GM Worg’s Solstice Scar D; The Revengening (Inactive)

Game Master Kyle "Worg" H

Maps and Handouts | Chronicles


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Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

They were nice to one, showed, might to a second... Chak decides to go out on a limb and try the third method of persuasion on the Joker spirit.

"Well, as you can tell, it just so happens that we are experts in communication, conversation and conference with creatures of the spirit realm, and not only that we possess the knowledge, insight, and information required to carefully extract, release, and liberate any spirits from the grip of this Mother Bloodleaf. So skilled are we in fact that she might not even notice, detect, or see that it has happened."

Attempting to use Chak's Orator feat to use Linguistics in place of a Bluff check to tell a lie.

Linguistics: 1d20 + 29 ⇒ (1) + 29 = 30

Liberty's Edge

The Slithering Maps

Well your skill checks complete the 3 needed, and even the 6th player scale up on hard DC on some. I'd say we can wrap up this particular encounter and report it as successful.

The spirits seems convinced. The calm one shifting to another tree and speaking in a deadpan voice, "Yes, let us join in you in the unmittigated slaughter of Mother Bloodleaf, as we ram her skull so far down her throat that she will become a decorative lawn ornament blood fountain."

The angry spirit, nearly screaming at the top of its lungs with rage, "WE MUST DO EVERYTHING WE CAN TO AID YOU AND THUS SAVE THE FOREST WITH ALL THE TINY CREATURES THAT LIVE IN IT!"

The joker spirit, laughing and giggling, "I would say our chances of success are 33.33, repeating, ofcourse haha!."

=========================================================================== ==========================================================
As you travel with the spirits towards the blight's heart, the spirits suddenly halt, as a booming voice cries out over the forest. "WHO DARES TO ENTER MY DOMAIN? FOLLOWERS OF BLOODLEAF AND HER SCOURGE? YOU ARE EVIL TO THE VERY CORE, AND THEREFORE MUST BE VANQUISHED!"

...

After a moment, laughter erupts as a very large belly'd satyr like creature comes out of the forest to greet you all. "Ho there, adventurers! I'm glad to see your kind moving through these woods, that I am! You may call me Grimpfkin, and I be interested in seein' you take out Bloodleaf. Of course, that doesn't mean we shouldn't have some fun! I'll personally hav' a front row seat when you get to the main event. For now though, what do ye say? A test of speed, or a test of might?"

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

"What no test of skill or knowledge," bursts out Ikit. "You think these little legs go fast?"

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

"I never claimed to be the fastest, quickest, or speediest in the land, either, though I have a sharp blade."

I've never done the test of might as a player or GM.

Grand Lodge

M Aasimar (Shoanti) Brawler/Skald 11 - HP 123/123 - AC 20/T: 15/FF: 18 - Perception +4 - Fort: +16, Ref: +11, Will +11* - Init. +2

Thunderhoof beats his chest with a huge fist. "The test of might of course!"

Liberty's Edge

The Slithering Maps

Grimpfkin nods approvingly and gives you a salute with his mug. He leads you further into the woods for a few minutes, before you come to a clearing. There awaits a huge Huge Size wolf. "Alright, go at it! Oh, and don't think about holding back. It won't."

GM Screen:

Thunderhoof: 1d20 + 2 ⇒ (18) + 2 = 20
Chak Yuen Chen: 1d20 + 7 ⇒ (8) + 7 = 15
Ikit: 1d20 + 5 ⇒ (8) + 5 = 13
Grimaldus: 1d20 + 2 ⇒ (10) + 2 = 12
Trade Prince Charlie Robert McGee Thronfiddle Blackros: 1d20 + 9 ⇒ (14) + 9 = 23
Chaine: 1d20 + 2 ⇒ (5) + 2 = 7
Huge Wolf: 1d20 + 7 ⇒ (14) + 7 = 21

Battlefield Conditions: Dim Light
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Huge Wolf(-0,Fine)
Thunderhoof(-1,Fine)
Chak Yuen Chen(-0,Fine)
Grimaldus Skillganon(-0,Fine)
Ikit(-5,Fine)
Chaine(-0,Fine)

Knowledge Arcana DC28:

Amarok LN Huge magical beast
This enormous black wolf ’s eyes gleam with a cunning intellect,and its fangs glow with the light of a cold moon.
1 Question @33, 2 Questions @38

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

If that's ok with the GM: along the forest path just before arriving to the clearing Chaine uses his Greater Tactician ability as a swift action to grant the Distracting Charge feat to everyone (duration 8 rounds).

