[Outpost II] Mysteries Under Moonlight (Standard Alpha) (Inactive)

Game Master chadius

Slides

Blessing of Ashava:
Ashava’s blessing has granted a temporary form of lycanthropy that is fully under your control. This has no influence on your character’s alignment, personality, or motivations unless you would like to make this a transformative experience for your character. The blessing has the following effects.

You can change shape. You have three forms—your typical form, a wolf form, and a hybrid form. You can shift to any of your three forms as a move action. If this PC has earned the Celestial Lycanthropy boon from #10–05: Mysteries Under Moonlight, Part 1, you gain that boon’s benefits for free for this entire scenario.

HYBRID FORM
If you shift to your hybrid form, you gain the following benefits.
Senses: Your senses sharpen, granting you darkvision (60 feet), low-light vision, and scent.
Defenses: You gain DR 5/silver and a +2 bonus to natural armor.
Attacks: You gain a bite attack that deals 1d6 points of damage if you are Medium or 1d4 if you are Small. If the bite attack hits, you can attempt a combat maneuver check to trip your target as a free action.
Pack Leader: You can communicate and empathize with wolves. You can use Diplomacy to alter a wolf’s attitude, and you gain a +4 racial bonus on the check when doing so.

WOLF FORM
If you shift to your wolf form, you gain all of the benefits listed for the hybrid form as well as the following two effects.
Speed: Your base speed increases to 50 feet.
Wolf Shape: All of the gear that you are carrying or wearing melds into your body until you switch to another form. All items that give constant bonuses still give their bonuses, except armor, which does not function. Unless you have other feats or class features that would allow you to do so, you cannot speak, cast spells, or manipulate objects that would require the use of hands.


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1-23 (Thread|Slides)

Round 1
Thror
Abaal
Dylph
Fran
The Sentinel
Enemy
Candledark

Current Map

His long, rambling monologue gives you plenty of time to prepare. Except for Candledark, who had one heck of a party a few days ago...

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

"Oh...oh no! We're trying to stop the threat to Magnimar once and for all," Fran cries as she adopts a defensive position. "Ashava blessed us so we could hunt and kill the evil will-o-wisp that lives out here! Please believe us!"

Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14
______________

Fran would most definitely try to talk the guy down so that and going Total Defense is all she's doing this turn~


1-23 (Thread|Slides)

I love PFS morale blocks: "Theodorus is fanatical in his self-righteous fury, and he fights to the death." :|

"Oh please, a will-o-wisp?" Theodorus laughs. "Stand tall, men. We shall strike these werewolves down before they spread their lycanthropy through our beloved city. And then I will be recognized for my achievements!"

Fran defends herself as Theo rallies his men to action.

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

"Just shut up you damned buffoon, Theodorus. Your pathetic investigation skills only prove that Magnimar made a terrible choice assigning you even as a constable. A mistake I shall soon rectify." Sentinel says, and then casts Mage Armor upon himself. He studies the Inspector.

Well, GM says he is going to fight to the death. I will oblige.

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |
GM chadius wrote:
His long, rambling monologue gives you plenty of time to prepare.

"You know this man?" Abaal asks the party before stepping forward and raising a hand. "Excuse me, but as you can see I am but a man--a man of some skill, yes--but a man nonetheless. I can vouch for these hulking man-beasts. Now if you will excuse us we are on a very important quest."

Readied action should someone (within his reach) do anything that endangers the party:
+1 adamantine falchion (Overhand Chop, Power Attack): 1d20 + 9 ⇒ (20) + 9 = 29 damage: 2d4 + 16 ⇒ (3, 2) + 16 = 21
THREAT!
confirm?: 1d20 + 9 ⇒ (11) + 9 = 20 additional damage: 2d4 + 16 ⇒ (1, 3) + 16 = 20

Yes, slightly more offense.

