GM Bret’s Outpost II Solstice Scar D Tier 5-6 (Inactive)

Game Master BretI

Solstice Scar D Maps


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Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Skye tries to put the goblin to sleep again. Come on, dude, it's gotta work this time, right?
(Accursed Hex to attempt Slumber a second time, DC18 Will or fall asleep for 6 rounds.)

Grand Lodge

Wheel of Monsters! || 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


Everyone has healed any hit point damage, recovered spells and recovered other resources. If you are a prepared caster, you can change out spells. Please do it before you next post.

GM post a little later tonight. At dinner right now.


Blessing of Vildeis

Each of you start with one blessing that you can expend to perform one of the feats below:

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.


You need to get past the undead patrols if you are to reach the rift and other high-priority targets. You have three options: canoes, combat, or evasion.

Canoes:
Seasonal rivers and lakes crisscross the Twinhorn following's territory, and the Kellids stash long canoes made of wood and hides at various landmarks to catch fish and move materials easily. In winter, these waterways are typically frozen, but the entropic influence of the Negative Energy Plane is causing the ice and snow to melt and flow for miles around. Dark water rushes around jagged rocks and down toward frothing rapids. By piloting the canoes, the group can swiftly bypass the wandering undead.

Any number of characters can be paddlers, and there are two optional roles—lookout and navigator—each of which a single character can fill. As the group approach a challenge, the characters attempt checks in three stages:
* The lookout is in charge of spotting rocks and other hazards. This character must attempt a Perception check. If successful, the navigator gains a +4 circumstance bonus to her check.
* The navigator is in charge of steering the canoe and picking out an optimal course. She attempts a Knowledge (nature), Survival, or relevant Profession check to direct the paddlers. If successful, double the number of successes earned by the paddlers.
* The paddlers propel the canoe, dodging obstacles or powering past them. Each paddler attempts an Easy Strength, Dexterity, or Constitution check. The number of successes determines the group's success in overcoming the obstacle.

Evasion:
Although hundreds of undead and void-touched foes have already emerged onto the Material Plane through the rift, they're spread out over more many square miles. If the characters are careful, they can evade the roving bands of enemies.

Combat:
Force your way through the Undead by fighting them.

Which of these options does the group want to do?

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Vanya is ok with evasion but any of those approaches seems fine

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

Combat is probably best for Carrick; but he's fine with trying evasion

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

Mun is okay with any of these approaches, though evasion is probably his weakest tactic. Mun will prebuff himself with ant haul and Selune with mage armor, both from wands.

Use Magic Device (mage armor) DC 20: 1d20 + 17 ⇒ (3) + 17 = 20

Grand Lodge

male Gillman Rog 6 HP 46 | AC 20; Touch 14; FF 16 | F +7; R +11; W +4 | CMB+5; CMD 20 | Speed 30 ft | Init +4 | Perc +9 | Stealth: +12 rogue 5

evasion?'


Evasion it is then!

Boulder Slopes

The patrols are heaviest on the well travel roads, so you need to take the less traveled path. The path you have chosen requires you ascend a boulder strewn hill and then passes through a narrow ravines.

Each character may attempt one of the following checks: Climb, Escape Artist, Kn: Geography.

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

Carrick tries to take the climb carefully.

Climb: 1d20 + 6 ⇒ (19) + 6 = 25 boom!

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

Mun tries his best to not slow the party as they try to evade patrols. He makes good use of his traveler's any-tool, fitting it up to be an excellent marlinspike that, with rope, helps the climbing that is unavoidable along with trek. At a crucial juncture, he calls on Ashava to ease the burden of the cumbersome armor he wears.

Climb (Mun), traveler's any-tool: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Climb (Selune): 1d20 + 9 ⇒ (12) + 9 = 21

Note: effortless armor has a 5 minute duration and reduces Mun's ACP by 2. If he can use it to help on this Climb check, he will; please add +2 to Mun's roll. If the duration isn't long enough to help in a task like this, he won't cast the spell.


Each of these represents about 10 minutes of travel, but I see no reason you couldn’t use the spell for the worst portion of the journey.

Carrick and Mun both successfully navigate the hill and ravines.

Animal companion successes do not count towards the objective.

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Escape Artist check: 1d20 + 9 ⇒ (10) + 9 = 19

Vanya slips through the narrow ravines and passages between the boulders...


Vanya gets herself caught for a short time as one of the boulders shifts just as she was trying to slip past it. She gets free, but lost some time.

Failure by a very narrow margin.

Grand Lodge

male Gillman Rog 6 HP 46 | AC 20; Touch 14; FF 16 | F +7; R +11; W +4 | CMB+5; CMD 20 | Speed 30 ft | Init +4 | Perc +9 | Stealth: +12 rogue 5

Climb: 1d20 + 9 ⇒ (4) + 9 = 13

Darrioos tries to climb through the passage but fails to make headway.