The Exchange

HP: 90/90 | AC: 24+3 (17+3 Tch, 19+3 FF) | CMD: 10 | F: +13, R: +15, W: +18 | Init: +9 | Perc: +25, SM+11 | BAB+6 | Speed 20ft| Channel Neg: 9/9 | Spells: 1st 3/7 |2nd: 4/6 | 3rd: 1/5 | 4th: 1/4 | 5th:1/3 | Oracle 1st: 4/5: | Sorcerer 1st: 5/5: | Active Conditions: Resist Fire30, Resist Neg Energy10, Shd Faith, Tap Inner, MomntGreat, Freedom Mvmt, AirWalk, Longstrid

kn-Arcana: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26

"That's a...really big wolf." CHarlie decides to cast Deja Vu on the beast.

SR Check?: 1d20 + 1 ⇒ (6) + 1 = 7
No save, but SR applies. If it works, the thing will have to repeat it's first round actions in the second round. (e.g. Move and attack in round one means it'll have to move and attack in round two. the name of the spell above is a live link to the spell.

Liberty's Edge

The Slithering Maps

Battlefield Conditions: Dim Light
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Huge Wolf(-0,Fine)
Thunderhoof(-1,Fine)
Chak Yuen Chen(-0,Fine)
Grimaldus Skillganon(-0,Fine)
Ikit(-5,Fine)
Chaine(-0,Fine)

Thats fine with me Chaine.

The wolf jumps forward, and attacks the first person it gets into reach with.

GM Screen:

Attack Power Improved Vital Strike: 1d20 + 25 - 4 ⇒ (8) + 25 - 4 = 29
Damage Power Attack Improved Vital: 12d6 + 18 + 8 ⇒ (3, 4, 2, 1, 2, 6, 1, 5, 6, 4, 3, 4) + 18 + 8 = 67

The wolf bites at Chak, and bites deep into him!
67 points of damage from Improved Vital Strike Power Attack.

Liberty's Edge

The Slithering Maps

Battlefield Conditions: Dim Light
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Huge Wolf(-0,Fine)
Thunderhoof(-1,Fine)
Chak Yuen Chen(-67,Fine)
Grimaldus Skillganon(-0,Fine)
Ikit(-5,Fine)
Chaine(-0,Fine)

Pathfinders are up!

Grand Lodge

M Aasimar (Shoanti) Brawler/Skald 11 - HP 123/123 - AC 20/T: 15/FF: 18 - Perception +4 - Fort: +16, Ref: +11, Will +11* - Init. +2

”Truly a beast of legend! Come friends, join your strength to mine. Together we can overcome any foe!”

Good hope on everyone as a standard. Using a move action to start the raging song.

If you accept the raging song into your heart you gain the following effects:

Inspire Rage wrote:

+4 strength (morale)

+4 constitution (morale)
+4 strength (enhancement)
+3 will saves (morale)
-1 armor class
Access to savage dirty trick (DC 24)
Access to lesser celestial blood
no spellcasting
Good Hope wrote:

+2 morale bonus to attack rolls

+2 morale bonus to damage rolls
+2 morale bonus to saves.

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

Ikit draw's his rapier and taps Chaine's lance. "May your lance strike true."

Spending a point of Trans focus power for Legacy Weapon to add an additional +1 enhancement and Bane Animal property to the lance for 10 rds.

The Exchange

Male Half Elf lvl 10 Cleric (seperatist) / lvl 1 Holy Vindicator | HP: 102/102 | AC: 37/37 T: 20 FF: 35 | Saves: Fort +10 / Reflex +4 / Will +12 | Perc: +6 | Diplo: +26 | 11/11 Channel Pos. Energy | CLW Wand: 24/50

Looking up at the creature as it takes a bite out of the Tengu he sighs for a moment before making he dim hopped his way up front, knowing fully well he would expose himself to any Attacks. For this round he didn't take the song.

2x Dim Hop, shouldn't trigger AoO, I think

Attack, cold iron scimitar: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Chaine accepts the rage in his heart and challenges the wolf, nodding to Ikit for the lance enhancement!

