Tao Lavinia Heron
|
Tao takes out her pan flute, and begins whistling a hypnotizing tune - a powerful lullaby her mother uses to soothe her and her rowdy brothers and sisters to sleep with - aiming to distract the caribou, one at a time, so that her teammates can in turn have an easier time sneaking up from the opposite direction.
Fascinated
You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to Perception and skill checks, and you can’t use actions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn’t cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies.
| GM Watery Soup |
Tao plays a tune, but the caribou seem unimpressed.
Marra waves a piece of meat and lures the fox in close. It opens its mouth to grab the meat, and releases what was in its mouth before - another piece of dried meat. The fox then runs off.
Marra realizes that the dried meat it held in its mouth before was a result of a previous trapping - the fox appearing on the field was not natural.
Nature or Survival to identify the dried meat.
Asketell Bonecauldron
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Survival: 1d20 + 4 ⇒ (19) + 4 = 23
"Let me take a look at that jerky. I was in the market and looked at every piece of sausage and salt meat they had for sale. And I got a practically didactic memory when it comes to food and spices."
| GM Watery Soup |
Asketell notes that it was a particular sausage was in the market, and that Without Trace or Fail purchased several links.
| GM Watery Soup |
+1 Hero Point to Tao for a creative suggestion for the fox. Too bad it didn't pan out.
After a night of warily eyeing Without Trace or Fail, the Society Sledmasters head out. With their success on the trail and in the challenges so far, they are given the place of honor, starting at the fromt of the pack.
Day 3 - overland checks.
Tao Lavinia Heron
|
Tao's lullaby probably ended up putting her to sleep...
That being the case, she rises early, bright and bushy-tailed, and packs her things, curious if the weather will hold or turn, and not wanting to stick around too long to find out, already unable to fully feel her fingers. Time to get my blood moving again. On her way to the Society Sledmasters' Place of Honor, she casts a look at the Lycanthropic "Without Trace or Fail" team - suppressing an urge to stick out her tongue (even if they are cheating as Vellir says - which she trusts 100% - we are still the outsiders on their hometurf - meaning two things: First, it's fair to say that, while not absolute, they are entitled to somewhat of a native right to their land, as certainly, if this race were to take place in Varisia, Tao could hardly look down on a Varisian team for performing similar underhanded feats to a visiting Ulfen team, knowing full well who she would be cheering on, not making it right per se, but definitely understandable. And Second, that it would be foolish to engage in counter-sabotage, as Tao is hardly familiar with the landscape, just now finally becoming accustomed to travel with such heavy footwear bogging her down) - unable as she is to load it with any meaning other than a vague "I see you"...
At the whistle, she bounds gleefully!
Athletics: 1d20 + 6 ⇒ (18) + 6 = 24
Rextangalin Werzerial
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Rex doesn't say much. The only thing he's really learned on this trip is that he doesn't enjoy being cold.
He tries to help them not get lost...
Survival: 1d20 ⇒ 7
Vellir Tate
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"Yes, the tricks aren't really hindering us. It'll almost make our victory mean more, they're giving us clout!" Vellir remains positive about the whole affair, though he bellyaches as much as usual during the trek.
Survival: 1d20 + 6 ⇒ (2) + 6 = 8
Tao Lavinia Heron
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Tao cuts in, giving verbalization to her thoughts: "Ye know, no offense ment, but..." Dashing up with a clever snow-side-ski-slide to demonstrate her growing comfort in these foreign surroundings "If you's all were ta come to My country an' Elbow yer way's inta a proper Wagon Race, I wouldn't put it pass myself ta fidget wit' yer axle grease er maybe up'n a spoke goes missin', 'fya catch my drift..." Elbowing Marra with the left and Vellir with the right to somaticize her point "An' if'n ya up'n did durned well anyhows, an Tookin' the lead n'all, An' din't open yer crikin' mouths..." Allowing her conversational mates to guess what she'll say next "Well ye'd be Alright in my book..."
Having ventured her opinion from an empathetic standpoint, she wonder's it's sway, if any, on the thinking of her two halfling companions...
Vellir Tate
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"Maybe that's why they did it," Vellir says absently. He stretches a hand out, and Haast, who is lazily riding thermals, lands on it. "Only way we can know the why is to ask them, though. And we seem rather keen on not doing that.