Silver Crusade

Male Dwarf Paladin (Tortured Crusader) 04 HP: 44/44 | AC:25 | T:12 | FF:24 | CMB:+8 | CMD:20 | Fort:+7 | Ref:+2 | Will:+6 | Init:+1 | Perc:+9 | Sense Motive:+9 | Smite Evil: 2/2 | Lay on Hands: 4/4

"Fools! You are the ones being deceived. It's obvious we mean no harm to any living soul besides those touched by demons! I see little point in trying to convince your ilk though. Pathfinders! Let's subdue these idiots without killing them if possible, but our mission takes precedence over their petty "investigations", so..."

And with that Thror-wolf darts forward brandishing his axe and slashing at the man called Theodorus...

Attack roll: 1d20 + 9 ⇒ (7) + 9 = 16Damage roll: 1d10 + 5 ⇒ (1) + 5 = 6

Thror AC is currently 27

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

Thanks for the reminder Abaal.

Having used his free time listening to the boring buffoon droll on, Sentinel takes that advantage to use Mage Armor and study him.

Sentinel lunges forward and thrusts at Theodorus.

Attack Roll: 1d20 + 8 ⇒ (11) + 8 = 19
Ectoplasmic Damage (B): 2d6 + 7 ⇒ (6, 3) + 7 = 16


1-23 (Thread|Slides)

The Sentinel and Thror hit Theodorus midspeech. "Hurry, you fools! Defend me!"

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

"Um, the last case-er mission we had, he was working on it too, independently," Fran sighs, realizing that things are going to get ugly whether she wants them to or not. "I think he got jealous that we did a better job!"

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|
GM chadius wrote:

I love PFS morale blocks: "Theodorus is fanatical in his self-righteous fury, and he fights to the death." :|

Don't blame me, the GM made it clear that this guy has a death wish. :)

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph will run around in wolf form and flank one of the dudes facing Abaal and bite...

Bite: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 (vs. flat-footed AC)
Damage+Sneak: 1d6 + 1 + 2d6 ⇒ (1) + 1 + (6, 5) = 13

Dark Archive

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Male Human (Keleshite) Fighter (two-handed) 8 | hp 74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |
Dylph wrote:
Dylph will run around in wolf form and flank one of the dudes facing Abaal and bite...

*Sigh* monstrous man-wolves are nearly as savage and bloodthirsty as bow-toting elves.

"My apologies. He is usually not like this. DOWN BOY! BAD! BAD!"


1-23 (Thread|Slides)

Dylph takes advantage of their lowered defenses and sinks his teeth into one of the guard's flank. He cries out. "They got me! I'm gonna turn into one of them!"

"Don't worry about it." He draws a sword. "I, Kilvas Blackblade, will defend us from-" Abaal sinks his blade into the man, defeating him in a single accurate slash.

The guard with the purple sash draws his longsword. "Th-they're strong. But we can't give up!"
Even is Thror: 1d2 ⇒ 1
Longsword: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
He swings his blade at The Sentinel but finds it difficult to get through his blessed fur. "Everyone, we gotta hit harder next time!"

Theodorus points dramatically before retreating Provoking an AoO. "Abadar, I declare a judgment against these abominations! May my arrow hit true!"
Longbow, Deadly Aim, Judgement: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Damage: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9
Thror's armor blunts the arrow before it can do much harm.


1-23 (Thread|Slides)

Round 1
Candledark

Round 2
Thror
Abaal
Dylph
Fran
The Sentinel
Theodorus (22 damage)
Yellow (13 damage)

Current Map

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

Fran wrings her fuzzy hands with worry and then begins to cast a spell, conjuring a small snowball. As she shuffles to the side and brings her arm back to throw, she calls out, "I'm sorry but I can't let you hurt my teammates!"

Snowball vs. Theodorus (Ranged Touch): 1d20 + 4 ⇒ (13) + 4 = 17
Damage (Cold): 5d6 ⇒ (4, 4, 1, 5, 3) = 17
______________

Fran throws casts a snowball! It might be effective!