+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target, Banner, With Skald-fueled Rage in Ma Heart!!: 1d20 + 21 + 3 ⇒ (8) + 21 + 3 = 32 for dmg: 3d6 + 3d8 + 51 + 15 ⇒ (3, 5, 6) + (5, 7, 8) + 51 + 15 = 100 cold iron, good, magical piercing damage.
lesser celestial blood: +1d6 if evil outsider: 1d6 ⇒ 3
if Bane Animal works, add: 2d6+9: 2d6 + 9 ⇒ (3, 6) + 9 = 18 to dmg.

DISTRACTING CHARGE: EVERYONE NOW AT +2 BONUS TO ATTACK ON THEIR NEXT ATTACK ROLL VS. HUGE WOLF

The Exchange

HP: 90/90 | AC: 24+3 (17+3 Tch, 19+3 FF) | CMD: 10 | F: +13, R: +15, W: +18 | Init: +9 | Perc: +25, SM+11 | BAB+6 | Speed 20ft| Channel Neg: 9/9 | Spells: 1st 3/7 |2nd: 4/6 | 3rd: 1/5 | 4th: 1/4 | 5th:1/3 | Oracle 1st: 4/5: | Sorcerer 1st: 5/5: | Active Conditions: Resist Fire30, Resist Neg Energy10, Shd Faith, Tap Inner, MomntGreat, Freedom Mvmt, AirWalk, Longstrid

Sense motive: 1d20 + 11 ⇒ (20) + 11 = 31
Did Charlie's Deja Vu spell work on the creature? (Should be DC:25 Sense Motive to know, unless shenanigans)

Liberty's Edge

The Slithering Maps

Battlefield Conditions: Dim Light
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Huge Wolf(-100,Fine)
Thunderhoof(-1,Fine)
Chak Yuen Chen(-67,Fine)
Grimaldus Skillganon(-0,Fine)
Ikit(-5,Fine)
Chaine(-0,Fine)

It appears the spell worked.
Grimaldus, I will allow you to perform a Retcon if you feel differently about your turn.

Chaine charges the incredible beast, and manages to land a blow on it!

The Exchange

Male Half Elf lvl 10 Cleric (seperatist) / lvl 1 Holy Vindicator | HP: 102/102 | AC: 37/37 T: 20 FF: 35 | Saves: Fort +10 / Reflex +4 / Will +12 | Perc: +6 | Diplo: +26 | 11/11 Channel Pos. Energy | CLW Wand: 24/50

Retcon it

Seeing the massive hit on Chak once more the powers of Sarenrae would be called forward as he stepped forward and reached out to Chak, touching his arm "Sarenrae will look after you in these enduring times and her health will be yours..."

Cure Serious: 3d8 + 11 ⇒ (4, 1, 7) + 11 = 23

Grand Lodge

M Aasimar (Shoanti) Brawler/Skald 11 - HP 123/123 - AC 20/T: 15/FF: 18 - Perception +4 - Fort: +16, Ref: +11, Will +11* - Init. +2

@Chaine: Did you include the bonuses from good hope as well?

@Chak: If you accept the rage it gets you another 22 hp to work with.

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

Accepting the rage, Chak steps forward and swiftly studies the creature before unleashing a series of sword strokes punctuated by a bite of his own.

+1 Keen Adamantine Nodachi: 1d20 + 23 ⇒ (11) + 23 = 34 Damage: 1d10 + 27 ⇒ (1) + 27 = 28
+1 Keen Adamantine Nodachi: 1d20 + 18 ⇒ (17) + 18 = 35 Damage: 1d10 + 27 ⇒ (10) + 27 = 37
+1 Keen Adamantine Nodachi: 1d20 + 13 ⇒ (7) + 13 = 20 Damage: 1d10 + 27 ⇒ (9) + 27 = 36
Bite (Secondary): 1d20 + 17 ⇒ (5) + 17 = 22 Damage: 1d3 + 15 ⇒ (1) + 15 = 16

Confirm 2nd Attack: 1d20 + 18 ⇒ (10) + 18 = 28 Damage: 1d10 + 27 ⇒ (2) + 27 = 29

Grand Lodge

M Aasimar (Shoanti) Brawler/Skald 11 - HP 123/123 - AC 20/T: 15/FF: 18 - Perception +4 - Fort: +16, Ref: +11, Will +11* - Init. +2

Don't forget about good hope as well!

