[PFS_Aerondor] 00-16 To Scale the Dragon (5-9) (Inactive)

Game Master Aerondor

Map

Dog Sledding:

There is one person in charge (the musher), who uses handle animal skill to control the sled. Each sled can also carry one other passenger.

Mushers have three actions they can perform.
Mush
Mush speeds up the sled as a move action. Handle Animal DC 12 increases the speed by +1 increment.

Break
Break slows the sled down as a move action. Handle Animal DC 12 decreases the speed by –1 increment. As a fullround action, the musher can also attempt a full stop with a successful DC 20 Handle Animal check. The sled still moves its maximum distance for that round, however at the end of the round the sled’s movement is 0.

Maneuver
Turn
Turn allows a musher to alter the direction of the sled within about 60 degrees to either side of the direction it is traveling. The Handle Animal skill check DC is 10 + 1 per every 5 degrees turned. Sleds moving faster than 5 increments risk tipping over. If a driver attempting a high-speed-turn fails the Handle Animal check by more than 10, the dogs maneuver erratically, causing the sled to tip over.

Slam
An attacker whose sled is parallel to his target can drive his sled into his opponent’s as a slam attack. A DC 18 Strength check in order to muscle the sled into a quick, violent turn that deals 2d6 damage to the sled and knocks it off course, changing its direction by 30 degrees. The musher of the targeted sled must then make a Handle Animal check (DC 10 + damage to regain control of his sled) or he loses his next action. If a slam attack deals more than 10 points of damage, the targeted sled flips

Grapple
Following a successful slam attack, riders within either sled can attempt to grapple the opponent’s sled, or individuals on the sled. This requires a melee touch attack, either against the sled (AC 8) or an individual within reach. All individuals in a moving sled are considered flat-footed. At the start of the next round, grappled sleds make opposed Handle Animal checks to see who controls the movement of both sleds. Individuals on either sled then attack as determined by initiative. They can attempt any partial combat maneuver they so desire (including a move action to climb into the other sled), provided they first make a successful DC 14 acrobatics
check. Anyone failing the check is thrown from the sled.

Regardless, the musher must remain at the reigns of the sled or the sled goes out of control, traveling in the direction it was before the loss of the musher for 1d4 rounds before tipping over and crashing.

Executing the Break maneuver during a grapple always causes one of the grappled sleds to flip, 50% chance for either

init:

[dice=Rogar]1d20+6[/dice]
[dice=Rocky]1d20+2[/dice]
[dice=Pierre]1d20+1[/dice]
[dice=Pittbull]1d20+6[/dice]
[dice=Hakime]1d20+1[/dice]
[dice=Kor]1d20+2[/dice]
[dice=baddies]1d20+0[/dice]

Chronicles


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Liberty's Edge

Male LG Aasimar Paladin (Oath of Vengeance) 11 | HP 92/92 | AC 27 T 13 FF 26 | CMB +14, CMD 30 | F: +16, R: +11, W: +12 | Init: +2 | Perc: +0, SM: +2 | Speed 30/20ft (flying) | Active conditions: None.

Whisps of cold breathe came from his mouth as he controlled the sled with an ease that seemed to border on casual playing with the sled and the dogs in charge. The Paladin was at ease and seemed to enjoy this trip, he might even enjoy it more then being on his own grey corsair ship that had been roaming the seas.

Fort save 1: 1d20 + 13 ⇒ (12) + 13 = 25
Fort save 2: 1d20 + 13 ⇒ (15) + 13 = 28
Fort save 3: 1d20 + 13 ⇒ (11) + 13 = 24
Handle Animal: 1d20 + 12 ⇒ (10) + 12 = 22

