[OutPost III, PFS(2)] PFS(2) 1-10 Tarnbreaker's Trail (Inactive)

Game Master Blake's Tiger

Muster Sheet | Maps & Things


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Horizon Hunters

Tam Sa Gi looks to the group and states, "I think it would be wise to stay the night as they suggest. If we fall into the river and then have to spend the night wet and in the bitter cold, we risk serious injury even death." Having stated her opinion, she wanders over to talk to the Bluetongue Brawlers. Diplomacy: 1d20 + 2 ⇒ (17) + 2 = 19

Vigilant Seal

NG (female) Dwarf Fighter 1 | HP 46/46 | AC 19 (21 with Shield Raised) | F+9__R+8__W+9 | Perc(E) +9 (darkvision) | Stealth(U) +1 | speed 25 | Hero Points: 1 | Active Conditions: none

"Hey Feldspar!" Frankie calls the wizard over. "Now I've been told I have some mighty powerful thighs, if you catch my drift. But even so I am not certain I'm going to be able to make that leap. You seem like a brainy one... Any chance you got any pointers on how to get this dwarf to reach new heights? Some... Guidance, if you will?"

Horizon Hunters

Female Varisian Human Monk 5 HP 68 AC 24 F +11 R+13 W+9 Perc +9 Speed 35' Hero Points 0 Active Conditions

Carmelizzia listen to Tam Sa Gi and nods “If someone gets wet, we need to change clothing, whatever the time of the day. After that, we’d have to dry them. Would it be better to do so while on the move or doing camp? Those cooked fish sounds better than our rations thought.
For the sleigh, I guess we need to tie some of our ropes and move it on the other side when half of us crossed.

Whatever the group decides, the varisian dancer will try to befriend some officials.

Make an Impression/Performance dance: 1d20 + 7 ⇒ (8) + 7 = 15

Vigilant Seal

N (female) Half-Orc Barbarian 1| HP 15/23 +4 temp while raging| AC 18 17 while raging| F +8 R +4 W +6 | Perc(E) +6 darkvision, low-light vision | Stealth(U) +1 | speed 25| Hero Points: 1 |Active Conditions: none

"I am happy to take the advice of the locals. This looks like quite a task and being well-rested when we start seems wise. We may need to take only what is essential and leave the sleigh unless we can find a good solution."

Barb helps set up camp and makes sure that watches are established.

She will also speak with the officials, asking if they have seen any further evidence of tampering, explaining if need be the incidence with the eggs, and gleaning what she can of the route ahead.

Diplomacy: 1d20 ⇒ 8

Horizon Hunters

Tam Sa Gi listens to Barb's idea and nods, "Barb's right. We should try to stick to bare essentials; if we don't need to take the sleigh, it would be best to get rid of it here where it would impede our travel the most. If that means some of us need to redistribute people's gear so that people can get across the river and continue to the trek, then we should do that."


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"No, we haven't seen any evidence of tampering," an official answers Barb. "Have you?"

Carmelizzia dances to the entertainment of the marshals at dinner time. This performance goes over better than her last one, but she's not certain if she achieved her underlying goal or not.

Meanwhile, Tam Sa Gi learns from the Bluetongue Brawlers that the next stretch of the race is comprised of mostly flat stretches of ice, rock, and snow. (Success)

Envoy's Alliance

LG (male) human (Taldan) Wizard 1| HP 16/16 | AC 15 (16 with Mage Armor)| F +5 R +5 W +6 | Perc(T) +4 | Stealth(T) +5 | speed 25| Hero Points: 1 |Active Conditions: none

Feldspar ponders the dwarf's question.

"I'm afraid that my acrobatics training is still somewhat rudimentary, and taking any advice I give you is more likely than not to impede your efforts. You also seem significantly heavier than my telekinetic projectile spells are capable of dealing with. All I can do is start a fire on the far side, should it come to that."

He ponders the 20 foot crossing and his fifty foot coil of rope. "We might be able to rig something to get our sledge across, once we have a team member on the far side."

