[PFS(2), Outpost IV, MTS, 5-6] PFS(2) 2-00 The King in Thorns (5-6) (Inactive)

Game Master Blake's Tiger

Kyra
2-00 Slides
Introduction Results Reference (View Only)


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Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

A small army of Pathfinders, you among them, wade ashore as the the Society’s expedition makes landfall. Venture-Captains and society faction leaders--many of them familiar to you--immediately begin directing Pathfinders in the myriad tasks that need to be done.

Welcome to PFS #2-00 The King in Thorns! GMs, please begin the Introduction. Part 1 begins in 2 days.


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Pathfinders hurry around the makeshift camp, packing and unpacking supplies, making repairs, and scribing scrolls. The atmosphere is excited but tinged with some trepidation. Venture-Captain Oraiah Tolal from Nirmathas takes the lead, ensuring everyone has an assignment and is working on it. A religious symbol of Alseta—goddess of doorways, portals, thresholds, and transitions—hangs from her neck, showing two faces in profile.

Feel free to introduce and describe your characters.

Verdant Wheel faction leader Urwal lays on the ground, making marks on a scroll that stretches over 10 feet long. “This is our supplies list. Everything from rations to ammunition to the mounts needed to transport it all with us. We need to ensure that we know where everything is. I’m not letting anyone try to forage while we’re traveling.”

Help Urwal complete the inventory of supplies. Recommended skills are Nature, Society, and Survival. As many characters may participate as desired (there is no penalty for failure or critical failure) or Aid (this can critically fail with the ensuing modification to the roll).

Envoy's Alliance

M Goblin Champion/Cavalier 8 | HP 104/114 | Shield Hardness 10, HP 94/96| AC29/s31 | Frt15 - Ref11 - Wil13 | Perc11, +2 Init, Darkvision | Spe20 | Conditions: None

Society: 1d20 + 13 ⇒ (9) + 13 = 22

A creature that can best be visually described as a shambling heap of trash is hard at work assisting the organization efforts, patching up various shoddy equipment with scrap and detritus from the forest itself. The small figure is clad in a suit of impossibly tarnished scrap metal, seemingly held together by an overabundance of creased edges and rusting nails. The only orderly aspect of their attire is a strikingly emerald scarf that seems to resist tarnishing irregardless of what grime or muck it comes in contact with.

Upon hearing Urwal's request for assistance, he swiftly mounts a disgruntled white wolf roughly 4 times his size, riding over to survey the list briefly. A grating voice loudly echoes from within the assemblage of trash to address Urwal after several moments. "Klatzu is the Klatzu for the job! Klatzu'll be sure everything on list accounted for in no time! This not Klatzu's first expedition into enemy lines!" Just as quickly, the odd pair dart off, dashing through the camp and shouting out items to be checked off as they're located.


F Wolf Minion 8 | HP66/78 | AC25 | Frt15 - Ref16 - Wil14 | Perc14, Low-Light Vision, 30' Imprecise Scent | Spe45 | Conditions: None

Klatzu's Mount, Siva is here and accounted for as well. If the Wolf can roll Survival for this as well, her bonus is a +12. That said, I'm assuming this probably goes over her head.


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Success
Definitely above an animal's head.

"It looks like the Society packed too any antiplagues and antidotes," Urwal says, his voice trailing off as he stares at the horizon. "One wonders how one can have too many of either of those when entering a mysterious door in the jungle..."

You each receive your choice of a moderate antiplague or a moderate antitoxin.

The rest of you may continue to try for a critical success (no penalties for fail/critical fail), but I'll keep the introductory tasks rolling.

Envoy’s Alliance faction leader Fola Barun directs a group of Pathfinders who are carefully blending magic and ingredients inside glass vials. “Come help us ensure that everyone is well supplied for this journey.”

Help Fola prepare magical reagents. Recommended skills are Arcana, Nature, Occultism, or Religion.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

An almost disturbingly tall, gaunt… elf…? slinks up from the shadows beside Urwal (which probably doesn’t faze the aloof lizardman at all). Wrapped in dirty rags from head to toe, he also sports a light coat over his filthy wrappings; and in spite of his dirtier trappings, the elf’s jacket appears to be relatively clean and fairly well-made - dark blue with orange trim, sporting a stylized insignia on the back. What you can see of the elf’s skin is jet-black, laced with an intricate pattern of red runes inked across his entire body, and when you look into his face - you don’t want to look long - for staring back are pure-white eyes that lack pupils, and a set of razor-sharp teeth filed to points; which give the elf a very unsettling smirk.

