The Curse of Green River Dale (Inactive)

Game Master CaveToad

Encounter for the Pathfinder Encounters Series


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Bob leaps from the lower branches of the tree 15' up and 10' away. He comes crashing through the foliage.

You have an automatic running start due to your ki pool, and you only need to cover 10' (DC 10), although your DC is increased by 5 due to the dense foliage. (DC 15) - Success.

His death from above attack hits the skeleton and comes down on top of its head, crushing it as the entire thing falls to the ground in a heap of bones.

Jumping from that height requires an Acrobatics check to avoid falling damage and also to not fall prone.

Acrobatics falling check DC 15: 1d20 + 8 ⇒ (3) + 8 = 11

Despite Bob's successful smashing of the skeleton, he also falls as he lands landing prone next to the heap of bones he just created.

Falling Damage to Bob: 1d6 ⇒ 4

Akoril's attack comes up just short as the skeleton side steps. Unfortunately it side steps right into Erlic's club which crushes its spine as bones fly everywhere.

The final skeleton drops dead. Barely half a minute has passed since the group stepped into the clearing. Severn and Riggar still do not feel very well, but it will pass in a few minutes. Most of you are wounded, but the undead that were here when you arrived are defeated.

We are now out of combat. Choose your next actions.


Male Aasimar HP 20/20 AC 14 Tch 12 FF 12 F+5 R+5 W+2

Hank continues stomping the last skeleton he felled.

Anyone out there have knowledge Religion?


Male Human Life Oracle 2 HP 20/20 AC 17/11/16 Fort +2 Ref +1 Will +2 Init +1 Perc +1

Severn steps up to the profane altar and attempts to kick it over, hoping to desecrate it enough to cause the foul energy that attracted the small congregation of undead in the first place to dissipate. Although he is untrained in the specific details or dogma of his religion, the carefully arranged heap of bones and rocks makes his skin crawl.

Strength check: 1d20 + 3 ⇒ (19) + 3 = 22


Woops posted something to the discussion thread that I should have put here. Here is the recap:

Perception Roll for Hank: 1d20 + 6 ⇒ (1) + 6 = 7
Perception Roll for Akoril: 1d20 - 3 ⇒ (5) - 3 = 2
Perception Roll for Bob: 1d20 + 5 ⇒ (19) + 5 = 24
Perception Roll for Severn: 1d20 + 0 ⇒ (18) + 0 = 18
Perception Roll for Riggar: 1d20 + 6 ⇒ (8) + 6 = 14
Perception Roll for Erlic: 1d20 + 5 ⇒ (1) + 5 = 6

Bob, you notice off to the northeast corner of the clearing a hole in the brush, it looks as though something burrowed out of the ground.

Severn and Riggar, both of you note that the skeletons' gear is nonexistent or worthless, however the undead ghoul leader has a fairly nice pair of bracers as you glance at its blackened body.

Actually I will amend that to say that the skeletons' weapons are broken, and basically worthless, although to a smith they could be repaired, making them regular weapons, and slightly less worthless if you wanted to go through the trouble.


Male Human Ninja 3 | AC 17 | Touch 14 | Flat 13 | HP 33/33 | Init +6 | Per +6 | F +3 | R +7 | W+1 | CMB +4 | CMD 18 | Stealth +9

Bob gets to his feet and wipes off some dirt off his clothes.

"Hmph. We actually managed to stay alive."

He looks around and notices the strange hole, and moves closer to inspect.


The hole in the ground appears similar to this: LINK

Something appears to have dug its way out of an old barrow. You suspect possible the foul leader. If the stories you heard were true, these undead were the long buried dead from an ancient battle, revived by the curse.

You try to peer in but its very dark and impossible to see in as a human with no light source. The sun coming through the treetops doesn't aid you in seeing into the hole very far.


male Dwarf Fighter 3 | HP:28/28 | AC:17, T: 13, Ff:14 | CMD: 18 | Init: +3 | Perception: +1 | F:+5, R:+4, W:+2 |

Wearily and in some pain, Elric will pick up his crossbow. He then pulls a large sack out of his pack and starts gathering up the broken swords. When finished he kicks all the bone pieces he can find, into a pile around the leaders body. Being sure to take the bracers and anything else of value off of the leader, he pours oil on the pile and lights it.

