GM ZD #8-99D The Solstice Scar, Version D [Outpost II] (Inactive)

Game Master Z...D...

GM:

SKILL CHECK DCS
Easy Average Hard
18 23 28

SAVING THROW DCS
Easy Average Hard
15 17 19


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Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

Psycho again casts 4 magic missiles on yellow enemy.

damage: 4d4 + 4 ⇒ (3, 4, 4, 4) + 4 = 19

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

GM, no song of courage up from me, my character doesn't have it like I thought they did.

Lailah changes the target of her song, focusing on Dortlin this time.

Saves as before or Dortlin is invisible to enemies.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

GM:

Yellow attacked Dortlin which should have triggered the Broken Wing Gambit.

DC 17 reflex save for Rambi: 1d20 + 10 ⇒ (11) + 10 = 21

if Yellow is still alive:

Dortlin and Rambi attack yellow.

Nodachi attack #1 including power attack and activating broken wing gambit: 1d20 + 15 ⇒ (4) + 15 = 19
slashing/piercing/cold iron/magic: 1d10 + 15 ⇒ (8) + 15 = 23

Nodachi attack #2 including power attack and activating broken wing gambit: 1d20 + 15 ⇒ (19) + 15 = 34
slashing/piercing/cold iron/magic: 1d10 + 10 ⇒ (4) + 10 = 14

horn attack including Power Attack and activating broken wing gambit: 1d20 + 17 ⇒ (13) + 17 = 30
piercing/magic: 2d6 + 20 ⇒ (1, 1) + 20 = 22

Nodachi attack #2 crit?: 1d20 + 15 ⇒ (20) + 15 = 35
slashing/piercing/cold iron/magic: 1d10 + 10 ⇒ (6) + 10 = 16

The crit triggers an aoo from Rambi due to Outflank.

horn attack aoo including Power Attack and +4 from Paired Opportunists: 1d20 + 17 + 4 ⇒ (4) + 17 + 4 = 25
piercing/magic: 2d6 + 20 ⇒ (1, 1) + 20 = 22

If that hits
horn attack fortuitous aoo including Power Attack and +4 from Paired Opportunists: 1d20 + 17 + 4 - 5 ⇒ (9) + 17 + 4 - 5 = 25
piercing/magic: 2d6 + 20 ⇒ (4, 6) + 20 = 30

If yellow attacks either of them it triggers aoos from both due to Broken Wing Gambit + Paired Opportunists.

Nodachi aoo including power attack and +8 from Paired Opportunists and Snake focus: 1d20 + 15 + 8 ⇒ (18) + 15 + 8 = 41
slashing/piercing/cold iron/magic: 1d10 + 15 ⇒ (1) + 15 = 16

horn attack aoo including Power Attack and +4 from Paired Opportunists: 1d20 + 17 + 4 ⇒ (13) + 17 + 4 = 34
piercing/magic: 2d6 + 20 ⇒ (6, 3) + 20 = 29

Nodachi aoo crit confirm including power attack and +8 from Paired Opportunists and Snake focus: 1d20 + 15 + 8 ⇒ (14) + 15 + 8 = 37
slashing/piercing/cold iron/magic: 1d10 + 15 ⇒ (1) + 15 = 16

Nodachi fortuitous aoo including power attack and +8 from Paired Opportunists and Snake focus: 1d20 + 15 + 8 - 5 ⇒ (14) + 15 + 8 - 5 = 32
slashing/piercing/cold iron/magic: 1d10 + 15 ⇒ (1) + 15 = 16

Rambi gets an aoo from outflank due to Dortlin's crit.

horn attack aoo including Power Attack and +4 from Paired Opportunists: 1d20 + 17 + 4 ⇒ (16) + 17 + 4 = 37
piercing/magic: 2d6 + 20 ⇒ (4, 1) + 20 = 25

If yellow lives it get's +2 to hit and damage on it's target.

if yellow is not alive on Dortlin's turn:

Dortlin will have Rambi double move through the trees to flank with Darkpaw. This provokes. If the trees count as "Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion" then Dortlin will have Rambi use the Chameleon Step trick for extra speed. Once in position Dortlin will attack blue.