Having first exhausted his search for a certain red-headed centaur… Niklaas crouches low beside his new faction head, rasping, “’Sup, Blingscales? Ya need ol’ Nikky’s aid, do ya? Well, let’s jus’ see if I can’t scrounge up any lost swag ‘round ‘ere…” He sets to work at inventory while shouting, “If I find anythin,’ I’LL CERTAINLY BRING IT BACK AND REPORT IT IN LIKE A GUUD WIDDLE AGENT!an’ not keep it fer myself… Heh heh heh...

-He adds that last part under his breath…

Stumbling into Klatzu, Niklaas yells back at Urwal, “AY’! CHECK OFF THA WALKIN’ SCRAPHEAP FROM THA LIST, BOSS! HE’S OVA’ ‘ERE!” Chuckling to himself, Niklaas gives Klatzu a two finger salute while continuing his work, “Ay Scrappy! Long time no see! How’s it hangin’ with you an’ Rosebud there?” The tiedling asks, nodding towards the giant wolf.

Nature: 1d20 + 10 ⇒ (17) + 10 = 27

After attempting to ‘assist’ with inventory, the Niklaas eagerly and unceremoniously rushes up to the potions table – shoving agents aside to find himself a seat, “HELLZ, YEAH! ARTZ AN’ CRAFTZ! PASS ME THA GLUE, PANSY-SNIFFERS! I’MMA MAKIN’ ME A SICK LANYARD!”

I can give it ta Jaldan as a gift lata’… Heh heh heh… He grins at the thought as he begins his craft…probably while also attempting to help with potion-making too…

Nature: 1d20 + 10 ⇒ (3) + 10 = 13

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Joining the party a little late is a very old elf, more than venerable even! His pure white hairs framing a wrinkled face with two eyes shinning with wisdom and intelligence.
At his heel a burning panther!

His clothing are very simple, brown or deep green, the colors of the forest. No obvious weapon except for the beautiful carved staff that helps him walk and for a large wooden shield on his back. Numerous potions and alchemical items are disposed in his double bandolier.

Sorry for my lateness youngsters! My legs are not as quick as they used to be, or as Flames'. He says looking at the small animal next to him.
My name is Crafty Herb, it's a pleasure to meet you all. And this is Flame, my friend that warms me during the cold night!

After Fola asks for help, Crafty moves to take a look.

Of course, of course! In my younger years, I've peruse into the science of Alchemy! Let me see how I can help you my dear.

Nature: 1d20 + 13 ⇒ (7) + 13 = 20


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Inventory (Nature, Society, Survival): Success (Critical available)
Magical Supplies (Arcane, Divine, Nature, Religion): Success (Critical available)
Mapping (Nature, Survival, Perception): pending

"Oh, yes. Appreciate the effort, Nikky, but Klatzu inventoried those crates already," Urwal says.

Magical Supplies: Success

By the time you are finished helping Fola with the reagents, you have accumulated a surplus. "Here, take these healing potions. There will be plenty once we have depleted these."

You each receive 1 healing potion. Lesser currently, if someone is able to critically succeed they will be moderate.

Venture-Captain Bjersig Torrsen scrutinizes a map as his loyal dog, Mahki, lies by his feet. Mahki barks to alert Torrsen to approaching Pathfinders. He signs while speaking aloud, “I’m verifying all of our maps against what we can see from here. Landmarks can easily change. Why don’t you see if you can find any discrepancies?”

Recommended skills: Nature, Survival, Perception

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Maps you said? Let me take a look young man

Says Crafty as he starts to look around.