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

It's in there. Rage, Good Hope, Studied Target, and Power Attack. My Google spreadsheet calculates it all for me.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:
Thunderhoof wrote:
@Chaine: Did you include the bonuses from good hope as well?

Dang... forgot! add +6 dmg to that wolf please! :)

Liberty's Edge

The Slithering Maps

Battlefield Conditions: Dim Light
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Huge Wolf(-171,Fine)
Thunderhoof(-1,Fine)
Chak Yuen Chen(-44,Fine)
Grimaldus Skillganon(-0,Fine)
Ikit(-5,Fine)
Chaine(-0,Fine)

Chak's attack against the wolf only hits twice.
The beast is still standing.

Will Trade Prince Charlie Robert McGee Thronfiddle Blackros be able to defeat it? Find out on the next exciting episode of PATHFINDER: Z !

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:
GM Worg wrote:
Find out on the next exciting episode of PATHFINDER: Z !

That pretty much exactly sums up my recollection of that show! endless hours of self buffing lol!

The Exchange

HP: 90/90 | AC: 24+3 (17+3 Tch, 19+3 FF) | CMD: 10 | F: +13, R: +15, W: +18 | Init: +9 | Perc: +25, SM+11 | BAB+6 | Speed 20ft| Channel Neg: 9/9 | Spells: 1st 3/7 |2nd: 4/6 | 3rd: 1/5 | 4th: 1/4 | 5th:1/3 | Oracle 1st: 4/5: | Sorcerer 1st: 5/5: | Active Conditions: Resist Fire30, Resist Neg Energy10, Shd Faith, Tap Inner, MomntGreat, Freedom Mvmt, AirWalk, Longstrid

Charlie steps up and casts defensively, trying to unleash a persistent intensified burning hands.

Concentration check DC: 21: 1d20 + 12 + 5 ⇒ (11) + 12 + 5 = 28
Fire damage: 10d4 + 20 ⇒ (2, 3, 3, 3, 4, 1, 4, 1, 2, 4) + 20 = 47
Roll twice and take the worse of Reflex save DC:18
Also, if that thing should roll a crit threat, Charlie will undoubtedly use Misfortune to re-roll

Liberty's Edge

The Slithering Maps

GM Screen:

Reflex Save: 1d20 + 16 ⇒ (12) + 16 = 28
Reflex Save: 1d20 + 16 ⇒ (16) + 16 = 32

Battlefield Conditions: Dim Light
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Huge Wolf(-194,Fine)
Thunderhoof(-1,Fine)
Chak Yuen Chen(-44,Fine)
Grimaldus Skillganon(-0,Fine)
Ikit(-5,Fine)
Chaine(-0,Fine)

The giant wolf shrugs off the flames, but still feels scorched by them.

It once again moves towards Chak Yuen Chen and takes a bite!

GM Screen:

Attack Roll Power Attack Vital Strike: 1d20 + 25 - 4 ⇒ (16) + 25 - 4 = 37
Damage: 12d6 + 18 + 8 ⇒ (5, 5, 3, 6, 2, 5, 1, 6, 3, 2, 3, 6) + 18 + 8 = 73

It bites down hard on the Tengu!
Before I reveal the damage, I am calling out to the other tables to pass us an aid token to use for a heal. I will post the damage either after we get an aid token, or by dinner time.

Liberty's Edge

The Slithering Maps

Battlefield Conditions: Dim Light
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Huge Wolf(-194,Fine)
Thunderhoof(-1,Fine)
Chak Yuen Chen(-97,???)Healing and Damage below applied.
Grimaldus Skillganon(-0,Fine)
Ikit(-5,Fine)
Chaine(-0,Fine)

A roaving band of clerics pass by and all bless the party with healing!
Everyone Recover 20 HP!

The wolf's teeth pierce the Tengu's feathers and flesh!
73 points of damage to Chak!

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

Even though much of the forest withers from some evil curse, eager faces flow from tree to tree as the friendly, whispering spirits encourage their would-be saviors onward.

Table GMs, the Helpful Spirits effect is in play.