If anybody mentions the hole, he will go look into it with his darkvision. perception: 1d20 + 1 ⇒ (1) + 1 = 2

" Yep. Its a smelly dark hole..."


You peer into the dark hole. You don't notice anything particularly interesting, your head is still ringing a little from the fight and its hard to concentrate. You do notice that it doesn't seem to go in very far, probably just leads to a small dug out area within.


Male Human Ninja 3 | AC 17 | Touch 14 | Flat 13 | HP 33/33 | Init +6 | Per +6 | F +3 | R +7 | W+1 | CMB +4 | CMD 18 | Stealth +9

Bob looks towards the hole, then the group.

"Well then ladies, who will be the bold explorer?"


HP: 6+? Dwarf Stone Warder Sorcerer (Deep Bloodline)

Riggar looks into the hole, to see if he can notice anything or make out anything useful

perception: 1d20 + 3 ⇒ (11) + 3 = 14

if nothing seen:

Hmph, I will go in first then With those words, he takes a step into the hole, looking around as he goes.

perception: 1d20 + 3 ⇒ (7) + 3 = 10


Male Human Life Oracle 2 HP 20/20 AC 17/11/16 Fort +2 Ref +1 Will +2 Init +1 Perc +1

"Isn't that what we brought the Dwarves along for?" Severn kids with Bob.


Riggar you notice nothing particularly interesting about the hole. It appears to very ancient, and merely constructed with natural stone and no mortar, probably very hastily and crudely. Even still, such a grave in a time of a post battle burial of thousands, was probably a significant undertaking and honor, given that most men were given a shallow grave, perhaps even a mass grave.

You would guess its depth only goes far enough to afford the recipient a small burial chamber, enough for the body itself and little more. It may be a tight squeeze.


Male Aasimar HP 20/20 AC 14 Tch 12 FF 12 F+5 R+5 W+2

"What'chu all lookin' at?" Hank drawls.

He stumbles over to the group, muttering, "We kilt it. We can go back to th' bar no ri--" He's cut off, however as he slips into the hole.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

"Hey, I found a hole..."


The hole is fairly narrow, some stones prop up the earth where it the ghoul burrowed out. You manage to feel around ahead of you before your darkvision kicks in. You make out that the tunnel goes maybe another eight feet or so and just ends. At the bottom is a small burial cavity. You notice a variety of trinkets, jewelry and other valuables scattered about in the upchurned earth. The air is rank down here, and the earth has not only the smell of the grave but some other strange smell. Perhaps it had some preservative effect on the corpse preventing it from skeletonizing completely.

At least you might recover some loot, as the ghastly monster won't need it anymore. If you scooped it all up and cleaned it off some, you could probably get about 400 gp for it all. There is nothing else in the tiny barrow.


Male Aasimar HP 20/20 AC 14 Tch 12 FF 12 F+5 R+5 W+2

Hank quickly scrambles back out of the barrow, trinkets in hand. "Well, that was gross... Who wants a drink?"

Unless someone steps in, he's heading back to town.

The alter was successfully kicked over, right?


HP: 6+? Dwarf Stone Warder Sorcerer (Deep Bloodline)

Riggar will do his best to "cleanse" the alter and the burial grave in the tiny hole. He wi use all 3 vials of holy water if need be. He will get Severn's help too if the extra help is needed.

Is there anything left of the girl, or any trinket or ring we can bring back to the dad?

And where do you think your going boy? We ain't dun here yet, what 'bout the missin girl, her da wants answers and he gonna get them, as he out a hand on Hanks shoulder as he tries to leave.


Male Aasimar HP 20/20 AC 14 Tch 12 FF 12 F+5 R+5 W+2

"Oh yeah... Right." He tosses the trinkets in his sack and moves to the bodies of the fallen. He is surprisingly more cautious and aware than he's behaved thus far as he gently scoops up one of the villagers.

"Lets get these kids home..." He says in a clearer voice.


Riggar you pile the skeletons in a heap, some of them were destroyed by holy power, but it might be a good idea to dowse the remains in holy water as well just to make sure the ones you beat down don't come back. You perform several rituals to cleanse the altar. The desecration will fade in time, and without a focus or the undead leader, the clearing will return to a regular forest glade in a short time.

The grisly mutilated half eaten remains of the children and the Burgher's daughter you respectfully gather, wrapping them in blankets for proper burial at the town cemetary. You have cleansed the glade with your battle prowess, but dealing with the personal tragedy will be difficult for the townsfolk. You head back to town for your reward and to share the news, good and bad.