Nature: 1d20 + 13 ⇒ (10) + 13 = 23

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

Krafty Herb? 'Er you freakin' kiddin' me 'ere? After the geriatric elf’s introduction, Niklaas pauses a moment to consider if the elf was actually being honest or just pulling his leg. Then he realizes he doesn’t care either way and simply shrugs it off…

"'Sup, Methuselah!” Between ‘assisting’ with the healing potions, Niklaas gives the geriatric elf a slap on the back, “Good ta meet a fellow knife-ears!” Flipping his thumb back to himself, Niklaas adds, “Name’s Niklaas – but all my friends call me Stabby! I’ve been called plenty a’ otha’ names too – but we don’t repeat any a’ them in polite comp’ny - if’n ya know whut I mean. Heh heh heh…”

After racing over to Torssen and hearing the question about discrepancies, Niklaas nods towards Flame, “Ya mean, besides tha flamin’ cat?

Nature: 1d20 + 10 ⇒ (20) + 10 = 30


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Inventory (Nature, Society, Survival): Success (Critical available: Crafty Herb, Kyra)
Magical Supplies (Arcane, Divine, Nature, Religion): Success (Critical available: Klatzu, Kyra)
Mapping (Nature, Survival, Perception): Critical Success
Morale (Deception, Diplomacy, Perception): pending

"Thank you. It is good to see our maps are--," Venture-Captain Torrsen begins say as Crafty confirms the locations on the map to the half-orc. However, Niklaas runs over and interrupts, pointing out a few obscure errors. "Good catch, Stabby! I doubt I ever would have found that!"

Bjersig compiles an atlas from the maps you've reviewed and hands it to you.

Critical Success: You gain a survey atlas that you can use on each map in Part 1.

Horizon Hunters faction leader Calisro Benarry waves the group over. “Some of the newer Pathfinders seem a little nervous about this mission. Can you cheer them up a bit? This is exciting, after all!”

Recommended skills: Deception, Diplomacy, Performance

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Crafty smiles at Niklass Ah! Youngsters! So eager to do something... I remember when I was his age, some centuries ago... they will see.

Glad to have you with us, my young friend.

When Calistro Benarry ask them to cheer up some youngster, Crafty happily obliged.

Good days young Pathfinders. Do not worry. When I was your age, I've done many mission, and centuries after, I'm still here. You are with experienced people, don't let the thrill of the novelty blinding you! Enjoy!

Diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25


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Inventory (Nature, Society, Survival): Success (Critical available: Crafty Herb, Kyra)
Magical Supplies (Arcane, Divine, Nature, Religion): Success (Critical available: Klatzu, Kyra)
Mapping (Nature, Survival, Perception): Critical Success
Morale (Deception, Diplomacy, Perception): Success (Critical available: Klatzu, Niklass, Kyra)
Repairs (Athletics, Crafting, Guild Lore): pending

The neophyte Pathfinders spirits do look buoyed after Crafty's stories.

Success. Each of you may gain +1 to a skill check or attack roll once during the scenario to represent one of the new Pathfinders successfully providing Aid. You must declare it's use before rolling.

Venture-Captain Khoumrock Blackthane ensures that groups of smiths and carpenters accompanying the Pathfinders have everything they need. “A lot of this gear got damaged on the voyage over. We need to make sure that everything is in tip-top shape.”

Recommended skills: Athletics, Crafting, Guild Lore

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Good to see you again Venture-Captain Blackthane! says Crafty seeing the dwarf.

Let me see what I can do!

Crafting: 1d20 + 13 ⇒ (3) + 13 = 16

Envoy's Alliance

M Goblin Champion/Cavalier 8 | HP 104/114 | Shield Hardness 10, HP 94/96| AC29/s31 | Frt15 - Ref11 - Wil13 | Perc11, +2 Init, Darkvision | Spe20 | Conditions: None

"Klatzu steed Siva not named Rosebud! Klatzu steed Siva named Klatzu steed Siva!" Siva gives a low growl as Niklaas approaches, but quickly calms as Klatzu signals her down. "Klatzu glad Klatzu has capable-enough retinue for coming raid! But Klatzu must see to rest of army before idle chatchit!"

