LoreMaster GM's PFS 9-14 Down the Verdant Path (Inactive)

Game Master vlaovich88

Maps!


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Maps ... Starship combat ... Party Loot Tracker

I peeped through once, but the wild hunt nearly spotted me. They first caught me, back before, and beat me black-and-blue. Now they guard the Bramble Bank, in the Heartgrove, where my palette hangs. Be wary of those wily ones from the moment you cross through!

What I would need from you is to retrieve my color for the First World! It is in a bindle bag and should be near this rift... I think.

They do not respond much to Vinnie's humor. With each burst of new color that fades to be bleached, they get sadder and sadder. The hole to the other place is through this well. I can explain how to cross if you agree to help me!

Either let me know if you are ready for me to advance the plot or ask questions or roleplay with the strange gnome.

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

The wild hunt, as in the fey thing? What can you tell me about this wild hunt? and what knowledge do I need to roll?


Maps ... Starship combat ... Party Loot Tracker

Yeah, the fey thing

A Wild Hunt is something in the first world. They are hard to explain in a way that makes sense to people of this plane... ummm... think of them like guardians that work for the Eldests. They come in all sorts of shapes and sizes. They are known to have perfect cooperation among each other making them very effective.

There isn't much more info about them to gain in the general sense and since each one can be so different, you are unable to get specifics until you see one.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

"Which - if you don't mind me asking - of the Eldest was punishing you? And is there anything that could be done to make amends? Is the Wild Hunt working for him?"

Liberty's Edge

Male NG Sylph Investigator 4 (Malice Binder) | HP 31/31| AC 20 T 14 FF 16 | CMB +3, CMD 16 | F: +4, R: +8, W: +4 | Init: +3 | Perc: +7+1d6, SM: +7+1d6 | Speed 35ft || Inspiration 4/4 || || Active conditions:

"It sounds like you may have gotten your deserved punishment, I'm not sure we should interfere. There is a price for theft, and I believe you're paying it." Aldar says as he crosses his arms looking at the gnome.


Maps ... Starship combat ... Party Loot Tracker

Ng the Hooded is the one that is mad at me and they are the one who sent the legendary wild hunt hunt after me. The hunt seemed to also upset one of the Eldest as well, but I haven't been able to find out that story myself yet.

The Eldest are not known to be the most... forgiving. They want me to perish here to die of the gloomy curse. To wash away due to the bleaching and if I am being honest, I believe I only have a couple days left.

But... if you don't help, this rift. It will stay open. It will spread and there is nothing I can do about it. If you don't want to help me out of kindness, you can help me for the need to help yourself!

Liberty's Edge

Male NG Sylph Investigator 4 (Malice Binder) | HP 31/31| AC 20 T 14 FF 16 | CMB +3, CMD 16 | F: +4, R: +8, W: +4 | Init: +3 | Perc: +7+1d6, SM: +7+1d6 | Speed 35ft || Inspiration 4/4 || || Active conditions:

"I don't believe death is a punishment for theft, so I it seems I will help you after all. Maybe we can speak with Ng and convince him to settle on a more reasonable punishment." Aldar decides as he waits for the party to prepare to cross the portal threshold.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie agrees that Azure should not have engaged in thievery, but he also pities the poor gnome. He is ready to journey to the strange land through the portal. "Do you have any advice about how we can close the rift once we are through? And how we should get back once it's closed?"

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

"Right-O. I, for one, would greatly enjoy a tryst into the fey wild! I told you gents that it wasn't a druid. I am looking forward to my winnings!".

Hearing Vinnie asking thoughtful questions snaps Gorak back into the present. He adjusts his top hat and straightens the goggles on it's brim.

"Yes yes, right tigh. The rift. I would imagine that closing the portal, with this grey-ones bag on our side should be enough to protect him from Ng- right chap?"


Maps ... Starship combat ... Party Loot Tracker

You won't be able to close the rift from the other side. You will need to bring me the palette and then I should be able aid in closing this rift up!

I think I will be safe from the Eldest if I stay in this plane so here is where I will stay.

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Jang nods.

"Love is not involved but beauty. Not my specialty. But we need to close the rift. Let us go."

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie agrees that the mission seems clear from here. He's a bit disappointed to have (apparently) lost the bet, but he holds out some hope that it ain't over till the fat harpy sings...

