Pathfinder: Shards of an Order PBP

Game Master Benjen Harris

Shards of an Order is a homebrew Pathfinder campaign set in a world called Vyn, more specifically set on the continent of Enderal.
Maps/Handouts
World Anvil

Initiative:
[dice=Nalia Initiative] 1d20 + 6[/dice]
[dice=Poppo Initiative] 1d20 + 5 [/dice]
[dice=Vynya Initiative] 1d20 + 1[/dice]
[dice=BobE Initiative] 1d20 + 2[/dice]
[dice=Hurak the Hunter Initiative] 1d20 + 4[/dice]


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Maps/Handouts

Jespar lays his hand on the table spreading his fingers out to leave gaps in between each of them You put your hand on the table like so. Then you take the knife he says grabbing the knife from the table and stabbing it down just behind the thumb of his outstretched hand. Then you stab in between your fingers going back and forth trying not to stab your fingers. If you stab your finger you have to start back at the start of your hand. We place a little wage down and whoever is able to do the most amount of circuits wins the money.

Mechanically you just roll a straight up dexterity or sleight of hand check.

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Nalia points out with a somewhat dry smile, We only have 10 charges left on the cure wand so lets try and keep this under control....

Turngut, what's your poison? Assuming she got a quizzical look she explains what he likes to drink and then encourages him to try a few of this or that. With each drink she mentions to him she tells a quick story about when she first had it. It seems she is not new to a bar!


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Kind of like having all my fingers? What's the wager? Poppo is not too sure he was to do that, but he's tempted if the reward is enough.


Maps/Handouts

Five gold? Jespar asks.


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Um, maybe, Jespar, let me see your dagger for a moment? Poppo asks.

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

anything of value on my sense motive check?

As bobie continues to drink the apple cider, he starts singing/mumbling
On the road again,
Going to get ate by an owlbear again.
Getting' my head bashed in again.
On the road again.


Maps/Handouts

Sure thing! Jespar retrieves the dagger stabbed into the table, expertly flips it in the air and hands it to Poppo. The blade appears to be finely crafted, perfectly balanced with an ornate golden handle.

From your sense motive you can tell Jespar is just trying to have a fun time. You can tell his body language has changed since you first met and that he is more relaxed.


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo checks to see if the blade is sharp, if it is, Okay let's do this! You first, show us how it's done. Poppo tosses the blade back to Jespar.


Maps/Handouts

The blade is indeed very sharp, Jespar catches the blade.Watch and learn my little friend. Jespar takes the blade putting it just behind his thumb and then begins.

Jespar Sleight of Hand: 1d20 + 11 ⇒ (18) + 11 = 29

Jespar is able to stab the blade very expertly and quickly in between his fingers not once stabbing his hand and completing a total of eight circuits. He stabs the blade in front of Poppo and quite confidently leans back in his chair.

Roll either sleight of hand or dexterity check.


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo grabs the dagger and gives it a go...

Slight of Hand + Adaptive Luck: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10


Maps/Handouts

Poppo attempts to go very quickly to try to get more circuits than Jespar but ends up slicing up his fingers instead barely completing one circuit. But thankfully not getting to hurt from the game. Well my friend I believe you owe me five gold.


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo looks in disbelief at his ineptitude. Guess I need some practice. He flips the lost coins to the dagger master, Jespar.


Maps/Handouts

Thank you my friend, I've been playing this game for years it takes lots of practice. Jespar says placing the coins in his pouch.

The rest of the night goes by with lots of drinking and merriment had by all and after a while you all settle down for a good nights rest.Long term care from Nalia?

You all wake up at various points in the morning what is everyone doing today? If you want you can go with Jespar to try to find horses, check on Pearson and MacGuire at the farm house not far from town, or just chill in Riverville for the day.


Maps/Handouts

In case you want to use any of your healing the next day here is a list of the parties current health before resting.

Current HP of Party
Poppo: 13 Damage
Nalia: 19 Damage
Bobie: 11 Damage
Beatrip: 25 Damage
Turngut: 5 Damage

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

Bobie is going to go to the cemetery and ask if he can dig graves for some extra coin


Maps/Handouts

Bobie would know that here in Enderal their are no cemeteries as all funerals are done by burning bodies, and that burials are illegal here in Enderal.

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

he must have forgotten that since his occupation is gravedigger. How 'bout digging a ditch or a well? If not he will practice stabbing things with his spear.

