GM Doug's The Perennial Crown Parts 1 & 2 (Inactive)

Game Master Doug Hahn

This is a closed game for PFS2E's #1-16 and #1-17. We'll begin on June 1.


551 to 600 of 656 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

1 person marked this as a favorite.
SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Audho cries: Hurry! We’re nearly there! The entrance to the city is ahead.

Without warning, the ground erupts beneath your feet as dozens of roots emerge one hundred feet behind you, weaving together into a massive creature resembling a twisted, thorn-covered butterfly standing over twenty feet tall. It cries eerily as it slowly lurches toward the fleeing group.

A dozen Bhopanese citizens lurch into the creature's path, slashing at it in their madness. The creature ignores them as its flesh knits together rapidly. Suddenly a mass of thorns and tendrils explode from the creature’s flesh, skewering the attackers. They are lifted into the air. A terrible slurping sound fills your ears as the corpses sway on the manifestation’s tendrils like grim fetishes on a string, shrinking as the avatar drinks their blood. Rejuvenated, the creature flutters to you with terrifying speed. Art on slide 1

Run! cries Audho.

We are going to have a chase scene using the new PF2E chase rules!

Chase Rules:
The chase will work like this: the party will face a series of obstacles that require a certain number for successes called "Chase Points" to overcome. Players can make chacks of the Basic kind to earn "Chase Points" to overcome these obstacles as a group. A crit on one of these checks is worth two Chase Points, a success worth one Chase Point, and a crit failure takes away one Chase Point.

You can approach these scenes in any initiative order, but cannot go again until everyone has made a check. I will set each scene for you and tell you what skills are needed to overcome the obstacle. You can then use any turn order you want for the round, but players cannot roll again until everyone in the group has made a check. After everyone has made a check, everyone becomes available to make another check whenever they want. This means that you can use strategy to try and avoid PCs getting forced to make checks they are not good at. If you move quickly enough past an obstacle the PCs who haven't gone yet might be better equipped at the next obstacle.

For example wrote:
Let's say you need 4 Athletics or Acrobatics successes to clear Obstacle 1 (the GM knows how many successes you need and won't tell you, but for the sake of this example let's peek behind the GM screen). Pip decides to go first, followed by Gurmire. Both fail the check. Packet crits it, and Zarindlara does too. That's 4 successes! But now only Varret and Antonella are available when you move on to the next obstacle. This next obstacle can only be cleared with a Perform check or a Thievery check and needs 4 successes. Unfortunately, Varret and Antonella HAVE to attempt a check before anyone else can go again; they both critically fail because they're terrible at this skill. Now you need 6 successes to clear the obstacle. You bemoan your lack of strategy in allowing the worst-equipped PCs to attempt the checks first at the previous obstacle. If you had allowed the more skilled players to hit the athletics checks first, you would be set up for success on this obstacle. Instead, you will probably be stuck here for 2 rounds and Qxal will catch up.

So the overall strategy seems to be (in my opinion at least): Decide the turn order as you go, using your strongest available team members for on the check.

I have updated the google slides with a map of the island (it's how I imagine the island, the scenario writer might have envisioned something different); it has boxes that we'll use to track your movement across the island — and how close the Avatar of Qxal gets! We'll see if they can catch you! I will use Pip as the party token as she carries the crown and has Bhopanese connections. I also moved the skills sheet to Slide 2, so you can reference whose good at what.

Also Antonella, have a Hero Point!


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Current status:

Antonella -8 HP
Gurmire -2 HP
Packet -4 HP
Pip -0 HP
Varret -0 HP
Zarindlara -1 HP

Panicked Crowds!

Out here, the chaotic outskirts of Hoba Dukuza are filled with panicked mobs fleeing fey and fire alike! They are pushing towards the harbor and the Unsinkable — unfortunately, it's the opposite direction you want to go. The horrific avatar of Qxal is a mere block away. As the manifestation flutters up into the sky the drop several desiccated corpses like rotten fruit; the citizens howl and rush towards salvation.