"And even if they ended up respecting us...do we care? They're cheaters, and the only ones who would know. Ugh, we probably should keep quiet, now that I think about it. We have this big opportunity, the higher-ups will want us to make nice."
Asketell Bonecauldron
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"I'm not afraid of confronting them. I'd rather let them know we know what they're up to instead of tattling on them to the judges. I'll go over there right now! Who's coming with me?"
Asketell will storm over to WTF's camp with the sausage in his hand.
"We need to to talk!" he roars, tossing the meat at the feet of the closest team member.
| GM Watery Soup |
One of the rangers picks up the sausage with the point of his dagger and bites a piece off.
"Talking is for southerners," he comments as he chews on the sausage. "You've gone soft."
Tao Lavinia Heron
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Tao will go, even though she's more than sure her burly friend can handle himself, if a little surprised he went over sober, to back him up, putting on the display of punching her hands into her hips and cocking sideway, as a mother does to express disappointment - as her mother used to do, as she eventually adopted when dealing with her younger siblings.
Soft!? Her mental dialogue continues - perhaps expressed by her eyes - We've been competing hard, not sloppily setting out ineffectual booby traps... It suddenly dawns on Tao that perhaps by "talk" Asketell means "rub knuckles", and poises to intervene verbally if it looks as though a fight may break out, hoping to nip it in the bud, having on many occasions negotiated a "talk down" between seething siblings...
Diplomacy (untrained) +3 if needed...
Asketell Bonecauldron
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"We don't have to talk! I'm ready to beat you or any of your lads blue and bloody!" Asketell takes of his gloves and tosses them down. "But I thought you'd want a chance to defend yourselves before one of my more "civilized" southern compatriots reported you to the race judges. I accuse you of sabotoging the race! What have you to say for yourselves?"
This is bound to go really well.
Tao Lavinia Heron
|
"Oh Crike!
| GM Watery Soup |
The oldest ranger, and likely patriarch of the group, spits on the ground.
"I say that if you want to settle this like true northerners, let's settle it like true northerners."
The two other rangers quickly pull a thick log over and stand it on its end. The oldest ranger stands on one side, bares his right arm, and makes sure his elbow is firmly affixed on a flat spot. He gestures for Asketell to do the same.
It's arm wrestling. He has Athletics +8 and an Athletics DC of 18. You each will make an Athletics check vs the other person's DC. If you both fail or both succeed, it's a tie. The first person to win both in a round slams the other's arm off the log. The loser apologizes to the winner.
"Ready?"
Asketell Bonecauldron
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"Trial by arms, eh? I'll be happy to knock you down a peg."
Asketell takes a swig out of his flask, then takes off his coat and sits down.
Athletics: 1d20 + 7 ⇒ (1) + 7 = 8
Athletics: 1d20 + 7 ⇒ (4) + 7 = 11
Athletics: 1d20 + 7 ⇒ (13) + 7 = 20
Going to burn a hero point to reroll that first one.
Athletics: 1d20 + 7 ⇒ (16) + 7 = 23
| GM Watery Soup |
Athletics DC 17: 1d20 + 8 ⇒ (5) + 8 = 13
Draw.
Athletics DC 17: 1d20 + 8 ⇒ (4) + 8 = 12
Draw.
Athletics DC 17: 1d20 + 8 ⇒ (8) + 8 = 16
With a heave, Asketell twists the ranger's arm off the log, sending him sprawling to the ground.
He cradles his shoulder a little, but of course, his ego is far more bruised than his body.
He stands and brushes the snow off his clothing.
"Aye, it was us," he nods. "We didn't want damn southerners taking victory from us."
He offers his arm.
"I'm glad that they won't. You've earned my respect and I won't be troubling my fellow northfolk any more."
Grasping forearms, the ranger and Asketell share a handshake.
---
Just saw your edit. Save your Hero Point. Also you get one, well done.
| GM Watery Soup |
Now, where were we ... oh, right, there was a race going on or something.
The weather on Day 3 is 1d4 ⇒ 1 snowy.
Tao charges forward. She makes progress, but probably would have made even more if it hadn't been snowy.
Hookie, ebullient from being in first place, chatters up a storm, and the other teams give the Society Sledmasters some extra space just so they don't have to hear him.