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

Knowing he cannot take another bite, Chak continues to benefit from the rage and tries to finish off the wolf.

+1 Keen Adamantine Nodachi: 1d20 + 23 ⇒ (16) + 23 = 39 Damage: 1d10 + 27 ⇒ (3) + 27 = 30
+1 Keen Adamantine Nodachi: 1d20 + 18 ⇒ (14) + 18 = 32 Damage: 1d10 + 27 ⇒ (2) + 27 = 29
+1 Keen Adamantine Nodachi: 1d20 + 13 ⇒ (3) + 13 = 16 Damage: 1d10 + 27 ⇒ (9) + 27 = 36
Bite (Secondary): 1d20 + 17 ⇒ (4) + 17 = 21 Damage: 1d3 + 15 ⇒ (1) + 15 = 16

Confirm 1st attack: 1d20 + 23 ⇒ (17) + 23 = 40 Damage: 1d10 + 27 ⇒ (1) + 27 = 28

Liberty's Edge

The Slithering Maps

Chak Yuen Chen slashes with his blade repeatedly, until he decapitates the wolf!

Grimpfkin ambles out from the woods to inspect the fallen beast. Nodding with approval, he uses his magic to mold a set of mugs from a nearby tree, and knocks his own mug against them.

The other mugs all fill up with delicious drink. "Cheers, lads! Drink deep and enjoy the Greater Charm of Luck!"

"Now, if ye wan't to try it, we can do the test of speed... Unless you are in a different kind of hurry, in which case, go on ahead."

To get a success reported, you will need to do the test of speed. If you wish to move onto the Lost Pathfinders encounter, you may do that instead.

Grand Lodge

M Aasimar (Shoanti) Brawler/Skald 11 - HP 123/123 - AC 20/T: 15/FF: 18 - Perception +4 - Fort: +16, Ref: +11, Will +11* - Init. +2

If we have time, let's give the test of speed a shot.

"A grand victory!" Thunderhoof cheers after Chak fells the monstrous wolf. "One to be sung of for generations to come."

The big man lifts the battered tengu in a celebratory bearhug as their host appears again. "We are prepared for your next trial. Bring it on!"

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

As soon as the skald stops singing, Chak loses consciousness.

Current hp -5/92

Liberty's Edge

The Slithering Maps

Just gonna spoiler the Test of Speed for you to make up for lost time. Also, you have a nearly dead bird. Perhaps you should heal it.

Grimpfkin nods approvingly, hops atop a mossy rock, and flings the contents of his mug into the air. Before it reaches the ground, the fizzing ale transforms into a bird and takes flight off into the woods, leaving a faintly sparkling trail. The seilenos looks on with surprised approval before clapping his hands at the you all and exclaiming, “What are you waiting for? Catch it, and the prize is yours. Just, ah, no flying or teleporting—it’s a challenge, remember?”

Ravine:

The glittering trail leads across a wide ravine that cuts through the forest. The ravine has several old logs set across it, and a slowly flowing creek runs along the bottom.

Likely strategies include balancing carefully or jumping (Acrobatics), identifying which log is the most stable (Knowledge [nature] or Survival), anchoring a grappling hook in a distant tree (ranged attack), or sliding down the slope to swim across the creek (Swim).

DC27. Creative Strategies will need to beat a DC21 instead.

Cliffside:

The trail ends at a tall cliff that splits the forest, and the glittering trail leads up the rock face. Several thick vines descend from above, but each vine bears several long thorns.

Likely strategies include ascending the cliff (Climb) or carefully checking the vines to only grab where there aren’t thorns (Perception).

DC27. Creative Strategies will need to beat a DC21 instead.

Overgrown Maze:

The trail zigzags through a large thicket that winds about like a primal hedge maze. Some of the plants seem to move on their own, reaching towards warmth.

Likely strategies include avoiding the plants most likely to entangle the PCs (Knowledge [nature]), finding the shortest path through the area (Survival), or using weapons to hack through the tangle (melee attack).

DC33. Creative Strategies will need to beat a DC27 instead.

Ruins:

A ruined two-story building rises out of the forest, hugged by dense, thorny thickets on both sides. The front wall, ceiling, and floors have long since collapsed. Several support columns rise from the cellar, and the remains of a staircase up to the second floor look far too weak to support weight. The back door leads to clearer terrain, where the trail continues.