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

heal check: 1d20 + 7 ⇒ (8) + 7 = 15 so that would be 8hp per person over 8h rest

clw from sword: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6 nalia

clw from sword: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5 nalia

fervor heal: 1d6 + 2 ⇒ (3) + 2 = 5 poppo

fervor heal: 1d6 + 2 ⇒ (1) + 2 = 3 bobie

fervor heal: 1d6 + 2 ⇒ (6) + 2 = 8 beatrip

fervor heal: 1d6 + 2 ⇒ (4) + 2 = 6 beatrip

Think that just leaves beatrip down 3 and everyone else full.

LOL forgotten since his occupation is gravedigger!


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo sleeps in letting Nalia medicinals do there work, he stumbles downstairs and eats a breakfast of sausages and ale (a little hair of the dog). Then makes his way to the Old Lemon. Assuming the young woman is attending the shop, Will you give me an orange for free if I do a standing backflip for ya? If I fall I'll pay you double? Poppo gives the woman a cheesy grin.


Maps/Handouts

Percentage: 1d100 ⇒ 68

Unfortunately for Bobie they town doesn't need help with digging a ditch or a well right now. Bobie spends the majority of his day stabbing a straw man with his long spear.

The young woman at the Old Lemon fruit stand laughs at Poppo's proposition Well go on then.

Gonna say its a DC:15 Acrobatics Check

Turngut and Nalia what are you guys doing today?


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo smiles Here goes!

He leaps into the air.

Acrobatics + Adaptable Luck: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25

He backflips with a tuck and lands solidly on his feet, and ends it with a bow.

Entertainment just for you milady!

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

I'm really not sure what I'd do today. Nothing trying to kill us? What do I do?

I think I would be a little lazy, sleep in and then breakfast, then head to the local temple and see if I can help anyone or learn anything from the local padre.


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Turngut is barely involved with the evening festivities and doesn't even seem upset when Poppo cuts himself. His eyes remain dull. He turns in way before everyone else, even Bobie!

The next morning, he is up early and again staring defiantly into the rising sun, forcing himself to not bear the sun-curse of his people. After this daily ritual, he wanders out of town and you don't see him again until late in the evening. His spirits seem slightly better and he sits with everyone, picks at his food, but barely cracks a smile.

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

Bobie brings Turngut a drink and hands it to him. No better torturer ever lived than memory. Drink, here, to better memories. Bobie says, nods and walks away. He will spend more time reading today will quiz Nalia on anything she may have heard about the planar gods.


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Turngut smiles just a bit as Bobie hands him the drink. Turngut make new friends now. New memories. Turngut will not be bad man someday if he keep helping new friends.


Maps/Handouts

The vendor at the old lemon chuckles at Poppo's little show and hands him a well earned orange.

The old priestess in the temple is very happy to have Nalia help with a few ceremonies and other things throughout the day. Nalia finds that for the most part the temple of Malphas here is similar to the temple of Malphas she stayed throughout her early life. She learns that the priestess, Marina was raised here in Riverville her whole life but grew up a Pathless. So despite her magical power she was never allowed the join the Holy Order. She has remained as priestess here for many years.

Bobie comforts Turngut as he stares into the sun.

The rest of the day goes by uneventful.

Percentage: 1d100 ⇒ 43
Percentage: 1d100 ⇒ 4

Again Jespar comes back to town with no horses, and even keeping his ear to the ground he hasn't heard of any caravans headed to Ark either. Assuming you all rest that night and its the next day How many days are you looking to stay here? And in those days are you looking to do anything significant?

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Can you remind me what pathless means and how many days would it take us to walk to Ark?


Maps/Handouts

In Enderal people are born into castes called Paths, there are three paths, the sublime path, the workers path, and the pathless. Paths are granted by the Light Born when someone is born however it is likely that you will receive the same Path as your father. If you are from a different continent you are considered Pathless since no other land practices Path's, unless your father or mother were from Enderal. The Members of the sublime path are often skilled in the art of magic and usually ascend to become members of the Holy Order, the ruling government of Enderal. People of the workers path are usually everyday people shopkeepers, alchemist, or even adventurers. Members of the Pathless usually consist of the homeless and other lowly professions. While some in the worker's path have ascended to become members of the order a pathless has never risen to become apart of The Order.

You recall that it is about two weeks walk to Ark.


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo accepts the orange, Thank you! What's your name and how'd you come to become the seller of these most delicious oranges? He asks as he begins to peal the citrus and nibble at the sweet fruit.