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo looks up at the boulders, scratches his bald head for a second then leaps up on to it.

Climb: 1d20 + 8 ⇒ (4) + 8 = 12


Skye waits until the climbing becomes difficult, then uses their Monkeyfish spell to make it easy.

1st level Monkeyfish spell used.


Your group manages to stay ahead of any patrols in the slopes.


Forest Cover

Your route cuts through thick forests, where boughs have recently shed needles at an alarming rate thanks to the Negative Energy Plane’s influence. The presence of nearby undead require that you avoid the creature’s paths and move stealthily.

You may attempt Stealth, Survival or a more difficult Perception check.

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo edges through the area, taking cover where he can to avoid detection.

Stealth: 1d20 + 7 ⇒ (7) + 7 = 14

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

Carrick keeps watch for undead patrols as they move along.

Perception: 1d20 + 14 ⇒ (4) + 14 = 18

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Stealth check: 1d20 + 13 ⇒ (19) + 13 = 32

”Silent as a shadow...

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

Mun has never been particularly stealthy; he mitigates that by keeping a key eye open for undead patrols, and only moving when it appears safe to do so.

Perception: 1d20 + 10 ⇒ (5) + 10 = 15

Grand Lodge

male Gillman Rog 6 HP 46 | AC 20; Touch 14; FF 16 | F +7; R +11; W +4 | CMB+5; CMD 20 | Speed 30 ft | Init +4 | Perc +9 | Stealth: +12 rogue 5

Darrioos tries to sneak through the area.

Stealth: 1d20 + 12 ⇒ (9) + 12 = 21


Skye keeps an eye out for any undead patrols.

Perception: 1d20 + 16 ⇒ (17) + 16 = 33


Thanks to the efforts of Vanya, Darrioos and Skye the group is able to avoid any incidents on their travel through the forest.


River Crossing

Uncharacteristic melt waters have flooded a seasonal river, turning it into a swift torrent strewn with fallen trees. However, the group needs to cross nearby if they're to avoid prowling fiends.

You may attempt a Knowledge (nature), Swim or a more difficult Acrobatics check.

This is the last obstacle.

Grand Lodge

male Gillman Rog 6 HP 46 | AC 20; Touch 14; FF 16 | F +7; R +11; W +4 | CMB+5; CMD 20 | Speed 30 ft | Init +4 | Perc +9 | Stealth: +12 rogue 5

Darrioos tries to swim across the river.

Ah..to soak in the water again

Swim: 1d20 + 9 ⇒ (12) + 9 = 21

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

Mun relies on his knowledge of riverways to help him identify a good place to make his crossing.

Knowledge (nature): 1d20 + 3 ⇒ (11) + 3 = 14

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

Carrick just goes for and tries to jump the distance.

Acrobatics: 1d20 + 4 ⇒ (10) + 4 = 14

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo dives in and begins to paddle to the other side.

Swim: 1d20 + 8 ⇒ (16) + 8 = 24

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Acrobatics check: 1d20 + 15 ⇒ (11) + 15 = 26

"Swift as the wind!"


The group manages to clear the river crossing before any patrols catch up with them!

One Success


Seeing your group, one of the Twinhirn following’s scouts approaches you. You recognize him as Bayah, he traveled with you from the Fangwood forest.

The scout jogs up and skids to a stop. “Be careful, Pathfinders.

You are near the territory of one of the more fearsome creatures for miles around: a powerful drake. Several other scouts believed the beast emerged from the rift, but I've had a closer look, and I recognize the drake as a type common in the Hold of Belkzen, to the southwest.

I'm not sure that it's truly our enemy, though I can see that it's angry and looking for a fight. It's likely not safe to leave alone, otherwise it might attack us when we should be focused on Eshimka.

He rubs at his arm, which is raw as if burned. “I tried talking to it but might have given the wrong impression. Whether you defeat it with speech or spears, we can't afford to ignore it. There are a few things I can tell you. I know that this Drake is extraordinarily fast, can fly, and has the ability to spit caustic globules that explode on contact, spraying everyone nearby. I also knows that drakes aren't especially smart yet have a devious cunning.

He gives you directions to where you can find the dragon, apologizing that “I can’t join you as my duty is to finish my scouting and report to Medda.

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

Let's find this drake and Iomedae will let me know if it's evil. If it is we will vanquish it. If not, we'll try to reason with it. Carrick declares as the group heads off in the direction of the drake.

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

"We should try to recruit it. Having a drake on our side might make a big difference in the battle to come"


The injured scout wishes you “May Vildeis find your actions worthy!

Please place yourselves in the upper left corner of Slide 6. If someone could please put Skye there as well, it would be much appreciated!
It will be a few hours before I am ready to start the encounter, but having you placed will help.
Feel free to post any preparations you are making, such as Mage Amor or other buffs.