....

As expected it is a mixed bag of emotions when you return. Obviously the townsfolk are thankful and grateful that the undead are destroyed, but the death of the children has put a dark air over the town. The celebration is cancelled and replaced by several funeral services. Burgher Fitzsimmons is wracked with grief, but is true to his word and hands each group member a small but very heavy strongbox full of gold and silver coins and gems. Each person's share comes out to 1666gp, plus a nice stout strongbox (lockable, but no lock comes with it). Half the value is in gems (800gp or so), the remaining half is about 70% gold coins (600gp) and 30% (2660sp) silver coins, and the box itself is pretty heavy. Each strongbox weighs about 90lbs with the loot inside.

You are able to pawn the grave trinkets either in town (maybe poor taste), or the next town over for the 400gp, for a share of 66gp each. The broken weapons you recovered can be repaired as per the rules (spending raw materials, making rolls) and sold for 70% book price. You guys can determine who/how. There were I think two short swords, a mace, a handaxe, and a scimitar. The rest were worthless clubs.

The bracers worn by the ghast leader are actually magical Bracers of Armor +1. It would be easy enough to determine with a detect magic, however I don't know who in the party would qualify to identify them, perhaps you visit some hedge mage would looks them over and charges 20gp or something.

After you finish your business you move on....

Encounter complete


Male Aasimar HP 20/20 AC 14 Tch 12 FF 12 F+5 R+5 W+2

When all is said and done, Hank goes looking for solace at the bottom of his mug in the next town over. The sadness of their loss his close to home for Hank, who has buried his share and more of children.

Thanks for running Cave Toad. Thanks for the smooth encounter everyone else.

Treasure:
So, total per person is 1732 and someone gets the bracers? Or does that person buy out everyone else's shares of the bracers?


Personally, I always felt division of party loot/magic was up to the party, and as a GM I always remained neutral. Since we have rotating parties that complicates things, but really its up to you guys.


Male Human Life Oracle 2 HP 20/20 AC 17/11/16 Fort +2 Ref +1 Will +2 Init +1 Perc +1

Thanks for the scenario cave toad. I must admit I was a little concerned at first. Thankfully Riggar and the others got more love out of the dice me LOL


HP: 6+? Dwarf Stone Warder Sorcerer (Deep Bloodline)

That got a lil hairy towards the middle. Good thing the dice rolled okay for me :)

As far as the BoA go, who can actually use them? Do we sell them for the 500gp than divide for each party member? Or do we let someone use them if they can? Or do we all roll d100 and highest wins? The bracers are "basic" and not game shattering so I am good either way.


Male Human Life Oracle 2 HP 20/20 AC 17/11/16 Fort +2 Ref +1 Will +2 Init +1 Perc +1

I don't think anyone can use the bracers so we should sell them and split the proceeds IMHO.


Male Human Ninja 3 | AC 17 | Touch 14 | Flat 13 | HP 33/33 | Init +6 | Per +6 | F +3 | R +7 | W+1 | CMB +4 | CMD 18 | Stealth +9

Was fun, tho Bob was kinda useless. Luckily we had some channel powers :D

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Discussion is open! I can lay out some more general information once everyone is checked in, or answer anything else ahead of time if it seems feasible.


Male Human Ninja 3 | AC 17 | Touch 14 | Flat 13 | HP 33/33 | Init +6 | Per +6 | F +3 | R +7 | W+1 | CMB +4 | CMD 18 | Stealth +9

Checking in, ninja style!


Male Aasimar HP 20/20 AC 14 Tch 12 FF 12 F+5 R+5 W+2

Hank Miller checking in.


Male Human Life Oracle 2 HP 20/20 AC 17/11/16 Fort +2 Ref +1 Will +2 Init +1 Perc +1

Checking in


I messaged Akoril, but have not heard back. I will probably grab the next person on the list so we can get this started this evening.

I will probably using a shared google doc for battlemaps and any other visual aids.

If you guys want to buy some gear at the festival market for the mission go ahead. You can get holy water, oil, that kind of stuff if you feel like it.


M Gnoll Magus 12 | HP 152/152| AC 32 | F +21 R +20 W +18(S>CS) | Perception +15, Low Light Vision, Scent(30)

Here. I was away for the weekend.