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |

Spell Casting Fun Fact: Urea (yes, that urea) is the alchemical power component for the snowball spell. So yellow snowballs can be more damaging than the normal sort. ;)

GM chadius wrote:
"Don't worry about it." He draws a sword. "I, Kilvas Blackblade, will defend us from-" Abaal sinks his blade into the man, defeating him in a single accurate slash.

"Oh dear. Is this your arm? I'm so sorry. My sword skills are honed to react to the merest hint of danger." Abaal explains to the felled man before turning his attention to his unleashed allies. "DOWN DYLPH! BAD! THROR! DOWN! GET OVER HERE! You are acting like a pack of rabid elven monks!"

Readied action should someone (else) within a 5-foot step do anything that endangers the party:
+1 adamantine falchion (Overhand Chop, Power Attack): 1d20 + 9 ⇒ (9) + 9 = 18 damage: 2d4 + 16 ⇒ (4, 3) + 16 = 23


1-23 (Thread|Slides)

Fran's snowball hits Theodorus square in the chest, and he shudders in revulsion. "St...stand tall. This isn't over. We must defeat them..."

Theo is at 39 damage. Seems like he could be defeated with one more blow.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph howls as he bites at yellow again...

Bite: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage+Sneak: 1d6 + 1 + 2d6 ⇒ (3) + 1 + (1, 3) = 8

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

"May Pharasma judge you well." Sentinel says to Theodorus, before unleashing a full attack against him.

Attack Roll (Ectoplasmic Weapon: 1d20 + 8 ⇒ (9) + 8 = 17
Attack Roll (Bite): 1d20 + 4 ⇒ (20) + 4 = 24
Damage Ectoplasmic Weapon (B): 2d6 + 6 ⇒ (2, 3) + 6 = 11
Damage Bite(B/S/P): 1d6 + 3 ⇒ (6) + 3 = 9

Bite Confirm: 1d20 + 4 ⇒ (7) + 4 = 11
Bite Crit Damage: 1d6 + 3 ⇒ (3) + 3 = 6


1-23 (Thread|Slides)

The Sentinel. Did you want to attack the pink/purple guard or Theodorus? You need to move to reach Theo.

Silver Crusade

Male Dwarf Paladin (Tortured Crusader) 04 HP: 44/44 | AC:25 | T:12 | FF:24 | CMB:+8 | CMD:20 | Fort:+7 | Ref:+2 | Will:+6 | Init:+1 | Perc:+9 | Sense Motive:+9 | Smite Evil: 2/2 | Lay on Hands: 4/4

Thror snarls as he tries to smash Theodorus with the flat of his axe...

Attack roll: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19NL Damage: 1d10 + 4 ⇒ (3) + 4 = 7


1-23 (Thread|Slides)

That will do.

Thror wades through the bushes, and the man with the purple sash takes a swing as he passes.

Longsword: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

The dwarf continues his mission, his duty. He smashes Theodorous with the haft of the axe, careful to avoid a lethal blow. Theodorous topples back. "The truth... will ring out..." The man collapses.

"Boss!" The two guards yell. The Sentinel takes the opportunity to bite into the guard's flank as he's distracted.
9 damage on purple.

Dark Archive

CN male Wayang Psychic 6
Spoiler:
|AC 17, T 13, FF 15|HP: 32/32|F +2, R +4, W +4 (+2 vs shadow; +1 vs LD/sonic)|Init +2, Perc +8|CMB 0 CMD 12|Phrenic 7/7, Blurred Form 5/5, Gaseous Form 5/5, Shadow Speaker 4/4, Light\Dark 1/1, Detect Thoughts 1/1

"Did somebody say my name?" An eerie voice suddenly calls out. "No? Ah, well...it's a good night for a hunt!"