Feldspar will then go examine the crossing and the poles, looking for inspiration to see if any equipment modifications would make it easier for a dwarf to cross.

intelligence: 1d20 + 4 ⇒ (4) + 4 = 8


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GM Screen:

Barb Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Feldspar Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Frankie Perception): 1d20 + 7 ⇒ (2) + 7 = 9
Carmelizzia Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Tam Sa Gi Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Mordak Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Feldspar Nature: 1d20 + 1 ⇒ (20) + 1 = 21
Tam Sa Gi Nature: 1d20 + 6 ⇒ (18) + 6 = 24

The consensus is to remain on the check point side of the river and take advantage of the food and warmth. The mood in the camp, especially with Carmelizzia providing entertainment, is one of good cheer. You bed down for the night with full bellies. Feldspar goes to bed pondering the puzzle of the river, always coming back to the pole vault being the most efficient way to cross given the bounds of the challenge.

When Feldspar goes to relieve himself by the river, he spies a large shadow on an overlook on the opposite bank. The creature seems to be watching the camp. When its gaze makes contact with the wizard's, it retreats from the ledge and disappears into the darkness. From the glimpse he got, his memory is jogged of a zoological text listing creatures from the frozen north: a short-faced bear.

On a separate occasion that Tam Sa Gi has to head to the river's edge, she also notices a large, shadowed creature watching from the edge of the woods on the opposite bank. It lopes away on four legs when it spies her. She knows this to be a giant short-faced bear, an exceedingly rare bordering on mythical predator from the Crown of the World.

The morning ultimately comes without disturbance on your side of the river, though.

GM Screen:

Barb Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Feldspar Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Frankie Perception): 1d20 + 7 ⇒ (15) + 7 = 22
Carmelizzia Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Tam Sa Gi Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Mordak Perception: 1d20 + 2 ⇒ (1) + 2 = 3

After you have had a chance to share your nocturnal observations and once you have distributed your gear among your fellows, you head to the river crossing.

Frankie, Feldspar, Carmelizzia:
The poles have a flat plate attached to the bottom to keep it from sinking into the mud. The plate on this pole looks loose.

Horizon Hunters

M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7

Little late for the roll, but I also would have tried to gather info, if more successes mater.
diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
I don't have any helpful spells to help cross the river. We to roll checks now? If so, I'm waiting to see if any of us magic users have any useful spells before I roll that athletics or acrobatics check.

Horizon Hunters

Female Varisian Human Monk 5 HP 68 AC 24 F +11 R+13 W+9 Perc +9 Speed 35' Hero Points 0 Active Conditions

After Carmelizzia sees the problem she will go to her companions, asking them to check twice the plate on her poles. Her’s a little too loose to be safe.

Hopefully, the officials haven’t gone away yet, and before anyone fixes the poles she goes to them to indicate the problem. “Excuse me” she says as she tries to remember one of the officials name. “I don’t know if it’s indented or not but the plate on my pole seems a loose. See?
I don’t want anyone to get injured because of that, maybe you should send someone to check on the other teams equipment.

Vigilant Seal

N (female) Half-Orc Barbarian 1| HP 15/23 +4 temp while raging| AC 18 17 while raging| F +8 R +4 W +6 | Perc(E) +6 darkvision, low-light vision | Stealth(U) +1 | speed 25| Hero Points: 1 |Active Conditions: none

"Well spotted, let me take a closer look at mine. We definitely should warn the other teams, I don't want to see anyone come to harm during this event."

"Shri, I begin to think your suspicions may be correct, but I am also concerned about the bear the others have seen."

After the officials have been notified and make any examination they desire, Barb will check her equipment and then the rest of the teams, making repairs as she can.

Crafting: 1d20 + 3 ⇒ (13) + 3 = 16

Once everyone is ready, Barb shoulders a good portion of the load from the sled, thinking that even if they manage to pull it across that is best done with it close to empty. She then attempts the pole volt.

Athletics: 1d20 + 7 ⇒ (12) + 7 = 19

Once on the other side, Barb sets down the extraneous load and prepares a rope, ready to either try to rescue any who fall or work to pull the sled across when indicated. While making sure to be ready for her team, Barb also tries to keep an eye out for the bear or any other hazards.

Envoy's Alliance

LG (male) human (Taldan) Wizard 1| HP 16/16 | AC 15 (16 with Mage Armor)| F +5 R +5 W +6 | Perc(T) +4 | Stealth(T) +5 | speed 25| Hero Points: 1 |Active Conditions: none

Feldspar will tie one end of his rope to the sledge and throw the other across to Barb.

I seem to recall that we are mostly handwaving the polevaulting sled

After those preparations, he will carefully examine his equipment and then attempt to fling himself across the river.