Nodachi including power attack and activating broken wing gambit: 1d20 + 15 ⇒ (2) + 15 = 17
slashing/piercing/cold iron/magic: 1d10 + 15 ⇒ (6) + 15 = 21

If Dortlin hit and blue attacks Dortlin it triggers aoos from both due to Broken Wing Gambit + Paired Opportunists.

Nodachi aoo including power attack and +8 from Paired Opportunists and Snake focus: 1d20 + 15 + 8 ⇒ (7) + 15 + 8 = 30
slashing/piercing/cold iron/magic: 1d10 + 15 ⇒ (1) + 15 = 16

horn attack aoo including Power Attack and +4 from Paired Opportunists: 1d20 + 17 + 4 ⇒ (20) + 17 + 4 = 41
piercing/magic: 2d6 + 20 ⇒ (2, 1) + 20 = 23

horn attack aoo crit confirm including Power Attack and +4 from Paired Opportunists: 1d20 + 17 + 4 ⇒ (6) + 17 + 4 = 27
piercing/magic: 2d6 + 20 ⇒ (4, 4) + 20 = 28

If Dortlin's aoo hit.
Nodachi fortuitous aoo including power attack and +8 from Paired Opportunists and Snake focus: 1d20 + 15 + 8 - 5 ⇒ (18) + 15 + 8 - 5 = 36
slashing/piercing/cold iron/magic: 1d10 + 15 ⇒ (8) + 15 = 23

horn attack fortuitous aoo including Power Attack and +4 from Paired Opportunists: 1d20 + 17 + 4 - 5 ⇒ (15) + 17 + 4 - 5 = 31
piercing/magic: 2d6 + 20 ⇒ (4, 2) + 20 = 26

If Rambi confirms the crit Dortlin gets an aoo due to Outflank.

Nodachi including power attack and activating broken wing gambit: 1d20 + 15 ⇒ (12) + 15 = 27
slashing/piercing/cold iron/magic: 1d10 + 15 ⇒ (7) + 15 = 22

Nodachi fortuitous aoo crit confirm including power attack and +8 from Paired Opportunists and Snake focus: 1d20 + 15 + 8 - 5 ⇒ (13) + 15 + 8 - 5 = 31
slashing/piercing/cold iron/magic: 1d10 + 15 ⇒ (9) + 15 = 24

If that confirms it provokes an aoo from Rambi due to Outflank.

horn attack aoo including Power Attack and +4 from Paired Opportunists: 1d20 + 17 + 4 ⇒ (4) + 17 + 4 = 25
piercing/magic: 2d6 + 20 ⇒ (5, 1) + 20 = 26
If blue lives it get's +2 to hit and damage on it's target.

Edit: I don't get sneak dice or anything so I think her invisibility thing just means Dortlin's first attack is vs flat-footed.


Knowledge Checks -Sky Key Solution Aid Token

Yeah, yellow would have definitely dropped when it attacked Dortlin last round.

And will go ahead and call this fight to move us along.

The forest opens to a small clearing that is free of the dark flowers that seem to permeate the rest of the landscape. A ring of tall grey trees circles the clearing, their branches reaching toward each other to
form a ceiling of black leaves. A chorus of whispering voices echoes within the clearing as countless faces form out of tree bark only to meld back in, flowing from tree to tree. Three of the faces remain in place and speak out in unison. “Who wanders these forlorn paths? Do you seek to join us? Join us!”'

"Might as well join us, it is not like they can defeat the blight anyway" One of the more aggressive spirits says.

One begins to chuckle, "Defeat the blight. Ha, why should we care, we are already not of this realm"

A calmer voice then emerges, "Quiet the both of you, they have yet to answer the first question of who they are"

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

Lailah clasps her hands over her songbook, staring defiantly at the faces.

I am Lailah Yochanan, Servant of the Goddess of Beauty! I and my fellow Pathfinders are here to destroy this blight! Please, help us banish this from our world!


Knowledge Checks -Sky Key Solution Aid Token

Since PBP MTS are really time sensitive things. I will go ahead and let you roll the sense motive checks. You can only roll one sense motive check, and you have to designate which spirit you want to sense. Your choices are the aggressive, the calm and the joker.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 (14 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Sense Motive on the joker 1d20 + 1 ⇒ (18) + 1 = 19

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Sense Motive on the aggressive one: 1d20 + 9 ⇒ (2) + 9 = 11

Teric chuckles. "What do we have here? Talking trees? Who are you, so that we can address you properly and with the respect due to you?"