"All right then, so we just need to swim down through this well and then find a portal to another world at the bottom of it? And on the other side we should watch out for some fearsome Wild Hunt, whatever that is, while we steal your bindle bag, that was taken from you by a God as punishment for your thievery, yes? I can't imagine that anything will possibly go wrong! Let's go!"

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Jang shakes his head.

"I will rather sink then swim but let's try it!"

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

With a nod Cortland prepares to enter the well.

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

Gorak stands beside the well, looking forlorn. Slowly, he removes his tophat and red double-breasted jacket- folding them and leaving them at the side of the pool. He grabs his goggles and slides them over his eyes. He sighs, and turns and walks away from his things- following Cortland.


Maps ... Starship combat ... Party Loot Tracker

With you all seeming willing to help, Azure pulls out a scroll hallucinatory terrain and hands it over. A reward for the heroes who offered to save me!

Jamila speaks up, I will stay behind in preparation of your return. We will need to complete a ritual to close up this rift once the color is returned.

Falbin looks like he is trying to avoid Jamila's gaze, but she does catch his eyes and smiles, Looks like I was right about the rift! I win this bet! Time to pay up! Falbin huffs and pays Jamila.

I am guessing you will want your payment as well, won't you... He digs through his bag and gives out the rewards for the bet to Gorak, Courtland, and Jang. Each of you get your gold back plus a tangleburn bag each

Once all that seems to be taken care of, Azure looks at the group and says, This won't be as simple as just swinging through the well. This is the First World after all! They point to the water of the well which swirls with specks of green, orange, and icy blue. If someone casts detect magic, they would notice a strong conjuration (teleportation) aura.

You must jump in while holding aloft an offering, some trifle you’re not too attached to. Essentially you need to pick an item from your character sheet and offer to the First World. It can be magical or mundane. My personal recommendation is that you should pick an item is not a single use one, and one that might come up for use in future adventures... but you can choose whatever your desire (you will not have it with you most of this adventure).

While submerged, each traveler must spin around thrice widdershins before resurfacing. To come back, enter the water on the other side and spin the opposite direction!

Gorak is pretty sure that this water from this well would act as one of the items that the concordance may want.

If everyone is ready, please note the item that you are offering and then make some swim checks in a spoiler... lets start with 5. Remember armor check penalties.

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Would one of my daggers be appropriate?

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Jang offers his compass and jumps into the water.

Swim : 1d20 - 2 ⇒ (18) - 2 = 16

Liberty's Edge

Male NG Sylph Investigator 4 (Malice Binder) | HP 31/31| AC 20 T 14 FF 16 | CMB +3, CMD 16 | F: +4, R: +8, W: +4 | Init: +3 | Perc: +7+1d6, SM: +7+1d6 | Speed 35ft || Inspiration 4/4 || || Active conditions:

Aldar remove his magical bracers and dives into the portal. Offering my bracers of armor +1

5 swim checks:

swim: 1d20 + 4 ⇒ (14) + 4 = 18
swim: 1d20 + 4 ⇒ (16) + 4 = 20
swim: 1d20 + 4 ⇒ (11) + 4 = 15
swim: 1d20 + 4 ⇒ (17) + 4 = 21
swim: 1d20 + 4 ⇒ (3) + 4 = 7

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Uups, sorry, thought we should give you a swim check vs. DC 5.

Swim:
swim: 1d20 - 2 ⇒ (1) - 2 = -1
swim: 1d20 - 2 ⇒ (19) - 2 = 17
swim: 1d20 - 2 ⇒ (2) - 2 = 0
swim: 1d20 - 2 ⇒ (19) - 2 = 17


Maps ... Starship combat ... Party Loot Tracker

Dagger is welcome. The other offered items work as well. Magic bracers though is a big one to offer. I need the item offers from Vinnie and Gorak. I also need swim checks from Cortland, Vinnie, and Gorak.

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

Gorak looks back at his clothing, and contemplates. He goes back to where his jacket is folded and grabs his tophat. I hope this will work and he steps back off toward the pool of water.

Swim +4 Str, -4 ACP: 1d20 + 0 ⇒ (7) + 0 = 7
Swim +4 Str, -4 ACP: 1d20 + 0 ⇒ (4) + 0 = 4
Swim +4 Str, -4 ACP: 1d20 + 0 ⇒ (7) + 0 = 7
Swim +4 Str, -4 ACP: 1d20 + 0 ⇒ (8) + 0 = 8
Swim +4 Str, -4 ACP: 1d20 + 0 ⇒ (19) + 0 = 19

I hate water...

