Rogzul the Whisperer |
Local (Untrained): 1d20 - 2 ⇒ (18) - 2 = 16
K. History (Untrained): 1d20 - 2 ⇒ (15) - 2 = 13
"These lands are not far from my home." Rogzul says as they begin to travel. "Humans have many names. Kellids are the ones who live here. Once, an Ulfen lived here once and earned their trust. He made himself king." Rogzul shrugs when he's done. It's all he remembers of the Mammoth Lords.
Survival (to speed travel?): 1d20 + 9 ⇒ (1) + 9 = 10figures
Rimble Sliffer |
kn. local (untrained): 1d20 + 1 ⇒ (16) + 1 = 17
kn. history (untrained): 1d20 + 1 ⇒ (18) + 1 = 19
"Brrr!", Rimble reacts to the cold environment, just before use the wand of endure elements on himself and Antoniollus.
"Do any of you want it too?", he asks the others, politely.
In their way through the north lands, Rimble speaks with Rogzul: "well pointed, my friend. I heard a little about them, too. And I don't believe that those kellids will be friendly with us, if we meet them, of course. But it's just a presentiment".
The sorcerer keeps moving mounted on Antoniollus.
Rimble Sliffer |
-1 charge on Rimble's wand of endure elements, used on Seytiko. :)
Theadric Greyhood |
Theadric has little interest in the things the others know about this place, mainly because he can't get enough of riding his new roc, Seeker.
He uses two charges of his wand to shield them from he cold, and scouts high above the group for any danger.
perception: 1d20 + 12 ⇒ (2) + 12 = 14
Vires Sangre |
"Well is this not nice weather we are having...:sniff sneeze:" Vires comments before suing his wand...
Perception when needed: 1d20 + 7 ⇒ (14) + 7 = 21
GM Zinou |
Angus knows nothing of this place. In fact, he's pretty sure he's never been here, nor has he ever heard of this place. In fact, he begins to suspect he's a fictional construct of some mad-god, cursed to wander this barren snow covered landscape until a capricious fate finds him or his player forgets he exists....It's existential despair up in here, up in here.
You made me lol so hard! xD
GM Zinou |
During the first day, the party notices mammoth elephants in the distance, stomping about. Massive elk and giant sloths stride about. You are careful to keep your distance and they don't bother you.
The thick cluster of pine trees ends abruptly at the top of a low hill. At the bottom, the snow is littered with the aftermath of battle. Broken shields and spears jut from the snow like fractured bones, and blood colors the ground around a sprawl of bodies, many still seemingly locked in combat.
There are 10 corpses in total of two distinct groups. Five of the corpses are Kellid men and women warriors who carry axes and shields. The lower half of each Kellid warrior’s face is painted white in a haphazard sprawl of color from the upper lip to just above the larynx.
The other five are more "civilized" individuals, stripped of their armor and weapons, left to freeze in the frozen north.
The kellid warriors are members of the Snowmask Clan, a fearsome group of barbarians known for protecting this region of the Realm of the Mammoth Lords from all outsiders.
One of the Kellid warriors is still alive, but barely. You'll have to stabilize him immediately.
You notice two sets of footprints. One set is in the direction you are travelling. The second trail appeared to flank the first and followed it outside of the battlefield.
Vires Sangre |
survival : 1d20 + 2 ⇒ (10) + 2 = 12
Vires looks at the horrible loss before him
"I can't tell if they killed each other or if it was a beast..."
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Rimble Sliffer |
Heal DC 15: 1d20 - 2 ⇒ (12) - 2 = 10
Survival DC 15: 1d20 - 2 ⇒ (10) - 2 = 8
"Vires, my friend, to me they killed each other, I can't see any traces here of a beast's intervention in the battle..."
The gnome pulls off a pipe from his pocket, puts some tobacco in there and took a pull at his pipe, before proceed.
"So... will we bury those guys, or just continue, my friends?"
As a precaution, Rimble uses a charge of the wand of mage armor on himself.
Theadric Greyhood |
Theadric examines the battlefield from five feet above the scene, hovering on his mount, and wondering if any of his companions might assist him.
heal: 1d20 + 1 ⇒ (8) + 1 = 9
survival: 1d20 + 5 ⇒ (8) + 5 = 13 Can make this with an assist.
Angus Hammersmith |
Heal: 1d20 + 2 ⇒ (18) + 2 = 20
Survival: 1d20 + 8 ⇒ (7) + 8 = 15
Angus suddenly moves over toward one of the men and murmurs words in a gutteral tongue. Casting stabilize.