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

Sense Motive on the aggressive: 1d20 + 11 ⇒ (20) + 11 = 31

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

sense motive on the Joker: 1d20 + 3 ⇒ (12) + 3 = 15

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

sense motive on the calm one: 1d20 + 1 ⇒ (16) + 1 = 17

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

Sense motive aggressive: 1d20 + 11 ⇒ (4) + 11 = 15


Knowledge Checks -Sky Key Solution Aid Token

Pyscho Dread is able to get the feeling that the Aggressive tree does not respond well to intimidation tactics. But rather, takes to emotional and reassurring tactics that convince it that the PCs will do all that they can to help and protect the spirits

Now you present your case to them, why they should assist you and chance being on the receiving in on Lady Bloodleaf's wrath. You can make any social check you wish, but some may be harder than the others.

Each of you can make your own pitch to one spirit—either independently or by using the aid another action. More than one PC can try to persuade a particular spirit.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

While we did play this before I think we might need a bit more info. Especially since I have not encountered this thing previously. Hard to give a good argument when we have heard exactly two sentences from them.

kn nature? on what they are: 1d20 + 13 ⇒ (11) + 13 = 24

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric turns to the aggressive face.

"We can help save the forest. My friends and I possess unparalleled power. Look! Even wolves and rhinos follow us! Have you ever seen a rhino charging through the forest? It's enough to shatter tree and carve through mountains! My witch friends and I harness unspeakable arcane magic too! We can render creatures helpless and even turn fate against them. Even their thoughts are not safe from us! Whatever is behind the blight, we will bend it to our will!"

Bluff: 1d20 + 17 ⇒ (10) + 17 = 27

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 (14 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess tries her blind luck with the joker, trying to intimidate the thing.

Intimidate 1d20 + 9 ⇒ (10) + 9 = 19

”Oh we are powerful all right. You side with us or we might be forced to turn all our might upon you!”

Grand Lodge

Wheel of Monsters! || 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.


Knowledge Checks -Sky Key Solution Aid Token

The aggressive spirit smiles and gleams at Teric. "For some reason I believe you. It must be you compassion. You must take it to blood leaf and reclaim the woods to us nature folk."

That is one spirit swayed.

The joker spirit laughs at Tess, and mockingly says. "We are powerful alright" He then fades back into one tree and shows up on another.

Dortlin, you have a feeling that these are spirits of the woodlands.

The calm spirit speaks up, answering Dortlin's question, "We were living once, human, fey and animal. Then we died by hand or time as most things do. Mother Bloodleaf's taint keeps us trapped. We can not move on while her blight on the land exist."

Aggressive Spirit-Swayed
Joker-no
Calm-No

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

sense motive on calm: 1d20 + 11 ⇒ (17) + 11 = 28

sense motive on Joker: 1d20 + 11 ⇒ (19) + 11 = 30


Knowledge Checks -Sky Key Solution Aid Token

Unfortunately you can only sense one of the spirits. Now is the time to try and get them on your side. Dortlin, Pyscho, lailiah and Peribras needs to roll the social check. You still need to convince the calm and joker spirit, and an additional success on one of the three.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Other then maybe Animal Empathy I have nothing to help here. Even looked through my boons and nada.

Diplo aid Lailah vs Calm: 1d20 - 2 ⇒ (5) - 2 = 3

"Trapped here forever. That is sad. I hear the places spirits go are interesting. Not always good but it must be better then being trapped in one place. All I can promise is that if we have the opportunity to purge the blight we will do our best to do so."

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras speaks kindly to the joker. "It must be difficult being bound to these trees, cursed by such a blight. If you help us, and we are victorious, maybe you will be freed."

diplomacy: 1d20 + 12 ⇒ (7) + 12 = 19

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

diplomacy aid: 1d20 + 0 ⇒ (4) + 0 = 4

"If you help us to help you, maybe you will be rewarded."

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

Diplo: 1d20 + 8 ⇒ (17) + 8 = 25

We will remove the blight, and free you, so you may go in peace.


Knowledge Checks -Sky Key Solution Aid Token

The group manages to sway a second spirit, but the others fade away.