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Swim: 1d20 - 2 ⇒ (17) - 2 = 15
Swim: 1d20 - 2 ⇒ (14) - 2 = 12
Swim: 1d20 - 2 ⇒ (10) - 2 = 8
Swim: 1d20 - 2 ⇒ (2) - 2 = 0
Swim: 1d20 - 2 ⇒ (17) - 2 = 15

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie offers his smoked goggles and jumps into the water with a shiver.

Swim: 1d20 + 2 ⇒ (17) + 2 = 19
Swim: 1d20 + 2 ⇒ (20) + 2 = 22
Swim: 1d20 + 2 ⇒ (11) + 2 = 13
Swim: 1d20 + 2 ⇒ (18) + 2 = 20
Swim: 1d20 + 2 ⇒ (8) + 2 = 10

If his swim checks are insufficient and he gets into trouble, he has a potion of touch of the sea in a potion sponge that he can retrieve with his tail as a swift action.


Maps ... Starship combat ... Party Loot Tracker

All of you hop into the well and start carrying on the goofy ritual of spinning under water.

Jang, Aldar, Cortland, and Vinnie all lift your head out of the water to see the item you have offered is gone... but you are somewhere new. You are in a frozen lake, emerging through a 15-foot-wide hole in the thick ice.

This picturesque lake and its sylvan surroundings have been flashfrozen. Radiant flowers hang from nearby boughs, encased in a rime of frost. Just above the tree line, frozen birds float suspended in mid-takeoff. On the ground near the lakeshore, a small campfire burns without heat or motion, even its flames sheathed in ice.

Crouched behind a nearby tree, you see a woman of sorts with two "hounds". She is a large spider monkey with a hedgehog’s face and spines. Her hounds are porcupine-kangaroo hybrids. Why couldn't the book give of us artwork for these creatures haha

As you rise from the water, she draws a bow and shouts, You! I knew the culprits would come into this lake! They all laughed but here you are! You caused this scar! You made this frozen waste land and for your crimes you are marked for death!

You have the opportunity to make a single social skill check before she attacks

Gorak:
You spin in a very goofy awkward way and lift your head out of the water to find yourself still in the well with Falbin snickering at you.

Liberty's Edge

Male NG Sylph Investigator 4 (Malice Binder) | HP 31/31| AC 20 T 14 FF 16 | CMB +3, CMD 16 | F: +4, R: +8, W: +4 | Init: +3 | Perc: +7+1d6, SM: +7+1d6 | Speed 35ft || Inspiration 4/4 || || Active conditions:

Don't have any good social skills

"I didn't realize being in a lake was a crime, in fact, we came to make peace with Ng." Aldar says, hoping some more of his wordy comrades can weave some charm into his words.

diplomacy aid: 1d20 - 2 ⇒ (12) - 2 = 10

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Jang’ looks at the creature with curiosity.

”We should try to find a common view on positive emotions... this phenomenon is affecting both worlds. Let us work together to make the worlds whole again!“

Diplomacy incl aid : 1d20 + 2 + 12 ⇒ (15) + 2 + 12 = 29

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Diplomacy Aid: 1d20 + 2 ⇒ (4) + 2 = 6

Cortland should just not try to help

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

GM:
What are my options? Try to swim again?


Maps ... Starship combat ... Party Loot Tracker

No! You are clearly trying to trick us... right? The strange woman takes a moment to contemplate if you can be trusted. She allows you to continue explaining your situation for 18 more seconds before responding.

Okay mechanically, this is a bit odd. Essentially, the diplomacy check bought you three rounds before "something" happens. Those three rounds can be used for movement but if you seem hostile at all, she will attack. By the end of the three rounds, Gorak still hasn't surfaced.

The ice covering the lake, ground, and vegetation makes all surfaces difficult terrain and imposes a –5 penalty on all Acrobatics and Climb checks

Clambering up onto the ice takes a move action and requires a Climb check. After 3 rounds in the frigid water you will begins taking 1d6 points of nonlethal damage per round spent in the water

Please lay out what your three rounds of movement look like and remember to make your climb checks if you are trying to get out of the water. The map is up to date and the green square is the hole in the ice. Feel free to ask questions.

Gorak:

You will (I assume) keep trying to spin and looking silly till you make the check. You made the 5th check so on the fifth round, you will appear in the water. Does that make sense?