With that, a crossbow bolt sails out of the foliage...

darkwood heavy crossbow, melee penalty vs Pinky the Brainless: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d8 ⇒ 2
THREAT!: 1d20 + 2 ⇒ (13) + 2 = 15
Bonus damage?: 1d8 ⇒ 1 + 1 = 3

...and right into one of the remaining hunters'/hunted's shin!

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |
GM chadius wrote:

That will do.

Thror wades through the bushes, and the man with the purple sash takes a swing as he passes.

THREAT!

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

I'll target pink instead.


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1-23 (Thread|Slides)

But if Jimmy cracks corn, and he doesn't care, why does he keep doing it? Purple is lost in thought and raises his shield just in time. Candledark's crossbow bolt would have hurt a lot more otherwise.
Did not confirm the crit.

"I... I can still do this!" He chooses between Thror and Dylph, adding more power to his swings. "We must defeat these demons, for the good of all!"
Even is Thror: 1d2 ⇒ 1
Longsword, Power Attack: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10
Damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
The spirit is strong but the flesh is weak and flabby.

"We have to fight on. Like this!" The other guard raises his Yellow gauntlet. On reaction, Abaal quickly cuts him down before he can swing again.


1-23 (Thread|Slides)

Round 2
Candledark

Round 3
Thror
Abaal
Dylph
Fran
The Sentinel
Purple (11 damage)

Current Map

And then there was one...

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |
GM chadius wrote:
"We have to fight on. Like this!" The other guard raises his Yellow gauntlet. On reaction, Abaal quickly cuts him down before he can swing again.

"Sorry, but I did warn you. The black sword is not to be trifled with." Abaal says to the newly felled man. He turns to the last and says "Do you know of any healers near here?"

Readied action should someone (else) within reach do anything that endangers the party:
+1 adamantine falchion (Overhand Chop, Power Attack): 1d20 + 9 ⇒ (3) + 9 = 12 damage: 2d4 + 16 ⇒ (3, 4) + 16 = 23

Silver Crusade

Male Dwarf Paladin (Tortured Crusader) 04 HP: 44/44 | AC:25 | T:12 | FF:24 | CMB:+8 | CMD:20 | Fort:+7 | Ref:+2 | Will:+6 | Init:+1 | Perc:+9 | Sense Motive:+9 | Smite Evil: 2/2 | Lay on Hands: 4/4

"Grrr... Fools!"

Thror slips behind the last standing zealot (beside himself, that is) and smashes again with the flat of the axeblade...

Attack roll: 1d20 + 9 - 4 + 2 ⇒ (20) + 9 - 4 + 2 = 27NL Damage Roll: 1d10 + 4 ⇒ (2) + 4 = 6

Edit:

Critical confirmatioon check: 1d20 + 9 - 4 + 2 ⇒ (16) + 9 - 4 + 2 = 23NL Damage Roll: 2d10 + 8 ⇒ (6, 2) + 8 = 16


1-23 (Thread|Slides)

I wish my other table rolled this well, haha.

Thror follows and defeats the last guard, giving him a nasty bruise. He'll live.

Combat Over. No one took any damage.

Loot:
3 potions of cure light wounds, 3 suits of Masterwork Chainmail, 3 heavy steel shields, 3 masterwork longswords, 3 saps, 3 slings with 30 bullets total. 3 wooden stakes and 1 masterwork wooden stake. A magical chain shirt. A Masterwork Composite Longbow (+1 Str rated) with 20 cold iron arrows and 30 silver arrows, a longbow and an iron symbol of Abadar.

3 guards and Theodorous lie at your feet. They will be unconscious for hours.
What next?

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph will switch to hybrid form and grab a dozen silver arrows and, considering their last mission, a wooden stake...

Dark Archive

CN male Wayang Psychic 6
Spoiler:
|AC 17, T 13, FF 15|HP: 32/32|F +2, R +4, W +4 (+2 vs shadow; +1 vs LD/sonic)|Init +2, Perc +8|CMB 0 CMD 12|Phrenic 7/7, Blurred Form 5/5, Gaseous Form 5/5, Shadow Speaker 4/4, Light\Dark 1/1, Detect Thoughts 1/1

A small, almost-spectral lupine with piercing silvery eyes emerges from the underbrush brandishing a darkwood crossbow. It must be Candledark (i.e. I figured I'd just showed up - seems appropriate).

