[Outpost II] PFS #8-99D The Solstice Scar (Version D) [3-4] - GM Hawthwile (Inactive)

Game Master Hawthwile

Maps and Handouts


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The Exchange

Magus 4 HP31/31 | AC25 T12 FF23 | CMD23 | F+5 R+4 W+4 | Init+2 | Perc-1 | SM-1

@GM when does Karina have taken damages?

Fortitude DC11: 1d20 + 4 ⇒ (9) + 4 = 13

Karina concentrates Concentration (DC15): 1d20 + 8 ⇒ (4) + 8 = 12 but loses her spell, still she attacks the creature in front of her, charging her attacks with raw arcanes energy swift action: arcane strike.

Cold Iron Bladed Scarf: 1d20 + 8 + 1 - 2 ⇒ (14) + 8 + 1 - 2 = 21
Damages: 1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Claw: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6
Damages: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6

The Exchange

Male Ifrit Ifrit: HP: 30/30 | AC/FF/TCH: 16/12/14 | F/R/W: +3/+7/+0(4 vs. mind effect) l init +6 I Per +5(6 vs. traps)

Maqej will back up then run forward and jump the gap
Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22
Then, closer (but still not adjacent) he’ll throw another dagger.
attack: 1d20 + 5 ⇒ (12) + 5 = 17
if hit-Damage: 1d4 + 4 ⇒ (1) + 4 = 5

On phone again, can’t move my token


Witch's Winter Holiday

Karina, the bat swarm automatically deals damage to anyone sharing its space at the end of its turn. The bleed happens automatically at the start of your turn.

Also, using the hand to cast a spell would mean it is not available for the claw attack (even if the spell failed). Another way to think about it is that you're "holding" the spell in that hand like you would a dagger.

Karina's sharpened scarf whizzes through the air as she skillfully slices the vine off Jinath's face. (Blue down!) Maqej gracefully bounds over the glowing water, but again his dagger simply skewers the seedpod's exterior without dealing any damage to the plant within. (It has hardness.)

Round 3! Bold may act!
Thadeaus
Yellow
Jinath (-28, Entangled, Bleed 1)
Maqej
Blue
Heorn
Xantanax
(-1)
Bat swarm
Red

Karina (-6, Bleed 1)

Environmental/Area Effects:
- Light green squares are bog (difficult terrain)
- Blue area is difficult terrain and requires a Reflex save to move through

Your goal is to destroy the seed pod (purple) on the westernmost part of the map.

What do you do?

The Exchange

Magus 4 HP31/31 | AC25 T12 FF23 | CMD23 | F+5 R+4 W+4 | Init+2 | Perc-1 | SM-1

Thanks for the clarification GM!


hp 37 (4d10+9) AC 20, touch 15, flat-footed 18 (+3 defensive instinct, +1 deflection, +2 Dex, +5 natural, -1 size) Fort +6, Ref +6, Will +3 Defensive Abilities defensive instinct +3/+2

Did I over turn the grapple last round

Liberty's Edge

LG Male Human Fighter 4 HP 44 | AC 23, T 13, FF 21 | CMB 8, CMD 20 | F +8, R +4, W +3 | Init +4 | Per +2 | Speed 20 ft | Torch Light

Xantanx takes a step towards the seed pod and swings his greatsword at it while using his feats Power Attack and Furious Focus!

Greatsword: 1d20 + 10 ⇒ (8) + 10 = 182d6 + 15 ⇒ (1, 3) + 15 = 19

Liberty's Edge

#76925-17 Dwarf Inquistor () 3 / Investigator (Mastermind) 1 HP: 34/34| AC: 18/12/17 | Fort: +5| Ref: +6| Will: +8| Init: +5| Perc: +7| CMB: +5| CMD: 17| Rapier: +5;1d6+3| Morningstar: +5;1d8+3| L.Bow:+3;1d8|
Skills:
Acrobatics: +1| Appraise:+1| Bluff:+7| Climb:-2| Craft (Alchemy):+6| Diplo:+7| Intimidate: +8| Kn.(Reli/Dun/Geo/Ar/Nat/Pla/Loc): +8| Sense Motive: +4| Stealth: +1| Survival: +7| Swim: +2| Prof (Brewer): +10|

Fire at Red1d20 + 3 ⇒ (13) + 3 = 161d8 ⇒ 7

Heorn knowing that the caster is the main source of the swarms, attempts to take that one out first with single shot!