Dark Archive

Fave Terr&Enemy:
Favoured Enemy:Human +4/Outsider (Evil) +2/ Bluff, Perception, Sense Motive, and Survival, Attk & Dmg. // Favoured Terrain:Urban+2 Knowledge (geography), Perception, Stealth, Survival and Init.
1/2Orc HP:115, AC: 23/T:14/FF:20 - Percep: +24*(Dark Vision/Scent) F: +16/R: +12/W: +9- CMB: +15 - CMD: 29, Speed: 40ft, Init: +6
Asbo:
HP:76/76, AC:24/T:13/FF:21 - Percep: +6(LLVision/Scent) F: +9/R: +9/W: +6 - CMB: +12 - CMD: 25, Speed: 40ft, Init: +3

Fort 1d20 + 11 + 4 ⇒ (6) + 11 + 4 = 21
Fort 1d20 + 11 + 4 ⇒ (4) + 11 + 4 = 19
Fort 1d20 + 11 + 4 ⇒ (7) + 11 + 4 = 22

HA 1d20 + 7 ⇒ (19) + 7 = 26

Pitbull keeps on pushing as she earns her keep getting safely up the mountain.

"Hmm, seemed like a good idea to become a Pathfinder. I hunt, I track, and I happy with fighting - so it was stay a skirmisher in an Orcish Warband in Belkzen or go find a better option. Pathfinders always seem to need someone or something found, and people always needing to go some stupid place not nice to live in" she points at all the snow as though making a point "So there always a need for what I do. When not Pathfinding I do work for Hellknights around Cheliax, always coin in sniffing out culties, you can smell the demon on 'em - makes it easy"

"Besides, Pathfinder Society has some big and strong members - good opportunity to find broodstock for mating with. Raise strong warriors."

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

fort dc 16: 1d20 + 9 ⇒ (12) + 9 = 21
fort dc 17: 1d20 + 9 ⇒ (4) + 9 = 13oops, fatigued, right?
fort dc 18: 1d20 + 9 ⇒ (20) + 9 = 29

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

Fort save 01: 1d20 + 7 ⇒ (17) + 7 = 24
Fort save 02: 1d20 + 7 ⇒ (15) + 7 = 22
Fort save 03: 1d20 + 7 ⇒ (14) + 7 = 21

"Nice way to put it..." Rogar comments Pitbull's words while waiting for Pierre to retake control of the sled.

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Fort save DC 16: 1d20 + 11 ⇒ (5) + 11 = 16
Fort save DC 17: 1d20 + 11 ⇒ (8) + 11 = 19
Fort save DC 18: 1d20 + 11 ⇒ (6) + 11 = 17 Another fatigued character

Handle Animal untrained: 1d20 + 4 ⇒ (12) + 4 = 16

At first, Pierre has not too much trouble with the altitude. However, as they go higher and higher, he begins to have trouble to breathe and looses a lot of energy. He has trouble keeping up with the chatting half-orc.

"Yes, very interesting." he says, panting and focusing himself the best he can to mush the sled.

Lantern Lodge

Silent tide map

The teams handle the rocky areas of The Spine like professionals, although as the ground continues to rise, the air continues to get thinner and thinner. In the distance dark clouds gather around the peak, but they don't look immediately threatening.

You emerge from The Spine into an area of crags and chasms. Ahead you spy a narrow bridge of solid ice that crosses a 15' wide ravine. A weathered chain, secured to large boulders at either end of the bridge, hagns suspended about three feet above its surface.

Due to the experience you have gathered you know if you want to drive your sleds across you'll have to go into the bridge fast or the dogs will likely shy away from it.

And for those not already fatigued... another fort save, up to DC 19 this time.

Status:
Pierre - fatigued
Hakime - fatigued

Liberty's Edge

Male LG Aasimar Paladin (Oath of Vengeance) 11 | HP 92/92 | AC 27 T 13 FF 26 | CMB +14, CMD 30 | F: +16, R: +11, W: +12 | Init: +2 | Perc: +0, SM: +2 | Speed 30/20ft (flying) | Active conditions: None.