Rex mutters when the snow starts falling. He's in no mood to travel, so he just keeps pace with the crowd.
Marra chips in, keeping an eye on WTF even though Asketell seems to think the matter is settled.
Vellir is too busy dreaming of all the hot chocolate waiting at the finish line, and doesn't help much.
I'll use Asketell's unused Athletics roll for his overland travel. That's 3 successes and 1 crit success.
---
Steam and spray from the Whitegold River hangs in the air as the checkpoint draws near. The wet air carries a cold sting. The snow on the trees drips, plopping heavily to the ground and the snow and frost seem to be clinging only in shadowed nooks and slick patches, despite the frigid air. Race officials prepare fish caught from the banks of the river near the camp. South of the campsite, another official stands near the riverbank. Several long poles lean against a mossy rock. Across the river, the course stretches away from the river and through the thinning trees into the snow-dusted hills beyond.
The Whitegold River is 15 feet deep at most points and flows from north to south with 20-foot currents. The preferred method for crossing the river is to use the large poles on hand for the trial. Each fifteen-foot long pole has a small plate affixed to the base, just below the tip to prevent the pole from simply sinking into the mud of the river. The goal of the trial is for each member of the party to cross the river, preferably using the poles to vault across to the other side.
Acrobatics or Athletics, and everyone must attempt. As a matter of fact, everyone must eventually succeed in order to cross. Actually, no, you don't have to succeed - you can also critically fail and have to look up PF2 underwater rules. :)
Rextangalin Werzerial
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"Well, what's the worst that can happen, besides drowning that is?"
Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23
| GM Watery Soup |
How wide is the river and are any nearby parts narrower then usual? Tor won't be holding any poles.
See Slide 4. It looks to be 15' wide at a point where the trees are clear enough to make a running jump.
Tao Lavinia Heron
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Tao will bless each pole once, praying to Nethys to magically assist in safe ferry across the gap.
Guidance for those that want it.
She will vault across herself after the last teammate has succeeded:
1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Marra Nelandra
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Marra glances at Tor and sighs.
"Clearly this test was designed for participants with hands."
Marra pulls out some rope, Ties it to Tor and leaves a lot of slack. She then hands the other end to Asketell Bonecauldron. "Just in case."
She then casts Guidance on Tor and has him make a running jump across.
athletics DC 15: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
"Tor!"
"Help pull him back up!"
Vellir Tate
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"You guys are weird," Vellir can't help but comment after the exchange between Ulfen. But he grins and hops up to try and clap Asketell's back. "And keep it up, that was good work."
Upon seeing the next trial, the halfling hurls himself at the pole, right after Rex. This is his specialty.
Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
Haast makes it look easy, making Vellir overconfident. The issues compound from there.
| GM Watery Soup |
We will go into initiative, as rounds matter here. First, a primer/refresher on swimming rules ...
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.
If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.
Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.
The bolding is mine. This water is turbulent and dangerous. The Athletics check is DC 15 to Swim, and the current is moving north to south at a rate of 20'
You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.
When you run out of air, you fall unconscious and start suffocating. You can’t recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you’re at 0 Hit Points).
Initiative, Round 1!
Vellir (6 air)
Tor (6 air)
Asketell
Hookie
Marra
Rextangalin
Tao
Haast
Tao Lavinia Heron
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I am unclear on the order here, but...
Tao, on her turn, whenever that is, having stood near the poles until the party crossed, will, if going before her teammates:
◆Grab a pole with two hands
◆Step or Stride towards the furthest comrade down-river (Vellir, I assume?)
◆Reach the pole out to him
Athletics +6
Will use Hero Point if a critical failure
...Or, if going after them, as a bit of a hail mary, will:
◆Grab a pole with two hands
◆Stride
◆Stride
◆Stride
◆Stride
◆Reach the pole out to him
Basically run south around the trees over 2+ turns, catching up to the current, and try to grab him further down.
Athletics +6
Will use Hero Point if a critical failure
Marra Nelandra
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Hopping that Asketell pull him up if things go wrong Marra will cast Guidance on him (2) and have Tor swim to the far shore (1).
Tor swim action #1 Athletics 15: 1d20 + 5 ⇒ (15) + 5 = 20 Tor moves a total of 15ft towards the shore and tries to climb up it.