Poppo will be ready to go as soon as his axe is ready, which is either today or tomorrow. If we walk we would be wise to provision ourselves well.


Maps/Handouts

My name is Vexin, my father ran this shop for years but retired and left the business to me.

You know that your axe will be ready tomorrow morning so is everyone good with leaving tomorrow?


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Pleased to know you Vexin, I will surely miss your oranges and pretty smile when I leave here tomorrow. I better stock up on the oranges. Poppo politely hands Vexin a gold piece and then opens his orange pouch and stuffs it full of oranges, with a toothy grin.

If I recall they were 2 cp a piece so a gold should be more than enough for a pouch full. Let me know if not.


Maps/Handouts

Yeah you are able to fill up your whole pouch with oranges. Anyone doing anything specific today? If not we will move on to the next day and you guys will begin your trip to Ark.

Percentage: 1d100 ⇒ 27
Percentage: 1d100 ⇒ 43

Man no luck when it comes to finding horses or caravans I was giving it a 70 and up chance.

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

What towns would be along the way and how many days between towns? I would assume more chance of horses or caravans as we get closer to the city. May have to walk a few days and then things would change. 2 week walk or two weeks ride?


Maps/Handouts

By walking it takes two weeks to get to Ark. You know that you have to cross some mountains to get the Heartland where Ark is. Their is one town on the way a small mining town know as Crowhall.


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

If we can get at least one horse, pony, or mule, then we should get a large tent, a campsite kit (UE) and a couple of fishing kits. Additionally, 2 week’s minimum of rations each. If the pack animal isn’t available, Turngut can carry 70 more pounds without being encumbered. If someone can carry the tent (40 lbs) and the rations (56 lbs for 2 weeks each), Turngut can carry the campsite kit (70 lbs).
Sound good?


Maps/Handouts

I'll say that Jespar over the past three days will at least have been able to find a donkey so you guys dont have to worry about carrying stuff.

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Can we name it George?

My handle animal is +6 and remember only 10 charges left on the wand in case we run into trouble crossing the mountains.


Maps/Handouts

Jespar will also inform you that it is very cold in the mountains that you will be crossing and that you should all get some winter clothing. Nalia has boots of the winterlands so she doesn't have to worry about having winter clothing. So put together a list of everything that you guys will be purchasing before you leave.

Prices:

Large Tent - 30GP
Campsite Kit - 12GP
Fishing Kit - 5SP
Trail Rations - 5SP
Cold-Weather Clothes - 8GP

MacGuire and Pearson get back the night of the eighteenth day having defended a farm from a large number of goblins the previous night.

The next morning you all wake up early and pack whatever gear you bought the previous day on your new donkey George, Jespar also puts some gear that he purchased onto the donkey as well. Poppo goes and picks up his brand new finely crafted axe from the smithy. Let me know if you wish to anything else before you embark, taking The Long Road to Ark. The mayor approaches you before you leave handing Nalia a sealed envelope Here is your letter of introduction, take it to the post office in the Noble Quarter. Its addressed to Belis Ormaris, another prominent member of the council and one whom I trust more than any of the others. He will put in a good word for all of you to the council as well as The Holy Order. The mayor extends his hand and shakes everyone's hands before you depart Walk blessed he says walking back to his manor.


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Assuming Jespar and his crew bring their own stuff? Looks like Tent (30gp - holds 4 people), Camp kit (12gp - has supplies for 4 people), Fishing kit x2 (1gp) 56 trail rations (14 days x 4 people) = 23gp. Cold-weather gear x3 (24gp), snowshoes x3 (15gp). If we get 14 days of orc rations, it's an additional 7gp. If we get 14 days of halfling rations (and what sensible halfling wouldn't!) it's an additional 21gp. So...
30+12+1+23+24+15=105gp
With specialty rations 105+7+21=133
Respectrully submitted,
Craig, Expedition Outfitter

Also, if we don't have someone that can reliably make a DC20 Survival check (to give all 6 people without magic boots a +2 vs cold), then we should buy furs - 12gp each.


Maps/Handouts

You recall that the Mayor has a wand of Endure Elements in his magical collection if you want to try to purchase that.


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

I like that idea! How much is he charging and how many charges on the wand? Thanks for the reminder.


Maps/Handouts

The wand has 35 charges on it so Mayor Featherwill will sell it to you for 500GP.


Maps/Handouts

Let me correct myself, it would only take you guys eight days to walk there. But the journey may vary based on weather and other things. It takes about four days to make it to the mountains, a day to travel through them, and then three days traveling the Heartland to get to Ark.