Fortitude: 1d20 + 13 ⇒ (14) + 13 = 27

Taking in the scenerey that they were about to do he grimaced and looked at the tiefling, "Hang on to whatever you have, this is going to be a bumpy and tricky ride..." He would let The other 2 go first in hopes they would make it before urging his sled on for the mad dash

Animal Handeling: 1d20 + 12 ⇒ (7) + 12 = 19

If something happens then the mad dash won't happen and my actions will change (if okay by GM)

Dark Archive

Fave Terr&Enemy:
Favoured Enemy:Human +4/Outsider (Evil) +2/ Bluff, Perception, Sense Motive, and Survival, Attk & Dmg. // Favoured Terrain:Urban+2 Knowledge (geography), Perception, Stealth, Survival and Init.
1/2Orc HP:115, AC: 23/T:14/FF:20 - Percep: +24*(Dark Vision/Scent) F: +16/R: +12/W: +9- CMB: +15 - CMD: 29, Speed: 40ft, Init: +6
Asbo:
HP:76/76, AC:24/T:13/FF:21 - Percep: +6(LLVision/Scent) F: +9/R: +9/W: +6 - CMB: +12 - CMD: 25, Speed: 40ft, Init: +3

Fort 1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25

HA 1d20 + 7 ⇒ (16) + 7 = 23

Pitbull looks a bit concerned about Pierre and Hakime, like a mother hen over her eggs - "Just tired? Alright. If gets worse then speak up" she checks them periodically just to make sure they are awake and conscious.

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

Fort save DC 19: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17

Rocky decides to trust Pitbull's driving ability and takes a nap.

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

Fortitude save: 1d20 + 7 ⇒ (1) + 7 = 8

"Seems like a good idea..." Rogar agrees with Rocky.

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

Hakime white-knuckles the sides of the sled, hanging on for dear life... "I trust you Kor'sarro! You'll get us across!"

Lantern Lodge

Silent tide map

Pittbull tries the bridge first. However the dogs get nervous at the last moment and shy away! The sled breaks loose and tumbles towards the ravine.

Reflex save DC 12 to dive off the sled before it plunges over the cliff for Pittbull and Rocky!

Status:
Pierre - fatigued
Hakime - fatigued
Rocky - fatigued (ref DC 12)
Rogar - fatigued
Pillbull (ref DC 12)

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

Going to assume Rocky was woken up before the dangerous crossing.

Ref save DC 12 inc fatigue: 1d20 + 7 ⇒ (10) + 7 = 17

Rocky hops off and tries to grab the sled to prevent it from going in.

20 (18 now) strength has to be useful for something. If Pitbull fails her save he will grab her instead.

Dark Archive

Fave Terr&Enemy:
Favoured Enemy:Human +4/Outsider (Evil) +2/ Bluff, Perception, Sense Motive, and Survival, Attk & Dmg. // Favoured Terrain:Urban+2 Knowledge (geography), Perception, Stealth, Survival and Init.
1/2Orc HP:115, AC: 23/T:14/FF:20 - Percep: +24*(Dark Vision/Scent) F: +16/R: +12/W: +9- CMB: +15 - CMD: 29, Speed: 40ft, Init: +6
Asbo:
HP:76/76, AC:24/T:13/FF:21 - Percep: +6(LLVision/Scent) F: +9/R: +9/W: +6 - CMB: +12 - CMD: 25, Speed: 40ft, Init: +3

Urgh a 23 failed? they want some serious HA!

Ref 1d20 + 9 ⇒ (16) + 9 = 25

Pitbull realises now why she doesn't bother with dogs, and jumps clear.

Lantern Lodge

Silent tide map

Yeap, it was a 25!

Both pathfinders manager to avoid falling into the chasm.

How are you going to tackle this now?

Status:
Pierre - fatigued
Hakime - fatigued
Rocky - fatigued
Rogar - fatigued
Pillbull

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Pierre gets off the sledge and goes towards the edge of the cliff. He shouts "Almighty Iomedae! Show your glory in this difficult time. May your might shine on your servant's face!"

After this prayer, he touches the ground that begins to stretch forward to join the other side.