**EDIT**
I should mention the climb check is dc12 but don't forget the penalties for it being icy.

Liberty's Edge

Male NG Sylph Investigator 4 (Malice Binder) | HP 31/31| AC 20 T 14 FF 16 | CMB +3, CMD 16 | F: +4, R: +8, W: +4 | Init: +3 | Perc: +7+1d6, SM: +7+1d6 | Speed 35ft || Inspiration 4/4 || || Active conditions:

Since we aren't in immediate danger, can we take 10 on the climb check to get out of the water? With the -5 penalty, the DC is functionally 17 right?

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Climb -5, move 1. Round 1 : 1d20 - 2 - 5 ⇒ (13) - 2 - 5 = 6
Climb -5, move 2 , Round 1 : 1d20 - 2 - 5 ⇒ (5) - 2 - 5 = -2

Climb -5, move 1. Round 2 : 1d20 - 2 - 5 ⇒ (5) - 2 - 5 = -2
Climb -5, move 2, Round 2 : 1d20 - 2 - 5 ⇒ (8) - 2 - 5 = 1

Climb -5, move 1. Round 3 : 1d20 - 2 - 5 ⇒ (7) - 2 - 5 = 0
Climb -5, move 2 Round 3 : 1d20 - 2 - 5 ⇒ (16) - 2 - 5 = 9


Maps ... Starship combat ... Party Loot Tracker

I am not sure I would say you are out of immediate danger here. You still have a fey creature with a bow aimed at you contemplating if your story makes sense to her. That being said, this dc is especially punishing because you are correct, it is functionally a dc17 check with some serious consequences so I will allow the taking 10.

I believe with Jang's penalties, he needs a 19 to the check... that is just insane. This part just wants to punish anyone with armor I guess. Glad Joseph isn't here.

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Cortland has a -2 to climb so I will roll and hope for the best.
I'll use an inspiration also.

Climb: 1d20 - 2 + 1d6 ⇒ (10) - 2 + (5) = 13

Liberty's Edge

Male NG Sylph Investigator 4 (Malice Binder) | HP 31/31| AC 20 T 14 FF 16 | CMB +3, CMD 16 | F: +4, R: +8, W: +4 | Init: +3 | Perc: +7+1d6, SM: +7+1d6 | Speed 35ft || Inspiration 4/4 || || Active conditions:

Aldar carefully climbs his way out of the pit and leans over to offer his hand to anyone else climbing up. "One at a time please. If you've got rope, toss it up to me." he says before turning to the fey, "At least let us get out of this water before we freeze to death, that wouldn't be very interesting, would it?"

climb aid if I can't take 10 for that: 1d20 + 8 ⇒ (8) + 8 = 16
diplomacy: 1d20 - 2 ⇒ (20) - 2 = 18

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Back online - sorry for the delay

When the group first emerges from the water and Vinnie sees that Gorak is not with them, he immediately dives back down, intent on giving him his potion of touch of the sea (which is in a potion sponge).

I hope this is an allowable retcon. It's definitely what I would have done if I had been online the last few days.

Vinnie additional swim checks as may be needed:

swim: 1d20 + 2 ⇒ (6) + 2 = 8
swim: 1d20 + 2 ⇒ (4) + 2 = 6
swim: 1d20 + 2 ⇒ (13) + 2 = 15
swim: 1d20 + 2 ⇒ (20) + 2 = 22
swim: 1d20 + 2 ⇒ (17) + 2 = 19

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

While I am waiting for my swim checks, I will leave some climb checks too...

Climb: 1d20 + 0 ⇒ (10) + 0 = 10
Climb: 1d20 + 0 ⇒ (14) + 0 = 14
Climb: 1d20 + 0 ⇒ (12) + 0 = 12
Climb: 1d20 + 0 ⇒ (3) + 0 = 3
Climb: 1d20 + 0 ⇒ (1) + 0 = 1
Climb: 1d20 + 0 ⇒ (4) + 0 = 4
Climb: 1d20 + 0 ⇒ (3) + 0 = 3
Climb: 1d20 + 0 ⇒ (19) + 0 = 19

I hope you guys have a good fight. I'll get to join you on round 13...


Maps ... Starship combat ... Party Loot Tracker

Vinnie, the process of crossing realms was not just swimming down. It involved making an offering and spinning underwater. You know you can travel back, but you are unsure of if it will be possible to travel again after that. You would be pretty sure Gorak is not in danger, just struggling to pull of the spins. If you would like to risk it, you can try swimming back to the other realm.

