LoreMaster GM's PF PlayTest Raiders of Shrieking Peak (Inactive)

Game Master vlaovich88

Maps/Handouts


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Maps ... Starship combat ... Party Loot Tracker

Each of you receive a request from the Pathfinder Society for your services. Venture-Captain Ambrus Valsin asks you to come to his office.

After each of you arrive, Venture-Captain Ambrus Valsin rushes into his office and drops a small stack of papers on his desk. Agents, I appreciate your willingness to meet with me on such short notice. He takes a moment to reorganize the papers into a neat pile and catch his breath before continuing. Now then, we recently acquired what may or may not be the relic known as the Inheritor’s Clasp—or rather, one of our agents infiltrated a cult of Rovagug worshipers and stole it. History tells that Iomedae dropped the Inheritor’s Clasp on the day she entered the Starstone Cathedral. According to old Arodenite accounts, the clasp might function as a powerful holy relic, though that theory has yet to be proven conclusively.

I received word from our infiltrator’s handler, an alchemist by the name of Inisa Ardaali, that she was preparing to take the clasp from Katapesh and deliver it to the Grand Lodge for further study. Inisa is a cautious sort by nature. Considering the manner in which she acquired the clasp and the potential interest of the church of Iomedae, Inisa determined that it was best to use discretion in regards to bringing the clasp to the Grand Lodge. As such, she traveled to Diobel, where she hired a caravan for the final stretch of the journey to Absalom. However, we recently received a missive from Inisa sent from a safe house in Diobel. Take a look.

Maps and hand outs will be in the same place for this advenure (top of the page to the left). First slide will be the handout that the captain just gave you, the second slide is a picture of the Venture-Captain. Please read the handout now

After a brief pause to give you time to read, Valsin chimes in. You can see what’s wrong, then? Inisa must have been worried about the message being intercepted; and to be fair, the Aspis Consortium and other rivals are strong in Diobel. It seems to me that after thieves ambushed the caravan, she helped the survivors back to one of our safe houses in Diobel and then set out to recover the stolen clasp. But which safe house, and where is she searching? In denying any interlopers the information, she’s also made this a lot harder for us, a sigh escapes from between Valsin’s lips.

He hands over a sheet from his stack. I’ve just secured passage for you on the next ship to Diobel. I need you make your way there, locate the caravan, and retrieve the clasp from these thieves. If you are able to track down Inisa, all the better. She should have much more information than appears in this letter. If she hasn’t met her end searching for the clasp on her own, make sure she makes it safely back to Absalom. Now, there isn’t much time, so are there any questions?

The only briefing skill check for this adventure is if you are trained in Pathfinder Society Lore, you can make a check. Only if you are trained.

Please ask questions and introduce yourselves!


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

The first thing you notice about Kali isn't anything about her: it's the massive scythe she carries. Unlike normal scythes that one could conceivably call a farm implement, this scythe was clearly created for war. Black handled with a well-polished blade, the only thing that made it different than any other such implement was the two sets of ribbons that trailed about a foot from the end of the handle: one red and one blue, the ends of each were set with small bells that tinkled whenever the weapon was moved.

As to the woman herself, Kali was of Kellid descent, with black hair and piercing icy blue eyes.

The thing that made her weapon stand out so much was that she looked barely big enough to carry it, let alone wield it. Standing just a shade under 5'5", she was clearly small by anyone's standard. There was, however, a fierceness about her that made her seem taller than she was.

Nodding her head, Kali said "Nice to meet you all."


Male | HP: 58/58 | AC 15, TAC 15 | F:+9 R:+10 W:+7 | Res: 5/7 | Perc +7 (+9 smell) | Reagent batches 4/9 | Speed: 25 ft |

A small gnome has been listening intently to the story told by the venture captain. There seems to be a fire burning behind his eyes, betraying an intense focus, but with just a hint of madness.

"Alunarius, at your service, especially in case anything needs blowing up!". He gives at a slightly disconcerting cackling laugh.


