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

Game Master zebeev

Part of Outpost II.
Tactical Maps & Handouts


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Grand Lodge

Maps: |

Dot and delete in here!

Game is set to run from March 11th - May 6th, 2019

Grand Lodge

Maps: |

GM NOTE:This scenario takes place in Iobaria, a rough and cold land east of Brevoy, and to the northeast of the Inner Sea.

You arrived a day or two ago to the town of Nerosyan, in the far reaches of the lands of Iobaria. Whatever could have brought you to this far-flung part of Golarion? Was it a desire to aid in the constant fight against demons on the edge of the former Worldwound? Or was it to receive training from battle-hardened crusaders and devout priests? Perhaps it was to aid in the reclamation and re-settlement of the lands that the Sarkorians were forced to flee during the First Mendevian Crusade?

In any regard, your stay at Starrise Spire, the shining fortress that serves as the Pathfinder Society’s lodge here in Nerosyan has been interrupted this morning by Venture-Captain Jorsal of Lauterbury, who put out a call for any willing Society field agents to embark on a matter of great importance.

You head to Jorsal’s office, and find five quite capable-looking fellow Pathfinders who have taken up his call.
”Greetings Pathfinders!” The powerfully-built Garundi Venture-Captain greets you all with his keen eyes, and a calm, but booming voice. ”Perhaps some of you know, that over the last several months, I have been working on the Society’s behalf to assist a group of Sarkorian refugees in preparing for the long trek from Iobaria back to their homeland. With the Worldwound closed, these Sarkorians may just be able to make a new life for themselves in the lands of their ancestors.”

Jorsal bites his lip for a moment as he mulls something over in his head before speaking once more.
"I’ve just received a letter from a young woman named Nelket, leader and god caller of the Sarkorians in Mishkar. She’s a capable woman, particularly with that god of hers, a massive feathered bear called Dolok Darkfur at her side. The letter is badly smudged and damaged. Unfortunately, a bird delivered the message, so there was no one to ask for further details. As far as I can tell, it sounds like they’re having some kind of problem with forest goblins from the Iobarian woodlands trying to burn the town down. But there’s only so much I can tell from this blackened paper. Once you’ve read Nelket’s letter, I’ll be sending you on to Mishkar with all haste. We’ve made a promise to see these people back to their homeland, and I don’t intend to break it."

GM NOTE: You can find the handout Letter from Mishkar in Slide 2, here.

Any questions? What do you say?

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

The Halfling with a noble bearing enters into the room, seated on his faithful mount, Centimere. He has a serious but kind look on his face and he dismounts as Centimere lays down by his master's feet.
I am Ankird Softpaws he says. And this is Centimere he says pointing to the wolf.

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

A 5'8" Kelshite stands near the door, one hand caressing the pommel of his scimitar, the other, his silver Holy Symbol of Sarenrae. Bowing deeply to the others, he introduces himself...."I am Oded Fardeth, Cleric of the Great Goddess, Sarenrae. I am pleased to be able to assist in this manner."

Oded tries to remember anything about this Dolok Darkfur...
Knowledge(Religion): 1d20 + 6 ⇒ (20) + 6 = 26
...and shares anything he may learn with the group.

"How are we going to get there fast enough to help with a fire in the town?"

Just recognized the introduction from Jorsal. I just finished 9-18: Scourage of the Farhavens last month with another character. Nice to see a flow like that.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Jian-Wei Ai is leaning against a wall, decked out in yellow-and-green robes. Her red hair hangs loose past her waist as she sticks out a hand to anyone who'll shake it. "Hi, I'm Ai!" She grins a tricksy grin. "Do you have a moment to hear the wisdom of Picoperi? Yes? Wonderful! Picoperi says, 'goblins aren't the best at burning things, they were just the firest!'"

"In all seriousness, Oded, I don't know if we can answer your question in the afiremative, but we can certainly try! As long as this Dolok Darkfur isn't hiburnating, maybe he can help us?"

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Centimere is pretty fast but he can't carry more than me Ankrid offers up helpfully.

Grand Lodge

Maps: |

Jorsal scratches his chin at Oded's question. "Well, as I said, I was sending you there... thankfully, I was able to procure the services of a conjurer who has knowledge of Mishkar, and the ability to reliably activate a scroll of teleport." A bit of a sheepish look crosses the Venture-Captain's face as he continues. "Such an experienced caster... well, age is experience, no? He is quite old and frail, but he assured me he could get you all there. Even if his services as an it is one-at-a-time."