You may make an Acrobatics or Athletics check to weave or push through, or a Society check to efficiently follow the ebb and flow of the crowds.

Bold can make checks at any time:

Acrobatics, Athletics, or Society check.

Antonella
Gurmire
Packet
Pip
Varret
Zarindlara

Horizon Hunters

3 people marked this as a favorite.
CG female elf (whisper elf) fighter 3 | HP 21/43 | AC 20 | F +8 R +11 W +8 | Perc +8 | Stealth +9 | Speed:30 ft | Active Conditions: ---

Acrobatics: 1d20 + 10 ⇒ (20) + 10 = 30

Zarindlara climbs up a fallen beam to the rooftops, easily leaping between buildings above the throng of people.

Vigilant Seal

1 person marked this as a favorite.
CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

Acrobatics: 1d20 + 10 ⇒ (14) + 10 = 24

Packet ducks and dodges his way through the crowd.

Envoy's Alliance

Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

Used to navigating the crowded (and sometimes dangerous) streets of Magnimar, Gurmire tries to use what he has learned to slip through the gaps in the crowd here.

Society T: 1d20 + 9 ⇒ (18) + 9 = 27


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Zarindlara leads the way from the roofs while the streetwise Packet and Gurmire weave the way through the crowds, and you easily slip out of Hoba Duzuka; urmire's knowledge really helping the alchemist dart along.

That was a crit success and two successes for a total of 4. You needed 4 challenge points to overcome this challenge. Good job!

Impentetrable Thickets!

Immediately outside of Hoba Dukuza is a thicket of dense foliage and plant matter, the greenery yellowed by the roaring flames engulfing the city in the distance. The avatar of Qxal rises behind the palace and hums with energy. The myriad leaves and branches in the thicket attempt to restrain you! It seems that Qxal is able to turn the island itself against you… this slog back to the boat won't be much more fun than the slog to get here… and you know Blackthane doesn't throw fancy masquerades on the Unsinkable either.

You can shove through with Athletics of make a Nature or Survival check to find the path of least resistance Using brute force looks a little more difficult than using your knowledge.

Bold can make checks at any time:

Antonella
Gurmire
Packet
Pip
Varret

Zarindlara

Verdant Wheel

Male (he/him) half-elf ranger 4 | hp 56/56, hero 1/3 | AC 21, F+9 R+12 W+10 | Speed 30ft | Perception +10 (+12 vs prey), Stealth +10, Survival +9 (+11 to track prey) | Battle Medicine Used: | Hunted Prey: Zatqualmish | Focus Points: 1/2 | Current Conditions: | ◆

Varret focuses on what he learned of this jungle on the trip in, trying to remember the feel of the plant life, the way it bend and gave, the direction the thorns caught.

Nature: 1d20 + 7 ⇒ (16) + 7 = 23

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip understands how fey thickets work in all the stories! She speaks to it in sylvan. "I wear the perennial crown and love Bhopan. Please, thicket... Let me and my friends through. We don't want to hurt you, or in turn be pricked by you. Offer us passage!"

Nature: 1d20 + 6 ⇒ (19) + 6 = 25


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Thanks to the help of Audho, Pip manages to speak to the plants, turning them away from the influences of Qxal! Varret leverages his knowledge to forge on ahead… Crit and success totaling 3 so far! It looks like you're about halfway through the thicket.

Bold can make checks at any time:

Athletics at higher DC; nature or Survival at a slightly lower DC.

Antonella
Gurmire
Packet
Pip
Varret
Zarindlara

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"Come on, Antonella! Leap true! I have faith in you!"

Silver Crusade

What? I cannot be last again, surely!

At Pip's call, Antonella pulls her head out of the cramped space she was philosophizing in, and turns her mind to the matter at hand (and foot).

Acrobatics: 1d20 + 11 ⇒ (16) + 11 = 27

"I am pleased to reward your faith, sister. Though I am reminded of one of the Iro-shu's parables."