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| HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

A chipper little gnome with bright pink skin and vibrant purple hair enters the meeting room with a smile (and company!). Beads, ribbons and gemstones are braided into her wild hair, and strange earrings carved into curving hook like patterns pierce her ears. Her eyes are green and sparkle brightly, and her arms are covered in a riot of brightly coloured swirling tattoos which form unusual designs and symbols with no discernible pattern or image. She wears a bright green crop top, a black shiny vest, and a skirt that looks like it's made of a rainbow of ribbons. On her back is a backpack, and on her hip is a sheathed short sword, and a rainbow coloured tambourine. Clearly this flashy gnome is an entertainer of some sort.

The little gnome smiles brightly, twirls in place then gives a deep bow. She pops back up with a jungle of her tambourine and a bright smile. "Greetings fellow agents! I'm Amberly Tamm, tambourine virtuoso and yes -- before you ask -- there is such a thing! I dance, I sing, I make people happy, and today those people are YOU!"

Amberly winks at the group. "And THIS is my sister Annabelle!"

As the briefing gets underway she strokes her chin in exaggerated thought. After reading the note she raises an eyebrow. "WOW! Talk about VAGUE!" she passes the note along to the next agent. "Reminds me of a song I wrote about my ex-boyfriend!" she gives her tambourine a shake, then realizes there's no time for a song right now. "NEVER date an illusionist! Am I right?!"

She turns to the Venture Captain. "What can you tell us about Diobel and the Pathfinder safe houses there? Is there a list of which ones are in operation?"


Maps ... Starship combat ... Party Loot Tracker

The Pathfinder Society owns various buildings and other locations that are used as safe houses. Each of these is marked with our current set of markings, though we use different buildings over time, as we clear out safe houses and buy and sell them at roughly the normal rate of transfer to avoid suspicions.

Luckily, Diobel is a small town, and it shouldn’t take much work to locate the safe house. I can give you the current markings if you’ve forgotten them.

This is where the Pathfinder Society Lore check comes in. If you make the check, you don't need his reminder. But as far as I can tell, that is mostly for flavor as either way you will know the markings.


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

That's actually kinda a cool idea for a social mod: having to sell and buy safehouses for the society in a major city.


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Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

A wrinkly old goblin creaks his way into the office, groaning and complaining the whole way as he leans heavily on his ugly looking cane. "Oh, bones ache at my age! Bones ache, but still good! Gooder than you think, I think, yes?" He giggles like a madman.

He nods his little head at the Venture Captain, and then the new faces. "You are honoured, yes! I'M here! I am Old Wrinkleface! Ancient Chieftain of the Secrethouse Tribe! My whelps are many! And muchy much trouble! More trouble for you lot to handle, yes! Heeheeheeheee!" The old goblin lets out a fit of cackles. He leans on his cane, and groans some more.

"Know Amberly, Annabelle, and Hobb, I do! Yes! Annabelle and Amberly are neighbours and friends of the Secrethouse Tribe. Give us lovely garbage! Yes!" He smiles, showing off his many missing teeth. "Others I know not! Offer greetings on behalf of my people! Yes!"

He nods then he looks at Alunarius. "Fire really nice! Yes! You sound real fun!"

Then he nods at Kali. "You look too little for that big thing! Yes! I like your ambition! Reach for stars, YES!"

"Greetings done! Business now! Then paid! My whelps eat more than I can manage! Teach me to have too many, yes?" He bursts out into some giggling cackles.

"Tell me these secret signs, yes! Then we find safe house quick!"

He has no other questions.


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| HP: 5/78 | AC 21, TAC 21 | F:+10 R:+10 W:+7 | Hero Points: 0/1 | Resonance: 0/7, Overspent: 2 | Spell Points: 0/3 | Perc +6 (+8 to sense unseen) | Speed 35 ft. | Active Conditions: Concealed (1 minute), Wounded 1

Annabelle is a petite little gnome with yellow skin and bright white hair that is very full and puffy. It sticks up all over the place, and then is pulled back into a long ponytail. Her eyes are brown and on her face is a curving tattoo that looks a bit like a twisted staff. She wears a pink dress that goes down to her knees and a gold cloak that hangs down to her calves. She wears a fancy gold and amber necklace, and yellow runners on her feet. In her arms is a little brown rabbit that looks up at her with big wide eyes.