Acrobatics: 1d20 + 5 ⇒ (17) + 5 = 22

Presuming he makes it to the other side, he will make sure his mage armor is up, his familiar is not too unhappy with the rough ride, and keep as close a lookout for the bear as he can.

Horizon Hunters

Tam Sa Gi attempts to pole vault over the river. Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23
Upon making it to the other side, she readies herself to take on anything that might attack her group while they are in the process of crossing.


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Yes. You are hand waving the sled's crossing.

"What?" the marshal says as Carmelizzia brings her pole to the official. "Oh my! Good thing you noticed this. That would certainly be risky to vault with a loose plate."

The official retrieves a pole from a secured shed and hands it over to Carmelizzia. This plate, she can see, is solidly affixed to the pole.

Barb is able to repair her pole's plate simply enough, and anyone that wishes to exchange their poles can do so. Bringing this to the attention of the other teams finds that, essentially, every pole that was left out and in easy reach for use this morning had a loose plate. The other teams are grateful for the warning.

Using the appropriate poles, Barb, Feldspar, and Tam Sa Gi make it to the other side of the river with ease.

Horizon Hunters

M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7

Mordack against all odds still has to cross acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20

Vigilant Seal

NG (female) Dwarf Fighter 1 | HP 46/46 | AC 19 (21 with Shield Raised) | F+9__R+8__W+9 | Perc(E) +9 (darkvision) | Stealth(U) +1 | speed 25 | Hero Points: 1 | Active Conditions: none

After swapping out poles herself, Frankie quietly says to herself "You said you wanted to have new experiences... ", shrugs and takes off at a respectable Dwarven sprint for the rivers edge - Vaulting pole raised high. As she nears the river she lets the pole's end begin its fall, plunging it forcefully into the river's muck-filled bottom, and leaps with all her might....
Athletics: 1d20 + 7 ⇒ (1) + 7 = 8

Vigilant Seal

NG (female) Dwarf Fighter 1 | HP 46/46 | AC 19 (21 with Shield Raised) | F+9__R+8__W+9 | Perc(E) +9 (darkvision) | Stealth(U) +1 | speed 25 | Hero Points: 1 | Active Conditions: none

HERO POINT
Athletics ReRoll: 1d20 + 7 ⇒ (3) + 7 = 10

Vigilant Seal

NG (female) Dwarf Fighter 1 | HP 46/46 | AC 19 (21 with Shield Raised) | F+9__R+8__W+9 | Perc(E) +9 (darkvision) | Stealth(U) +1 | speed 25 | Hero Points: 1 | Active Conditions: none

...only to find she does not have the momentum to carry the pole all the way through it's arcing motion. She slides down the pole, and is submerged into the frigid river below. After screaming and shouting a string of obscenities so long, that they could have made there way across the river and back on their own, Frankie begins swimming the remaining distance
Swim/Athletics: 1d20 + 7 ⇒ (2) + 7 = 9

Vigilant Seal

N (female) Half-Orc Barbarian 1| HP 15/23 +4 temp while raging| AC 18 17 while raging| F +8 R +4 W +6 | Perc(E) +6 darkvision, low-light vision | Stealth(U) +1 | speed 25| Hero Points: 1 |Active Conditions: none

Barb immediately throws the rope she had readied.

"Grab on! I'll pull you in."

Horizon Hunters

Female Varisian Human Monk 5 HP 68 AC 24 F +11 R+13 W+9 Perc +9 Speed 35' Hero Points 0 Active Conditions

Happy that she helped everyone get safer, but troubled that something has been tampered with the poles, Carmelizzia will go for the pole jump. She tries to use her agility to balance correctly rather than trying to sprint faster.

Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26

Horizon Hunters

Tam Sa Gi quickly grabs onto the end of the rope to help Barb pull Frankie to safety.

Assist Athletics: 1d20 + 4 ⇒ (15) + 4 = 19


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Frankie's pole stops mid-vault, fully upright in the middle of the icy river. She begins to slip down the pole before enacting a heroic swing of her body to bring her back to the originating shore. She tries again but falls back to the same shore. She tries again--rather than swimming for she is not in the river due to heroics--and fails again.

Mordack crosses with much less excitement.

Carmelizzia runs, plants her pole, and leaps. She lands well on the other side.

"I think that's a record," Frankie can hear a marshal comment.

Frankie still has to cross. With your modifier--and having identified the problem with the poles--you will only fall in the river on a natural 1. DC 16. Keep trying.