Witch's Winter Holiday

Jinath, on your last turn you moved up to the assassin vine, bit it, and successfully grappled it. Then it reversed the grapple before being slain by the bat swarm and Karina's scarf. So you are currently entangled by the local plant life, but not grappled or nauseated.

Heorn's shot slams into the fallen log as Xantanax cuts through the seedpod's tough exterior. As he pulls his sword out, glowing purple ichor oozes out - but the plant is not destroyed yet!

Delaying Thadeaus and Jinath

As the half-orc wades through the bog, she raises her voice again and cackles in delight as her skin toughens and becomes woody in texture.

Spellcraft DC 17 + 1 per 10 ft away:
She cast barkskin.

The bats, meanwhile, continue to bite at Jinath and Karina.

Bite damage: 1d6 ⇒ 6

Jinath and Karina need to make Fortitude DC 11 checks or be nauseated.

Karina also needs to make a Reflex DC 13 check or be entangled.

Round 3, 4! Bold may act!
Thadeaus
Yellow
Jinath (-35, Entangled, Bleed 1, Nauseated?)
Maqej
Blue
Heorn
Xantanax
(-1)
Bat swarm
Red

Karina (-13, Bleed 1, Nauseated?, Entangled?)

Environmental/Area Effects:
- Light green squares are bog (difficult terrain)
- Blue area is difficult terrain and requires a Reflex save to move through

Your goal is to destroy the seed pod (purple) on the westernmost part of the map. (-11)

What do you do?

Liberty's Edge

LG Male Human Fighter 4 HP 44 | AC 23, T 13, FF 21 | CMB 8, CMD 20 | F +8, R +4, W +3 | Init +4 | Per +2 | Speed 20 ft | Torch Light

Xantanax does what he does best. He hacks away at the seed pod!

Greatsword: 1d20 + 10 ⇒ (10) + 10 = 202d6 + 15 ⇒ (4, 3) + 15 = 22


hp 37 (4d10+9) AC 20, touch 15, flat-footed 18 (+3 defensive instinct, +1 deflection, +2 Dex, +5 natural, -1 size) Fort +6, Ref +6, Will +3 Defensive Abilities defensive instinct +3/+2

Okay, so I am clear, I get an action before the swarm gets me this round correct?

The Exchange

Magus 4 HP31/31 | AC25 T12 FF23 | CMD23 | F+5 R+4 W+4 | Init+2 | Perc-1 | SM-1

Fort DC11: 1d20 + 5 ⇒ (11) + 5 = 16
Reflex: 1d20 + 4 ⇒ (1) + 4 = 5

Karina tries to maintain her concentration to cast a spell because of the bleeding
Concentration DC11: 1d20 + 8 ⇒ (4) + 8 = 12

She barely makes it! and colors spring from her hand to the numerous creatures!
Color Spray, Will DC15


hp 37 (4d10+9) AC 20, touch 15, flat-footed 18 (+3 defensive instinct, +1 deflection, +2 Dex, +5 natural, -1 size) Fort +6, Ref +6, Will +3 Defensive Abilities defensive instinct +3/+2

Not wanting to get bit by the bats anymore he attempts to use his superior acrobatics and cat like reflexes to get away.

Acrobatics to get away from the area
1d20 + 12 ⇒ (17) + 12 = 29 to avoid AoO

The Exchange

Male Ifrit Ifrit: HP: 30/30 | AC/FF/TCH: 16/12/14 | F/R/W: +3/+7/+0(4 vs. mind effect) l init +6 I Per +5(6 vs. traps)

Sighing heavily, Maqej steps up to the seed drawing his magic dagger, making sure not to block lines of fire, and attacks in melee.
Attack with pirannah strike: 1d20 + 6 ⇒ (19) + 6 = 25
If crit-able: 1d20 + 6 ⇒ (18) + 6 = 24
if hit-damage: 1d4 + 7 ⇒ (3) + 7 = 10
If crit: 1d4 + 7 ⇒ (3) + 7 = 10
if sneak attack works: 2d6 ⇒ (3, 4) = 7
Dagger is +1 cold Iron, if you need to know

Grand Lodge

Male Human, LN, Investigator 4, HP 26,Init: +4, Perception +7, | HP 27/27 | AC 17 T 12 FF 15 | CMB +3, CMD +15 | F: +1, R: +6, W: +4;+2 vs Poison Inspiration (+1d6, 9/day) | | Speed 30ft | Spells: 1st: Adh Spittle(DC15),Long Arm, Shield, True Strike. 2nd:Fire Breath(DC16), Vomit Swarm | Other Things ?/? | Active conditions: None

Sorry I cant see the bolding at work thought it was my turn. I have moved my token since I couldnt before.