"Hi! I'm Annabelle! And I'm tougher than I look. nice to meet you guys!"

Yeah, I have no more questions.


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| HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9 | Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None

A tall, muscular half-orc with a fine scimitar on his hip gives his companions a nod. "I am Hobb Tallman! Proud servant of the Dawnflower! PRAISE SARENRAE!" He claps his hands together loudly, as if in prayer.

Hobb has no other questions.


Maps ... Starship combat ... Party Loot Tracker

Diobel is a fishing town and smugglers’ haven on the western coast of the Isle of Kortos. You arrive in the late afternoon. Your first destination is the Trawl, a neighborhood built from broken ships and scrap materials that protects Diobel’s harbor. At this hour, clusters of small boats are returning from the ocean to the Trawl with large nets filled with fish and oysters. The sailing ship you took to get here cannot pass through the Trawl, but Valsin’s letters of passage include payment for a barge from this neighborhood to Diobel proper. The inner harbor is bustling, and food, drink, and gambling are plentiful. The cries of merchants at their stalls in the dockside Pikapell Market rise over the din.

Okay, so this part has it's own rules for an investigation. To start, there are two tactics available. First is Diplomacy (gather information) and the other is Perception to find the safe house. As a bonus, you make a society check for free... but there is a risk. This part wants me to test the secret rolls rule. This means that when you tell me the tactic, just tell me the bonus you use for the tactic, not a roll. I will roll it myself and tell you the result.If you critically fail, you may find some misinformation.

There are 4 hours left in the day and each tactic (besides the recall knowledge check for society) takes 2 hours to do (2 actions for day 1). You may travel together and aid or go out on your own. We will take this in a round by round manner for each 2 hour period because new tactic may open up when you learn some new information. Make sense?

Day 1 Check 1
------------------------
Hobb
Annabelle
Old Wrinkleface
Kali Soy
Amberly
Alunarius


| HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

Amberly heads out to a nice busy looking corner and performs for some coin (I don't actually make anything because it's not downtime right now, I believe). After the performances she chats up her new 'fans' asking around for information. Then she thinks on what she knows.

Perform: 1d20 + 13 ⇒ (7) + 13 = 20

She will make a society roll with a +7 (expert) bonus, and a diplomacy to gather information with a +10 (expert) bonus for her first two hours.


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

Kali hits the streets, looking for marked buildings.

Perception (Expert) with a +6 bonus.


| HP: 5/78 | AC 21, TAC 21 | F:+10 R:+10 W:+7 | Hero Points: 0/1 | Resonance: 0/7, Overspent: 2 | Spell Points: 0/3 | Perc +6 (+8 to sense unseen) | Speed 35 ft. | Active Conditions: Concealed (1 minute), Wounded 1

Annabelle asks around with Amberly.

I will make a diplomacy check (+7 trained).


Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

Old Wrinkleface asks for help. "Oh, my old eyes! Cannot see! Help me, yes?"

Diplomacy +8 (trained)


| HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9 | Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None

Hobb looks around for signs of the safe house in the Trawl. "Come on, Wrinkles. Let's go this."

Perception, +9 (trained)


Male | HP: 58/58 | AC 15, TAC 15 | F:+9 R:+10 W:+7 | Res: 5/7 | Perc +7 (+9 smell) | Reagent batches 4/9 | Speed: 25 ft |

Alunarius runs around town, looking at as many houses as he can, checking whether it would be easy for them to be burnt down, or whether they would qualify as sturdy and safe.

Perception +9, Society +9


Maps ... Starship combat ... Party Loot Tracker

Amberly is able to recall that Merchants travel in and out of Diobel towards Absalom via the Harpy’s Gate on the east side of town before she begins playing her music and asking questions.