Pierre casts "Stone Shape" to make a stony bridge.

Dark Archive

Fave Terr&Enemy:
Favoured Enemy:Human +4/Outsider (Evil) +2/ Bluff, Perception, Sense Motive, and Survival, Attk & Dmg. // Favoured Terrain:Urban+2 Knowledge (geography), Perception, Stealth, Survival and Init.
1/2Orc HP:115, AC: 23/T:14/FF:20 - Percep: +24*(Dark Vision/Scent) F: +16/R: +12/W: +9- CMB: +15 - CMD: 29, Speed: 40ft, Init: +6
Asbo:
HP:76/76, AC:24/T:13/FF:21 - Percep: +6(LLVision/Scent) F: +9/R: +9/W: +6 - CMB: +12 - CMD: 25, Speed: 40ft, Init: +3

Geez 25

Pitbull just shrugs, "Sled overrated"

The Ranger is more than happy to simply walk it up, not convinced the novelty of sled dogs is worth the hassle, especially given their apparent lack of reliability. That and apparently now missing a sled.

Hmm, forgot my AC in all that! I assume the Owlbear is just following us up.

Lantern Lodge

Silent tide map

Pierre digs in the snow to get down to rock, and then a bridge of stone, right next to the ice one starts to extend out.

Probably need a know(engineering), craft(stonemason), profession(architect) or similar type skill check to see how sturdy your bridge design is.

@Pitbull, yeap, I forgot that too. Probably running behind to stay warm. It should be making the fortitude saves as well to resist fatigue.

Dark Archive

Fave Terr&Enemy:
Favoured Enemy:Human +4/Outsider (Evil) +2/ Bluff, Perception, Sense Motive, and Survival, Attk & Dmg. // Favoured Terrain:Urban+2 Knowledge (geography), Perception, Stealth, Survival and Init.
1/2Orc HP:115, AC: 23/T:14/FF:20 - Percep: +24*(Dark Vision/Scent) F: +16/R: +12/W: +9- CMB: +15 - CMD: 29, Speed: 40ft, Init: +6
Asbo:
HP:76/76, AC:24/T:13/FF:21 - Percep: +6(LLVision/Scent) F: +9/R: +9/W: +6 - CMB: +12 - CMD: 25, Speed: 40ft, Init: +3

Owlbear
Fort 1d20 + 9 ⇒ (16) + 9 = 25
Fort 1d20 + 9 ⇒ (19) + 9 = 28
Fort 1d20 + 9 ⇒ (5) + 9 = 14

The big lug keeps up no problem, but getting to the highest heights the bear bird starts it's keening and complaining, clearly getting tired.

Lantern Lodge

Silent tide map

In terms of walking across the ice bridge, you don't think there is likely to be many issues for that, and the chain certainly will help.

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

"Why don't try to walk to the other side? Someone would have to lead the dogs though..." asks Rogar starting to walk towards the ice bridge.

Snowshoes and cleats on

Liberty's Edge

Male LG Aasimar Paladin (Oath of Vengeance) 11 | HP 92/92 | AC 27 T 13 FF 26 | CMB +14, CMD 30 | F: +16, R: +11, W: +12 | Init: +2 | Perc: +0, SM: +2 | Speed 30/20ft (flying) | Active conditions: None.

Seeing how Pitbull nearly went over the edge he rained the sled in and came to a full stop. With Pierre making a bridge he frowned for a moment as he regarded Hakime. "Might be best to walk over the bridge while I guide the sled... Once someone confirms the bridge is sturdy enough..." With that said he would wait for Hakime to get of the sled before trying to persuade the dog team it was save to get over the bridge.

Handle Animal: 1d20 + 12 ⇒ (2) + 12 = 14

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Well the spell doesn't say anything about any knowledge required to cast it. Iomedae must know how sturdy a stone bridge must be... ;)

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

Hakime gets off the sled and lets Kor'sarro concern himself with getting sled and dogs safely over the bridge without worrying about her. "Be safe and careful." she tells him softly as she disembarks. "I'll meet you on the other side."