Thadeaus breaths a cone of fire at the seed pod angled so it misses Xantanax!

Fire Breath: 4d6 ⇒ (1, 6, 2, 2) = 11 DC 16 Reflex

Grand Lodge

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

**OVERSEER ANNOUNCEMENT**

Several blasts of purple energy momentarily light up the battlefield. The initial shouts of celebration are quickly drowned out by the agonized screech emitted by the heart of the blight.

Table GMs, the Weakening Blight condition on page 8 is in play.


Witch's Winter Holiday

The seedpod exists in a weird object/not object state, so I'll say it is crit-able, but not subject to sneak attacks.

As Xantanax, Maqej, and Thadeaus hack, slash, and burn away the seedpod, the tough exterior crumbles beneath the onslaught and the glowing purple plant within explodes in a burst of life-draining energy that washes over the three Pathfinders...

Xantanax Will: 1d20 + 3 ⇒ (17) + 3 = 20
Maqej Will: 1d20 + 0 ⇒ (12) + 0 = 12
Thadeaus Will: 1d20 + 4 ⇒ (14) + 4 = 18

Negative Energy: 4d6 ⇒ (4, 4, 3, 6) = 17

...and while Xantanax and Thadeaus resist the worst of the damage, poor Maqej is not so lucky.

Karina, failing the reflex save means you're now entangled by the plants as well - which forces another concentration check.

Karina tries to keep her focus...

Karina Concentration vs DC 16: 1d20 + 8 ⇒ (9) + 8 = 17

...and she does so easily! The bats try to resist the pretty colors...

Will vs DC 15: 1d20 + 3 ⇒ (2) + 3 = 5

...but they are unable to help themselves and fall to the ground, blind, stunned, and unconscious. The woman, meanwhile, screams in shock...

Red Will: 1d20 + 5 ⇒ (12) + 5 = 17

...but she keeps her head (for the most part), even as her limbs visibly quiver.

Jinath, you are currently entangled and cannot move from your square without spending a move action to make a Strength or Escape Artist check (DC 13) to free yourself. Also, you'll need to make a Fortitude save (DC 11) before anything else or because nauseated (limiting you to only a move action this round). Fortunately, the bat swarm does not threaten an attack of opportunity because each diminutive creature has a reach of 0 ft. Also, they are unconscious and unable to attack you now. Woo!

Round 4! Bold may act!
Thadeaus (-8)
Yellow
Jinath (-35, Entangled, Bleed 1, Nauseated?)
Maqej (-8)
Blue
Heorn
Xantanax (-9)
Bat swarm
Red (Weakened)

Karina (-13, Bleed 1, Entangled)

Environmental/Area Effects:
- Light green squares are bog (difficult terrain)
- Blue area is difficult terrain and requires a Reflex save to move through

Your goal is to destroy the seed pod (purple) on the westernmost part of the map.

EDIT: I forgot about Grimpfkin's luck for Maqej!

Maqej Will: 1d20 + 0 ⇒ (15) + 0 = 15

Yay!

What do you do?