As she suspected, she learns that The caravan set off to the east from Diobel via the main exit through the Harpy Gate. But she has a very productive time asking questions, and also learns that Several trade routes head east towards Absalom, some having seen less use over the years. The caravan was seen taking the route that traveled closer inland. This is enough information to set out to the next point as you have figured out the path the caravan took.

Kali wonders around the town, looking for the symbols to indicate the safe house, but is unable to find any clues.

Annabelle tries to work the crowd that Amberly created to gather some more info but she can't find anything of value.

Old Wrinkleface is in the same boat. It is almost as if the town doesn't like talking to an old goblin.

Hobb gets hopelessly lost searching the town for the safe house. He spends more time trying to figure out where he is than searching for the safe house.

The safe house is very elusive as Alunarious also can not seem to find the place.

Ouch, really not a good round of rolling for you guys. Luckily you didn't roll low enough that you got false info, but not good enough to get real info either, with the exception of Amberly who critically succeeded.

Okay, we can head out tonight to search for the caravan since you found the trail. Or you can stay in town gathering more info. Each of the DCs get harder (besides the perception) gets harder the longer you spend. So which will it be? It is also 2 hours before you need to rest so if you go out, you would be camping once you go 2 hours out (or continue with fatigue)

Actions will be the same options as last time. No society checks to be made this time though.

GM Dice (please no looking!):

Amberly Society: 1d20 + 7 ⇒ (17) + 7 = 24
Amberly Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

Kali perception: 1d20 + 6 ⇒ (10) + 6 = 16

Annabelle diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15

Old Wrinkleface diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10

Hobb perception: 1d20 + 9 ⇒ (1) + 9 = 10

Alunarius perception: 1d20 + 9 ⇒ (9) + 9 = 18
Alunarius society: 1d20 + 9 ⇒ (2) + 9 = 11

Amberly Society: 1d20 + 7 ⇒ (10) + 7 = 17


| HP: 5/78 | AC 21, TAC 21 | F:+10 R:+10 W:+7 | Hero Points: 0/1 | Resonance: 0/7, Overspent: 2 | Spell Points: 0/3 | Perc +6 (+8 to sense unseen) | Speed 35 ft. | Active Conditions: Concealed (1 minute), Wounded 1

"Come on, Amberly. We didn't find the safe house, but we know where the caravan went... So let's keep looking for the safe house!"

If the group agrees Annabelle will use her +6 perception.


Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

Old Wrinkleface nods. "Keep looking, yes! Find safe house in time! Yes!"

"I hope...."


| HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9 | Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None

"We should finish what we started. Let's find the safe house."

Perception is +9 (trained)


| HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

Amberly helps look around for the safe house.

Perception +8


Male | HP: 58/58 | AC 15, TAC 15 | F:+9 R:+10 W:+7 | Res: 5/7 | Perc +7 (+9 smell) | Reagent batches 4/9 | Speed: 25 ft |

Alunarius keeps on looking for the safe house, but joins up with Hobb. "Two pairs of eyes see more than one!"

Perception +9, aid Hobb


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

"Looking together couldn't hurt." offers Kali.

Again, Perception (Expert)+6


Maps ... Starship combat ... Party Loot Tracker

The group sets out focused to find this safehouse. No one i having much luck... until Amberly stumbles upon the place! Inisa chose an out-of the-way safe house where even the markings are obscured. The adventure assumes that every 2 hours, you meet back up so everyone knows where the safe house is now.

When you reach the safe house, you find two hired hands in poor condition and an exhausted medic. The medic notices you as pathfinders. I am Ralsam, a local medic here. A woman named Inisa rushed into town covered in blood, followed by two horses carrying unconscious people. She hired me to watch over these victims and tend to the worst of their injuries but refused treatment for her own wounds, instead muttering about needing to recover something important. She refused to share any more details. In the middle of the night, she departed, leaving behind a pile of silver pieces to pay me for my assistance.

Without spending any time, you may make a medicine (trained) on each of the injured workers. Only one check can be made each. You may use other forms of healing as well but regardless, you still need to make the medicine check (healing will give on the check, (max hp is 19)).

It is now bedtime (or fatigue). What is the plan in the morning. You can continue gathering info or head out on the trail. If you are gathering info, the only option right now is diplomacy.