Lantern Lodge

Silent tide map

random: 1d20 ⇒ 16
Pierre creates what looks like a solid bridge of stone. Exactly how strong it is... only time will tell.

Iomedae was a paladin not an engineer, and it is the will of Pierre that guides what is created by the spell, Iomedae just provides the power to do it.

Meanwhile Kor leads one of the teams of dogs across the ice bridge after unhitching the sled from them.

It'll be time consuming but you can push the sleds over and the chain rail looks like you could rope yourselves and the sleds onto.

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

Let's do it then, rope and all!"

Lantern Lodge

Silent tide map

It takes time, but eventually the group manages to cross the ice bridge and continue onward. Eventually the path splits in two (both running in parallel), the higher path is narrower but the lower one steeper.

You only have two sleds at the moment unless you managed to extract the third one somehow... Who is walking? Also time for more fort saves for Pitfbull and the owlbear, up to DC 20 now.

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

We could probably retrieve the sled. But odds are the dogs died, Could the Owlbear pull it? Assuming it is gone for good for now.

"Our sled crashed. We walk. And we look for a safe place to rest."

Dark Archive

Fave Terr&Enemy:
Favoured Enemy:Human +4/Outsider (Evil) +2/ Bluff, Perception, Sense Motive, and Survival, Attk & Dmg. // Favoured Terrain:Urban+2 Knowledge (geography), Perception, Stealth, Survival and Init.
1/2Orc HP:115, AC: 23/T:14/FF:20 - Percep: +24*(Dark Vision/Scent) F: +16/R: +12/W: +9- CMB: +15 - CMD: 29, Speed: 40ft, Init: +6
Asbo:
HP:76/76, AC:24/T:13/FF:21 - Percep: +6(LLVision/Scent) F: +9/R: +9/W: +6 - CMB: +12 - CMD: 25, Speed: 40ft, Init: +3

Pitbull 1d20 + 12 + 4 ⇒ (1) + 12 + 4 = 17

Asbo already fatigued

"Urgh, air up here real thin - even bothering me" Pitbull complains as she trudges through the snow.

Pitbull, Asbo, and Rocky are on foot

Lantern Lodge

Silent tide map

Guess you have three of you on foot, which will slow things down even further. Which route are you taking up the upper trail or the lower one? It is close on midday now.

Dark Archive

Fave Terr&Enemy:
Favoured Enemy:Human +4/Outsider (Evil) +2/ Bluff, Perception, Sense Motive, and Survival, Attk & Dmg. // Favoured Terrain:Urban+2 Knowledge (geography), Perception, Stealth, Survival and Init.
1/2Orc HP:115, AC: 23/T:14/FF:20 - Percep: +24*(Dark Vision/Scent) F: +16/R: +12/W: +9- CMB: +15 - CMD: 29, Speed: 40ft, Init: +6
Asbo:
HP:76/76, AC:24/T:13/FF:21 - Percep: +6(LLVision/Scent) F: +9/R: +9/W: +6 - CMB: +12 - CMD: 25, Speed: 40ft, Init: +3
GM Aerondor wrote:
Guess you have three of you on foot, which will slow things down even further. Which route are you taking up the upper trail or the lower one? It is close on midday now.

Not sure we have a choice on transport with the sled going off a bridge, and probably the dogs with it :p

Pitbull opts for the easier ascent and goes up the high path, testing the ground as she goes.

Liberty's Edge

Male LG Aasimar Paladin (Oath of Vengeance) 11 | HP 92/92 | AC 27 T 13 FF 26 | CMB +14, CMD 30 | F: +16, R: +11, W: +12 | Init: +2 | Perc: +0, SM: +2 | Speed 30/20ft (flying) | Active conditions: None.

Sooo... everyone is fatigued but me?

When the sleds were across the bridge he regarded the 2 roads ahead. Being cautious he contemplated their actions. "What is going to best plan now? with people walking it will change the speed of how we can progress, but leaving them behind might not be an option either?"