He reloads his crossbow in preparation for next time, then takes a closer look at the chain shirt.

detect magic/Spellcraft: 1d20 + 13 ⇒ (17) + 13 = 30


1-23 (Thread|Slides)

Candledark knows this is a +1 Chain Shirt.

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

"They'll be out for a while?" Fran asks, absently wiping a snowy paw against her leg. "Good, then they hopefully won't be coming after us again. Let's leave them somewhere where something else won't just wander up and eat them, though. That would be bad."

And Fran proceeds to work on doing just that, looking to stow the unconscious bodies somewhere relatively safe.

With that done, she considers the small pile of gear and also takes one of the wooden stakes and stows it into her pack. "Okay! Um, now back to trying to track that wisp..."
________________

Did we get any results on our earlier Perceptions/Scent before the angry mini-mob showed up?

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

Sentinel will take the Masterwork Chainmail for the time being, as he usually only relies on magic to have armor. In this situation, having the extra time in combat would be worth not having the spell.

If no one else wants the +1 Chain Shirt, I will take that one instead. If I don't see anyone post saying they want it, I will take it.


1-23 (Thread|Slides)

Abaal keeps watch as the rest of you check Theodorous and his goons for gear. You celestial werewolves notice a glowing trail across the ground, heading deeper into the Mushfens.

Everyone except Abaal can see the glowing trail. That's about all you noticed. I'll move us on tonight to the next scene.

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

"Oh! Over there," Fran points. "It's even glowing! That should be easy enough to follow!"

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |
Fran Belmont wrote:
"Oh! Over there," Fran points. "It's even glowing! That should be easy enough to follow!"

"Good girl!" Abaal says and attempts to scratch Fran's head like a former Vice President might.

Abaal's fine with Sentinel having the chain.

The Concordance

HP: 19/19 l AC: 17, T 14, FF 15 l CMD 9, 13 vs. trip l F +1, R +4, W +6 l Init +2 l Senses: Perception +5, Low Light Vision, Scent
Skills:
Climb +6, Stealth +14
Male Cat Familiar 6 l Active Conditions:

Mr. Sunshine pads up to Fran and Abaal and silently regards them for a moment.

"...Maow."

Fran, he's scratching your head and that doesn't seem right. You're still a people and I thought people pet us and not each other?


1-23 (Thread|Slides)

You finish looting Theodorous and put him somewhere in the underbrush. You'd bring him back to town but time is of the essence. You follow the glowing trail deeper into the marshes.

Crumbling tombs and moss-covered gravestones stretch out along the northern and southern sides of the path. To the east, the way narrows and splits, plunging into thicker brambles and dense undergrowth. At the center of the fork in the road, a group of small, glowing creatures carry the bloodied and inert body of a regal woman in silvery armor, whisking her away into the gloaming woods.

A disheveled woman in dented armor and a feathered cloak hobbles after the group, crying out to them. Her golden hair is a tangle of knots and twigs, and blood seeps from numerous cuts across her dirt-covered skin. “Cybelle! No! Bring her back!” She reaches out a trembling hand, and feathers start appearing on her arm. A sharp cry of pain escapes her as she shudders. Her arm goes limp at her side, and the feathers vanish.

She turns to you. Something about your demeanour earns her trust. Perhaps your celestial touch has caught her attention. Overwhelmed by exhaustion, the woman collapses to her knees and sobs. “Please, help! Those little fiends stole my daughter, Cybelle. They’re in league with that terrible will-o’-wisp. Please save her!”

You celestial werewolves look at the ground and your eyes hone in on a glowling, moonlit trail. The glowing creatures or the bloodied woman are leaving a trail behind, obvious to you. The remaining party members don’t see it, but there are enough landmarks to give you a guess on the path.