GM Dice (please no peeking:

Annabelle perception: 1d20 + 6 ⇒ (5) + 6 = 11

Old Wrinkleface perception: 1d20 + 6 ⇒ (12) + 6 = 18

Hobb: 1d20 + 9 ⇒ (7) + 9 = 16

Ambwely perception: 1d20 + 8 ⇒ (16) + 8 = 24

aid hobb: 1d20 + 9 ⇒ (8) + 9 = 17

Kali perception: 1d20 + 6 ⇒ (17) + 6 = 23


| HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

Amberly shakes her head. "Oh, you poor dears! Here, let take a peek at you. Let's see what we can do about those wounds, shall we?" (Can I make the medicine check without a healer's kit?)

Amberly uses her healing magic on the wounded.

Healing (Soothe): 1d6 + 5 ⇒ (6) + 5 = 11
Healing (Soothe): 1d6 + 5 ⇒ (3) + 5 = 8 First guy is at full health.
Healing (Soothe): 1d6 + 5 ⇒ (2) + 5 = 7
Healing (Soothe heightened +1): 2d6 + 5 ⇒ (6, 1) + 5 = 12 Second guy is at full health.

"There!"

Amberly stretches and yawns. "You look exhausted! So before we all hit the hay, what an you tell me about the woman's wounds? She look in bad shape, or what?"


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

Kali finds a corner, deposits her gear, and immediately goes to sleep, as evidenced by her rather quiet snoring.


| HP: 5/78 | AC 21, TAC 21 | F:+10 R:+10 W:+7 | Hero Points: 0/1 | Resonance: 0/7, Overspent: 2 | Spell Points: 0/3 | Perc +6 (+8 to sense unseen) | Speed 35 ft. | Active Conditions: Concealed (1 minute), Wounded 1

Annabelle goes to bed.

In the morning we can head out after Inisa.


Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

Old Wrinkleface nods his head. "Sleep now, yes! Keep guard, yes! Take turns sleeping means we not get stabbed dead! Yes! In morning we find foolish woman. Yes!"


Maps ... Starship combat ... Party Loot Tracker

It doesn't mention a healers kit and does not call out specific action (such as "gather information" or "recall knowledge"). I would say that you do not need the kit. Just remember that only one person can make the check for each of the two people.

She wasn't as bad as these fellows, but certainty not in adventuring shape either.


| HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9 | Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None

Medicine 1 (trained): 1d20 + 10 ⇒ (5) + 10 = 15
Medicine 2 (trained): 1d20 + 10 ⇒ (12) + 10 = 22

Hobb checks on the people's wounds. "Let me have a look at that...."

After the guys are healed Hobb nods at Old Wrinkleface, "Sounds good, Wrinkles. I'll take first watch."

Hobb keeps watch while the others sleep, then wakes Old Wrinkleface up for second watch.


Male | HP: 58/58 | AC 15, TAC 15 | F:+9 R:+10 W:+7 | Res: 5/7 | Perc +7 (+9 smell) | Reagent batches 4/9 | Speed: 25 ft |

Alunarius nods when the suggestion is made to head out in the morning, and volunteers to take third watch.


Maps ... Starship combat ... Party Loot Tracker

One of the caravan members becomes lucid for just a moment after Hobb works on him and lets out a warning about a minotaur ambush, as if waking from a nightmare. The worker slips into unconsciousness immediately after. I want to be transparent as possible since this is a playtest. Honestly, I hate this interaction because mechanically I have no clue why this guy would still be unconscious. He is hull HP, not diseased, poisoned, and has even gotten a bonus medicine check yet is still unconscious? By this book, the only way to make him okay is if you critically succeeded on the check (dc 30 and you get a +4 bonus for healing him full).

It sounds like the plan is to head out in the morning. You can either do it on foot or horseback (horseback will cost 1 silver per day per horse)


| HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

I think on foot's fine. Amberly's no good with animals and she could only afford to pay for a horse for three days.