The aspiring champion pauses to help a pre-teen to his feet, before he gets trampled. "It concerns the last duck aboard a Tien river boat being caned to remind it of its duty to its Master, its brethren and itself."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

That should be Athletics, right?

Pip's faith is well-founded. Antonella bursts through the clinging vines! so close to critting!

Clinging Vines! Bold can go at any time:

4 successes. Athletics at higher DC; nature or Survival at a slightly lower DC.

Antonella
Gurmire
Packet
Pip
Varret
Zarindlara


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

At this point, the avatar of the Thorned Monarch approaches the crowds of Hoba Duzuka! It looks like the streets are clear now — good for the Bhopanese, bad for you.

Monarch on the map; the chase has begun in earnest!

Envoy's Alliance

2 people marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip, still wearing the crown, calls out to the vines in sylvan! "Gentle vines, we are being chased by the enemy of all Bhopan! I bear the crown, and beg you... Assist us!"

Nature: 1d20 + 6 ⇒ (20) + 6 = 26
Plus whatever assistance the crown offers!


Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

"Woof!"

Bailiff barks at the vines, hoping to convey Pip's urgency!


1 person marked this as a favorite.
SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Pip's exhortation to the crown is so compelling that the rest of the vines let go! The avatar waves its moth-wings angrily in frustration!

You move on to the next challenge.


3 people marked this as a favorite.
Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

Bailiff wags his tail as the vines retreat from his fearsome barking.

I'm such a good dog!


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

You near the open plains along the coast. But there's a cloud of dust approaching… a herd of feral wildlife is stampeding! Qxal has disturbed the burrowing creatures of the island, turning all the lovable weasels, rabbits, chipmunks, and ferrets into a horde of fury!

You can make a Deception check to misdirect the herd, an Intimidation to cow the animals, a Stealth to sneak past them, or a Nature to treat with them to stand down. You think treating with the animals would be easiest, and tricking them the most difficult.

Stampede!

Deception at highest DC, Intimidation or stealth at middle DC, or Nature at lowest DC. (I'd allow Bhopan Lore too since it was allowed alongside Nature checks in part 1).

Antonella
Gurmire
Packet

Pip
Varret
Zarindlara

Vigilant Seal

CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

Packet tries to sneak past the animals.

Stealth: 1d20 + 12 ⇒ (4) + 12 = 16

Reroll!

Stealth: 1d20 + 12 ⇒ (10) + 12 = 22 Hopefully that's enough...


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Thats enough for 1 success!

Verdant Wheel

Male (he/him) half-elf ranger 4 | hp 56/56, hero 1/3 | AC 21, F+9 R+12 W+10 | Speed 30ft | Perception +10 (+12 vs prey), Stealth +10, Survival +9 (+11 to track prey) | Battle Medicine Used: | Hunted Prey: Zatqualmish | Focus Points: 1/2 | Current Conditions: | ◆

Varret tries to calm the herd.

Nature: 1d20 + 7 ⇒ (3) + 7 = 10
Spending my last hero point here:
Nature, Promo vestments: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20

Horizon Hunters

CG female elf (whisper elf) fighter 3 | HP 21/43 | AC 20 | F +8 R +11 W +8 | Perc +8 | Stealth +9 | Speed:30 ft | Active Conditions: ---

Stealth: 1d20 + 9 ⇒ (9) + 9 = 18

Zarindlara goes as quietly as she can, stepping carefully.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Packet and Zarindlara sneak by the horrible bunny rabbits while Varret distracts them by leading them to an herb patch.

3 successes! Unfortunately we're left with a suboptimal set of checks here.

Stampede!

Deception at highest DC, Intimidation or stealth at middle DC, or Nature at lowest DC. (I'd allow Bhopan Lore too since it was allowed alongside Nature checks in part 1).

Antonella
Gurmire

Packet
Pip
Varret
Zarindlara

Envoy's Alliance

Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

Having seen Pip able to do so much with animals, Gurmire decides maybe he can distract the chipmunks. He puts some nuts around one of the trees, hoping they will go up the tree searching for more nuts!