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

Bobie will ask about the goblin attacks and draw attention to the increased goblin activity to the mayor. Other than that, he will look for odd jobs for some extra coin and read his book. with beatrip, bobie's survival is +6. So I would be an average to 75% of the time, with my rolls, 1/10. anything different about goblins in this world? other than being David Bowie fans?


Maps/Handouts

The mayor will tell you that its pretty common place for goblins to do small raids on farms like that. Goblins are pretty much the same they just look like the goblins from Labyrinth. Bobie is able to make about five copper doing some odd jobs on the eighteenth day.


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

I went ahead and updated the loot sheet with the camping gear and wand of Endure Elements. If anyone disagrees on the wand purchase, no problem.
Looks like Bobie is the only one who can cast EE.

Turngut waits outside with Bobie while Nalia and Poppo do the shopping. Once the transaction is complete, he hauls all of the gear to George and straps it onto the beast.

Turngut ready to go. Tired of sitting around.. With that (and once the party is ready), Turngut scoops Poppo up and sets the little halfling on his shoulders. With Riverville receding behind them, Turngut's mood seems to improve with every step.

[ooc]Edit: I can't update the sheet! :-0


Maps/Handouts

I went ahead and put the wand of endure elements on the sheet.

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

As we walk I'll keep maybe my bow at the ready, in case of goblin or maybe if we see rabbits. As a city kid I'm not overly adept at hunting but will give it a try if it seems like a good opportunity. I try and draw the group into some marching songs or I spy games to pass the time.

I assume we have a map and know where we are going. I have the boots of winterland? Did someone else have them? Wanted to ask before I added to my sheet as I think I made out best on armor and sword.


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Gear sheet should be available to all now...sorry

Poppo enjoys the perspective from up on Turngut's shoulder and is a willing participant in Nalia attempts to pass the time with song and games. As they go he occasionally peeks behind and watches Riverville recede into the distance.


Maps/Handouts

Yes you guys were given a map by the apothecary Finn Dalires at the very beginning. And you've had the boots since you guys found them.

Assuming no one wants to do anything more in town you all set off! A sweeping shot flies over Castle Croft, the banner of a feather now flying over the castle. It follows the large rivers that flow across the Sun Coast like veins before soaring over Riverville. Many people walk about the market showing less fear than they did just a few days ago. The shot then lands on a band of seven figures, and a donkey as they walk toward the looming mountains ahead. Despite it being just late summer a howling chill freezes the air and sends a shiver up the groups spines. The shot speeds past the group flying the path that winds through the mountains passing over a small village connected to a fort before continuing. It passes a massive ancient castle nestled on the peaks of a mountain before descending into a bright sunny land, the Heartland. Beyond a wide river a city, the city of Ark. The shot quickly flies backwards passing all the notable landmarks before landing back on the group of seven and a title card appears Shards of an Order Chapter 2: The Road to Ark

GM Roles:

Traveling Encounter Day 1: 1d100 ⇒ 271d100 ⇒ 50
Traveling Encounter Day 2: 1d100 ⇒ 811d100 ⇒ 55
Traveling Encounter Day 3: 1d100 ⇒ 101d100 ⇒ 93
Traveling Encounter Day 4: 1d100 ⇒ 641d100 ⇒ 55

The first day goes by uneventfully, no goblins, no bandits, no trouble. You pitch your tents assuming you are having people take watch and you sleep with nothing happening during your rest. The next day as you are walking the path you see ahead three dogs that appear the be devouring something. As you draw closer to what you once thought were maybe just wild dogs you notice that the dogs are emaciated and hairless. The dogs have a strange air of menace and cruelty about them as they monch on what you now realize is the corpse of some unlucky traveler. The dogs turn and look at you with glowing red eyes and growl, then they go to attack you!

Nalia Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Poppo Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Turngut Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Bobie Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Yeth Hounds: 1d20 + 6 ⇒ (12) + 6 = 18

Initiative Order Round 1

Yeth Hounds
Nalia
Poppo
Turngut
Bobie

As the yeth hounds go to engage you a fourth one merges from behind Pearson look after the donkey! Me and Mac will get this one behind! Jespar yells as him and MacGuire go to engage the fourth yeth hound. Two of the yeth hounds bolt to either side of the group while one runs straight forward and lets out a howl I'm gonna need a will save DC 12 from everyone, including Beatrip or become panicked.

Panicked:
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Panicked is a more extreme state of fear than shaken or frightened.

Everyone can go!

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