Liberty's Edge

#76925-17 Dwarf Inquistor () 3 / Investigator (Mastermind) 1 HP: 34/34| AC: 18/12/17 | Fort: +5| Ref: +6| Will: +8| Init: +5| Perc: +7| CMB: +5| CMD: 17| Rapier: +5;1d6+3| Morningstar: +5;1d8+3| L.Bow:+3;1d8|
Skills:
Acrobatics: +1| Appraise:+1| Bluff:+7| Climb:-2| Craft (Alchemy):+6| Diplo:+7| Intimidate: +8| Kn.(Reli/Dun/Geo/Ar/Nat/Pla/Loc): +8| Sense Motive: +4| Stealth: +1| Survival: +7| Swim: +2| Prof (Brewer): +10|

Heorn attempts to move even closer to the Woman seeing that the bats are disabled.


hp 37 (4d10+9) AC 20, touch 15, flat-footed 18 (+3 defensive instinct, +1 deflection, +2 Dex, +5 natural, -1 size) Fort +6, Ref +6, Will +3 Defensive Abilities defensive instinct +3/+2

Fort 1d20 + 6 ⇒ (19) + 6 = 25


hp 37 (4d10+9) AC 20, touch 15, flat-footed 18 (+3 defensive instinct, +1 deflection, +2 Dex, +5 natural, -1 size) Fort +6, Ref +6, Will +3 Defensive Abilities defensive instinct +3/+2

Is this for the previous round, I feel like I am in-between rounds and that somehow it is working to my detriment


hp 37 (4d10+9) AC 20, touch 15, flat-footed 18 (+3 defensive instinct, +1 deflection, +2 Dex, +5 natural, -1 size) Fort +6, Ref +6, Will +3 Defensive Abilities defensive instinct +3/+2

Str check 1d20 + 4 ⇒ (16) + 4 = 20

Does that get me out of this crap?


Witch's Winter Holiday

@Jinath - It does! Where would you like to move? Remember that the blue area is still difficult terrain, but move your token as you would like and include the description in your next post.

As Heorn and Jinath move to better positions, a fellow Pathfinder's voice fills the swampy air. "Vildeis, let my sacrifice grant strength to my allies!" he cries, and a wave of healing light floods the clearing.

Healing: 3d6 ⇒ (3, 3, 5) = 11

The half-orc raises her arms again, and the plants around the remains of the seedpod spring up and begin waving in a similar fashion, grasping at Xantanax, Maqej, and Thadeaus...

Xantanax Reflex: 1d20 + 4 ⇒ (8) + 4 = 12
Maqej Reflex: 1d20 + 7 ⇒ (16) + 7 = 23
Thadeaus Reflex: 1d20 + 6 ⇒ (8) + 6 = 14

...and while the terrain is difficult under the Pathfinders' feet, none of them are caught by the plants.

Spellcraft DC 16 + 1 per 10 ft distance:
She cast entangle.

Karina, you'll need to make either a Strength or Escape Artist check (DC 13) as a move action or continue to be entangled and stuck in place. If the first fails, you can make a second check, but will need to make a Reflex save (same DC) or become entangled again at the start of your next turn.

Round 4, 5! Bold may act!
Thadeaus
Yellow
Jinath (-24)
Maqej
Blue
Heorn
Xantanax

Bat swarm
Red (Weakened)

Karina (-2, Entangled)

Environmental/Area Effects:
- Light green squares are bog (difficult terrain)
- Red and Blue areas are difficult terrain and require a Reflex save to avoid getting stuck

Your goal is to destroy the seed pod (purple) on the westernmost part of the map.

What do you do?

Liberty's Edge

#76925-17 Dwarf Inquistor () 3 / Investigator (Mastermind) 1 HP: 34/34| AC: 18/12/17 | Fort: +5| Ref: +6| Will: +8| Init: +5| Perc: +7| CMB: +5| CMD: 17| Rapier: +5;1d6+3| Morningstar: +5;1d8+3| L.Bow:+3;1d8|
Skills:
Acrobatics: +1| Appraise:+1| Bluff:+7| Climb:-2| Craft (Alchemy):+6| Diplo:+7| Intimidate: +8| Kn.(Reli/Dun/Geo/Ar/Nat/Pla/Loc): +8| Sense Motive: +4| Stealth: +1| Survival: +7| Swim: +2| Prof (Brewer): +10|

Heorn Takes his shot!
Shoot red 1d20 + 3 ⇒ (16) + 3 = 191d8 ⇒ 5

Hoping this time He'll hit since his foe is out in the open.

The Exchange

Magus 4 HP31/31 | AC25 T12 FF23 | CMD23 | F+5 R+4 W+4 | Init+2 | Perc-1 | SM-1

Karina thanks to the healing doesn't bleed anymore. She tries to get out of the damn place.

Strength: 1d20 + 4 ⇒ (18) + 4 = 22

Then she moves out of the area!

