[PFS] [Outpost II 2019] - #10-12 Breath of the Dragonskull - GM zebeev's Table A (Inactive)

Game Master zebeev

Part of Outpost II.
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The Concordance

hermaphrodite Giant Slug Totem Guide 5
Spoiler:
|AC 15, T 9, FF 15|HP: 37/37|F +6, R +3, W +1|Init -1, Perc +4|CMB +5 CMD 14 (immune to trip)|2/2 Balanced Offensive

Eniac surges backward, and...

spit (ranged touch attack) vs C-for-Cremation: 1d20 + 1 ⇒ (1) + 1 = 2

...finds a nice, green sapling to eat!

The Exchange

Male HP:13/13, AC:14, T:13, FF:12 CMD: 10, CMB: -2, Fort:+1, Ref:+2, Will:+3, Init: +2, Perception: +3, NG Gnome Tattooed Sorcerer lvl 2 Burning Hands(DC:16) (4d4+4, x2) 15ft.
Jinx:
Familiar: Raven HP:6 AC:15/14/13, F: +1, R:+4, W:+5 Ini: +2, Speed: 10ft/,40ft avg Per:+6, Melee: +5(1d3-4,x2)

Oops moves in front of cactus, and casts burning hands on the creature C.
Ugh, I dunno if this is a good idea but here goes nothing?
Burning hands: 4d4 + 4 ⇒ (4, 1, 4, 3) + 4 = 16I cast this spell as though it’s 2 lvls higher, does it increase my DC as well or not? I don’t think it does. Oops angles it to keep Eniac safe from the flames.

Grand Lodge

Maps: |

@Oops: I see that the Pyromaniac alternate racial trait treats it at CL+1 but what else do you have to make it CL+2? And no, your DC doesn't go up with caster level, it's just [10+(spell level)+casting stat mod].

The dragonskull doesn't even bother to avoid the gout of flame that emerges from Oops' hands, drinking it in as if it were a breath of fresh air.

The fire damage appears to be completely ineffective.

Dragonskull C, random target (alphabetical): 1d4 ⇒ 4 - Angrboda/Eniac/Oops/Verdant

The unharmed dragonskull moves up and bites at the small leshy.

Dragonskull C > Verdant
Melee, bite: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 (plus burn)

Dragonskull C chomps Verdant, dealing 6 damage!
(Verdant must make a DC 11 Reflex save)

COMBAT: Round 2 (those in bold may act)
Battlemap!

2A wrote:
ENEMY: Burning Dragonskull A (10 DMG)
2B wrote:
Angrboda, Oops, Verdant
2C wrote:
ENEMY: Burning Dragonskull C
2D wrote:
Shilak'ho, Teraren

Angrboda still has a Move/Standard action, and Shilak'ho and Teraren are up to end the round!

The Concordance

Male NG Half-Elf Level 2.0 Fighter (Archer) 1 / Transmuter 1 | AC 13 (T 13, FF 10) | CMB +3 CMD 16 (FF 13) | HP 20/20 | Init +5 | Fort +4 Ref +3 Will +3 (+2 vs Enchantments; Immune Sleep) | Perception +7 | Low-Light Vision | 30' Speed | Balanced Offensive 1/1 | Arcane Bond 1/1 | Telekinetic Fist 4/4 | Active Conditions:

Tera runs around the fray of battle to get in a better position and then suddenly shoots our a large icicle that flies toward one of the floating flaming heads.

Icicle +PBS (RTA) vs A: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Cold Damage +PBS: 1d6 + 1 ⇒ (3) + 1 = 4

Move: 30'
Standard: Balanced Offensive Special Attack

Grand Lodge

Maps: |

Teraren, DC 15 Reflex: 1d20 + 3 ⇒ (17) + 3 = 20
Teraren, Perception: 1d20 + 7 ⇒ (8) + 7 = 15

The patch of fallen ash and greasy soot that Teraren plants his feet to cast his icy projectile hides a scorching pile of burning embers! Luckily, he is able to keep his footing and doesn't fall prone into the hazard. He then is able to point out the affected area for the rest of the party to avoid.