Hearing Ai's mention of Dolok Darkfur, Jorsal interjects. "Dolok is the god of the Farheavens clan, but not a god as they’re most commonly thought of; Darkfur walks among his people at the behest of the god caller Nelket. He takes the form of a massive feathered bear and I'm given to understand he’s quite formidable. He gave a few of your fellow Pathfinders some trouble about a year back, but he's become a fast ally of the Society in the time since. His knowledge of the history of Sarkoris is unrivaled by any other creature I know of."

If you've any more questions, please feel free to ask Jorsal. Otherwise, you can attempt a Knowledge (geography) or Knowledge (local) check to recall any information you might know about Mishkar, the Sarkorians, or the other tribes in the region.

(Oded mentioned #9-18: Scourge of the Farheavens - if your character has played that scenario and has a chronicle from it, you automatically know the information contained in the 10, 15, and 20 DC thresholds for the Knowledge (local) checks.)

Knowledge (geography) DC 10+:

The town of Mishkar is surrounded on three sides by the Finadar Forest.

15+:

The Finadar Forest in Iobaria is known for its bruorsivi, or “blood pines,” a highly flammable breed of pine tree with scarlet needles.

20+:

While the Finadar Forest’s blood pines make it highly susceptible to sudden and intense forest fires, the many druids and centaur shamans who occupy the forest typically keep these fires from growing out of control.

25+:

A few obscure legends hint that the blood pines of Finadar were carefully cultivated in a past age by cyclops conjurers who used the trees as fuel for rituals designed to bring immense beings of elemental fire into the world.

Knowledge (local) DC 10+:

When the Worldwound erupted in old Sarkoris, many Sarkorian tribes and families were driven from their homes and forced to seek refuge or build new lives in neighboring countries and territories.

15+:

Several of these groups of Sarkorian refugees settled in Iobaria, a largely untamed wilderness filled with cyclops ruins, fierce centaur clans, and strange plagues.

20+:

Several months ago, the Pathfinder Society reunited the last god caller of the Farheavens Tribe with their lost god Dolok Darkfur, a powerful eidolon who takes the form of a colorful feathered bear.

25+:

The centaur tribes who live in the Iobarian forests near Mishkar communicate in the Elven and Sylvan tongues. They are often more favorably inclined to humans and other races who greet them in these languages, as well as individuals who are obviously of elven or fey descent.

Questions or recollection of knowledge aside, you have a moment to prepare and gather supplies if you wish. Any last minute shopping?

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Oded does not possess either skill and does not have anything to purchase.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Knowledge(local): 1d20 + 7 ⇒ (18) + 7 = 25

Cork moves into the room and finds an out of the way corner to stand in. He listens to Jorsal's briefing with interest. Although he wasn't involved in the previous Pathfinder activity with the Sarkorians, he has picked up quite a bit of information about their history in the region. At a break in the conversation he interjects. "Yeah, I've heard about the Sarkorians and their recent history. This should be pretty easy for us. Especially with the magic transport." He nods to his fellow adventurers with a friendly smile, even though he hasn't introduced himself to them yet.

GM, is the weather cold? Does it seem obvious that we would want cold weather gear?

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

Likely the last to enter and the most abrupt Domrilin walks in with his head held high and his face all in a knot. He stands in the center of the room paying no mind to his fellow pathfinders until he hears the voice of someone familiar. He turns to the corner with Cork in it and a very slight grin comes across his face."Hello! Cork its been a bit sense our last meeting how odd to meet ya out here in this barren wasteland." He then turns to Jorsal and says "Well wheres this old man who can take us to Mishkar." He then does not wait for an answer and turns to the group and says "Sorry forgot, you might need to buy some coats after all its chilly out there and I wouldn't want you all slowing me down."

Grand Lodge

Maps: |

@Cork: While Iobaria is a rough and boreal land, it is not prohibitively cold. Regular clothing should suffice, especially with the threat of the wildfires.

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Ankrid rides Centimere into the portal.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Ai has no shopping requirements. She's saving for her future!

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

Domrilin does not need to buy anything either.