Ok no worries Akoril.

Awesome. I will get things rolling then.


While you were walking you could have discussed your tentative strategies, and battlefield strengths. In the forest as you approach the dark clearing on the bloody trail, you can takes several rounds to prepare weapons, spells and quickly develop your final plans.

Dark Archive

Male Human Fighter (Lore Warden) 9

When Hank notices when they are, he's going to stumble boldly forward. I, as a player, am more than willing to wait for everyone to be ready before doing so.

I'm going to put that post in the IG thread. Feel free to assume it doesn't happen until the rest of the party is prepared.

He's spent most of the walk telling jokes that only commoners would laugh at. He doesn't appear to be holding a weapon, just a stout mug of ale.


Details regarding the map:

The clearing area is considered normal light (since it is still daylight outside), although it is shadowy. There should be no vision issues.

The green areas of the map ( as opposed to the central brownish clearing ) counts as heavy undergrowth. Moving in these squares count as 4 moves, diagonal requiring 6. No running or charging in these squares. Performing an Acrobatics check increases the DC by 5, Stealth checks get +5 circumstance bonus however. It provides concealment of 30% instead of 20%. It is also considered dim light ( one level lower than normal ), and perception range is reduced.

I placed your figures on the map in a configuration somewhat based on comments and logic, but feel free to arrange the marching order itself, however if you move your figure from the 6 person block, that will be part of your surprise move action.


The map should be editable, just be careful about accidentally moving anything aside from your character.


leader initiative: 1d20 + 4 ⇒ (6) + 4 = 10
skeleton initiative: 1d20 + 6 ⇒ (20) + 6 = 26

Order:
Riggar 18
Skeletons 17
Severn 14
Undead leader 12
Bob 12
Hank 8
Akoril 7
Elric 7

Ok I have surprise round actions from some of you, but I need everyone's actions, perhaps with a few contigencies if you go after the undead.

Once I have everyone's proposed actions, we will resolve them, and move to regular rounds. I need actions from Severn, Bob, Hank and Riggar.

I have Akoril slipping into shadows and Erlic firing his crossbow.

Let the battle begin!

Dark Archive

Male Human Fighter (Lore Warden) 9

CaveToad,

It'll probably save a good deal of time if you roll things like fort saves (and in later scenarios Initiative). This way we don't wind up waiting a day for single die rolls. I know I've seen it run that way in several other pbps.


Thats not a bad idea. So used to PnP, its just a natural reaction.

Dark Archive

Male Human Fighter (Lore Warden) 9

Totally fair. I'm just using your experience here to help me prepare to run something soon. We'll see how it pans out.

Dark Archive

Male Human Fighter (Lore Warden) 9

Just checking: Skeletons are up, right?


Yes, I will need Riggar's action, then the skeletons go.


Male Human Ninja 3 | AC 17 | Touch 14 | Flat 13 | HP 33/33 | Init +6 | Per +6 | F +3 | R +7 | W+1 | CMB +4 | CMD 18 | Stealth +9

Question: are there any trees near bob? Because in that case i will change my action for the round. Also, not sure if i can 5 feet in that terrain?


There are plenty of trees, feel free to change, since we are waiting on Riggar and the skeletons which may change what you want to do anyhow. Also, it costs 4 times regular cost to move in that terrain so 5' as a free action is not possible.


Male Human Life Oracle 2 HP 20/20 AC 17/11/16 Fort +2 Ref +1 Will +2 Init +1 Perc +1

I checked the rules now that I'm home from work. Also looked at the map for the first time. So yeah, it is a move action to draw or sheathe a weapon. Drawing a weapon does not provoke an AoO but sheathing does which means I provoked from 4 skeletons. Ugh. Hopefully I will be around to draw my morningstar next round.


Male Human Life Oracle 2 HP 20/20 AC 17/11/16 Fort +2 Ref +1 Will +2 Init +1 Perc +1

This is what I have recorded: 14 - 9 (ghoul attack) + 1 (first channel) + 4 (second channel) - 1 (skeleton AoO) = 9 HP. I double checked but it's still very possible that I missed a successful strike somewhere. Lemme know if I did please, my HP total will influence my actions next round.


Male Human Life Oracle 2 HP 20/20 AC 17/11/16 Fort +2 Ref +1 Will +2 Init +1 Perc +1

Oh I misread your post. I thought you said I had 5 not that I was down 5. Sorry.