Vigilant Seal

NG (female) Dwarf Fighter 1 | HP 46/46 | AC 19 (21 with Shield Raised) | F+9__R+8__W+9 | Perc(E) +9 (darkvision) | Stealth(U) +1 | speed 25 | Hero Points: 1 | Active Conditions: none

When Frankie realizes she actually landed back on the starting shore and not in the river, she is relieved. She shouts to the other side, "Thanks Barb, Tammy" and heads back to try another running start. When she lands back on the near shore a second time, she is disappointed. When Liz makes the leap - it is a thing of devine beauty, from Frankie's perspective. She made it look as effortless as an angel flying in the heavens.
But any joy she felt upon watching Lizzy's grace was soon erased by a sweltering embarassment of her own repeated failure. Her ancestral pride required an excuse to be voiced, and so she shouted in an uncharacteristically accented voice, "Ye long-legged lassies have a leverage advantage. Me stubby legs n' I need to work twice as hard as any o ye skinny b*tches... n' Mordack - well... yer folk are all strangely top-heavy."
As she headed back to to try the leap a third time, Frankie wonders to herself whether she could have handled that situation any better.
Athletics: 1d20 + 7 ⇒ (15) + 7 = 22

Vigilant Seal

NG (female) Dwarf Fighter 1 | HP 46/46 | AC 19 (21 with Shield Raised) | F+9__R+8__W+9 | Perc(E) +9 (darkvision) | Stealth(U) +1 | speed 25 | Hero Points: 1 | Active Conditions: none

Finding herself at the otherside, standing amid the party members she just... well.. insulted, all she can say is "Sorry.... I don't handle failure very gracefully. Uh... when this is over, drinks are all on me"


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You leave the other two teams to their efforts trying to cross the river. The Wyrding Wayfinders seem to be having an especially tough time getting the poles to land where they want them.

The sky is a beautiful cerulean without a cloud in sight as you set forth. Along with the clouds, sign of the large predator from the night before is also absent. True to the advice you received, the terrain beyond the forest at the check point is largely open fields of rock and snow.

Overland Travel Checks

Horizon Hunters

Tam Sa Gi gives Frankie a congratulatory pat on the back, "That was a tough challenge for all of us... And you're not the only one here who suffers from an ill-temper when combating one's own limits. If it helps to curse, curse away; it's better than what I usually do."

With that Tam Sa Gi picks up her pack and begins doing as she has for the past few days, searching for the best/safest/easiest travel route for her teammates to traverse. Acrobatic: 1d20 + 7 ⇒ (14) + 7 = 21

Envoy's Alliance

LG (male) human (Taldan) Wizard 1| HP 16/16 | AC 15 (16 with Mage Armor)| F +5 R +5 W +6 | Perc(T) +4 | Stealth(T) +5 | speed 25| Hero Points: 1 |Active Conditions: none

Feldspar looks at the dwarf somewhat quizzically. "Actually, you avoided having the drinks be on you quite nicely. He then turns to Tam Sa Gi. "If you're still blazing the trail, I'll still follow.

Acrobatics to follow Tam: 1d20 + 5 ⇒ (17) + 5 = 22

-or-

If tactics has changed, fall back on survival
survival: 1d20 + 4 ⇒ (9) + 4 = 13

And keep as close a lookout for the bear as possible. In fact...

Feldspar opens his pack and pulls out his familiar, a rather lazy looking kitten that seems to owe a lot of his ancestry to the back streets of Oppara.

"You're riding on top of the pack today, Nugget. Unless you want to be renamed 'Morsel', keep an eye out for that bear."

Not that it's likely to actually do anything. I'm not sure I can order my familiar to keep watch.
perception, Nugget: 1d20 + 5 ⇒ (12) + 5 = 17

Vigilant Seal

N (female) Half-Orc Barbarian 1| HP 15/23 +4 temp while raging| AC 18 17 while raging| F +8 R +4 W +6 | Perc(E) +6 darkvision, low-light vision | Stealth(U) +1 | speed 25| Hero Points: 1 |Active Conditions: none

After ensuring everyone is safely across, Barb repacks the sleigh and sets out with the group, doing her best to help them set a good pace.

Athletics: 1d20 + 7 ⇒ (7) + 7 = 14

Horizon Hunters

M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7

survival: 1d20 + 2 ⇒ (10) + 2 = 12 another +2 if mountain lore still applies.