Grand Lodge

Maps: |

Jorsal greets Domrillin as he arrives. "Good, that makes our party five. I'll call for your transport, he should be here within the hour."

(An hour passes, anyone who wished to purchase items returns to Starrise Spire, and meets back up with the party.)

An old, wizened man in azure robes enters Jorsal's office. "... your carriage arrives," he says in jest. "... it may look slow, but you'll be surprised in how fast I can get you to your destination. Shall we?"

Before you go, Jorsal gives you a small sack that contains six potions of resist energy (fire), and two weeks' worth of trail rations to feed the entire party. "You'll likely find this handy in your travels. Be safe, and assist the Sarkorians to the best of your abilities."

- - - - - - - - - - -

It takes a few trips, as there are far too many of you to travel in a single casting of teleport, but your... pilot gets you safely to your destination with the use of several scrolls, travelling back and forth. Between the toll on his magical resonance, and the smoky haze in the air surrounding Mishkar, the wizard's voice grows raspier with every transit. After the last of you have been transported, he gives you a brief bow (and a hacking cough), then teleports back to Nerosyan.

Your teleportation deposits you right on target; you find yourselves a few hundred feet outside of Mishkar, next to a large sign that clearly bears the city's name. A smoky, orange-tinted haze fills the air, dimming the sun and scattering its rays into an orange halo.

GM NOTE: This haze obscures visibility somewhat like dim light, granting the effects of 20% concealment to creatures more than 100 feet away.

As you get closer to Mishkar, you hear the sounds of a town in chaos. Roiling clouds of smoke from a massive forest fire darken the sky, and dim the sun's light. Utter chaos reigns as humans and goblins dart back and forth between the fire and a town, carrying buckets of water to douse buildings or stoking fire breaks to keep the massive conflagration from spreading into town.

The signs of recent battle mar the buildings and many of those fighting the conflagration bear the marks of conflict in the form of bloody bandages or pained limps. Across a large field from the village's southern edge, a hastily erected encampment bustles with the clopping hooves of numerous centaurs.

It appears that the road to Mishkar has recently served as a battlefield.

A group of centaurs gallops forth from their encampment near the forest's edge. They yell out at you in fury. One of them manages to shout in a voice you can make out, despite the distance. "Interlopers! If you're in league with the forest burners, turn back at once, or face our wrath! We will not allow you to drive us from our lands!"

The centaurs brace for combat, and set to charge you.

GM NOTE: The centaurs do not respond directly to parley attempts, but you might be able to break through to them by making three attempts to end the hostilities. In lieu of attacking, you can attempt to do so by spending a standard action. (As this is an unconventional mechanic, the scenario instructs me to inform you of some actions that you may take...

• A successful Bluff or Diplomacy check to start convincing the centaurs that you aren’t from Mishkar, that you are on a mission to investigate the fires, or other details that make it clear that you are not in league with the goblins.
• A successful Intimidate check to start scaring the injured centaurs into retreating
• A successful Knowledge (nature) or Survival check to help put out fires near the centaurs.
Healing one of the centaur’s wounds.
• Each round in which no one attacks automatically counts as an attempt to end hostilities.
(Healing, casting defensive spells, and other actions that do not harm a centaur do not count as attacking.)

Roll for Initiative!:

Cork: 1d20 + 7 ⇒ (17) + 7 = 24
Domrilin: 1d20 + 1 ⇒ (6) + 1 = 7
Oded: 1d20 + 2 ⇒ (11) + 2 = 13
Ai: 1d20 + 7 ⇒ (7) + 7 = 14
Ankird: 1d20 + 2 ⇒ (15) + 2 = 17
ENEMY: Centaur A: 1d20 + 6 ⇒ (14) + 6 = 20
ENEMY: Centaur B: 1d20 + 6 ⇒ (15) + 6 = 21

1A wrote:
Cork
1B wrote:
Centaur A, Centaur B
1C wrote:
Ai, Ankird, Domrilin, Oded

Tacmap has been updated.

Cork is up first!

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork halts his movement when the centaur starts yelling at them. He holds up his hands "Hey, no worries. We aren't here to cause any problems. In fact we're trying to help." He carefully pulls a wand out of his bag and approaches the nearest centaur. "Here. Let me heal you a bit."

If the centaur allows it, Cork attempts to use his CLW wand.