Tor climb action #2 Athletics ??: 1d20 + 5 ⇒ (15) + 5 = 20
Vellir Tate
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Vellir thrashes randomly for a second, then starts doing it against the current. He is able to nearly surface despite his lightness.
Athletics: 1d20 + 3 ⇒ (19) + 3 = 22
That 15 feet should get me onto a square with land. If I need another check to scale that:
Athletics: 1d20 + 3 ⇒ (1) + 3 = 4
Rextangalin Werzerial
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Did Rex already make it to the other side (23 Acrobatics)? If so he will look for a tree to tie his rope to.
Asketell Bonecauldron
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Asketell is a graceful winner, and warmly shakes the ranger's hand, grabbing him by elbow. "Damn, you're strong. And no hard feelings. I might do the same if I was worried about southern degenerates coming up north. Win or lose, I plan on sharing many a tankard of good Ulfen beer with you in celebration!"
Asketell smiles as he pulls the sled through the snow. "Thank the gods for snow! I was afraid we'd be out here the whole time without getting to experience some fine northern weather!". The Ulfen sticks his tongue out to catch some of the falling flakes.
At the river, Asketell says, "If any of you little folks don't think you can make the crossing, I did bring a 20 foot ladder with me. If you'd like to try it, let me tie a rope around you so I can pull you in if you in. I'd be happy to go last."
It looks like everyone made their a actions already, but Asketell does have a ladder feather token. If we don't use it, Asketell will leave it behind with a note saying that anyone not tough enough to cross by poles is free to use it.
Athletics: 1d20 + 7 ⇒ (18) + 7 = 25
| GM Watery Soup |
Order: only the bolded should go. Vellir and Tor just fell into the water. I'm letting everyone do what they want to prepare for Vellir and Tor's turn.
Tao offers her pole to Vellir. DC 15 Reflex to Grab an Edge, but note Tao is on the western bank so she'll pull you back.
Hookie fails, but not critically - he's still on the western bank but he's not in the river. He tries again and crosses the second time.
Rex made it to rhe far bank. There are plenty of trees within 50', you can tie a rope if you want.
Asketell activates his feather token and lays it across the river.
Marra still has actions.
---
Vellir can Grab an Edge - either Tao's pole or Asketell's ladder. He can also Swim, but to pull yourself out of the river is going to be Grab and Edge.
Tor can swim (perhaps "has to") swim. But someone will need to reach in and pull him out.
Marra Nelandra
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If you want to do it differently that's fine but in 2E Tor goes on Marra's initiative and she has to spend an action for it to do anything more then follow her. That's what the (1) was in her post, Spending an action to have Tor take 2 move actions.
| GM Watery Soup |
Okay, I'm going to move Marra into the "in the river" block of initiative, then, if they need to be together.
Vellir can Grab an Edge (Reflex) - either Tao's pole or Asketell's ladder. He can also Swim, but to pull yourself out of the river is going to be Grab and Edge.
Marra can revise her actions if she wants, but Tor can't hop on to bank without Grabbing an Edge.
Vellir (6 air)
Marra / Tor (6 air)
Asketell
Hookie
Rextangalin
Tao
Marra Nelandra
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Minions can't normally take reactions. I think that would be odd in the case of an animal trying to not fall so I'll roll it and let you decide. Asketell clearly didn't read my post but if we allow him to still have the other end of Tor's rope he could help pull Tor to the other side of the river. Tor is small.
Ref save to grab an edge: 1d20 + 7 ⇒ (3) + 7 = 10
Asketell Bonecauldron
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Marra, you could probably simmer down a bit. Misunderstandings happen in games and did read your dang post, along with the other 13 or so that cropped up between posts. I had a lot of catching up to do and I wanted to also bring up my idea of using the ladder Asketell has. Actually, I was syryong to specifically address YOUR post by suggesting to tie off the small characters who wanted to try the pole vaulting themselves. I did miss that we were in initiative and didn't realize laying the ladder down would be my turn.
Vellir Tate
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Grab an Edge, Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
The sudden freezing cold keeps Vellir from getting a hold on Asketell's ladder.
Athletics: 1d20 + 3 ⇒ (14) + 3 = 17
Still, he manages a decent swim from there, crossing most of the river. He starts scrabbling to get ashore.