Teraren's icy projectile pierces the planar fire that consumes the animated dragon skull, and it clatters to the ground. (Dragonskull A is dead)

COMBAT: Round 2 (those in bold may act)
Battlemap!

2B wrote:
Oops (-4), Verdant (-6)
2C wrote:
ENEMY: Burning Dragonskull C
2D wrote:
Angrboda (delayed), Shilak'ho, Teraren
3A wrote:
Oops (-4), Verdant (-6)
3B wrote:
ENEMY: Burning Dragonskull C
3C wrote:
Shilak'ho, Teraren

Everyone (save for Teraren) may act!

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

I TRIED to post this after Eniac, but my Internet went down as I did....

Angrboda picks up the slack in the form of a big magical snowball...

snowball, CL 4th, vs C-for-Cremation: 1d20 + 1 ⇒ (7) + 1 = 8
cold damage: 4d6 ⇒ (3, 2, 4, 4) = 13

...and promptly drops it.

Alright, this round's actions:

She then resorts to her fine scimitar...

masterwork scimitar, flank: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 + 1 ⇒ (5) + 1 = 6

...faring only so much better with that.

The Concordance

hermaphrodite Giant Slug Totem Guide 5
Spoiler:
|AC 15, T 9, FF 15|HP: 37/37|F +6, R +3, W +1|Init -1, Perc +4|CMB +5 CMD 14 (immune to trip)|2/2 Balanced Offensive

Eniac follows with its tough, vicious radula.

tongue, flank: 1d20 + 6 ⇒ (10) + 6 = 16
damage, plus 1 acid: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

The Exchange

Nagajor Nagaji Monk (UC) L3 | HP: 28/28 | AC:16+4 T:15 FF:14+4 | CMB:+7 CMD:22 | Saves F:6 R:5 W:2 (+2 mind-affecting, sleep, paralysis, stun, poison) | Init:+2 | Per:+7 | Spd: 40 | Reroll 1/1 : Stunning Fist 2/3 |Ki Pool: 4/4 | Conditions: mage armor (1h)

Shilak spins around after taking down one of the fiery creatures, whatever they are, and closes in on the remainder, leading with his 7-branch sword. He swings hard, attempting to cleave the creature in twain.

mwk seven-branched sword, PA: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27 dmg: 1d10 + 6 + 3 ⇒ (5) + 6 + 3 = 14
crit?: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24 dmg: 2d10 + 12 + 6 ⇒ (6, 9) + 12 + 6 = 33

The Exchange

Male HP:13/13, AC:14, T:13, FF:12 CMD: 10, CMB: -2, Fort:+1, Ref:+2, Will:+3, Init: +2, Perception: +3, NG Gnome Tattooed Sorcerer lvl 2 Burning Hands(DC:16) (4d4+4, x2) 15ft.
Jinx:
Familiar: Raven HP:6 AC:15/14/13, F: +1, R:+4, W:+5 Ini: +2, Speed: 10ft/,40ft avg Per:+6, Melee: +5(1d3-4,x2)

My Archetype is Tattoo Sorcerer which grants me Mages Tattoo as a bonus feat.
http://www.d20pfsrd.com/feats/general-feats/mages-tattoo/

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

FYI, it's actually called Varisian Tattoo - that site you cited, while useful for many things, does genericize all copyrighted text, which can lead to confusion (as well as just general drabness).

Sovereign Court

Leshy Hunter 2 | HP 10 | AC 16; Touch 12; FF 15 | F +5; R +5; W +5 | CMB +0; CMD 11 | Speed 20 ft | Init +1 | Perc +8 | Stealth: +3 Hunter 2

1d20 + 5 ⇒ (11) + 5 = 16

Verdant will shoot his crossbow at the nearest bad guy

1d20 + 3 ⇒ (10) + 3 = 13

1d6 ⇒ 4

Grand Lodge

Maps: |

@Oops: Ah, okay. Didn't see anything in regards to the school aside from Spell Focus. S'all good. :]

Angrboda casts snowball, but fumbles the projectile. (miss)
She then flanks the elemental, bringing her scimitar down onto the being, but it skates off the hard bone. (miss)
Eniac slurps the same lone elemental, dealing 4 damage!
Then Shilak'ho steps up and crushes the thing with his exotic sword, dealing 47(!) damage and bifurcating the blasted thing.