UMD: 1d20 + 5 ⇒ (14) + 5 = 19 Oh so close!

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

I am a halfling. Me and Centimere here wouldn't be trying to burn down a forest he says

Diplomacy 1d20 + 1 ⇒ (16) + 1 = 17

Grand Lodge

Maps: |

Cork is unsuccessful at activating the wand, and so the centaurs close the distance - they ride through the clearing and into the treeline that separates you. Once they find an opening, they toss wooden clubs in your general direction.

Centaur A - 20% Concealment: 1d100 ⇒ 64
Centaur B - 20% Concealment: 1d100 ⇒ 74

Centaur A > Cork
Ranged, club (3 range increments): 1d20 + 4 - 6 ⇒ (2) + 4 - 6 = 0 - miss

Centaur B > Ankird
Ranged, club (4 range increments): 1d20 + 4 - 8 ⇒ (20) + 4 - 8 = 16 - miss

Ai, Ankird, Domrilin and Oded are up!

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Ai looks at the oncoming centaurs, then at the clubs flying by, and opens her mouth. "Now, before you get fired up, it'd be-hoove you to listen for a moment. We don't want to fight you, we just want to figure out what's going on here and how we can help fix it! In fact...we're firefighters! Yep, firefighters...from Neryosan!"

Bluff: 1d20 + 14 ⇒ (3) + 14 = 17

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Oded moves forward holding his Holy Symbol of Sarenrae in his hand..."We are Pathfinders and we were sent to help. Behold! Oh Great Goddess Sarenrae, help your servant quench this fire."

Oded casts Create Water in an area to create a downpour on the fire.

Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14

Only 6 gallons per cast. Not sure how much that will help, if any.

Create Water: Casting Time: 1 standard action
Components: V, S Range: close (25 ft. + 5 ft./2 levels)
Effect: up to 2 gallons of water/level Duration: instantaneous
Saving Throw: none Spell Resistance: no
Description: This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Did my diplomacy do anything?

Grand Lodge

Maps: |

@Ankird: It was out of turn order, so I had not addressed it yet.

Ai's white lies seem to give the riders pause. (Bluff successful.)
Oded's gesture fails to impress. (Dipomacy failed.)
Ankird's words, though concise and to the point, seem to get through to the centaurs. (Diplomacy successful.)

That's 2 out of 3 successes so far. Domrilin is up!

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

"Of course people of horse nature would be so hasty to act upon any instinct of a threat, But in any case these fires are nothing we cant handle" Domrilin walks over to a small fire and kicks large amounts of dirt on to it

Survival: 1d20 + 11 ⇒ (5) + 11 = 16

Grand Lodge

Maps: |

Domrilin's act of extinguishing the fire near him stops the centaurs in their tracks.
They glance at one another, then rear their front legs and make a quick turn to head straight to the south.

Combat over!

As you track their movement, you see them head towards the northern edge of the Finadar Forest, and a makeshift encampment that shows the signs of being hastily erected; leather tarps hang from the trees, providing some shelter from rain and ash, and the southern edge of the encampment is bordered with a deep, water-filled trench.

You now have a choice - you can follow the centaurs to this camp, or trudge on to Mishkar. What do you wish to do?

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

We should go and see if we can help the centaurs he says.

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

"Halfing I disagree we should finish our mission before we go off chasing horses, Our mission was to help Mishkar with the fires and we know little of these centaurs, they may not be interested in the people of Mishkar, or they themselves could be people of Mishkar, however I know not the population of that town, all I know is I was sent to help Mishkar not some prancing pony's who might want to put out the fire for their own reasons."

Grand Lodge

Maps: |

That's one vote a piece. Anyone else?

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

"I agree with Domrilin in principle. The centaurs may be allies, but the mission is to save the town."

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

And we do not know if they will help us unless we ask. he replies.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork looks at the gathered centaurs and then at the fire. The most immediate danger seems to be the village. He shakes his head. "I'm going to have to agree with the others. We need to save the town first."

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

The halfing shrugs.

Grand Lodge

Maps: |

That's three votes for Mishkar.

The town of Mishkar is a primarily human town built of stone and wood in a mixture of Varisian and Taldan styles. Not aligned with any of the powers in Iobaria, its people value their independence and self-sufficiency.