Welp, it’s time for a chase scene. The official rules are HERE, but I’ll give a summary.

You make a move action to get past a card. Then you choose one of the two actions and make a standard action to pass it. If multiple PCs are at the same card, the highest roll counts and everyone else who makes the DC made a successful Aid Another action, providing a +2 bonus to the roll.

If your speed is 40 feet you get a +2 bonus on these actions (and +2 more for any 10 extra feet of movement you own.) If your speed is 20 feet you take a -2 penalty on the check (and -2 more for any 10 less feet you own.)

Spells relevant to the situation will provide a bonus between +2 to +4. It’s assumed you spend 1 minute per obstacle, so you can cast long lasting buffs.

Unlike most chase scenes, you all work together at each obstacle. Even if you don’t beat the DC, you will move onto the next obstacle anyway. Multiple failures do have consequences.


1-23 (Thread|Slides)

Here are the obstacles. You can also find this on slide 1.

Bramble Patch:
A thick growth of thorny brambles obstructs the area where the lurkers fled.
Slip Between: Dexterity DC 22
Bust through: CMB 29

Quicksand:
On the other side of the thicket, large patches of quicksand dot the marshland, making passage through the swamp treacherous.
Jump Over: DC 29
Wade In: Swim 31

Slippery Log:
The lurkers sped across a patch of water with an alligator floating in the center, which is hungrily watching the chase. A wet log bridges the banks of the river, while vines dangle precariously from the forest canopy above.
Balance Between: Reflex DC 25
Vine Ropes: Climb 29

Spiderwebs:
Large webs cling from tree to tree, obstructing your path.
Move Around: Escape Artist DC 31
Rip ‘em up Strength DC 23

Swamp Gas:
A pocket of putrid swamp gas lingers just above the surface of the swamp. A vile stench emanates from it, suggesting its hazardous nature.
Deep Breath: Fortitude DC 23
Dash Forward (wolf form only): Initiative DC 26

Spectral Hands:
The haunted land senses your presence as your draw nearer to the Glade of Silver Sparks and reacts violently. Ghostly hands reach up from the ground, snatching at your ankles to drag you down.
Easy Does It: Stealth DC 31
Back, Foul Phantoms: Knowledge(religion) DC 29

Bat Swarm:
The chase disturbs a colony of bats that swarm you and hinder your movement.
Shoo!: Handle Animal or Intimidate DC 31
Howl (wolf form only): Intimidate DC 27

Mist Patch:
The lurkers disappear into a dense patch of fog, making it difficult for you to follow.
This way! Perception DC 31
Trust your instincts: Survival DC 29

Please make one skill check per obstacle. So please make at least 8 rolls in your next post. I’ll put them all together and give a relevant summary afterward.

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

"Don't worry, we'll get her back!"

Fran drops to her knees, her form twisting and contorting even further as she shifts from her hybrid form into her wolf form. Her eyes sparkle with a celestial but almost feral light. She can see the trail, she can sniff them out.

"Awoooooooooo!"

Time to hunt.
______________

If we're spending a minute at each obstacle then is it possible to shift forms as needed to meet the challenge?

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph will switch to wolf form, howl loudly, and begin the chase!

Bramble Patch (Slip Between): DEX: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20
Quicksand (Jump Over): Acrobatics: 1d20 + 13 + 4 ⇒ (10) + 13 + 4 = 27
Slippery Log (Balance Between): Reflex: 1d20 + 9 + 4 ⇒ (5) + 9 + 4 = 18
Spiderwebs (Move Around): Escape Artist: 1d20 + 12 + 4 ⇒ (20) + 12 + 4 = 36
Swamp Gas (Dash Forward): Initiative: 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22
Spectral Hands (Easy Does It): Stealth: 1d20 + 12 + 4 ⇒ (18) + 12 + 4 = 34
Bat Swarm (Howl): Intimidate: 1d20 + 4 ⇒ (17) + 4 = 21
Mist Patch (This way!): Perception: 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19


1-23 (Thread|Slides)

On Quicksand: Jump over is an Acrobatics check.