Nature: 1d20 + 5 ⇒ (6) + 5 = 11 I assume that is a normal failure, no progress but we didn’t go backwards.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Correct; an 11 fails but does not crit fail, so you simply make no progress.

The chipmunks are bemused by the treats Gurmire offers, but at least they don't attack!

Silver Crusade

2 people marked this as a favorite.
Feral wildlife stampede wrote:
Qxal has disturbed the burrowing creatures of the island, turning all the lovable weasels, rabbits …

“That’s the most foul, cruel and bad-tempered bunny I have ever set eyes on.”

It looks to have a vicious streak a mile wide! It’s a killer …

“Right! Cover me.” Antonella readies her blade.

Antonella delays this round, in an attempt to avoid a crit fail.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Qxal flutters closer, hovering over the thicket. The vines seem to pull back from the moth in pure terror…

Stampede!

Deception at highest DC, Intimidation or stealth at middle DC, or Nature at lowest DC. (I'd allow Bhopan Lore too since it was allowed alongside Nature checks in part 1).

3 Successes.

Antonella
Gurmire
Packet
Pip
Varret
Zarindlara

Vigilant Seal

CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

Stealth: 1d20 + 12 ⇒ (2) + 12 = 14 Whelp hopefully not a crit fail at least

Horizon Hunters

CG female elf (whisper elf) fighter 3 | HP 21/43 | AC 20 | F +8 R +11 W +8 | Perc +8 | Stealth +9 | Speed:30 ft | Active Conditions: ---

Stealth: 1d20 + 9 ⇒ (10) + 9 = 19

Zarindlara keeps on creeping along away from the angry animals.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

The squirrels look at Packet's shadow, but he doesn't provoke an attack. Nevertheless, the malicious fey light glimmers in their eyes…

While they're distracted, Zarindlara slips by!

Stampede!

Deception at highest DC, Intimidation or stealth at middle DC, or Nature at lowest DC. (I'd allow Bhopan Lore too since it was allowed alongside Nature checks in part 1).

3 Successes.

Antonella
Gurmire

Packet
Pip
Varret

Zarindlara

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Bardic Lore (Bhopan): 1d20 + 9 ⇒ (8) + 9 = 17

Pip addresses the squirrels. "None of that now! We must lead the enemies of Bhopan on a chase, so that the citizens can escape. Little friends, will you help us?"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Should have been 4 successes before.

Many of the squirrels and weasels listen to their friend Pip! You're almost past the stampede!

Stampede!

Deception at highest DC, Intimidation or stealth at middle DC, or Nature at lowest DC. (I'd allow Bhopan Lore too since it was allowed alongside Nature checks in part 1).

5 Successes.

Antonella
Gurmire

Packet
Pip
Varret
Zarindlara

Dark Archive

Varret leads the way out.

Nature: 1d20 + 7 ⇒ (15) + 7 = 22

I know Antonelle and Gurmire do not want to make the check, so it's only logical Varret goes next.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

You come to a clearing near the edge of the forest, and a chill mist descends. When you breathe the mist you experience figments of your most terrifying and unpleasant memories!

Glade of Screams!

Higher DC Perception check to notice the memories aren't real, mid-DC Medicine to provide mental care to you or your companions, lower-DC Arcana, Occultism, or Religion to recognize the memories as illusion magic, or lowest DC Nature or Bhopan Lore to recognize this as an unnatural and unreal phenomenon.

Antonella
Gurmire

Packet
Pip
Varret
Zarindlara

Envoy's Alliance

Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

Nature: 1d20 + 5 ⇒ (7) + 5 = 12 Another normal failure

Gurmire is too lost in his memories to realize what is happening.

Silver Crusade

Through the dank mist, a young woman in bunny slippers approaches Antonella.

She has the same height, build and facial features as Antonella. Though her complexion is paler and her eyes and nose are narrower.