At the moment, the general feeling in the town is understandably one of frenzy and panic, as both humans (and curiously), goblins scurry back and forth throughout the edges of the town, throwing buckets of water on smoldering embers or wooden buildings and coming together to hurriedly dig trenches between the town and the burning Finadar Forest.

Near the southern gate that you approach, a massive, muscled bear with a mantle of rainbow-colored feathers stalks the edge of the town, keeping a watchful eye on the centaur encampment to the south of the village. As you approach, he bellows in an otherworldly baritone.

"Who is that approaches? Two feet for the lot of you, so not centaurs, clearly. You the Pathfinders that Nelket sent for?|

He snorts, then turns to a stocky goblin dressed in leathers and dragon bone-and-tooth adornments. "Dragbog, you'll want to fetch the 'mistress' for this..."

The goblin nods, and hurriedly runs off to the town square. The bear addresses you all once more. "Nelket will be here shortly. Dragbog there is too desperate to stay on our good side to tarry. It's... best you hear what happened directly from Nelket herself."

He then points a massive paw towards the townsfolk fighting the fires, and speaks once more. "In the meantime, I don’t suppose I could convince you to help us finish securing the perimeter, could I?"

No biggie, just a ursine demi-god asking you to help out with a bucket brigade... quite the usual fare, right? (Maps updated with NPC pictures)
What do you say? What do you wish to do?

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Oded heads to the closest burning building and starts casting Create Water to help put out the fires.

See Thursday's post for details. If it's not enough, Oded will grab a bucket to help.

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Centimere and I can help carry more water to put out these terrible fires he says wondering if there is a yoke or other tool that can be used.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

"Of course I'll help." Cork looks for the nearest bucket and joins in with the group trying to secure the perimeter against the fire.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

"Okay, water we wetting for!" Ai looks around, eager to help.

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

The halfling will get out two handkerchiefs and get them wet. One he will use as a mask for himself and another for Centimere's snout.

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

"Yeah Ill help" Domrilin walks over and stomps of small fires on the ground and kicks dirt onto others.

Grand Lodge

Maps: |

@Oded: Using create water will give you a +1 competence bonus for the upcoming checks:
@Ankird:Even if there is a yoke, it would be sized appropriately for a draft horse, aurochs, or similar beast of burden.

The people of Mishkar are more than grateful for the help. The villagers scrambling about are busy forming bucket lines to douse the houses nearest to the forest fire, while the goblins split their attention between running around stomping on drifting embers and clearing dry brush before it can become fuel for the spreading flames.

You can choose to assist either the goblins or the villagers - this doesn't affect anything aside from the skill checks you'd use to potentially aid in fighting the blaze.

We're looking for four successful DC 15 skill checks – everyone gets two attempts - those who assist the goblins in clearing out brush and combustibles can use Survival or an appropriate Profession skill (such as architect, engineer, farmer, miner, or woodcutter).

Those who help the villagers in dousing the buildings can use either Acrobatics or Climb.

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Best I can do is try and fake Acrobatics. Here goes nothing...

Acrobatics(Untrained) vs. DC=15: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Acrobatics(Untrained) vs. DC=15: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7

About what I figured. Sorry guys.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Don't worry! I got this!

Acrobatics: 1d20 + 11 ⇒ (10) + 11 = 21
Acrobatics: 1d20 + 11 ⇒ (14) + 11 = 25

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

Domrilin starts running over to the goblins kicking dirt onto fires (Again) and pulling bushes into large piles away from any fire

Survival: 1d20 + 11 ⇒ (14) + 11 = 25
Survival: 1d20 + 11 ⇒ (17) + 11 = 28

Grand Lodge

Maps: |

Ai's speedy relaying of water buckets helps the villagers out and Domrilin assists the goblins in performing a touch of emergency landscaping to help deal with the fires.

Dragbog, the stout goblin from before returns with a human woman dressed in leathers and a tribal fur cloak. She has a scar that rakes across her left eye that suggests a rough history, but her tone is cheerful. "Have the Pathfinders come to rescue the Farheavens once again? Honestly, if the circumstances weren't what they are, I’d feel bad about bothering you all again so soon!” her face curves in a wry smile as she greets you all. "I am Nelket, the one who wrote Jorsal – once again, he has proved to be a most wonderful friend to the clan."

