | Init: +7 | Perc: +5 | Sense Motive: +7 | Speed: 30 ft.
Tracked Resources:
Spells: 0 - 6 ; 1 - 2/4 ; 2 - 0/2 ; Tricks: 5/6 ; Panache: 4/5 ; Quibble: 1/1 ; Touch Treatments: 7/7

Esh suddenly vanishes from the eyes of his friends.

I cast Vanish and then go inside the circle of unliiiiiiife... -_-


Season of Ghosts

Deciding to employ a bit of magical trickery, Esh conceals himself from view and steps into the circle. While his magic does the trick to hide him from the grasping black tentacles, it can't protect him from the waves of negative energy that radiate outward from the Rift.

Negative Energy (Esh): 2d6 ⇒ (5, 6) = 11
DC 14 Will save for half damage.
_______

Round 3/Round 4

Esh (Vanish)
Leepo + Scritch
=======
Skeletons
=======
Dekion
Marcus
Arbiscar (Hide from Undead)
=======
Giant Crawling Hand
=======
Katswiri

Active Conditions: Dim Light (outside circle), Normal Light (inside circle), Bless (party)

Leepo + Scritch, and Katswiri are UP!

The Exchange

Ganzi Blade of Chaos 5 | ER: Acid 5, Electricity 5, Sonic 5 | HP: 53/53 | AC: 18 | T: 13 | FF: 15 | CMD: 15 | Fort: +5 | Ref: +10 | Will: +10 (+2 vs polymorph spells) | Init: +7 | Perc: +5 | Sense Motive: +7 | Speed: 30 ft.
Tracked Resources:
Spells: 0 - 6 ; 1 - 2/4 ; 2 - 0/2 ; Tricks: 5/6 ; Panache: 4/5 ; Quibble: 1/1 ; Touch Treatments: 7/7

Will DC 14: 1d20 + 9 ⇒ (13) + 9 = 22

Esh is hurt but avoid most of the damage.


Season of Ghosts

KatswiriBot, LeepoBot, and ScritchBot all continue to move forward; Leepo finally draws close to the stone circle but stops several paces short to wait for Scritch and the others to catch up before approaching any closer.

The skeletons continue to clatter and rattle with an odd sort of anticipation but do not leave the circle or move from their positions. If they could see Esh it would likely prove a different story but for now, the warrior remains hidden from their sight.

Dekion continues to move forward as well, thankful that the stone circle is finally within sight!
_______

Round 4

Esh (Vanish; -5)
Leepo + Scritch
=======
Skeletons
=======
Dekion
Marcus
Arbiscar (Hide from Undead)

=======
Giant Crawling Hand
=======
Katswiri

Active Conditions: Dim Light (outside circle), Normal Light (inside circle), Bless (party)

Marcus and Arbiscar are UP!

Scarab Sages

Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

Katswiri hurries along, stumbling her way down the path after her companions as quickly as she can.

Kaswiri will be double moving round 4 as well unless something very unexpected occurs; she's got a 20 foot move speed, if you would like to bot her on her next turn.

Liberty's Edge

Halfling Female Summoner 1 / Grenadier Alchemist 2| HP: 18/18 | AC: 18 (14Tch, 15 Fl) | CMD: 12 | F: +4, R: +7, W: +3 | Init: +3 | Perc: +4, SM: +0 | Active conditions: None Scritch: Male CG Small Serpentine Azata Eidonlon 1 | HP: 11/11 | AC: 17 (13 Tch, 13 Fl) | CMD: 13 | F: +0, R: +6, W: +2 | Init: +4 | Perc: +1, SM: +0 | Active conditions: none.

Sorry - it was a crazy end to the week, and I couldn't even get posts in to let you know I was travelling. Back now, but will be gone Tuesday - Sunday. Moving forward was perfect - but Scritch can fly, and would have taken a more direct route, so update location on map accordingly.


Season of Ghosts

So noted (at both of you), no worries Leepo, and thanks for reminding me of that! I'll take that into account should I need to bot him again.

Liberty's Edge

Male Chelaxian Ranger 3 | HP 31/31 (NLD 0) | AC 17 | T 13 | FF 14 | CMD 18 | Fort +5 | Ref +6 | Will +3 | Init +5 | Perc +7

Marcus sees a relatively clear line of sight to two skeletons. Picking one orange, he fires a blunt arrow hoping to thin out the numbers further before the group gets engaged in melee.

bow, ps, bs, fs, da: 1d20 + 7 + 0 + 4 + 0 - 1 ⇒ (3) + 7 + 0 + 4 + 0 - 1 = 13 for 1d8 + 3 + 0 + 0 + 2 + 2 ⇒ (4) + 3 + 0 + 0 + 2 + 2 = 11

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

GM, Esh, Dekion:

Just wanted to point out hide from undead is multitarget (1 creature/level) and, if the GM judges we had time to prepare, Arbiscar cast it on Esh, Dekion and himself (the melees) before we run into the forest path. So Esh can probably save his vanish for now


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Season of Ghosts

Even with the advantage of light and the higher ground, Marcus' second arrow doesn't quite hit its mark and goes sailing just over Orange's head! Meanwhile Arbiscar continues to trump forward, finally reaching a spot just a few paces from the stone circle.

Giant Hand (Will): 1d20 + 6 ⇒ (20) + 6 = 26
Bummer...the Giant Crawling Hand has an intelligence score and thus got a Will save to see through Arb's Hide from Undead.