We got one spirit success. Onto the next party

The spirits suddenly freeze in place as a burly middle-aged man with the ears and legs of a goat steps out from behind a tree. He grins and waves his hand. “Ho there, adventurers! I got bored waiting, so I think we should have some fun! Don’t worry, this won’t take long. I wouldn’t want you to miss the main event, and I plan to have a front-row seat. Oh, where are my manners? The name’s Grimpfkin. So, what do you say? Do you choose to test your speed or might?”

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 (14 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess waits for another to choose. She wasn’t particularly fast or strong!

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"And why should we choose either Grimpfkin? We are here on a mission. Not to entertain you. Unless you can honestly say our time with you will be helpful in the success of that mission."

kn nature on Grimpfkin: 1d20 + 13 ⇒ (8) + 13 = 21

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric laughs and nods. "Yes, Grimpfkin, what's in it for us? Your entertainment comes at a price."

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

"What do you really want from us?"

sense motive: 1d20 + 11 ⇒ (1) + 11 = 12


Knowledge Checks -Sky Key Solution Aid Token

Grimpfkin is a Seilenos, a very powerful fey who resembles a heavyset satyr.

"Ah, a prize you seek. A prize you shall have, and I assure you, it will help in your endeavors." Grimpfkin says. "What I want is to be entertained my boy." He says with a smirk.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 (14 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess looks at the others. ”What are your thoughts? I think I’m better suited for speed, but I don’t want to decide for everyone.”

One vote for speed.

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

"Speed sounds ok!"

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

Lailah nods.
Fine, speed it is.


Knowledge Checks -Sky Key Solution Aid Token

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 PCs 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?”

You may use spells. It may count as an automatic success or grant a bonus equal to twice the spell level for that obstacle.

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).

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).

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).

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 (Strength), or climbing the inside walls toward the back door (Climb).

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

My understanding of chase scenes is your speed effects your Bonuses. +2 for every 10ft you are over 30. -2 for every 10 ft you are under. Haste can be a good spell for short chases. Rambi is speed 50 right now.

Ukuja pulls out his Lesser Extend Rod and casts Extended Good Hope as he rides Rambi after the bird.

Will last 16 minutes. +2 Morale bonus to all of your rolls.

Ravine
Survival including +4 from speed +2 from Good Hope: 1d20 + 14 + 4 + 2 ⇒ (16) + 14 + 4 + 2 = 36

Cliffside
Perception including +4 from speed +2 from Good Hope: 1d20 + 14 + 4 + 2 ⇒ (13) + 14 + 4 + 2 = 33

Overgrown Maze
Survival including +4 from speed +2 from Good Hope: 1d20 + 14 + 4 + 2 ⇒ (17) + 14 + 4 + 2 = 37

Ruins
Dortlin casts Spider Climb on Rambi and hangs on.

Rambi takes 10 on climb for a 28. Dortlin can cast Spider Climb up to 4 more times if someone doesn't think they can make the strength or engineering check.

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

Lailah casts Expeditious Retreat on herself to grant herself a burst of speed, then blasts forth kicking up dirt behind her.
Ravine
Acrobatics +6 speed +2 good hope: 1d20 + 6 + 6 + 2 ⇒ (5) + 6 + 6 + 2 = 19
Cliffside If I could get that spider climb?
Climb Take 10 +8 Spider +6 Speed +2 Good hope: 10 + 1 + 8 + 6 + 2 = 27
Overgrown maze
Attack +6 Speed +2 Good Hope: 1d20 + 7 + 6 + 2 ⇒ (3) + 7 + 6 + 2 = 18
Ruins
Climb Take 10 +8 Spider +6 Speed +2 Good hope: 10 + 1 + 8 + 6 + 2 = 27

Ugh, some terrible rolls...

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric rolls his eyes. "Chasing him like a common animal?" He sighs.

Ravine
Knowledge, Nature: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24

Cliffside
Perception: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16

Maze
Knowledge, Nature: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19

Ruins
Knowledge, Engineering: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Not Teric's strong suit here

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

Psycho casts burst of adrenaline.