She looks around, and notices some passing glances at Dragbog. "I can see from your expressions that you’re curious about what’s going on here. Let me fill in the details for you." Nelket proceeds to scratch out a map of the area on the ground, describing the current situation. "About two weeks ago, we woke up to fire on the horizon and a tribe of goblins practically on our doorsteps. At first, we thought it was a raid, but when Dolok roared and charged to our defense, the goblins dropped everything they were carrying and started groveling on their bellies!"

Nelket smirks and glances at an embarrassed-looking Dragbog before continuing. "Dragbog here informed us that he’s the chieftain of these goblins, the Dragonskull Tribe, and that they were fleeing from fire, undead monsters, and some very angry centaurs. As you can see, the bit about the centaurs is quite true. Perhaps I should let Dragbog tell you the rest in his own words."

With that, Nelket nudges the nervous goblin a step forwards, and raises an eyebrow, prompting him to begin. "We Dragonskulls? We live in the red trees for a long time. Build our homes from dragon bones, hide beneath the ground when centaurs come. Red trees burn too good, but Dragonskulls know how fire works." The little goblin thrusts his narrow chest out proudly at this, then his expression changes suddenly.
"But...something bad happen. We burn sick trees around village like every year to keep fires small, but old stone in town catch fire too! Fires start jumping everywhere, and then Dragonskull homes wake up and start trying to eat us with fire-tongues! We run until Redpine horse-lady stop us and say we burn down their village too! So we run again until fire get too close. Dragonskulls set small fire to eat food so big fire not follow, then big bear invite us here."
The goblin finishes his story proudly, clearly impressed at his own... masterfully constructed narrative.

Dolok Darkfur huffs a husky laugh in response to the goblin’s tale. "True enough, as it goes. I thought the little rascals were the ones spreading the flames at first, until I noticed that they were actually containing the larger fire. They’ve been industrious enough around the town the last few days, though I worry about the attention they’re drawing from those centaurs."

Nelket presents you with a small purse – inside is a smattering of high-quality amber chunks. "This is a token of our appreciation, for your aid in beating back the fires for now."

Aiding the townsfolk nets you a GP reward that will be reflected in your chronicles.

"I'm afraid I have but one more favour to ask of you," says Nelket. "... Dragbog mentioned that an old stone in his village started to burn, and his tribe's homes "woke up" and tried to eat them - it took me a while to discern what he meant, but it turns out they were living in huts and homes made from of old dragon bones - and after this stone began to catch flame, these dragon bones animated and began to spread the initial fire...."

Dolok interjects. "Old dragon bones don't just come to life, so that stone has to be the source of the problem. If you'd let him, Dragbog has volunteered to guide you through the forest to the Dragonskulls' village. Are you up to the task?"

Whew. That was a bit of a narrative dump, so if you've any questions for Dolok, Nelket or Dragbog, I can attempt to answer them to the best of the scenario's knowledge.

Otherwise, there's two options - you could head to the centaur camp and see what that was all about, or continue on to the burning forest and attempt to get to the source of the flames.

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Maybe we can go see the centaurs are doing here? he says.

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

"I agree. Perhaps if we can find out what's happening with them we can convince them to help."

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

The halfling will spur Centimere on to the area where the centaurs are.

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

Domrilin quickly jumps infront of Ankird and says "Hold up we should think about this how would we convince these people to help us if they already tried to kill us?"

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

"Well, now that the immediate danger seems to be passed, let's do that. Let's see what the situation is with the centaurs. Domrilin, maybe they were just stressed out about the fire." Cork wipes the mud and dirt from his hands and onto his pants. He shakes his head with a small smile. "By the way. That is some story about your home." He addresses Dragbog. "After the centaurs, I'll want to see these dragon bones."

Grand Lodge

Maps: |

Dragbog nods at Cork's comment. "Yes... after centaurs... uh..."

As you begin to turn to head off to the centaur camp, Dragbog looks back at Nelket and Dolok, then to you all, leaving a bit of a distance between himself and the party.

"Uh... I think it not very clever for me to go near this Redpine camp. They blame me and rest of Dragonskulls for fire... Chief Dragbog end up with arrow in guts, or his head on spear? Doesn't make for a good goblinsong... no, I'll stay. You come back when ready for the forest, yes?"

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

"Yes Dragbog, you may be right. We will come back for you."

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