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Pierre, fatigued, looks at the two ways.

"I'll opt for the easier ascent as well."

Lantern Lodge

Silent tide map

@Kor, you have not made your DC 19 fort save against the altitude yet. You may well be joining club-fatigue. Give me a DC 20 and 21 while you are at it.

After a long climb the trail dips slighly down into a valley. Consulting your map you think this is probably "The Wings". The path becomes extremely narrow and turning the sleds becomes almost impossible.

But as you are effectively at a walking pace anyway, lets ignore the sled rolls for the moment.

The path then heads upwards again. Near the top of the pass, the angle of the slope increases. It bisects a small glen near the base of a steep butte on the mountainside. Atop the butte, a wide ledge climbs slowly back up the mountain. The pass continues until it reaches a high ridge atop a staggeringly sheer scarp that spills down into the lowlands. The breathtaking view provides a panorama of most of the lower peaks.

And can everyone provide a perception check at this stage too.

Liberty's Edge

Male LG Aasimar Paladin (Oath of Vengeance) 11 | HP 92/92 | AC 27 T 13 FF 26 | CMB +14, CMD 30 | F: +16, R: +11, W: +12 | Init: +2 | Perc: +0, SM: +2 | Speed 30/20ft (flying) | Active conditions: None.

I made the DC19 save already, all the way up :)

Fatigue/Fort save: 1d20 + 13 ⇒ (18) + 13 = 31
Fatigue/Fort save: 1d20 + 13 ⇒ (10) + 13 = 23

Will pass on that club ;)

Without any issues the Paladin makes his way to the point where the sled cannot be used anymore and he urges Hakime to get ready to move on foot, a worried look on his face in regards of the 2 teams of dogs. "Seeing as we will have to move onwards lets hope that the 2 teams of dogs surviveon their own for a while till we get back..." With that he grabs the last few things of the sled and looks onwards to the trail. "I do worry about the altitude and you guys, you all ok?"

Perception: 1d20 + 0 ⇒ (14) + 0 = 14

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

Perception: 1d20 + 12 ⇒ (5) + 12 = 17

"I dislike this but we have few options."

Dark Archive

Fave Terr&Enemy:
Favoured Enemy:Human +4/Outsider (Evil) +2/ Bluff, Perception, Sense Motive, and Survival, Attk & Dmg. // Favoured Terrain:Urban+2 Knowledge (geography), Perception, Stealth, Survival and Init.
1/2Orc HP:115, AC: 23/T:14/FF:20 - Percep: +24*(Dark Vision/Scent) F: +16/R: +12/W: +9- CMB: +15 - CMD: 29, Speed: 40ft, Init: +6
Asbo:
HP:76/76, AC:24/T:13/FF:21 - Percep: +6(LLVision/Scent) F: +9/R: +9/W: +6 - CMB: +12 - CMD: 25, Speed: 40ft, Init: +3

Pitbull
Perception 1d20 + 14 ⇒ (9) + 14 = 23
+2 vs hidden objects,
+2 vs Evil Outsiders
+4 vs Humans.
+Scent

Also, if relevant
Asbo
Perception 1d20 + 14 ⇒ (18) + 14 = 32
+2 vs Evil Outsiders
+4 vs Humans.
+Scent

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

Perception check: 1d20 ⇒ 9

"Uh?"

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Perception: 1d20 + 3 ⇒ (18) + 3 = 21

"Let's take heart, friends!" says the cleric.

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

perc: 1d20 + 12 ⇒ (11) + 12 = 23

"If we're going to leave sleds and dogs behind, perhaps we should free them from the sleds and each other so they can make their way home... the sleds might be their downfall if they are left in harness... and I'd hate to be responsible for their deaths."