Vigilant Seal

NG (female) Dwarf Fighter 1 | HP 46/46 | AC 19 (21 with Shield Raised) | F+9__R+8__W+9 | Perc(E) +9 (darkvision) | Stealth(U) +1 | speed 25 | Hero Points: 1 | Active Conditions: none

"Thanks Tammy."
After Feldspar makes his comment, Frankie laughs - but only because she thinks he may be making a joke. In truth, she is simply confused by the comment. But all is forgotten as soon as he pulls a cat out of his pack.
"Nice Trick, Fel - what else can you pull out of there?"

(trail check Athletics: 1d20 + 7 ⇒ (3) + 7 = 10)

Horizon Hunters

Female Varisian Human Monk 5 HP 68 AC 24 F +11 R+13 W+9 Perc +9 Speed 35' Hero Points 0 Active Conditions

Commenting on her jump, Carmelizzia’s says “Guess all those exercises to stay in shape pays off, I’ll have to thanks the instructors at the Grand Lodge for that.

Overland Travel, Athletics: 1d20 + 6 ⇒ (5) + 6 = 11

Carmelizzia tries to climb some of the rocky terrain to speed up the journey but finds out it takes her even more time that taking a longer route.


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Perhaps the calm weather and relatively warmer temperatures have fostered complacency in the Pathfinders or perhaps the Bluetongue Brawlers gained a second wind. The two teams arrive at the final checkpoint at the same time. The Two Houses and the Wyrding Wayfinders are nowhere to be seen on your tail.

Among the tall drifts and dunes of snow and ice, a small hollow reveals signs of life. A large fire pit is encircled by tents and snow shelters as officials stand near the warmth of the blazing fire. Beyond the camp, a large sheet of exposed ice is marked by race banners. In the middle of the ice, a delicate ribbon lies partially frozen in the sheet.

Without Trace or Fail are readying their gear to set out again. You realize that this is the first time that you've actually been at a checkpoint at the same time. The Fangs of the Remorhaz are not present, likely in the lead.

After checking on your health and well being, the marshal explains, "This trial recounts the tale of Balgird’s brave survival on the open ice. While camping in the tundra, Balgird lost some precious equipment to the wind in the night. The following morning, he followed a trail of gear to discover one of his scrolls frozen in the ice. With great care, he moved across the thin sheet to where his scroll lay trapped. Balgird created a lens from a piece of the ice itself, focusing the sunlight on the ice to slowly melt it away from his scroll until he was able to free it.

"Your goal is to cross the ice individually and free the ribbon without damaging it."

You notice that snow has blow across the ice creating uneven ground and hiding parts of the ice from view.

This challenge is a little less obvious in the most direct way to accomplish it. However, each participant in this trial needs to describe their method of crossing the ice and then their technique for freeing the ribbon. For freeing the ribbon, the usual skills are Thievery or Nature.

Horizon Hunters

After leaving her pack with the others, Tam Sa Gi goes out to the water's edge and, carefully, walks out onto the ice just a few feet just to see how stable it is. Perception: 1d20 + 6 ⇒ (4) + 6 = 10

After testing it, she feels fairly confident that it's safe to walk on but keeps her center of gravity spread out by using a wide stance as she moves [ooc]In other words, distributing her body's weight across a more of the ice in a similar manner as laying down on the ice would.[ooc]. Survival: 1d20 + 6 ⇒ (17) + 6 = 23 This takes her longer but she arrives there safely.

Upon arriving at the ribbon she, attempts to do what the story says by fashioning a lens from the ice and using it to melt the ice and snow around the ribbon being very careful not to hit the ribbon with the sun's rays. Thievery: 1d20 + 7 ⇒ (20) + 7 = 27

When she is done, she comes back the way she came.


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Tam Sa Gi makes it out to the ribbon without cracking the ice. She then goes about chipping and polishing a lens of ice and uses that to focus the sun's light and heat. In short order, she has the ribbon free and makes her wide-based waddle back to the shore.

"I don't think I've ever seen that technique," one of the marshal's comments.

"Ingenious," says another.