Don't worry about the high DCs. As long as one of you succeeds it counts as an overall success for the group. Each obstacle takes about 1 minute to resolve, so you have enough time to shift into a more advantageous form as needed.

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |

Bramble Patch: (Bust Cut through) Abaal has an indestructible two-handed machete that cuts through wood like butter. +1 adamantine falchion (if he can't simply cut through them he aids): 1d20 + 6 ⇒ (5) + 6 = 11 +5 more if he can take an attack roll.

"I shall clear us a path!"

Quicksand: (Jump) jump (aid): 1d20 + 3 ⇒ (2) + 3 = 5

"Oh dear. You'll have to go first here."

Slippery Log: (Balance) balance (aid): 1d20 + 3 ⇒ (15) + 3 = 18

"Whoa. Whoa! WHOA!!"

Spiderwebs: (Rip Cut ‘em up) Again, BFS. +1 adamantine falchion (if he can't simply cut through them he aids): 1d20 + 3 ⇒ (3) + 3 = 6 +8 more if he can take an attack roll.

Swamp Gas: (deep breath) Fort: 1d20 + 8 ⇒ (11) + 8 = 19

Spectral Hands: (Back foul phantoms) religion: 1d20 + 6 ⇒ (14) + 6 = 20

"BACK FOUL PHANTOMS! YOU STAND BETWEEN THE FABLED BLACK BLADE OF KATAPESH AND ITS QUARRY!"

Bat Swarm: (Shoo!) intimidate (aid): 1d20 + 6 ⇒ (1) + 6 = 7

Mist Patch: (This way) survival (aid): 1d20 + 6 ⇒ (5) + 6 = 11

Well, I'm glad I got all those rolls out of the way. ;)

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

The Sentinel goes into Wolf Form, and gives chase!
So most of these I wouldn't have a snowball's chance in hell on, so I will aid on most checks.

Dex DC22(AID): 1d20 + 1 + 2 + 1 ⇒ (6) + 1 + 2 + 1 = 10
Acrobatics(AID): 1d20 + 5 + 2 + 1 ⇒ (16) + 5 + 2 + 1 = 24
Reflex(AID): 1d20 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8
Strength DC23(AID): 1d20 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10
Fortitude DC23: 1d20 + 8 + 2 + 1 ⇒ (19) + 8 + 2 + 1 = 30
Stealth DC31(AID): 1d20 + 1 + 2 + 1 ⇒ (8) + 1 + 2 + 1 = 12
Intimidate (Wolf Form Howl)DC27: 1d20 + 9 + 2 + 1 ⇒ (13) + 9 + 2 + 1 = 25
Survival DC29(AID): 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 26


1-23 (Thread|Slides)

Dylph dashes through the weeds and shows a path... just as Abaal slices his way through. Success.

Dylph prepares to jump over the quicksand, but the Sentinel points out a better spot to leap from. Success

Waiting for more rolls on the Slippery Log.

Dylph manages to gently move the spiderwebs aside... just as Abaal hacks his way through. Success

Dylph tries to dash through the noxious swamp gas, but it's too strong. The Sentinel walks past with a handkerchief and guides Dylph to a safe path. Success

While the party fails to scare the Spectral Hands, Dylph emerges from... somewhere to show a shortcut. Success

Dylph and The Sentinel howl in unison to scare off the bats. Success

Waiting for more rolls on the Mist Patch.

You're at 6/8 successes so far.