Likely strategies include identifying stable columns to use as stepping stones (Acrobatics or Knowledge [engineering]), pushing over a column to serve as an improvised bridge (DC 18 Strength), or climbing the inside walls toward the back door (Climb).

DC33. Creative Strategies will need to beat a DC27 instead.

To get through the test of speed, you will need each roll on all 4 locations. Whether or not you succeed, you will be able to progress to the next area. Successes will be tallied at the end.

Grand Lodge

M Aasimar (Shoanti) Brawler/Skald 11 - HP 123/123 - AC 20/T: 15/FF: 18 - Perception +4 - Fort: +16, Ref: +11, Will +11* - Init. +2

"Oops" Thunderhoof says in confusion when Chak goes limp in his grasp.

Chak do you have a CLW wand? You can safely assume someone will use it to top you off.

***

Confronted with a collection of logs, Thunderhoof tries to find one that will support his massive weight.

Nature: 1d20 + 11 ⇒ (7) + 11 = 18

At the wall of vines, he powers up the strongest one he can find.

Climb: 1d20 + 9 ⇒ (13) + 9 = 22

When the creeping foliage threatens him, Thunderhoof tears them up at the root!

Melee Attack: 1d20 + 16 ⇒ (17) + 16 = 33

Finding a dead-end within the ruins, the mighty skald topples a weakened pillar to make an opening.

I'll use inspire rage for this.

Strength: 1d20 + 10 ⇒ (18) + 10 = 28

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

Yes, Chak has a wand.

CLW x20: 20d8 + 20 ⇒ (7, 4, 8, 3, 6, 1, 5, 3, 1, 4, 2, 2, 1, 7, 2, 5, 3, 5, 4, 4) + 20 = 97

These all assume the 11 minute duration of good hope has not yet expired. Subtract 2 from all rolls if it has.

Survival: 1d20 + 19 ⇒ (15) + 19 = 34

Perception: 1d20 + 30 ⇒ (4) + 30 = 34

Hack: 1d20 + 21 ⇒ (2) + 21 = 23

Strength: 1d20 + 8 ⇒ (7) + 8 = 15 Add 2 if Chak can benefit from the inspired rage

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

Ikit starts to leap from log to log. Acrobatics: 1d20 + 19 ⇒ (10) + 19 = 29
He scans the cliff looking for a safe route up. Perception: 1d20 + 24 ⇒ (10) + 24 = 34

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Chak: take 5 charges from my wand. So you only spent 15 charges. Minus anyone else's offers, if I started something... ;)

Chaine drinks in the Greater Charm of Luck deeply. He then proceeds to begin the test of speed.

Ravine:
Chaine spurs Silvermane to jump from one ledge to the other, akin to some mountain goat...
Acrobatics to Jump vs. DC 27/21: 1d20 + 30 ⇒ (12) + 30 = 42

Cliffside:
There's no way around this one. Without flying or teleporting, this is nature's unbeatable test. Therefore Chaine enables his mount to use the power of the spider to climb the sheer cliff face.
Spider Climb potion used; Climb speed 20; Climb check vs. DC 27/21: 1d20 + 10 + 8 ⇒ (3) + 10 + 8 = 21

Overgrown Maze:
Chaine draws his kukri and starts hacking the hedges!
Kukri; Charge for +2; vs. DC 33/27: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19

Ruins:
Spider-goat proceeds to jump nimbly from one stepping stone to the other!
Acrobatics to Jump vs. DC 33/27: 1d20 + 30 ⇒ (14) + 30 = 44

The Exchange

Male Half Elf lvl 10 Cleric (seperatist) / lvl 1 Holy Vindicator | HP: 102/102 | AC: 37/37 T: 20 FF: 35 | Saves: Fort +10 / Reflex +4 / Will +12 | Perc: +6 | Diplo: +26 | 11/11 Channel Pos. Energy | CLW Wand: 24/50

Ravine:
This test of speed was outside the comfort zone of the cleric, and it showed as he made his way across the ravine.

Survival: 1d20 ⇒ 8

Cliffside
Standing at the edge of the Cliffside he decided to look around for a way down

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Overgrown maze
The maze on the other hand should normally not provide him any trouble, but with everything going on it could be a cballenge

melee: 1d20 + 9 ⇒ (4) + 9 = 13

Ruins:
Finally, near the end of the test his strength was challenged, and he didn't seem to be up to task.