Vigilant Seal

NG (female) Dwarf Fighter 1 | HP 46/46 | AC 19 (21 with Shield Raised) | F+9__R+8__W+9 | Perc(E) +9 (darkvision) | Stealth(U) +1 | speed 25 | Hero Points: 1 | Active Conditions: none

Frankie lights a torch, and carries it with her on the way out to the ribbon. Recalling the stuck egg and loose plates, She keeps her eye open to any possible signs of potential sabotage. Perception: 1d20 + 7 ⇒ (6) + 7 = 13

She uses the torch to Melt through most of the ice, but as she gets close to the ribbon, relies on her Mining Knowledge for how to chip away enough ice to get the ribbon without damaging the rest of the surrounding ice's integrity. Mining Lore: 1d20 + 4 ⇒ (18) + 4 = 22

Horizon Hunters

Female Varisian Human Monk 5 HP 68 AC 24 F +11 R+13 W+9 Perc +9 Speed 35' Hero Points 0 Active Conditions

Carmelizzia remembers hearing about a ice skating show. She decides that’s the way to go, so she makeshift some ice skates, and uses them to move fast before the thin sheet has any chance of breaking.
Performance: 1d20 + 6 ⇒ (2) + 6 = 8 add +1 if this can be considered as dancing

I’m fed up failing all my performance checks on my dancer, so Hero point to reroll!

Performance: 1d20 + 6 ⇒ (1) + 6 = 7

Well, there’s nothing left to say.


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Frankie: Give me an Acrobatics check.
We'll get back to Carmelizzia's results later.

Vigilant Seal

N (female) Half-Orc Barbarian 1| HP 15/23 +4 temp while raging| AC 18 17 while raging| F +8 R +4 W +6 | Perc(E) +6 darkvision, low-light vision | Stealth(U) +1 | speed 25| Hero Points: 1 |Active Conditions: none

Barb pulls some candles from her pack. "I have these if anyone wants to use one."

She will then flatten herself out on the ice to crawl slowly toward the ribbon, carefully checking the condition of the ice to avoid any cracks or weakened areas.

Athletics: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

She then uses the lit candle to attempt to gently melt the ice near the ribbon, if that does not work she will attempt to craft a lens from the ice as demonstrated by her teammate.
crafting: 1d20 + 3 ⇒ (15) + 3 = 18 (16 on that roll if it must be nature or thievery which are both +1)

Envoy's Alliance

LG (male) human (Taldan) Wizard 1| HP 16/16 | AC 15 (16 with Mage Armor)| F +5 R +5 W +6 | Perc(T) +4 | Stealth(T) +5 | speed 25| Hero Points: 1 |Active Conditions: none

Feldspar spends some time rummaging in the sledge to find a small pot, which he fills with snow and ice. To make his way out to the ice, he rest the pot on the ice, sets the end of his staff inside it, and uses that to take some of his weight, spreading his weight even further than his stance would normally allow.

Acrobatics: 1d20 + 5 ⇒ (2) + 5 = 7

Stumbling, he makes a heroic effort to recover Hero Point

Acrobatics: 1d20 + 5 ⇒ (6) + 5 = 11

....

Should he survive to reach the ribbon, he will use Produce Flame to heat the water in the pot, and use the water to melt the ice away from the ribbon.

thievery: 1d20 + 2 ⇒ (19) + 2 = 21
... Or if it can be considered relevant
Arcana: 1d20 + 7 ⇒ (19) + 7 = 26 Or crafting, same roll

Vigilant Seal

NG (female) Dwarf Fighter 1 | HP 46/46 | AC 19 (21 with Shield Raised) | F+9__R+8__W+9 | Perc(E) +9 (darkvision) | Stealth(U) +1 | speed 25 | Hero Points: 1 | Active Conditions: none
GM Blake wrote:

Frankie: Give me an Acrobatics check.

.
Acrobatics: 1d20 + 4 ⇒ (3) + 4 = 7
.
while tempting to burn the other Hero Point - I think I'll just sufferthe consequences this time.

Horizon Hunters

GM Blake wrote:


"I don't think I've ever seen that technique," one of the marshal's comments.

Tam Sa Gi looks at the marshal and smiles slightly, "My master used to have me stand in that position for hours at a time without moving."

Horizon Hunters

M Goblin Sorcerer 2: Spd:25, HP:20/20, 1 Fire Resistance, AC:17, Fort:5, Ref:7, Will:5, Per:3 Darkvision, Stealth:7

Mordack will acid splash around the ribbon consistently to melt the ice near it. He will make sure the acid is at least 1 foot away from the ribbon hits: 1d20 + 3 ⇒ (9) + 3 = 12
hits: 1d20 + 3 ⇒ (9) + 3 = 12
hits: 1d20 + 3 ⇒ (1) + 3 = 4 to hit the ice around the ribbon and not the ribbon itself.
if I have to roll dmg: 3d3 ⇒ (3, 1, 2) = 6 d3 for each acid splash
let me know if I need to roll more attacks.
To cross the ice, Mordack will watch were others step and follow their footprints to find out the easiest path perception: 1d20 + 2 ⇒ (14) + 2 = 16


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I'm going to resolve these out of order because some of you have more dice to roll. Where applicable, I'm also going to use your dice in the order you rolled them for the things that they, ultimately, apply to as in a live game these each would have been prompted.