Lantern Lodge

Silent tide map

You continue along the trail when suddenly there is a loud rumbling sound and the wall of snow above you starts roaring down towards your sleds! Within seconds you are tumbled over in the snow, take a massive battering and find yourselves buried.

damage, Ref DC 15 for half: 8d6 ⇒ (6, 4, 6, 1, 4, 6, 1, 5) = 33

You are all now buried and slowly suffocating. You can get out with a DC 25 STR check. I'll also allow a swim check the first time (representing you managing to have stayed near the surface). Those of you with fire spells higher than level 0, I'm happy to have you melt your way out if you can make a concentration check DC 15+spell level. Each attempt takes a minute of activity, and you will be taking non lethal damage at 1d6 a minute so long as you are buried.

I'll also say if you have evasion and make the save you not only don't take damage, you are not buried. If you have a spade you can add +5 to your attempts to get out, and if you make the save, you can have another +5 on your attempts to get out (closer to the surface again)

Once you are out you can make a DC 20 perception check to spot someone to let you help dig them out.

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

Ref save inc fatigue and evasion: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15

"That was close right? *Looks around* Uh oh."

*sigh* "I swear this trip is cursed."

Rocky pulls his Traveler's Any-Tool and forms it into a shovel while listening for sounds of survivors.

"Shout out if you can hear me!"

Perception: 1d20 + 12 ⇒ (3) + 12 = 15

Liberty's Edge

Male LG Aasimar Paladin (Oath of Vengeance) 11 | HP 92/92 | AC 27 T 13 FF 26 | CMB +14, CMD 30 | F: +16, R: +11, W: +12 | Init: +2 | Perc: +0, SM: +2 | Speed 30/20ft (flying) | Active conditions: None.

Reflex: 1d20 + 9 ⇒ (6) + 9 = 15

16 damage (33/2 = 16.5, rounded doqn), if it comes to cold damage afterwards feel free to substract 5 DR due to my resistance

str check: 1d20 + 5 ⇒ (2) + 5 = 7

Seeing the snow coming down at them he only had a chance to brace himself against the oncomming snow onslaught before he was buried beneath the white snow. With a soft curse he tried to slowly get out but so far Ragathiel was against him. whispering "Ragathiel, give me strength and protect me so I can continue my services in your name!" And with that he would try to continue and work his way out of the pile of snow.

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Save ref, fatigued: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6 Oh, well...

Pierre doesn't see the snow coming down and is buried alive!

Well, I'm not gonna lie, it's nearly impossible for the old man to get out. Go for a nat 20!

The weakened cleric tries to get out.

Str, fatigued 1: 1d20 - 1 - 1 ⇒ (6) - 1 - 1 = 4

Str, fatigued 2: 1d20 - 1 - 1 ⇒ (2) - 1 - 1 = 0

Str, fatigued 3: 1d20 - 1 - 1 ⇒ (2) - 1 - 1 = 0

wow.

NL: 3d6 ⇒ (3, 2, 5) = 10

HP 24/57, 10 NL

Lantern Lodge

Silent tide map

Damage is rounded down!

Rocky, perhaps surprisingly manages to stay on top of the snow, while Kor is lightly buried. Of the rest of the team no sign is see.
Rocky does notice some figures high up above leaving the scene of the avalanche, it looks like maybe it wasn't accidental.

Status:
Pierre - fatigued
Hakime - fatigued
Rocky - fatigued; NOT buried.
Rogar - fatigued
Pillbull - fatigued
Owlbear - fatigued
Kor - 17 damage; buried; made save NL: 1d6 ⇒ 2

To keep things moving, everyone can do three minutes activity at a time, and if you are dug out by someone else early so much the better.

Liberty's Edge

Male LG Aasimar Paladin (Oath of Vengeance) 11 | HP 92/92 | AC 27 T 13 FF 26 | CMB +14, CMD 30 | F: +16, R: +11, W: +12 | Init: +2 | Perc: +0, SM: +2 | Speed 30/20ft (flying) | Active conditions: None.