Grand Lodge

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

**OVERSEER ANNOUNCEMENT**

Strands of purple energy whip across the battleground and begin to swirl above the remains of the giant flower. The continuous chant of the Twinhorn shamans reaches a fever pitch and then suddenly stops. After a breathless moment of silence, a loud reverberating boom echoes across the swamp as a column of purple energy pierces through the clouds, dissipating into the starry sky. Shouts of celebration begin to sound across the field as Medda makes her way to the heart of the blight. A shaft of moonlight shines on the site through the parted clouds as she rips through the withered roots of the blighted flower. Medda reaches in and draws out the shriveled remains of a female crusader. In stark contrast to the rest of the remains, her silvery breastplate glimmers in the moonlight. A grievous blow has scarred its surface where a golden engraved figure spreads out her wings. Trails of blood seep out from scars running across the figure. Medda lowers the remains gently upon a white cloak that a Twinhorn warrior has placed on the ground.

With a heavenly glow, the ghostly form of Ivvora appears in the clouds above. “She was my sister-in-arms against the vile Tar-Baphon. I now know that her sacrifice spared me all those years ago, as it will all of you in the days to come. Go with Vildeis’ grace and use this blessed plate to vanquish my hated adversary. Hurry back north, for the moment of Eshimka’s reckoning draws near!”