So, was the first Grab an Edge on this turn, or earlier, or when I fell? If the latter, I have a new reaction, so I'll try another one to get out. Otherwise, I have two actions left, can I sub those in to try?
Grab an Edge, Reflex: 1d20 + 10 ⇒ (15) + 10 = 25
| GM Watery Soup |
To be clear, I am 100% okay with Tor having arms big enough to Grab and Edge, or using his teeth to Grab an Edge. I'm okay being Chaotic Good on this. If the rules don't formally allow minions to use actions tagged "reaction," I'll allow Tor to use an action to do the same thing. No problem from my end.
Much like with Asketell confronting WTF, this seemed not to have been deemed a possibility by the writers, so there's no specific guidance in the scenario for armless animal companions falling into the river. This is all improvisation, minus the two actual rules that are specifically listed - people in the river need to make an Athletics check to swim and Reflex to climb out. I'm even willing to bend the latter - an attack roll to bite something seems reasonable; I'm even open to Athletics being used to "grapple" the bank. Just let me know what you command Tor to do.
| GM Watery Soup |
So, was the first Grab an Edge on this turn, or earlier, or when I fell?
The first was your reaction for this turn. There was nothing to grab when you fell.
You can use your other actions to try to grab something. Use an Athletics check or an unarmed strike to "grapple" a nearby object.
Marra Nelandra
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@Asketell Apologies. Marra handed you a rope and hoped you would help pull Tor in and your post mentioned an Athletics check but not what it was for. @GM Watery Soup were you wanting a second set of rolls from Tor? He rolled an athletics check to swim and one to climb. I'm fine with reflex or an attack roll to get up on shore.
Asketell Bonecauldron
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I was thinking the ladder could be used as a crude bridge if it was long enough to reach across both ends of the river. Sorry I was late to the party but you guys covered a ton of ground in-between my 9 pm post last night and my 10 am-ish post this morning and I'm trying to catch up. If the ladder is too short then I feel like ropes or the vaulting poles would work better for rescuing drowning Pathfinders.
When everyone is across, Asketell grabs a pole and charges towards the river, screaming "For Valhalla!"
Athletics: 1d20 + 7 ⇒ (1) + 7 = 8
[ooc]This feels like a good time for a hero point.]/ooc]
Athletics: 1d20 + 7 ⇒ (5) + 7 = 12
Vellir Tate
|
Not quite fast enough to get all the way out, Vellir tries grabbing a nearby rock. Hopefully he can steady himself in the seconds that affords him.
Unarmed: 1d20 + 8 ⇒ (6) + 8 = 14
| GM Watery Soup |
@GM Watery Soup were you wanting a second set of rolls from Tor? He rolled an athletics check to swim and one to climb. I'm fine with reflex or an attack roll to get up on shore.[/ooc]
That's fine, but just to be clear, is Tor swimming to your side of the river or the far bank?
When everyone is across, Asketell grabs a pole and charges towards the river, screaming "For Valhalla!"
Didn't Asketell already post an Athletics check (25) to cross the river?
---
Vellir swims to the shore (To be clear - which shore?) and grabs at the riverbank. However, his fingers slip on the slippery ice, and he's washed 20' downstream.
Pausing for confirmation which side Tor is on, and then those on shore can prepare to help Vellir.
Marra Nelandra
|
As mentioned in discussion Marra had Tor swim towards the other bank and climb up. He did well on both his checks so no need for Asketell to pull him out. If that Athletics roll was to pull could he use it for jumping across instead?
"Hurry! Grab poles and extend them so the fallen can grab on!"
Marra follows action with deed and grabs one of the poles, dips it in the water, and moves along the stream to let someone climb up.
| GM Watery Soup |
Vellir is swept downstream! Map updated, but if nobody is casting spells, we don't need to use it. The easiest way to think of it is that he's 20' away so he can't reach anything put out for him last round.
Asketell has put down a ladder where the fallen tree is, so those on the close bank can move across without a check (but the ladder is difficult terrain while we're in initiative).
Group A:
Vellir (in the river, 6 air)
Marra (close bank) / Tor (far bank, no longer in the river, will join Group B in initiative next round)
Group B:
Asketell (far bank)
Hookie (close bank)
Rextangalin (far bank)
Tao (close bank)