Combat over!

There's not much to do now but either deactivate or destroy the stone monolith that is the source of the fires. If someone wishes to deactivate it, it would be a DC 18 Use Magic Device check. Otherwise, you're making attack rolls to damage it (given it's a large inanimate object, you can consider it an automatic hit, just roll damage).

The Exchange

Nagajor Nagaji Monk (UC) L3 | HP: 28/28 | AC:16+4 T:15 FF:14+4 | CMB:+7 CMD:22 | Saves F:6 R:5 W:2 (+2 mind-affecting, sleep, paralysis, stun, poison) | Init:+2 | Per:+7 | Spd: 40 | Reroll 1/1 : Stunning Fist 2/3 |Ki Pool: 4/4 | Conditions: mage armor (1h)

Shilak lowers his weapon and looks with great curiosity at the stone monolith. From young, he has been cursed with dangerous curiosity of all things magical, and he is drawn to it like a moth to flame.

UMD: 1d20 + 8 ⇒ (13) + 8 = 21

Grand Lodge

Maps: |

Shilak'ho discerns how to deactivate the monolith, tracing a finger through a few cyclopean runes to render it inert.

Lifting the rock reveals that the monolith is not actually part of a larger structure buried under the earth, but is merely a small statue scarcely larger than the visible surface, resting inside a bowl-shaped depression.

Once the ash and debris are cleared from around it, it can be picked up. It weighs 60
pounds and thrums with the resonant magic that's bound within it.

Dragbog follows through the valley, surveying the debris that once was his tribe's village. "Such mess. Dragonskulls will have to rebuild, now that fires have gone. Hrmph."

He scrambles into a pile of ash and emerges a few seconds later, presenting you with some tokens of his appreciation; a shortsword, and an emerald-studded ring.

DC 22 Spellcraft:
The emerald ring is a ring of spell knowledge I

"It not much, but it befitting of Dragonskull chief to give something to thank you."

With the monolith deactivated and the burning dragonskull elementals defeated, the fires around the forest begin to burn out, no longer fuelled by the elemental flame of the monolith.

==============
The Return Trip

As you make your trek back to Mishkar, you encounter a group of druids on the second day out, led by Cenenviel. After a short greeting, he explains that they have already begun the arduous task of reclaiming the forest from the flames. "Such destruction only makes way for new growth..." he says.

==================
A Heroes' Welcome?

By the time you return to Mishkar on the third day, you find that the fires have all but completely burned out. Nelket and Dolok Darkfur greet you at the gates.

"Scouts saw you approach from the treeline, so we thought it fitting to give you a heroes' welcome." says Nelket through a wide grin. "As you can see, things have gotten pretty much back to normal."

"Unfortunately," interrupts Dolok, "... normal around these parts means conflict with the Redpine Tribe. Tensions between the people of Mishkar and those centaurs still remain high. They still blame the goblins for the wildfire, and have demanded that we turn them over for justice."

Dragbog reacts with a mixture of outrage and fear. "No! It was not us!"

How will you resolve this situation?

The Concordance

Male NG Half-Elf Level 2.0 Fighter (Archer) 1 / Transmuter 1 | AC 13 (T 13, FF 10) | CMB +3 CMD 16 (FF 13) | HP 20/20 | Init +5 | Fort +4 Ref +3 Will +3 (+2 vs Enchantments; Immune Sleep) | Perception +7 | Low-Light Vision | 30' Speed | Balanced Offensive 1/1 | Arcane Bond 1/1 | Telekinetic Fist 4/4 | Active Conditions:

Tera sighs, "Looks like the centaurs are going to be as stubborn as mules. We might need to go and talk sense to them."