Strength: 1d20 + 0 ⇒ (12) + 0 = 12

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

Hedge Maze- Ikit pulls out his rapier and starts cutting through the vegetation. melee: 1d20 + 15 ⇒ (15) + 15 = 30

Ruins- Ikit scrambles through the ruins. Acrobatics: 1d20 + 17 ⇒ (2) + 17 = 19

"Charlie, Grimpfkin said no to flying but I wonder if I telekineticly lifted you up if that violates the rules."

Liberty's Edge

The Slithering Maps

Lol, Spider Goat XD

Final Results:
Thunderhoof: 3,4
Chak Yuen Chen: 1,2
Grimaldus Skillganon:
Ikit: 1,2
Trade Prince Charlie Robert McGee Thronfiddle Blackros
Chaine: 1,2,4

When you all finish the race, Grimpfkin is reclining against a tree stump where the ale-bird has alighted.

He uses his magic to shape part of the stump into a set of mugs, and when he knocks his own mug against the stump, the bird splits into equal parts, turning back into ale that fills each mug.

Greater Charm of Luck:

Charm of Luck: Once during the final encounter in part 5, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result.

Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.

Liberty's Edge

The Slithering Maps

You come within several hundred feet of the heart of the blight, but you find Medda is there. Worriedly, he musters the few groups that have arrived safely and observes the dangerous creatures that lie beyond.

She approaches you all, "Something’s not right, Pathfinders. Only a fraction of our combined forces have made it here, and our scouts have found several groups mired by the terrain and beasts. However, there are just as many groups that are completely missing. If you have the strength to spare, please double back and find one or more of these teams. They may have run into more trouble than they can handle and need help.”

Will you go back into the Fangwood and find the missing Pathfinders?

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

"Let's go get them."

Grand Lodge

M Aasimar (Shoanti) Brawler/Skald 11 - HP 123/123 - AC 20/T: 15/FF: 18 - Perception +4 - Fort: +16, Ref: +11, Will +11* - Init. +2

"Of course! What kind of heroes would we be if we left our peers to some terrible fate?"

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

"Consider it done Medda!"

Liberty's Edge

The Slithering Maps

Finding the trail of these Pathfinders may take some effort, as the thick Fangwood undergrowth is difficult to navigate.

Knowledge Nature or Survival DC27, or Perception DC33:

As the lost group traveled, its various members left tracks and markings that can be followed. You identify several sets of tracks left by the group as they wended their way into the marshy terrain.

Grand Lodge

M Aasimar (Shoanti) Brawler/Skald 11 - HP 123/123 - AC 20/T: 15/FF: 18 - Perception +4 - Fort: +16, Ref: +11, Will +11* - Init. +2

I think aiding Chak is our best shot.

Thunderhoof, feeling a bit of guilt for crushing his avian companion earlier, does what he can to help the tengu with tracking.

Perception Aid: 1d20 + 4 ⇒ (8) + 4 = 12

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Perception Aid: 1d20 + 1 ⇒ (8) + 1 = 9
Survival Aid: 1d20 + 1 ⇒ (17) + 1 = 18

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

Chak's keen eyes try to pick up the trail:

Perception: 1d20 + 28 ⇒ (3) + 28 = 31

Thunderhoof is able to help him point out a detail he missed and he finds the way after a few moments.

The Exchange

Male Half Elf lvl 10 Cleric (seperatist) / lvl 1 Holy Vindicator | HP: 102/102 | AC: 37/37 T: 20 FF: 35 | Saves: Fort +10 / Reflex +4 / Will +12 | Perc: +6 | Diplo: +26 | 11/11 Channel Pos. Energy | CLW Wand: 24/50

giving a mere nod to the Medda as he tags along with the rest, keeping his eye open for something out of the ordinary. "it is never dull being a Pathfinder..."

Liberty's Edge

The Slithering Maps

Craft Alchemy, Knowledge Dungeoneering DC 27, or Heal DC33:

You find signs of corruption influencing the plants and landscape, as toxins have been dripping a trail. By identifying these toxins, you may be able to follow the trail of devestation better.

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