Medda looks up to the sky as the visage of Ivvora dissipates, the red phantom hand of Anok floating above her shoulder. After a moment, she kneels next to the crusader’s remains and carefully wraps them up in the white cloak, which is slowly soaked with red. She looks at the crowd gathered around her and speaks up. “We stand here triumphant, having rid this land of corruption. But this is a mere shade of the darkness that awaits us at the Solstice Scar! Fear not, for Vildeis’ blessing will guide our weapons to strike true and eradicate Eshimka for good!” Medda motions for the Twinhorn warriors to raise the bundled remains on their shields as one of the honored dead. “Pathfinders, you have done much for my tribe and our lands, but I ask you once more to lend us your weapons so that we might end the evil that haunts Solstice Scar. What say you?”

~~~~~~~~~~~End of Part 5 / Beginning of Part 6~~~~~~~~~~~

Part 6 begins after a long journey back to the Twinhorn territory.

Inspired by the events in the Fangwood, the Pathfinders and Twinhorn warriors have at last returned to the Kellid following’s territory. The scattered woodlands that once stood in the Tusk Mountains are now cast in perpetual shadow despite it being only a few hours after noon. The trees are bare, the grass crumbles at a touch, and even the accumulated snow of midwinter is melting in the freezing air as if surrendering to entropy.

Medda confers with some of the Twinhorn following who stayed behind, then she addresses the crowd. “The winter solstice does not peak until tonight, yet already Eshimka’s vanguard has escaped the Negative Energy Plane. They now control the area around the planar scar for several miles in each direction. If we’re to stop them, we need to break through these outer forces, regroup at the center, and take control of the rift. If that doesn’t draw Eshimka out, a few brave souls will need to pass through the rift to crush her lieutenants, destroy whatever is keeping the rift open, and draw her into our world. When they do, we need to ensure there are no reinforcements, and that means eliminating any commanders who have already broken through. That includes a corrupted dragon that has our scouts worried.”

She smiles grimly. “When the paladin Ivvora faced the beast Eshimka here centuries ago, she fought with Vildeis’s blessing and banished the fiend. Tonight, Eshimka would return to our world, but we are not one paladin; we are many!” She pricks her finger on her spear and paints a set of bloody wings upon her forehead. The Twinhorns follow suit “And we too carry Vildeis’s favor!” With these words, the painted wings blaze with light.

Table GMs, please begin Part 6


Witch's Winter Holiday

Woo! Nice work everyone! The rest of combat is handwaved (and one lone druid was no match for the six of you) and you are back at full health, full spells, etc. Now onward!

First off, everyone needs to pick a blessing from Vildeis! These are also detailed in the Handouts. Each character can pick one of the following:
Burning Radiance: As an immediate action when dealing damage to an evil creature, the PC can cause her attack to ignore that target’s damage reduction and deal an additional amount of damage equal to 1d6 plus twice the character’s level.
Healing Sacrifice: As a standard action, a PC can touch another creature to heal it. This functions either as breath of life or as restoration (CL 15th). The temporary negative level from this blessing’s breath of life effect lasts only until the end of the next encounter and is ignored for the purpose of determining whether a PC would die from having too many negative levels. This ability can be used offensively against creatures vulnerable to positive energy, but its damage does not exceed 4 × the character’s level.
Unstoppable Wrath: As a swift action, the PC can choose one of the following undead immunities: bleed, death effects, mind-affecting effects, paralysis, poison, sleep effects, or stunning. For the duration of that encounter, the PC’s abilities, equipment, and spells ignore that immunity for undead creatures. Additionally, the PC ignores the impeded magic property of the Negative Energy Plane during that encounter.

There are three ways to proceed right now: paddle down the river in canoes, fight your way through the horde, or evade the guardians. Three votes moves the party.

In your next post, please indicate which blessing you choose and which route you want to take.

What do you do?

The Exchange

Male Ifrit Ifrit: HP: 30/30 | AC/FF/TCH: 16/12/14 | F/R/W: +3/+7/+0(4 vs. mind effect) l init +6 I Per +5(6 vs. traps)