Ravine
Acrobatics: 1d20 + 1 + 4 + 2 ⇒ (6) + 1 + 4 + 2 = 13

Cliffside
Perception:: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16

Overgrown Maze
survival: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24

Ruins
Acrobatics: 1d20 + 1 + 4 + 2 ⇒ (13) + 1 + 4 + 2 = 20

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 (14 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess casts Haste on anyone that is within her spell range

Ravine Acrobatics 1d20 + 14 ⇒ (11) + 14 = 25

Cliffisde Perception 1d20 + 15 ⇒ (11) + 15 = 26

Maze Know Nature 1d20 + 10 ⇒ (20) + 10 = 30

Ruins Acrobatics 1d20 + 14 ⇒ (16) + 14 = 30

Didnt add in any bonuses from Haste as not sure what they might be.


Knowledge Checks -Sky Key Solution Aid Token

When the PCs finish the race, Grimpfkin is reclining against a tree stump where the ale-bird has alighted. "Very good show everyone and no cheaters. Some magic use, but, nothing outside of the rules that I presented." He bumps the stump with one of his hooves. Magic begins 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. He toasts the PCs and invites them to drink.

You all gain the Charm of Luck benefit later in a future encounter.

"Since you all did not waste time with my little race, how about you take on one of my beast friends." He looks over at Dortlin and Rambi, "Looks like you are a animal lover, I like your sort, but no need to hold back during this trial. I shall revive the beast if it falls in combat"

Would you like to do the test of might?

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"Assuming this also helps our cause somehow then sure. Though having your beast fight for sport is no fun for the beast. Revival or no."

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

aw man, I was so excited about applying all of my skills to that... I'm going to do it just for fun.

Ravine
Peribras tosses a grappling hook at the far tree.
ranged attack: 1d20 + 12 ⇒ (4) + 12 = 16

Cliffside
At the cliff, his careful eyes guide him on a safe route up the side.
perception: 1d20 + 13 ⇒ (11) + 13 = 24

Maze
His long training and natural instincts guide him quickly through the maze.
survival: 1d20 + 11 ⇒ (20) + 11 = 31

Ruins
He dances his way through the maze.
acrobatics, ACP: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

It sounds like even trying the test in good faith could earn us a bonus.

"I would be the first to admit that tests of strength are not my string suit. But for you, my friend," he gestures at Grimpfkin, "we can make a good sport of it!" He bows to him. "What sort of task do you have in mind?"

Diplomacy: 1d20 + 14 ⇒ (15) + 14 = 29

I don't know if it will make a difference, but a little flattery to influence him can't hurt.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

It is difficult to tell how much time has passed through the smothering canopy as Medda addresses the regrouped Pathfinder and Twinhorn forces. “The ancient battlefield is just beyond those trees. There, Ivvora and her comrades scattered an undead army, but the necromantic taint never left this land. Instead, the plants and animals have gradually absorbed the evil, encouraged by someone calling herself Mother Bloodleaf.

“We must strike as one, simultaneously attacking the corruption’s heart as well as the seedpods spread out around the swamp. Their destruction will unleash harmful energies, so we of the Twinhorn following shall head toward the center to ritually disperse that energy to keep it from festering anew! Each team should follow its Twinhorn mystic to an intended target, and from there, three blasts of a horn shall signal our attack. May Vildeis bless us as she did Ivvora before us!”
Medda, the Twinhorns, and the Pathfinders spread out and make their way through the woods to their striking positions. When all are in position, three blasts of a war-horn echo across the heavily forested battleground. As the Pathfinders rush toward their targets, startled figures with purple glowing eyes hurry toward the seedpods and the enormous dark flower at the heart of the swamp. A shriek carries over the battleground. “What treachery is this? My minions have fallen without so much as warning me? No matter, I shall rip out any trespassers’ souls and feed them to the blight!”

Table GMs, the Unaware Guardians condition is now in effect, in addition to the Helpful Spirits condition. The way to area Q is now open. Please move to that encounter area quickly.


Knowledge Checks -Sky Key Solution Aid Token

Ok, now we have no need to fight the beast. I will post all the boost for this encounter in the discussion.

The ancient battleground has turned into a fetid swamp that fills the air with the scent of death and decay. Rusted weapons jut out from the patches of solid land. Here and there, skeletal remains and grimacing skulls clad in ruined iron peek out from the glowing mire. A seedpod pulsing with purplish energy grows on an islet across the swamp.