Dark Archive

CN male Wayang Psychic 6
Spoiler:
|AC 17, T 13, FF 15|HP: 32/32|F +2, R +4, W +4 (+2 vs shadow; +1 vs LD/sonic)|Init +2, Perc +8|CMB 0 CMD 12|Phrenic 7/7, Blurred Form 5/5, Gaseous Form 5/5, Shadow Speaker 4/4, Light\Dark 1/1, Detect Thoughts 1/1

Candledark's form becomes almost ethereal, and he dashes forward with unnatural speed (entering Formless Body to manifest expeditious retreat advance, raising my speed to 50 ft. for the first 5 minutes/challenges, and I will do it again for the last 3)!

Bramble Patch: (Slip Between) Dexterity check: 1d20 + 4 ⇒ (18) + 4 = 22

Nobody else sees Candledark so much as enter the bramble patch, but by the time you make your scuffed and scratched ways to the other side, you see him before you, with a "what took you so long?" kind of look.

Quicksand: (Jump Over): I manifest animate rope (and I have 50 ft. each of silk and bloodvine rope, for what it's worth)

When confronted with the quicksand, Candledark tosses out two lengths of some of the finest rope you've ever seen - they writhe and rear as if alive, forming handholds and tightropes to help everyone cross.

Slippery Log: (Balance Beam): I manifest animate rope

Confronted with the slippery log, the same trick once again comes in handy.

Spiderwebs: (Move Around) aid Escape Artist: 1d20 + 4 ⇒ (14) + 4 = 18

He manages to make his way through the spiderwebs almost as though he were a (wolf) spider himself.

Swamp Gas: (Dash Forward) Initiative: 1d20 + 4 ⇒ (15) + 4 = 19 note my expeditious retreat, which maybe adds extra-extra on its own merit to a challenge like this?

He bolts through the swamp gas like a tiny, dark shooting-star!

Spectral Hands: (Back, Foul Phantoms!) Knowledge (Religion): 1d20 + 9 ⇒ (11) + 9 = 20

The spectral hands shy away from Candledark, almost as though in deference to one of their own....

Bat Swarm: (Howl) aid Intimidate: 1d20 + 9 ⇒ (15) + 9 = 24

He manages an impressively unearthly howl...

Mist Patch: (This Way!) aid Perception: 1d20 + 9 ⇒ (8) + 9 = 17

...and isn't about to be held back by a bit of mist.

Silver Crusade

Male Dwarf Paladin (Tortured Crusader) 04 HP: 44/44 | AC:25 | T:12 | FF:24 | CMB:+8 | CMD:20 | Fort:+7 | Ref:+2 | Will:+6 | Init:+1 | Perc:+9 | Sense Motive:+9 | Smite Evil: 2/2 | Lay on Hands: 4/4

Bramble Patch (Bust through): 1d20 + 8 ⇒ (11) + 8 = 19

Quicksand (Wade In): 1d20 - 2 ⇒ (15) - 2 = 13

Slippery Log (Vine Ropes): 1d20 - 2 ⇒ (18) - 2 = 16

Spiderwebs (Ri'em Up): 1d20 + 4 ⇒ (12) + 4 = 16

Swamp Gas (Deep Breath): 1d20 + 7 + 5 ⇒ (17) + 7 + 5 = 29

Spectral Hands (Back foul phantoms): 1d20 + 3 ⇒ (13) + 3 = 16

Bat Swarm (Shoo): 1d20 - 3 ⇒ (11) - 3 = 8

Mist Patch (This Way!): 1d20 + 9 ⇒ (15) + 9 = 24

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

Bramble Patch (Slip Through): 1d20 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Quicksand (Jump): 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16
Slippery Log (Balance): 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20
Spiderwebs (Rippin'): 1d20 + 4 ⇒ (17) + 4 = 21
Swamp Gas (Dash Forward): 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Spectral Hands (Easy Does It): 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24
Bat Swarm (Shoo!): 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Mist Patch (Instincts): 1d20 + 1 + 4 ⇒ (6) + 1 + 4 = 11

Fran does what she can to follow in Dylph's wake and help him and the rest of the group through, over, across, and around all of the various obstacles they encounter.

Who knew the swamps were so dangerous?

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