Toni? NO! I am rid of you! The countless hours I spend atoning and meditating to exorcise you … So I could move on without the pervasive guilt that takes your shape …

The apparition smiles patiently, before opening its delicate mouth. Its ROAR hammering cracks of doubt in the Iroran’s bulwarked psyche.

I see you’ve made some new friends. One of them you call ‘sister.’ How cute! Do they know what you did? That you murdered your own half-sister out of greed and spite?

You are as much a monster as the Qxal you seek to slay! But a reckoning awaits, sister. The fourth dimension conspires to weave an inescapable shroud. It is fitting that your pride sees you kneeling before Eternity … soon ...

Occultism: 1d20 + 6 ⇒ (11) + 6 = 17


Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

"Woof!"

Bailff growls while he waits for Pip's turn, not liking this glade at all.

Envoy's Alliance

2 people marked this as a favorite.
Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

With a grin, Gurmire attracts Bailiff’s attention and then points saying “Look! Squirrel!


2 people marked this as a favorite.
Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

"Woooof! Woooof!"

Bailliff barks to let the squirrels in this glade know that he is not messing around.

Envoy's Alliance

1 person marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip sighs as Gurmire riles up her dog even further, then decides that it could be worse. "Goblins and their relationship with dogs..."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Antonella manages to use her knowledge of the occult to fight off the bunny-slippered vision! Adding in a small circumstance bonus for the fun scene, thank you!'

Gurmire, meanwhile, is too distracted by Bailiff to help anyone make progress.

Qxal moves closer— the stampeding squirrels and weasels flee…

Glade of Screams!

Higher DC Perception check to notice the memories aren't real, mid-DC Medicine to provide mental care to you or your companions, lower-DC Arcana, Occultism, or Religion to recognize the memories as illusion magic, or lowest DC Nature or Bhopan Lore to recognize this as an unnatural and unreal phenomenon.

1 success.

Antonella
Gurmire
Packet
Pip
Varret
Zarindlara

Envoy's Alliance

3 people marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip tries to shush Bailiff, and then suddenly is assailed with illusions.

Her family being carted off to jail, crying, "Pip! Save us! We're innocent!" as Absalom's city guard sets fire to their business.

Lelzeshin leaning over the bodies of murdered servants in alcoves, muttering, "This is ALL your fault, Pip. They could have lived, if it were not for you."

The people of Bhopan, throwing rocks at her. "You're not one of us! Go back to your safe little Pathfinder life, and leave us be!"

Occultism: 1d20 + 11 ⇒ (15) + 11 = 26

Then she closes her eyes and remembers Grandma Mahana. Grandma Mahana, who always smelled of cinnamon bark tea, and who had chats with animals at her windows. In her mind's eye, she sees Grandmother Mahana singing a song with her, and a few minutes later, Pip joins in.

♫ It's a moment of magic
It's a momentary delusion
No need to panic
It's just a fey illusion

Evil's trying to hunt you down
It's scared and jealous
You're wearing that crown
So, be brave and tell us

What fears are lurking?
What's holding you back?
Qxal is on the move, jerking
You around (time to get him back!)

It's a moment of magic
It's a momentary delusion
No need to panic
It's just a fey illusion

This is what you've always wanted
A place that you can belong
So what if this Glade is haunted
You can defeat it with a song

So Qxal's rushing behind you
You're doing this to save Bhopan
Do I need to remind you
You have one chance to right a wrong?

It's a moment of magic
It's a momentary delusion
No need to panic
It's just a fey illusion

Though we're apart
Know I'm always with you
Your own heart
Knows what is true

The thorned monarch is coming
Time to open your eyes
And finish up your humming
Girl, it's time to get wise!

It's a moment of magic
And there's one conclusion
No need to panic
It's just a fey illusion
It's just...
a fey illusion ♫

Pip shakes her head, and shouts, "It's just an illusion!"