The Exchange

Nagajor Nagaji Monk (UC) L3 | HP: 28/28 | AC:16+4 T:15 FF:14+4 | CMB:+7 CMD:22 | Saves F:6 R:5 W:2 (+2 mind-affecting, sleep, paralysis, stun, poison) | Init:+2 | Per:+7 | Spd: 40 | Reroll 1/1 : Stunning Fist 2/3 |Ki Pool: 4/4 | Conditions: mage armor (1h)

"Yesss, I agree. And we can ssshow them thisss, the sssourccce of the fire. Sssurely, they can't believe the goblinsss have made sssomething like thisss."

The Exchange

Male HP:13/13, AC:14, T:13, FF:12 CMD: 10, CMB: -2, Fort:+1, Ref:+2, Will:+3, Init: +2, Perception: +3, NG Gnome Tattooed Sorcerer lvl 2 Burning Hands(DC:16) (4d4+4, x2) 15ft.
Jinx:
Familiar: Raven HP:6 AC:15/14/13, F: +1, R:+4, W:+5 Ini: +2, Speed: 10ft/,40ft avg Per:+6, Melee: +5(1d3-4,x2)

Spellcraft: 1d20 + 6 ⇒ (2) + 6 = 8
Oops turns to Teraren. Agreed, I mean they are like half mule right? When they arrive to the tribe again, Oops speaks to the chief in Sylvan again.

Sylvan:

Listen, I know you don't trust the goblins, and have had your trouble with them, but we will not hand them over for you for your sense of justice. There is no justice to be gained because it is not their fault for these fires. It was this magical stone, my Nagaji friend Shilak'ho over there deactivated it. Everyone has lost their homes, maybe even some loved ones, and all have to rebuild just like you. We come here willing to help in anyway possible again and hope that our show of good faith is enough for you to trust us and believe what we say when we say they did not cause this.

Diplomacy: 1d20 + 4 ⇒ (14) + 4 = 18

Grand Lodge

Maps: |

And there's the final successful skill check for the scenario!

========
EPILOGUE

You head to the Centaur Encampment, and speak once more with the Redpines' chieftain, Kaana Korag. Due to your previous interaction with her, the physical evidence of the monolith, and Oops' honeyed sylvan words, she is willing to concede to the fact that the fire was not the goblins' fault.

She then addresses her tribe, and calls off their feud.

Back in Mishkar, you bring news of the brokered peace to Nelket and Dolok Darkfur. Darkfur addresses the Dragonskulls, offering them his continued protection if they wish to make the journey to Sarkoris. Many of the goblins join the Farheaven’s caravan, where they can more readily enjoy the god’s protection. The goblins hold a joyful celebration before leaving Mishkar, enjoying the prospect of life without threats from humans or centaurs for the first time in any of their memories.

Several of these goblins choose a different path, instead expressing interest in joining the Pathfinder Society.

This grants you access to the Firebreaker boon, which will be explained on your chronicle sheets.

For successfully destroying or deactivate the monument, you each gain 1 Prestige Point and the Champion of the Farheavens boon.

And lastly, for brokering peace between the Redpine centaurs and Mishkar, you succeed at this scenario's secondary success condition and gain 1 additional Prestige Point.

Quote:

DOLOK DARKFUR turns to camera, and points.

"Remember kids; If you come across an ancient Cylopean monolith, run and tell a parent. Only you can prevent forest fires."

* credits roll *

Episode written by Michael Sayre

Directed by GM zebeev

Sovereign Court

Leshy Hunter 2 | HP 10 | AC 16; Touch 12; FF 15 | F +5; R +5; W +5 | CMB +0; CMD 11 | Speed 20 ft | Init +1 | Perc +8 | Stealth: +3 Hunter 2

thanks for running!

The Exchange

Nagajor Nagaji Monk (UC) L3 | HP: 28/28 | AC:16+4 T:15 FF:14+4 | CMB:+7 CMD:22 | Saves F:6 R:5 W:2 (+2 mind-affecting, sleep, paralysis, stun, poison) | Init:+2 | Per:+7 | Spd: 40 | Reroll 1/1 : Stunning Fist 2/3 |Ki Pool: 4/4 | Conditions: mage armor (1h)

Ah, and that's how we're going to get a goblin infestation in the society starting in August... :) Thanks for running. That was fun!

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