"ALIVE!" He lays hands on the man and murmurs a song like the sound of wind on the jungle. CLW: 1d8 + 3 ⇒ (2) + 3 = 5
Once he's sure the man isn't going to die, he stands up and points out two sets of footprints, one leading in the same direction as the party is going, the other flanking it and following outside the battlefield. "TWO. ALIVE."
Rogzul the Whisperer |
Heal: 1d20 + 4 ⇒ (11) + 4 = 15
Survival: 1d20 + 9 ⇒ (16) + 9 = 25
Rogzul grunts his agreement with Angus, having also seen the footprints.
"Survivors, or enemies?" Is the only thing he says as he turns his attention to the revived man to see if he might have answers.
GM Zinou |
As Angus pulls out a wand to heal one of the warriors, there is some movement in the snow! Before he can see if the warrior recovers, a wild wolverine runs onto the field, snarling and looking for blood! It appears so bloodthirsty she lets Theadric and Seytiko act first!
There was no map provided in the scenario, please disregard the fallen trees on the ground.
Theadric: 1d20 + 5 ⇒ (7) + 5 = 12
Angus: 1d20 + 4 ⇒ (6) + 4 = 10
Rogzul: 1d20 + 2 ⇒ (4) + 2 = 6
Seytiko: 1d20 + 3 ⇒ (16) + 3 = 19
Vires: 1d20 + 2 ⇒ (6) + 2 = 8
Rimble: 1d20 + 4 ⇒ (2) + 4 = 6
W: 1d20 + 9 ⇒ (1) + 9 = 10
The Skirmish's Dead - Round 1 - Fight!
Theadric, Seytiko
W
Rimble, Vires, Rogzul, Angus
Theadric Greyhood |
Laughing maniacally, Theadric swoops from the air, skewering the rabid wolverine.
"This is even more fun than I thought it would be!" the flying halfling yells. "If that is even possible! Woooo!!!!"
+1 lance (adamantine) (charge, spirited charge): 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 303d6 + 12 ⇒ (6, 1, 1) + 12 = 20
CRIT?: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 156d6 + 24 ⇒ (2, 2, 3, 3, 3, 6) + 24 = 43
Okay, I confess I can't figure out how to do a crit using spirited charge. Spirited charge is 3x dmg while charging from a mount, and then I have 3x for a crit (assuming that may confirm, but unsure). How is that calculated?
Vires Sangre |
I think you just add one more x1 so on a critical it would be x4. I read it on the faq some wear on my phone so I can't post a link
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Theadric Greyhood |
Okay, I'm still not sure how that would work with spirited charge...does that get multiplied as well? In other words, the lance does 3d6+12 on a charge...what would the total damage rolled be? Surely not 12d6+48...right?
Vires Sangre |
I think its more like static damage is multiplied as well. It is as if you rolled a critical. So, a lance on a spirited charge does:
3(d6) + 3(static damage)
3d6 + 3([+1 strength] + [+1 luck] + [+1 enhancement]) = 3d6+9
If you hit a critical with your lance on a spirited charge, then it is 5d6 + 5(static damage).Page 12, "Multiplying" and page 144, "Criticals"
Rimble Sliffer |
Rimble took another pull at his pipe, while watches the wolverine exploding in front of him.
"Impressive...", he whispers.
Theadric Greyhood |
Many thanks for the rules clarifications, guys! It certainly seemed like it was off on the damage. Even after many years of playing Pathfinder, I hadn't had much need for how the crits ADD on top of each other instead of multiple. Thanks.
fly check to avoid hard landing: 1d20 + 13 ⇒ (18) + 13 = 31 Is this for the Avoid Damage After Collision rule under the Fly Skill? This is my first character with flight, so still a little confused on that.
GM Zinou |
Every flying creature must do a fly check to move. Even with a fly speed. :)
Seytiko delivers an acidic burn while Theadric and Seeker charge mightily the beast, almost chopping its head off! Bleeding profusely, it still stands and seeks for revenge, moaning in pain! He charges Theadric, its eyes red in anger! However, the pain seems too great for him to focus on its quarry!
You didn't move yourself on the map so I did it.
REVENGE!: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
The Skirmish's Dead - Round 2 - Party's up!
Rimble, Vires, Rogzul, Angus, Theadric, Seytiko
W [35]
Theadric Greyhood |
Theadric pokes at the creature one more time, trying to finish it off.