Map Notes:
The swamp water visibly grows. Creating Dim Light It is approximately two feet deep and acts as a shallow bog. Cost 2 squares of movement to enter a square with water in it. The large fallen tree near the center of the map forms a slick barrier about 10 feet tall. requiring either an DC 23 Climb check to clamber over it or a DC 28 Escape Artist check check to slip under it while moving half speed. The narrow fallen tree that crosses to the heart of the blight is unsteady and slippery. Requires a DC 28 Acrobatics check to cross it, and failing the check by 5 or more dumps that PC in the water. Less than 5 simply means you do not move

Initiative:

Peribras: 1d20 + 6 ⇒ (1) + 6 = 7
Dortlin: 1d20 + 5 ⇒ (7) + 5 = 12
Psycho: 1d20 + 1 ⇒ (13) + 1 = 14
Teric: 1d20 + 1 ⇒ (8) + 1 = 9
Laliah: 1d20 + 2 ⇒ (4) + 2 = 6
Tess: 1d20 + 3 ⇒ (18) + 3 = 21
red: 1d20 + 1 ⇒ (7) + 1 = 8
blue: 1d20 + 6 ⇒ (20) + 6 = 26
green and yellow: 2d20 ⇒ (3, 8) = 11

The troll that you see from the opposite end of the map sees and opportunity and takes it. A red bead come from its outstretched hand and lands in the middle of the party, exploding into a ball of fire.
fireball: 6d6 ⇒ (4, 1, 4, 4, 1, 4) = 18 DC 18 reflex for half

Bold May Act
blue
Tess
Psycho
Dortlin
Teric

Red
Peribras
Laliah
Green
Yellow

Knowledge Local DC 10 for blue:
It is a troll, a large humanoid. One piece of information plus an additional per 5 you beat the DC. Please see knowledge check link for info you can request

knowledge Nature DC 16 for green and yellow:
It is a shambling mound, a large plant. One piece of information plus an additional per 5 you beat the DC. Please see knowledge check link for info you can request

knowledge nature DC 22 for red:
It is a crypt flower, a large plant. One piece of information plus an additional per 5 you beat the DC. Please see knowledge check link for info you can request

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

reflex Dortlin: 1d20 + 11 ⇒ (1) + 11 = 12
reflex Rambi evasion: 1d20 + 10 ⇒ (10) + 10 = 20

"This could be a long fight. May Milani bless our efforts."

Dortlin again pulls out his lesser extend rod and casts Good Hope.

+2 morale bonus to pretty much all rolls. Takes effect after the reflex saves.

He then tries to identify what he can.

kn nature green and yellow looking for DR then immunities and weaknesses: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34 Let's say special defenses for the 3rd question.

kn nature red looking for DR then immunities and weaknesses: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24

kn local untrained for blue: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11

"Shambling mounds and a Crypt Flower. Pretty sure that one is a Troll."

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 (14 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Reflex 1d20 + 9 ⇒ (19) + 9 = 28

Tess dodged most of the flames, and her prepatory Spell took the remainder of the damage, thankfully.

She casts Haste on the group, as she tried to figure out what opponents she was facing.

Know local 1d20 + 2 + 15 ⇒ (10) + 2 + 15 = 27
Know. Nature green and yellow 1d20 + 2 + 10 ⇒ (5) + 2 + 10 = 17
Know. Nature (red) 1d20 + 2 + 10 ⇒ (16) + 2 + 10 = 28

Troll questions: weaknesses, immunities, special attacks.
Cryot flower: immunities.

Remember your Haste bonusee!


Knowledge Checks -Sky Key Solution Aid Token

Tessa knows everything about Trolls. This one also has class levels, so no luck on knowing what those are.

Dortlin recalls that shambling mounds have no DR or SR, but are immune to electricity and have some resistance to fire (10).

Between Dortlin and Tess, you all know that the Crypt Flower has no DR or SR. But does have Plant Traits and are resistant to acid(10)

Active Effects for Party
Good Hope / Haste
Bold May Act
blue
Tess
Psycho
Dortlin
Teric
Red
Peribras
Laliah
Green
Yellow

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Before heading out Dortlin would cast Barkskin on himself and Kivuli. +3 enhancement bonus to natural armor for 80 minutes. Lailah is still under the effects of Spider Climb as is Rambi.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

I'm not seeing anything that screams water to me on the map. Is it all the green portions?

Teric pulls a scroll from his bag and read it. The mage lifts slightly into the air.

Retrieve and read Scroll of Fly. 5 foot step into the air.

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