"Keeping ourselves at full fighting force for tonight might seem prudent," Maqej ponders. "Might I suggest slipping past the guardians may be the best way to ensure that we can bring our full force to bear tonight."

Unsurprisingly, the rogue chooses stealth. I will choose the Healing Sacrifice.

Grand Lodge

Male Human, LN, Investigator 4, HP 26,Init: +4, Perception +7, | HP 27/27 | AC 17 T 12 FF 15 | CMB +3, CMD +15 | F: +1, R: +6, W: +4;+2 vs Poison Inspiration (+1d6, 9/day) | | Speed 30ft | Spells: 1st: Adh Spittle(DC15),Long Arm, Shield, True Strike. 2nd:Fire Breath(DC16), Vomit Swarm | Other Things ?/? | Active conditions: None

I would like the healing sacrifice as well.

”I agree with our friend Marqej, I think we should try and infiltrate past as many foes as we can! It worked well for us in the swamps.”

Liberty's Edge

LG Male Human Fighter 4 HP 44 | AC 23, T 13, FF 21 | CMB 8, CMD 20 | F +8, R +4, W +3 | Init +4 | Per +2 | Speed 20 ft | Torch Light

Xantanax selects Unstoppable Wrath and suggests we take on the enemy headfirst by fighting our way through the horde.

"Let us kill them all and put paid to the evil ones!"

Liberty's Edge

#76925-17 Dwarf Inquistor () 3 / Investigator (Mastermind) 1 HP: 34/34| AC: 18/12/17 | Fort: +5| Ref: +6| Will: +8| Init: +5| Perc: +7| CMB: +5| CMD: 17| Rapier: +5;1d6+3| Morningstar: +5;1d8+3| L.Bow:+3;1d8|
Skills:
Acrobatics: +1| Appraise:+1| Bluff:+7| Climb:-2| Craft (Alchemy):+6| Diplo:+7| Intimidate: +8| Kn.(Reli/Dun/Geo/Ar/Nat/Pla/Loc): +8| Sense Motive: +4| Stealth: +1| Survival: +7| Swim: +2| Prof (Brewer): +10|

Healing Sacrifice.
"I'll vote for haste and less injuries to us. Let us evade the guardians.. If we fail....We'll have to fight through them anyway."

The Exchange

Magus 4 HP31/31 | AC25 T12 FF23 | CMD23 | F+5 R+4 W+4 | Init+2 | Perc-1 | SM-1

Unstoppable Wrath for Karina!

I'm not that stealthy but not bad either, lets try to evade the guardians.


Witch's Winter Holiday

Given that we have a clear majority for evasion, we will proceed.

Scouts point out several less-traveled paths, recommending one that ascends a boulder-strewn hill and passes through narrow ravines. As the Pathfinders approach the trailhead, they can see why it is less traveled - it would be generous to call this a trail, let alone a path. But if the Pathfinders can navigate this competently, they can advance far into enemy territory without notice.

Each player can attempt one of the following checks (as well as use magic to assist themselves and their companions):
- Climb
- Escape Artist
- Knowledge (geography)

It'll take about 10 minutes to traverse this path (for tracking effect durations). The different skills listed might not share the same DCs, so choose what seems most appropriate to the challenge at hand.

What do you do?

The Exchange

Male Ifrit Ifrit: HP: 30/30 | AC/FF/TCH: 16/12/14 | F/R/W: +3/+7/+0(4 vs. mind effect) l init +6 I Per +5(6 vs. traps)

Climb: 1d20 + 5 ⇒ (7) + 5 = 12

The Exchange

Magus 4 HP31/31 | AC25 T12 FF23 | CMD23 | F+5 R+4 W+4 | Init+2 | Perc-1 | SM-1

Karina will use on charge of her wand of mage armor before starting to get past the creature.

Following Maqej, Karina starts climbing.

Climb: 1d20 + 4 ⇒ (1) + 4 = 5


hp 37 (4d10+9) AC 20, touch 15, flat-footed 18 (+3 defensive instinct, +1 deflection, +2 Dex, +5 natural, -1 size) Fort +6, Ref +6, Will +3 Defensive Abilities defensive instinct +3/+2

The tiger turns into his hybrid form


hp 37 (4d10+9) Fort +6, Ref +7, Will +3 Defensive Abilities defensive instinct +3/+2 Init +8; Senses low-light vision, scent; Perception +8 Speed 40 ft.

and he tries to climb
1d20 + 3 ⇒ (18) + 3 = 21

Liberty's Edge

#76925-17 Dwarf Inquistor () 3 / Investigator (Mastermind) 1 HP: 34/34| AC: 18/12/17 | Fort: +5| Ref: +6| Will: +8| Init: +5| Perc: +7| CMB: +5| CMD: 17| Rapier: +5;1d6+3| Morningstar: +5;1d8+3| L.Bow:+3;1d8|
Skills:
Acrobatics: +1| Appraise:+1| Bluff:+7| Climb:-2| Craft (Alchemy):+6| Diplo:+7| Intimidate: +8| Kn.(Reli/Dun/Geo/Ar/Nat/Pla/Loc): +8| Sense Motive: +4| Stealth: +1| Survival: +7| Swim: +2| Prof (Brewer): +10|

Heorn takes another swig from his wineskin and begins plotting a route for his group to go through.

Knowledge (Geography), inspiration 1d20 + 8 + 1d6 ⇒ (8) + 8 + (3) = 19

Grand Lodge

Male Human, LN, Investigator 4, HP 26,Init: +4, Perception +7, | HP 27/27 | AC 17 T 12 FF 15 | CMB +3, CMD +15 | F: +1, R: +6, W: +4;+2 vs Poison Inspiration (+1d6, 9/day) | | Speed 30ft | Spells: 1st: Adh Spittle(DC15),Long Arm, Shield, True Strike. 2nd:Fire Breath(DC16), Vomit Swarm | Other Things ?/? | Active conditions: None