Male | HP: 58/58 | AC 15, TAC 15 | F:+9 R:+10 W:+7 | Res: 5/7 | Perc +7 (+9 smell) | Reagent batches 4/9 | Speed: 25 ft |

Alunarius is afraid of horses...


Maps ... Starship combat ... Party Loot Tracker

What are you, a goblin haha


Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

"Horses are only good for eating! Yes! Like a walking buffet!" His tummy grumbles. "YES!"

Can I eat the horses?


| HP: 5/78 | AC 21, TAC 21 | F:+10 R:+10 W:+7 | Hero Points: 0/1 | Resonance: 0/7, Overspent: 2 | Spell Points: 0/3 | Perc +6 (+8 to sense unseen) | Speed 35 ft. | Active Conditions: Concealed (1 minute), Wounded 1

"Horses aren't for eating! ....We'd better walk. Hey, Hobb? Want to give me a piggyback ride?"


| HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9 | Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None

"Minotaur's..?" Hobb scratches his head.

What check is it to know about minotaurs? Society? Nature?

---

The next morning Hobb shrugs at Annabelle. "Uhhh... Sure. Hop on."

Hobb gives her a piggyback ride.


Maps ... Starship combat ... Party Loot Tracker

Umm... It doesn't appear that there is a set answer anymore? Looking at "recall knowledge" for society the book says "You can use Society to remember a bit of knowledge regarding local history, important personalities, and legal institutions, or about creatures with complex societies" and nature says "You can use Nature to remember a bit of knowledge on flora, fauna, geography, weather, the environment, or creatures of natural significance." I feel like it should be a clear cut especially with the new way of listing tags or traits with all monsters. The monster should say what the check is to identify it. I guess I would go with society for info on minotaurs, but the complex part is what makes me skeptical... so go ahead with society. Just wanted to explain my thought process.

The group is able to sleep through the night without any events. They pack up and start heading out in the morning on foot.

Exploration mode. What tactic (pay attention to the movement speed changes of a tactic if that is something you care about). Make the accosated roll for that tactic (if none is listed make a perception check).


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

Kali will be Searching; Perception (Expert) +6


Male | HP: 58/58 | AC 15, TAC 15 | F:+9 R:+10 W:+7 | Res: 5/7 | Perc +7 (+9 smell) | Reagent batches 4/9 | Speed: 25 ft |

Alunarius keeps both his eyes and his nostrils wide open.

Searching, Perception +7 (+9 smell)


| HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

Amberly alternates between singing and playing her tambourine as they travel, keeping up the spirits of the group and making the day pass faster with some toe-tapping tunes.

Perform: 1d20 + 13 ⇒ (8) + 13 = 21


| HP: 5/78 | AC 21, TAC 21 | F:+10 R:+10 W:+7 | Hero Points: 0/1 | Resonance: 0/7, Overspent: 2 | Spell Points: 0/3 | Perc +6 (+8 to sense unseen) | Speed 35 ft. | Active Conditions: Concealed (1 minute), Wounded 1

Annabelle walks a bit away from the others and walks quietly...

Stealth: 1d20 + 9 ⇒ (8) + 9 = 17


Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

Old Wrinkleface keeps an eye open for hazards. (And gets an auto check near traps)

Survival: 1d20 + 6 ⇒ (1) + 6 = 7


| HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9 | Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None

Society: 1d20 + 1 ⇒ (7) + 1 = 8

---

Hobb keeps an eye out for natural hazards and a trail from Inisa.

Survival: 1d20 + 9 ⇒ (12) + 9 = 21


Maps ... Starship combat ... Party Loot Tracker

As far as I can tell, none of the exploration tactics let you use survival to find hazards? I could be missing it again. Let me know if I am wrong. It doesn't make much difference this time since both Hobb and Wrinkleface have the same bonuses to servival as perception.

The group follows the trail all. It is getting close to camp time when you come across a small stone bridge crosses over a shallow, gentle river. A large wagon lies abandoned a short distance from the bridge, with bloody bodies strewn about. Most of the bodies have familiar humanoid forms, while two bodies are of creatures with the torsos of muscular humans and the head and hooves of bulls.