I will allow you to offer aids in climbing out with a taking 10 when not in combat.

Courtland, that would be enough if it wasn't got the slippery ice...

The fey critter is still contemplating if your story checks out.


Vinnie- 3 rounds of actions left (Let me know if you want to try and spin back to your wolrd)
Jang- 0 rounds
Courtland- 2.5 rounds left (you only took a move action of 1 round)
Aldar- 3 rounds (who are you helping? Also, I will alow an easier dc if someone has rope as Aldar suggested)
Gorak- 0 rounds

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Cortland tries again to squirm up onto the ice.

Climb: 1d20 - 2 ⇒ (13) - 2 = 11

Round 2

Climb: 1d20 - 2 ⇒ (16) - 2 = 14
Climb: 1d20 - 2 ⇒ (11) - 2 = 9

Round 3

Climb: 1d20 - 2 ⇒ (18) - 2 = 16
Climb: 1d20 - 2 ⇒ (8) - 2 = 6

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Ah, ok. I was worried that he was drowning. Nevermind!

Vinnie takes 10 for Climb 20 (he has a natural climb speed of 20'). If that means he has 2 rounds to try to (further) diplomicize the creature, he attempts to engage it in conversation.

"My goodness that water was chilly! We really must close up this gap or rift or whatever you call it before it creates even more trouble. Will you help us?" Note that Vinnie appears unarmed, unarmored, and is small size.

Diplomacy, LE boon: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 Using a Liberty's Edge Orator boon to give a 1/scenario +2 to convince an NPC to cooperate - or +4 if it would involve participating in an uprising :-)

If this doesn't seem to help, he'll try to assist his comrades with their climbing (auto-aid)

Liberty's Edge

Male NG Sylph Investigator 4 (Malice Binder) | HP 31/31| AC 20 T 14 FF 16 | CMB +3, CMD 16 | F: +4, R: +8, W: +4 | Init: +3 | Perc: +7+1d6, SM: +7+1d6 | Speed 35ft || Inspiration 4/4 || || Active conditions:

Just helping whoever needs it and grabs my hand I suppose.

aid 2: 1d20 + 8 ⇒ (7) + 8 = 15
aid 3: 1d20 + 8 ⇒ (2) + 8 = 10


Maps ... Starship combat ... Party Loot Tracker

With both Vinnie and Aldar helping Courtland out, he is able to get out of the water. Unfortunately, the dwarf is still really struggling despite the helpful hands. Gorak is still stuck on the other side it seems. Lets hope Gorak has some rope when he shows up.

After the long pause fey creature frowns. You are tricksters! I know your type. You are trying to force my to believe you. Hounds, get them!

It is clear combat will start now. It is everyone besides Goraks turn. Remember the difficult terrain. Also, Jang takes nonlethal cold damage: 1d6 ⇒ 5 from spending 3 rounds in the water.

Gorak:

When we get to your turn, this will be the round that you spend a move action to surface in this realm.

GM Dice:

Aldar init: 1d20 + 2 ⇒ (17) + 2 = 19
Gorak init: 1d20 + 1 ⇒ (2) + 1 = 3
Vinnie init: 1d20 + 3 ⇒ (5) + 3 = 8
Jang init: 1d20 + 3 ⇒ (19) + 3 = 22
Courtland init: 1d20 + 2 ⇒ (10) + 2 = 12
Me: 1d20 + 2 ⇒ (6) + 2 = 8

----------------------------------
Round 5 statusall surfaces difficult terrain and –5 penalty on all Acrobatics and Climb check
-------------------------------------
Jang 19/24 (5NL)
Aldar
Courtland
Vinnie
Fey woman (red)
"Hound" (yellow)
"Hound" (blue)
Gorak

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

"Very unfortunate that you are resorting to violence!"

Jang sighs and starts casting a 'Summon Monster' spell.