Thadeaus studies the hill side and examines the rock strata.

Knw Geography: 1d20 + 8 + 1d6 ⇒ (16) + 8 + (4) = 28

Following Heron’s eye he agrees and then points out a slightly shorter and safer route.

Liberty's Edge

LG Male Human Fighter 4 HP 44 | AC 23, T 13, FF 21 | CMB 8, CMD 20 | F +8, R +4, W +3 | Init +4 | Per +2 | Speed 20 ft | Torch Light

Xantanax sighs at the waste of time the group will spend to avoid enemies that need to be slain and begins to climb the cliff.

Climb: 1d20 + 4 ⇒ (7) + 4 = 11


hp 37 (4d10+9) Fort +6, Ref +7, Will +3 Defensive Abilities defensive instinct +3/+2 Init +8; Senses low-light vision, scent; Perception +8 Speed 40 ft.

Xantanax, tries to c limb the cliff :)


Witch's Winter Holiday

The Pathfinders scramble and scrape their way through the rocky path, their efforts made easier by the keen memories of Heorn and Thadeaus. As they emerge from the ravines, a dense forest stretches before them. The branches of the evergreen trees are rather sparse, with fallen needles blanketing the ground. Several sets of tracks reveal the paths of what look to be various creatures. From the patterns and repetitions, they are patrolling the area and looking for intruders.

The skills for this section are:
- Perception
- Stealth
- Survival

Remember, the DCs might not all be the same.

What do you do?

The Exchange

Male Ifrit Ifrit: HP: 30/30 | AC/FF/TCH: 16/12/14 | F/R/W: +3/+7/+0(4 vs. mind effect) l init +6 I Per +5(6 vs. traps)

Perception: 1d20 + 5 ⇒ (13) + 5 = 18
19 vs traps

The Exchange

Magus 4 HP31/31 | AC25 T12 FF23 | CMD23 | F+5 R+4 W+4 | Init+2 | Perc-1 | SM-1

Karina tries to be as stealthy as possible.

Stealth: 1d20 + 2 ⇒ (3) + 2 = 5


hp 37 (4d10+9) Fort +6, Ref +7, Will +3 Defensive Abilities defensive instinct +3/+2 Init +8; Senses low-light vision, scent; Perception +8 Speed 40 ft.

Perception 1d20 + 8 ⇒ (17) + 8 = 25
Stealth 1d20 + 10 ⇒ (5) + 10 = 15
Survival 1d20 + 9 ⇒ (18) + 9 = 27

Liberty's Edge

LG Male Human Fighter 4 HP 44 | AC 23, T 13, FF 21 | CMB 8, CMD 20 | F +8, R +4, W +3 | Init +4 | Per +2 | Speed 20 ft | Torch Light

Xantanax looks hopefully at the tracks thinking they might be that of a worthy adversary to fight in battle.

Perception: 1d20 + 2 ⇒ (17) + 2 = 19

He draws his greatsword in anticipation of battle with the insert possible name of adversary here and glances at his comrades to see what preparations they are making for imminent battle.

Grand Lodge

Male Human, LN, Investigator 4, HP 26,Init: +4, Perception +7, | HP 27/27 | AC 17 T 12 FF 15 | CMB +3, CMD +15 | F: +1, R: +6, W: +4;+2 vs Poison Inspiration (+1d6, 9/day) | | Speed 30ft | Spells: 1st: Adh Spittle(DC15),Long Arm, Shield, True Strike. 2nd:Fire Breath(DC16), Vomit Swarm | Other Things ?/? | Active conditions: None

Thadeaus looks around for traps and general information about his surroundings.

Perception +2 for traps 1d20 + 7 ⇒ (7) + 7 = 14

Stealth 1d20 + 6 + 1d6 ⇒ (8) + 6 + (2) = 16


Witch's Winter Holiday

Unfortunately, at this point Heorn can't turn this challenge into a success.

The Pathfinders make their way through the forest, but darkness cloaks the trees and hides any who might be watching them. With the feeling of being watched hanging over them like a shroud, they hurry onwards towards the sound of running water. As they reach the banks of a river, they see a swift and muddy torrent strewn with fallen trees - perhaps the result of sudden melting further upstream. But they might lose their pursuers here if they can cross swiftly!

Applicable skills (roll one of the following):
- Acrobatics
- Knowledge (nature)
- Swim

What do you do?

The Exchange

Male Ifrit Ifrit: HP: 30/30 | AC/FF/TCH: 16/12/14 | F/R/W: +3/+7/+0(4 vs. mind effect) l init +6 I Per +5(6 vs. traps)

Acrobatics!: 1d20 + 10 ⇒ (9) + 10 = 19

Liberty's Edge

LG Male Human Fighter 4 HP 44 | AC 23, T 13, FF 21 | CMB 8, CMD 20 | F +8, R +4, W +3 | Init +4 | Per +2 | Speed 20 ft | Torch Light

Xantanax jumps in the swollen river and begins to swim across hoping to find an enemy to fight on the other side.

Swim: 1d20 + 4 ⇒ (5) + 4 = 9

The Exchange

Magus 4 HP31/31 | AC25 T12 FF23 | CMD23 | F+5 R+4 W+4 | Init+2 | Perc-1 | SM-1

This time, Karina tries to remember something as physical strength don't seem to be her forte.

Know. (nature): 1d20 + 5 ⇒ (8) + 5 = 13


hp 37 (4d10+9) Fort +6, Ref +7, Will +3 Defensive Abilities defensive instinct +3/+2 Init +8; Senses low-light vision, scent; Perception +8 Speed 40 ft.

1d20 + 10 ⇒ (11) + 10 = 21 acrobatics

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