Despite being safely warded from the skeletons by his magic, the giant hand is a slightly more intelligent foe and manages to see through the dwarf's clever trick! It comes scuttling forward and leaps, attempting to swipe at Arbiscar with sharp nails!

Attack vs. Arbiscar (Claw): 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Grab: 1d20 + 14 ⇒ (4) + 14 = 18
Arbiscar is now Grappled!

The giant hand sinks its sharp fingernails into the gaps in the dwarf's armor and then closes around him like a vise!

Seeing (and hearing) that things are getting serious up ahead, Katswiri puts on another burst of speed and hustles forward, coming around the bend in the road and stopping close to Dekion.
_______

Round 5

Esh (Hide from Undead, Vanish; -5)
Leepo + Scritch

=======
Skeletons
=======
Dekion (Hide from Undead)
Marcus
Arbiscar (Hide from Undead, Grappled; -13)
=======
Giant Crawling Hand
=======
Katswiri

Active Conditions: Dim Light (outside circle), Normal Light (inside circle), Bless (party)

Esh and Leepo + Scritch are UP!

The Exchange

Ganzi Blade of Chaos 5 | ER: Acid 5, Electricity 5, Sonic 5 | HP: 53/53 | AC: 18 | T: 13 | FF: 15 | CMD: 15 | Fort: +5 | Ref: +10 | Will: +10 (+2 vs polymorph spells) | Init: +7 | Perc: +5 | Sense Motive: +7 | Speed: 30 ft.
Tracked Resources:
Spells: 0 - 6 ; 1 - 2/4 ; 2 - 0/2 ; Tricks: 5/6 ; Panache: 4/5 ; Quibble: 1/1 ; Touch Treatments: 7/7

Esh, hearing the gasp of his dwarven friend, comes back twice hidden, focuses his gaze on the hand and strikes boldly!

+1 Rapier, grappled, FF: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14
for Piercing: 1d6 + 4 ⇒ (4) + 4 = 8
and Pain: 1d6 ⇒ 2

If Esh were to be attacked:

PARRY: 1d20 + 8 ⇒ (5) + 8 = 13
RIPOSTE: 1d20 + 8 ⇒ (13) + 8 = 21
for Piercing: 1d6 + 4 ⇒ (2) + 4 = 6


Season of Ghosts

Circling back to help his slower dwarven companion, Esh steps up behind the Giant Hand and delivers a sound strike with his rapier! The hand quivers with anger and pain, but does not yet release its grip on Arbiscar!
______

Round 5

Esh (Hide from Undead; -5)
Leepo + Scritch
=======
Skeletons
=======
Dekion (Hide from Undead)
Marcus
Arbiscar (Hide from Undead, Grappled; -13)
=======
Giant Crawling Hand (Grappled; -10)
=======
Katswiri

Active Conditions: Dim Light (outside circle), Normal Light (inside circle), Bless (party)

Leepo + Scritch are UP!
_______

And as best as I can tell from my research, Arbiscar is technically flanking the Hand with Esh despite being currently grappled.

Liberty's Edge

Halfling Female Summoner 1 / Grenadier Alchemist 2| HP: 18/18 | AC: 18 (14Tch, 15 Fl) | CMD: 12 | F: +4, R: +7, W: +3 | Init: +3 | Perc: +4, SM: +0 | Active conditions: None Scritch: Male CG Small Serpentine Azata Eidonlon 1 | HP: 11/11 | AC: 17 (13 Tch, 13 Fl) | CMD: 13 | F: +0, R: +6, W: +2 | Init: +4 | Perc: +1, SM: +0 | Active conditions: none.

Leepo casts a grease spell (orange rectangle) to keep the enemy at a distance. Scritch flys a short distance further and fires a bolt at orange.

Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d6 ⇒ 4

Liberty's Edge

Male Chelaxian Ranger 3 | HP 31/31 (NLD 0) | AC 17 | T 13 | FF 14 | CMD 18 | Fort +5 | Ref +6 | Will +3 | Init +5 | Perc +7

Once my initiative comes up again after the skeletons... since I'm not going to be affected by the skeletons actions.

Marcus looks for an opportune skeleton target to fire at, hoping to try and continue to keep his companions from getting swarmed by undead. "Hury, time is running out!"

Precise shot lets me ignore melee penalties, and Erastil lets me ignore one ally standing in the way as cover. Based on that, I'll shoot for the most open skeleton (least penalties) I can find.

bow, ps, bs, fs, da: 1d20 + 7 + 0 + 4 + 0 - 1 ⇒ (19) + 7 + 0 + 4 + 0 - 1 = 29 for 1d8 + 3 + 0 + 0 + 2 + 2 ⇒ (6) + 3 + 0 + 0 + 2 + 2 = 13

Liberty's Edge

Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

I need to be able to teleport!

As he finally gets closer, Dekion starts to slow down to a normal pace but then sees the hand grab Arbiscar so he continues his running to get the rest of the way.

"Arbiscar, now that you've gotten a closer look at it, can you tell us anything more about that hand," he says with a slight chuckle as he stops nearby.

Sovereign Court

★★★OVERSEER ANNOUNCEMENT★★★

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

Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely.

“When we set out, it would be the privilege of this following to have the Pathfinders at our side. But that is a trial for another day. Tonight, at last, we rest.”

@Table GMs: If you haven't already, please report your games and boons here. A roll of 19 or 20 wins a boon, and a d4 should then be rolled to determine which one.

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