+1 lance (adamantine) (: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 4 ⇒ (2) + 4 = 6
fly check: 1d20 + 13 ⇒ (5) + 13 = 18 Okay, so every round I need to make a fly check if I want to move? The other question I have, is with flyby attack, can't I stay 10' off the ground so it can't reach me?
Rimble Sliffer |
Rimble is still smoking his pipe, while watches his friends coming through.
The gnome will delay his action, trusting that his friends will finish the wolverine.
Rogzul the Whisperer |
Rogzul advances on the wolverine and tries one of the spells his spirits recently saw fit to teach him. His eyes begin to glow, as though they are burning coals.
Burning Gaze: DC 16 Fort save or the Wolverine takes 1d6 ⇒ 3 fire damage. If it's damaged it must pass a DC 16 Reflex or be set on fire.
Vires Sangre |
Vires moves up to attack but...
attack: 1d20 + 5 ⇒ (2) + 5 = 7
Rimble Sliffer |
"O´right..."
Rimble pulls off his wand of magic missile and throws a projectile against the animal.
The POWERFUL magic missile: 1d4 + 1 ⇒ (2) + 1 = 3
GM Zinou |
Between the magic missile and the big bite from Fang, the beast falls in the snow, bleeding to death.
Combat over! Well fought, I chose to give you the 4-5 version of the fight since you have been at ease until now :)
Each civilized corpse has a set of padded armor and a cold-weather outfit. Each of the Kellid warriors has a battleaxe, 3 javelins, leather armor and a heavy wooden shield.
The Kellid warrior Angus healed stirs awake, he looks at the party of unfamiliar faces and crawls away, uttering something in the native language of Hallit.
More defilers! But you saved my life. Speak, or I shall take my leave. Venture no further into the Mammoth Realm!
You may use diplomacy to calm him down. If you don't speak or understand Hallit, it will obviously be more difficult.
Rimble Sliffer |
Rimble uses his scroll of comprehend languages, to understand the nervous man.
"Could you calm down, sir? We are the cavalry. What happened here? Can you understand me?", he speaks with him in common, gnome, sylvan and goblin (why not?).
Diplomacy: 1d20 + 5 ⇒ (8) + 5 = 13
Theadric Greyhood |
Theadric watches Rimble try to talk to the man.
"Whoa! He's still alive! That's a nice trick...I could use it in my show! Maybe I jump into a frozen river, and come out three days later...alive! Teach me of your ways, frozen one!"
diplo aid: 1d20 - 1 ⇒ (17) - 1 = 16
Rimble Sliffer |
Rimble waves to the kellid, as if he was saying "good bye".
"He doesn't speak our language, and I can't comunicate with him, I just understand what he is telling, and it isn't enough. It's time to keep moving, my friends".
The gnome commands Antoniollus to flight and proceeds in their way.
Rogzul the Whisperer |
Rogzul follows the rest as they leave the man babbling his strange language.
GM Zinou |
The man takes his gear and heads east, away from the route Skagni dotted and you continue on your route. The wind briefly picks up and howls through the plains.
You hear a loud horn sound off in the distance, south of you.
A few moments after the first, you hear a second horn sound off in response.
The gradual shift into rockier terrain is now more apparent than ever. Large, round stones evoke cobblestones as they form a layer of ground, although the hard-packed snow is still visible between. Ahead, an ancient ring of boulders juts from the ground to form a ring. The wind’s erratic path around the massive rocks has blown the snow into large, haphazard drifts.
Skagni's map directs you to a small cave that will shelter you from the elements for the night. The route leads you through an area with several large snow drifts.
Please position yourselves on the map.
Three of the snow mounds (one in between the northern most rocks, and two behind the southernmost rocks), seem to be moving slightly. Someone or something is hidden underneath them.
Rimble Sliffer |
Perception #1: 1d20 + 6 ⇒ (1) + 6 = 7
Perception #2: 1d20 + 6 ⇒ (10) + 6 = 16
Perception #3: 1d20 + 6 ⇒ (10) + 6 = 16
"Let's go, buddies. The way here seems more easier than the snow drifts", the gnome suggests them to cross through the path of cobblestones.
Vires Sangre |
perception : 1d20 + 7 ⇒ (3) + 7 = 10
perception : 1d20 + 7 ⇒ (17) + 7 = 24
perception : 1d20 + 7 ⇒ (12) + 7 = 19
Vires stops once he hears the horns "did you here that horns...two.." looking around he then draws his blade it rings in the air pointing to the moving mounds of snow "there we seems to have a challenge ahead..."
on my phone right now so I can't look at the map, just place me in the second place of the marching order ty
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