Severn Morcant wrote:
Oh I misread your post. I thought you said I had 5 not that I was down 5. Sorry.

No problem, we are on the same page.


Sorry my posting was a little sporadic today, had to run a 5k in the AM, and then lots of family stuff all day.


Perception Roll for Hank: 1d20 + 6 ⇒ (1) + 6 = 7
Perception Roll for Akoril: 1d20 - 3 ⇒ (5) - 3 = 2
Perception Roll for Bob: 1d20 + 5 ⇒ (19) + 5 = 24
Perception Roll for Severn: 1d20 + 0 ⇒ (18) + 0 = 18
Perception Roll for Riggar: 1d20 + 6 ⇒ (8) + 6 = 14
Perception Roll for Erlic: 1d20 + 5 ⇒ (1) + 5 = 6

Bob, you notice off to the northeast corner of the clearing a hole in the brush, it looks as though something burrowed out of the ground.

Severn and Riggar, both of you note that the skeletons' gear is nonexistent or worthless, however the undead ghoul leader has a fairly nice pair of bracers as you glance at its blackened body.

Actually I will amend that to say that the skeletons' weapons are broken, and basically worthless, although to a smith they could be repaired, making them regular weapons, and slightly less worthless if you wanted to go through the trouble.


Feel free to ask any questions regarding the encounter recap/loot etc.

As per the rules set forth in the master thread, everyone gains a level. Level your character and head over to the main thread and make sure Waiting List knows to add you back in when you are ready.

Good job!

Dark Archive

Male Human Fighter (Lore Warden) 9

I misplaced my loot question... Oops.

Does one person "buy out" the others PCs shares of the bracers or does that one PC (Erlic, I think) just get 2k more than the rest of us?


book price is 1000gp for bracers +1. I guess it depends if anyone would actually use them, then it might be a reasonable way to buy them from the party. Otherwise you can sell them at auction in the main thread of the encounters, and split the cash when it sells.


M Gnoll Magus 12 | HP 152/152| AC 32 | F +21 R +20 W +18(S>CS) | Perception +15, Low Light Vision, Scent(30)

I would prefer to deal with the splitting of loot as an OOC issue rather than an IC issue.

Here is my proposition:

By default we value magic items at their craft value (which is the same we could pawn it to an NPC for if nobody wanted them.)

If multiple people are interested in the same item they can bid until they've come up with a satisfactory price.

That price is added to the cash value and then split evenly.

So in our current case assuming only 1 person is interested in the bracers

we've got 10400 in cash + 500 for the bracers = 10900

Meaning we would each get 1816.66gp, except for Erlic who would get 1316.66gp.

Dark Archive

Male Human Fighter (Lore Warden) 9

I don't think that we've anyone in particular that can use the Bracers.

I'd say put them up in the main thread and if someone buys them, awesome. If not, sell them to an NPC merchant.


male Dwarf Fighter 3 | HP:28/28 | AC:17, T: 13, Ff:14 | CMD: 18 | Init: +3 | Perception: +1 | F:+5, R:+4, W:+2 |

Yeah, I don't want em, just didn't want to leave em behind....


HP: 6+? Dwarf Stone Warder Sorcerer (Deep Bloodline)

I can't use them. I say we try to sell them and get full price or close to it, then split the profits evenly? If it doesn't sell then we NPC it and split it?

I would take the broken mace if nobody else wants it. I can wait a couple levels and cast mending on it :) I will consider it a pet project so to speak :)


M Gnoll Magus 12 | HP 152/152| AC 32 | F +21 R +20 W +18(S>CS) | Perception +15, Low Light Vision, Scent(30)

ok, so I think we're at split the cash evenly and then split the proceeds from the bracers as well.


male Dwarf Fighter 3 | HP:28/28 | AC:17, T: 13, Ff:14 | CMD: 18 | Init: +3 | Perception: +1 | F:+5, R:+4, W:+2 |

works for me...
I have blacksmith skills not weaponsmith, so take whatever broken ones you want, I was thinkin on using em to make mundane stuff.


Male Human Ninja 3 | AC 17 | Touch 14 | Flat 13 | HP 33/33 | Init +6 | Per +6 | F +3 | R +7 | W+1 | CMB +4 | CMD 18 | Stealth +9

Sounds good to me.

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