Str check +5 for being close to the surface: 1d20 + 5 + 5 ⇒ (19) + 5 + 5 = 29

Being close to the surface is what brought luck to him as he broke out of the snow, gasping for air as he shook the snow off. "cursed snow, never liked it, never will..." With that he looked around to see who was up and where he could assist.

Dark Archive

Fave Terr&Enemy:
Favoured Enemy:Human +4/Outsider (Evil) +2/ Bluff, Perception, Sense Motive, and Survival, Attk & Dmg. // Favoured Terrain:Urban+2 Knowledge (geography), Perception, Stealth, Survival and Init.
1/2Orc HP:115, AC: 23/T:14/FF:20 - Percep: +24*(Dark Vision/Scent) F: +16/R: +12/W: +9- CMB: +15 - CMD: 29, Speed: 40ft, Init: +6
Asbo:
HP:76/76, AC:24/T:13/FF:21 - Percep: +6(LLVision/Scent) F: +9/R: +9/W: +6 - CMB: +12 - CMD: 25, Speed: 40ft, Init: +3

Pitbull
Reflex 1d20 + 9 ⇒ (5) + 9 = 14
Asbo
Reflex 1d20 + 9 ⇒ (5) + 9 = 14

Reflexively Asbo and Pitbull get together, unfortunately, they get hit by the full brunt.

Pitbull
Swim 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25
Asbo
Swim 1d20 + 10 - 1 ⇒ (9) + 10 - 1 = 18

***
Pitbull surfaces and looks for Asbo.

Pitbull
Perception 1d20 + 14 ⇒ (13) + 14 = 27

***

Pitbull moves over and starts digging Asbo out whilst Asbo tunnels from below.

Pitbull Aid 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
Asbo STR check 1d20 + 7 + 2 - 1 ⇒ (14) + 7 + 2 - 1 = 22

Pitbull Aid 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
Asbo STR check 1d20 + 7 + 2 - 1 ⇒ (19) + 7 + 2 - 1 = 27

Asbo is out in two minutes.
2d6 ⇒ (6, 6) = 12 non-lethal

***

Pitbull and Asbo look for other buried companions.
Pitbull
Perception 1d20 + 14 ⇒ (4) + 14 = 18 +2 if considered a hidden object +4 for any Humans
Asbo
Perception 1d20 + 6 ⇒ (10) + 6 = 16+4 vs Humans

Pitbull heals Asbo
CLW 1d8 + 1 ⇒ (6) + 1 = 7 Removes NL damage?

And grabs a shovel off Asbos kit.

***
They then start digging Pierre out of the snow

Pitbull STR 1d20 + 5 + 5 - 1 ⇒ (10) + 5 + 5 - 1 = 19
Asbo STR 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13

Whilst Pitbull can aid Asbo, I am not certain the reverse is true

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

I'll roll 2 more Perceptions then.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Begin digging someone out,

Perception: 1d20 + 12 ⇒ (2) + 12 = 14

Helps Pitbull dig someone out?

"There were figures above. They ran away and I doubt it was to rush down here to help."

Lantern Lodge

Silent tide map

Kor digs to the surface reasonably quickly.

Pitbull quickly gets to the surface as well and help Asbo to the surface. Together they spot Pierre and help him out. Or someone else if he gets out earlu

Asbo can help dig if you succeed in a push animal handle attempt on him

Rocky spots who: 1d2 ⇒ 2 Rogar and starts to dig them out too.

Status: bold - still has three minutes of action left.
Pierre - fatigued (buried for max of three minutes)
Hakime - fatigued
Rogar - fatigued

Rocky - fatigued; NOT buried.
Pillbull - fatigued ; 33 damage
Owlbear - fatigued ; 33 damage
Kor - 16 damage; NL damage: 2

NB: for NL damage, I am happy for it to heal 2:1 if you have no lethal damage on you.

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

Reflex Save: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14

Fatigued...

Swim check: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22

With fatigued Rogar can't beat DC25 even by rolling 20, unless he's somehow been buried near the surface in which case he gets a +5 and resurfaces from the snow

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