Verdant Wheel

2 people marked this as a favorite.
Male (he/him) half-elf ranger 4 | hp 56/56, hero 1/3 | AC 21, F+9 R+12 W+10 | Speed 30ft | Perception +10 (+12 vs prey), Stealth +10, Survival +9 (+11 to track prey) | Battle Medicine Used: | Hunted Prey: Zatqualmish | Focus Points: 1/2 | Current Conditions: | ◆

Varret stumbles as he walks through the glade, stopping in his tracks as he stumbles on something and hears a groan from the mist-shrouded ground by his feet. Crouching down, he touches the form, bringing his hand up out of the mist covered in blood. A week voice calls to him in his native tongue, begging for help as the sound armor-clad footsteps approach from the south. Angry voices call out in from the edge of the glade, and are answered in a harsh, evil tongue. As quickly as he can, Varret tends to the wounded warrior, torn between his dying comrade and the approaching threat. The warrior's breathing gets shallow, ragged, then stops altogether. Quiet returns.

Medicine: 1d20 + 9 ⇒ (8) + 9 = 17


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Pip and Varret fight off the illusions, each coping with the tragedies of their past in their own way — a song or solemn silence. The mist is very thin now… you can almost see the way out!

Crit success and success — good work!

Glade of Screams!

Higher DC Perception check to notice the memories aren't real, mid-DC Medicine to provide mental care to you or your companions, lower-DC Arcana, Occultism, or Religion to recognize the memories as illusion magic, or lowest DC Nature or Bhopan Lore to recognize this as an unnatural and unreal phenomenon.

4 successes.

Antonella
Gurmire
Packet

Pip
Varret
Zarindlara

Vigilant Seal

CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

For a moment, Packet wanders through dark corridors, whispering voices leading him ever onward. The final clue is just around the corner. Everything will make sense then. Just one more turn.
But then he shakes off the illusions, to find himself back in the glade with Bailiff barking and Pip singing.

Occultism: 1d20 + 7 ⇒ (15) + 7 = 22


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Packet himself is the final clue you need to make it past Qxal's illusions! The moth chitters with frustration, still not far behind but seeing you pull ahead.

Ahead is a mire… it looks more difficult than any challenge yet. The quicksand-like mud here isn't soaked in water, but in blood that weeps from open sores that Qxal has created in the land!

You can make an Athletics check to pull yourself through the muck, a Medicine check to bandage the earth's open sores, or a Crafting check to coagulate the blood and make it easier to pass through.

Bloody Mire!

Medium-DC Athletics or Lower-DC Medicine or Crafting check. Finally, something Gurmire excels at! Also, have a hero point Varret and you had none and wrote a lovely little scene (as did others but they still have points).

Antonella
Gurmire
Packet
Pip
Varret
Zarindlara

Horizon Hunters

1 person marked this as a favorite.
CG female elf (whisper elf) fighter 3 | HP 21/43 | AC 20 | F +8 R +11 W +8 | Perc +8 | Stealth +9 | Speed:30 ft | Active Conditions: ---

Medicine: 1d20 + 6 ⇒ (6) + 6 = 12

"How can the earth have sores? It doesn't make sense!"

Envoy's Alliance

3 people marked this as a favorite.
Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

No problem, we just cauterize wound!” Gurmire digs through his alchemical supplies and starts working on the problem. He does a couple of tests and then seems satisfied with the results.

Crafting (or is it really Lore Arson?) E: 1d20 + 11 ⇒ (20) + 11 = 31 They happen to be the same bonus,,,

Dumping a vial of chemicals in the center, he proudly says “Done!

Envoy's Alliance

2 people marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"You're the only person that I've seen do medicine with explosives!" Pip says.

Envoy's Alliance

1 person marked this as a favorite.
Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

Alkenstar do it. Need visit someday.” Gurmire replies.

All sorts of cowboy movies have gunslingers using black powder for treatment. :)

551 to 600 of 656 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Doug's The Perennial Crown Parts 1 & 2 All Messageboards

Want to post a reply? Sign in.