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Placed myself and Skye


You hear a loud bellow from the top of the hill “誰敢打擾強大的祖爾加?

Draconic:
Who dares disturb Zurhriga the mighty?

Kn: Arcana to Identify the creature.

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

"I didn't think he'd be so big..." Vanya comments as the drake makes itself known...

Knowledge (arcana) check: 1d20 + 5 ⇒ (9) + 5 = 14

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

Mighty dragon, I do not speak your elegant tongue. He tries to buy sometime.

Carrick casts Detect Evil on the drake.

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

Mun will prepare with his usual ant haul on himself and mage armor on Selune. He will also cast tap inner beauty upon sighting the drake.

Use Magic Device (mage armor) DC 20: 1d20 + 17 ⇒ (4) + 17 = 21

Mun looks up at the glorious creature, and is grateful for the training he'd received earlier on this quest. The time spent fighting the kobolds and their dragon lord had left him with an understanding of the dragon's tongue. Though he hasn't practiced much, and his elven physiology wasn't adapted to it perfectly, he was still able to understand the drake, and even converse, if roughly.

He steps forward, and calls up the hill in a powerful voice.

Draconic:

"It is I, Mun, representing Ashava with my loyal companion Selune, and the Twinhorn following with these faithful Pathfinders. We seek your aid; as we speak others of our organization are preparing for a battle against a great evil. Your help could prove all the difference. Join us, and let us together rid the world of Eshimka!"

Diplomacy, extremely fashionable, tap inner beauty: 1d20 + 13 + 1 + 2 ⇒ (16) + 13 + 1 + 2 = 32

Grand Lodge

male Gillman Rog 6 HP 46 | AC 20; Touch 14; FF 16 | F +7; R +11; W +4 | CMB+5; CMD 20 | Speed 30 ft | Init +4 | Perc +9 | Stealth: +12 rogue 5

Darrioos points his bow at the ground and let's other do the talking.

One arrow won't do much against that dragon


To negotiate with Zurhriga requires succeeding at three of the following four tasks, each of which involves several appropriate skills: bribing the drake, encouraging the drake, praising the drake, or shaming the drake.

What your companions do can make the task harder.

Bribe the Drake: Give it money or valuables. Appraise, Knowledge (arcana), or Use Magic Device check or a more difficult Bluff or Spellcraft check.
Encouraging the Drake: Encourage the drake to help. Diplomacy or Knowledge (planes) check or a much more difficult Bluff check.
Praise the Drake: Bolster the drake's ego with praise or feigned subservience, making him more likely to feel like the PCs' proposal is his own idea or that he's fully in control. Diplomacy, Perform or more difficult Bluff.
Shaming the Drake: Goad the drake in a way that directs his anger toward Eshimka—always stopping before pushing the drake too far. Handle Animal or Intimidate check or a more difficult Perform (comedy) or Sense Motive check.
Other approaches are allowed.

Mun, your approach could be considered either Encourage or Praise. Feel free to talk some more so as to establish which it is.

Vanya, your approach sounds like Shaming the Drake.

Let’s do them one and then the other.

The drake does want each person to introduce themselves. Please do so or state that you are not going to.
To keep things going, let’s assume everyone does introduce themselves and continue with what Mun started.


The Drake states “門,教別人禮儀。 他們應該提供他們的名字。

Draconic:
Mun, teach the others manners. They should give their names.

Then in common, it says “Give your names!” returning Carrick’s stare.

Carrick:
Faintly Evil.

Vanya doesn’t know anything more about the Drake than what the scout told you and that it seems irritable.

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

To the Pathfinders, he relays the drake's request: "He would like everyone to introduce themselves; please do." Once that's been done, he continues in Draconic, praising the drake's ability.

Draconic:

"Your aid could be key in this battle against Eshimka; having one like you on our side could be exactly the thing that turns the battle in our favor!"


Eshimka,是裂縫中那個人的名字嗎? 那個膽敢攻擊我的人?” the Drake replies with a growl.

Draconic:
Eshimka, is that the name of the one in the rift? The one that dared attack me?

Silver Crusade

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M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

Carrick detects the evil in the drake, but holds his blade.

Introductions? He asks rhetorically.

With a nod to the drake, I am Carrick Castermill, follower of the Inheritor.

Perhaps an act of good by defeating a larger evil, could lead this creature on the path of redemption. I'll allow Mun to parlay with the beast. Carrick eyes the drake nervously.

Grand Lodge

male Gillman Rog 6 HP 46 | AC 20; Touch 14; FF 16 | F +7; R +11; W +4 | CMB+5; CMD 20 | Speed 30 ft | Init +4 | Perc +9 | Stealth: +12 rogue 5

"Greetings...I am Darrioos of the far isle of Kortos." he bows to the dragon.

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