Liberty's Edge

Male NG Sylph Investigator 4 (Malice Binder) | HP 31/31| AC 20 T 14 FF 16 | CMB +3, CMD 16 | F: +4, R: +8, W: +4 | Init: +3 | Perc: +7+1d6, SM: +7+1d6 | Speed 35ft || Inspiration 4/4 || || Active conditions:

Aldar stands and braces himself for the likely charge from the hounds.

readied action; if an enemy enters my reach:

grapple, provokes an AoO: 1d20 + 6 ⇒ (12) + 6 = 18

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Cortland slips and slides as he struggles to maintain balance and move across the icy lake. Double move to get closer

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie moves forward slowly on the slippery ice (15' due to difficult terrain) and uses his tail to swiftly retrieve his wand of inflict light wounds and then prepares to use it on any of the creatures if they come within his reach.

readied attack with wand of inflict light wounds:

melee touch attack: 1d20 + 5 ⇒ (2) + 5 = 7 Assuming this misses, Vinnie will be holding the charge of the spell
Inflict Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5


Maps ... Starship combat ... Party Loot Tracker

Jang braves the cold water and begins a long casting of a spell.

Vinnie and Aldar ready actions to attack if the hounds get within range. I may of forgot to mention before, but the "hounds" are tiny sized and the fey person is medium

Courtland struggles across the pond.

The fey woman climbs 10 ft up the tree real quick to sit on a branch and takes a shot with her bow at Courtland. The shot lands true... but only by inches. 8 damage to Courtland

The blue hound tries to nimbly bounce into Courtland's space but slips on the ice opening it up for a shot from him. The little thing then uses it's tail to try and smack him. The poor critter is unable to get through his armor. Courtland gets a free attack at blue.

The final hound moves across the ice to get to Vinnie. Once it gets close, the mean Vanara tries to poke it with a wand, but misses. The hound then tries to get into Vinnie's space. This one manages to hold his footing as he moves and gets right against Vinnie but doesn't have time to attack yet. No AoO for you this round

Suddenly, the slightly flustered Gorak busts through the water, finally entering this world. The cold is really getting to Jnag. NL cold damage): 1d6 ⇒ 5

Just in case people weren't sure of what happens when fighting tiny monsters, you can attack them from your square with no penalty.

GM Dice:

fey: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d8 + 4 ⇒ (4) + 4 = 8
acrobatics: 1d20 + 10 ⇒ (4) + 10 = 14
blue: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d3 + 3 ⇒ (3) + 3 = 6
acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25

----------------------------------
Round 5 statusall surfaces difficult terrain and –5 penalty on all Acrobatics and Climb check
Gorak (Still have a standard action left)
----------------------------------
Round 6 statusall surfaces difficult terrain and –5 penalty on all Acrobatics and Climb check
-------------------------------------
Jang 14/24 (10NL)
Aldar
Courtland (1 AoO on Blue)
Vinnie
Fey woman (red)
"Hound" (yellow)
"Hound" (blue)

Liberty's Edge

Male NG Sylph Investigator 4 (Malice Binder) | HP 31/31| AC 20 T 14 FF 16 | CMB +3, CMD 16 | F: +4, R: +8, W: +4 | Init: +3 | Perc: +7+1d6, SM: +7+1d6 | Speed 35ft || Inspiration 4/4 || || Active conditions:

Aldar moves forward and carefully kicks the yellow hound attacking Vinnie.

unarmed strike, power attack: 1d20 + 5 ⇒ (13) + 5 = 18 Are we considered flanking it?
non-lethal damage: 1d6 + 7 ⇒ (3) + 7 = 10

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

A celestial eagle appears above the fey and attacks with a smite!

Talon 1 : 1d20 + 3 ⇒ (17) + 3 = 201d4 ⇒ 3

Talon 2 : 1d20 + 3 ⇒ (14) + 3 = 171d4 ⇒ 1

bite : 1d20 + 3 ⇒ (20) + 3 = 231d4 ⇒ 3
Crit confirm bite : 1d20 + 3 ⇒ (11) + 3 = 141d4 ⇒ 3

Please add 1 to the damage if evil.

-

Jang starts casting another summoning spell.

Sorry, forgot to mention that he converted comprehend languages and now align weapon.

Edit: concentration for damage : 1d20 + 7 ⇒ (17) + 7 = 24 / GM, is the damage once every three rounds? Or every round?

Liberty's Edge

Male NG Sylph Investigator 4 (Malice Binder) | HP 31/31| AC 20 T 14 FF 16 | CMB +3, CMD 16 | F: +4, R: +8, W: +4 | Init: +3 | Perc: +7+1d6, SM: +7+1d6 | Speed 35ft || Inspiration 4/4 || || Active conditions:

I think you'll need a concentration check Jang for continuous damage since you're constantly taking non-lethal damage. DC is 10 + 1/2 damage + spell level if I recall correctly.

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