Entering encounter mode

Alunarius, Amberly, Hobb, and Annabelle are ready for something to happen as they get to act first.

Amberly and Hobb also notice something odd, there appears to be 3 of those bull men alive and hiding in the bush! To you, they are seen. For everyone else, they are treated as unseen. As a free action, Amberly can let the group know that they exsist (still unseen but you at least know combat is about to happen). Either of them can use 1 action to "point out" which will turn one of the bull people to sensed. Lastly, if they are still unseen you can spend one of your own actions to "seek". This allows you to make a perception check against their stealth dc (13). If you pass, they are sensed. As far as I can tell, there does not seem to be a way to move a sensed monster into seen until they act which seems odd.

Sensed means that you need to pass a DC 11 flat check when you want to target them. If anyone feels I have run this part wrong, please let me know. This is my first time running these rules so I may make mistakes.

Map will be up to date on slide 1 within (hopfully) 10 minutes of this posting!

GM Dice:

Kali init: 1d20 + 6 ⇒ (1) + 6 = 7
Alunarius: 1d20 + 7 ⇒ (19) + 7 = 26
Almberly: 1d20 + 8 ⇒ (14) + 8 = 22
Annabelle= 17
Old Wrinkleface= 7
Hobb=21
1d20 + 2 ⇒ (15) + 2 = 17

Bold May Act
----------------------------------
Round 1 statusHidden Monsters
-------------------------------------
Alunarius unseen monster
Amberly
Hobb
Annabelle unseen monster
Red
Blue
Yellow
Kali
Old Wrinkleface


Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

That's weird. I thought it was one. It takes survival to bypass a natural hazard, why wouldn't you be able to notice them with it? But reading it again I see it is not. But it does say: "There’s no need for players to memorize the exploration tactics and use them exactly. Instead, they can describe what they’re doing, and then you determine which tactic applies. This also means you can determine how a tactic works if the character’s actions are unique." Why couldn't you use survival to find a natural hazard? That'd be kind of silly if you made a survival character who could never notice an environmental hazard cause they had bad perception. But we will roll perception next time and just use the searching tactic.

Old Wrinkleface has no idea what's about to happen...


| HP: 5/78 | AC 21, TAC 21 | F:+10 R:+10 W:+7 | Hero Points: 0/1 | Resonance: 0/7, Overspent: 2 | Spell Points: 0/3 | Perc +6 (+8 to sense unseen) | Speed 35 ft. | Active Conditions: Concealed (1 minute), Wounded 1

Annabelle gets the feeling something is nearby! She tries to sense this unseen foe!

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

"Look! Over there! Behind those bushes! I can smell an enemy!" Pointing them out.

Annabelle enters tiger stance and holds out her hands like claws. "ROAR!"


| HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

Amberly hurries ahead, gives her tambourine a shake, and points at the minotaurs hiding in the bush. "LOOK! I can see you, I can see you, I can see you, you know?!" she sings merrily, drawing everyone's attention to their hiding place. "A bush is no place to hide, no place to hide with horns that wiiiiiiiide!"

Fascinating Performance on all three minotaur: 1d20 + 13 ⇒ (15) + 13 = 28

Her jaunty little tune puts some pep in your step! (Triple time! All of my allies get accelerated 10 for 1 round.)

Stride, point out, somatic action for triple time composition coupled with a free fascinating performance.


| HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9 | Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None

Got it. We'll use perception next time.

"I see them!" Hobb shouts as he hurries forward, pulls out his holy symbol and points it at the minotaurs. "And may my enemies BURN!"

A massive fireball engulfs the minotaurs!

Fire Damage: 8d6 ⇒ (3, 2, 4, 2, 2, 1, 1, 1) = 16

(SV to cast fireball! It's a 20 ft. radius burst with a 500 ft. range so he can easily get all three minotaurs. They may attempt a DC 19 Reflex save.
...Success The creature takes half damage.
...Critical Success The creature is unaffected.
...Failure The creature takes full damage.
...Critical Failure The creature takes double damage.

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