Barb crawls out on the ice and finds that this is, while slow, and extremely safe way to move out onto the ice. She lights her candle and slowly melts the ribbon free. (For that technique--using a candle to melt the ice--it must be Nature) (Success)

Feldspar makes it to the half-way point before he fall on the ice, causing it to crack dangerously around him. However, he is able to better navigate snow dusted ice better. Once there, he summons a ball of flame in his hand. Perhaps having recognized that a direct application of arcane power might destroy the fragile ribbon, he instead heats water and pours it over the entrapped ribbon. (Success)

Carmelizzia dances out onto the snow and ice. She trips on an uneven ridge of ice hidden under the snow and falls on the ice. (And this particular step apparently does not have a critical failure result, so you may try again)

When Frankie tries to cross, she makes it a quarter of the way there and slips and falls. (You may try again)


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Ninja'd by Mordack

Fortunately, Mordack went last because he destroyed the ribbon with his magical attacks, precluding any further attempts.

Vigilant Seal

NG (female) Dwarf Fighter 1 | HP 46/46 | AC 19 (21 with Shield Raised) | F+9__R+8__W+9 | Perc(E) +9 (darkvision) | Stealth(U) +1 | speed 25 | Hero Points: 1 | Active Conditions: none

FRANKIE GETS UP AND PLOWS AHEAD
Acrobatics Reroll: 1d20 + 4 ⇒ (6) + 4 = 10

Envoy's Alliance

LG (male) human (Taldan) Wizard 1| HP 16/16 | AC 15 (16 with Mage Armor)| F +5 R +5 W +6 | Perc(T) +4 | Stealth(T) +5 | speed 25| Hero Points: 1 |Active Conditions: none

Feldspar, on returning and seeing Frankie's difficulties, fetches a rope from his pack.

"One of us should be prepared to throw this out." He keeps an eye on Frankie, ready to try to throw the rope but also ready for one of the more athletic members of the party to either take over or suggest something better.

Horizon Hunters

Tam Sa Gi comes over by Feldspar to help assist Frankie.

Acrobatics Assist Frankie: 1d20 + 7 ⇒ (17) + 7 = 24


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GM Screen:

Cold: 3d6 ⇒ (3, 6, 1) = 10

Frankie trips almost as soon as she stands up. The sudden crash of her weight on the ice weakened from her first fall breaks the ice, and the dwarf lass falls into the frigid water. While breathtakingly cold and immediately dangerous given the temperatures outside, it is not very deep. She disappears under the water but can easily stand, finding the pond is no more than three feet deep.

OK. You've accomplished enough to know the mechanics. Each attempt to get to the ribbon requires a DC 15 Acrobatics check--I converted Tam Sa Gi's Survival to Acrobatics since her described technique was not functionally different from Balancing, not that it mattered with her raw roll--if you fail twice in a row, you break through the ice and take damage.

Knowing that, Frankie, Carmelizzia, do you want to proceed?

Status

Frankie (12/22)

Horizon Hunters

Female Varisian Human Monk 5 HP 68 AC 24 F +11 R+13 W+9 Perc +9 Speed 35' Hero Points 0 Active Conditions

As long as I don’t break my ankle, I can stand up and try again.

Performance: 1d20 + 6 ⇒ (13) + 6 = 19

Acrobatics is +8 if that’s the only check that can be used

Once next to the ribbon, Carmelizzia draws a dart to carve the ribbon out of the ice. She tries to gently break bits of ice by using friction to help melt it or loosen the ice around it bits by bits.

Thievery: 1d20 + 4 ⇒ (15) + 4 = 19 Thievery is untrained, in case that matters


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Acrobatics isn't the only skill, but what you're doing needs to be substantially different than merely another way of balancing.

Carmelizzia manages to stand back up, steady herself, and make it to the ribbon. She carefully chips away at the ice and teases the ribbon free of the ice. (Success)

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