- Magical Supplies (Arcane, Divine, Nature, Religion): Occultism: 1d20 + 11 ⇒ (16) + 11 = 27
- Morale (Deception, Diplomacy, Perception): Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
- Repairs (Athletics, Crafting, Guild Lore): Crafting: 1d20 + 14 ⇒ (19) + 14 = 33

Upon hearing Khoumrock's request, Klatzu's head swivels around in an instant. "FINALLY. A WORTHY CAUSE. SAY NO MORE! SIVA! TO WAR!" In a blur of white, the pair streaks across the camp, collecting scrap and detritus on the way to the gear. In a blink, the Champion has switched from holding his own armaments to holding a comically large hammer in one hand, a mouthful of nails, and a handful of patching material. With a gleam in his eye and a immutable passion in his heart, the scrapheap sets to work in a flurry of hammering.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

Great… Juuuus’ great… Niklaas thinks, looking over the motley crew of newbies… Looks like we got sum new babies ta sit…

Niklaas finds a decent-sized clearing to work – then clearing his throat, he begins his shpeal, “So, you all ‘er tha best an’ brightest greenhorns tha Society has to offa’ eh? Well, I’m not gonna sugah coat it – all I see ‘ere is a sorry sack a horse$#@%s.” He begins pacing before the newbies, hands clasped behind his back, shaking his head deliberately as he does so, “I don’t know whut those doofus Decemvirate were thinkin’ sendin’ you on this mission, an’ I wouldn’t ‘spect you’d last a day out there on yer own!”

Coming to a halt, he raises a finger, “But lucky fer yer sorry lot, ya ain’t alone!”

Niklaas grins a malevolent, shark-toothed grin, “Ya got pro agents like me whut er’ gonna carry yer sorry arses ‘til tha time comes when we feel yer not all gonna die afta’ takin’ five steps in a dungeon! So, jus’ watch tha pros work an’ try not ta get in our way – an’ who knows, maybe you’ll actually learn a thing er two?”

Following up this statement, Niklaas draws his rapier, “This ‘ere’s Shirley. Me an’ ‘er – we’ve seen some sh- Well, we been through sum freakin’ crazy times in this little Society, ya betta’ believe me. An’ we came out on top every time! Let me tell ya ‘bout tha time we were sailin’ down tha pirate-infested watas’ of tha River Kingdoms…”

To prove his superiority to the newbies, Niklaas starts telling tales of some of his best adventures – slipping in acrobatic shadow-dueling to liven up the performance & prove that he’s not all just talk – but has some sick moves to back it up.

Acrobatic Performance: 1d20 + 15 ⇒ (11) + 15 = 26

“Thank you! Thank you! Sorry, no time fer autographs t'day!” After working up a sweat boasting his awesomeness, Niklaas then goes to help with the gear… though Klatzu already seems to have it covered… but just in case…

Crafting: 1d20 + 11 ⇒ (4) + 11 = 15


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GM Screen:

Survival: 1d20 + 4 ⇒ (7) + 4 = 11
Religion: 1d20 + 13 ⇒ (11) + 13 = 24
Performance: 1d20 + 10 ⇒ (18) + 10 = 28
Nature: 1d20 + 4 ⇒ (20) + 4 = 24

Inventory (Nature, Society, Survival): Success (Critical available: Crafty Herb)
Magical Supplies (Arcane, Nature, Occultism, Religion): Success (Critical available: Klatzu)
Mapping (Nature, Survival, Perception): Critical Success
Morale: Critical Success
Repairs: Critical Success
Research (Nature, Society, Survival): pending

Crafty's performance does not match the promise in his name. However, Klatzu demonstrates prodigious skill in repairing equipment. "I don't know that I've ever see a Pathfinder show so much enthusiasm for repairing mundane equipment. Here. Take these for your labor."

Critical Success: you each get one piece of non-magical cold iron ammunition of your choice and one non-magical cold iron simple or martial weapon of your choice.

Radiant Oath faction leader Valais Durant oversees a small army of Pathfinders poring over books and scrolls. A few use magical methods to absorb information even faster. “Oh good, you’re here to help. I was able to get these reference materials from local institutions. There’s information on local plants, animals, and fey that I couldn’t get at home. We’re about to face a lot of dangers. Choose your favorite topic and start reading.”

Recommended skills: Nature, Society, Survival

To summarize your individual choices:
Choose antiplague or antidote
Choose type of cold iron ammunition
Choose cold iron simple or martial weapon

Aid Tokens

See the Discussion tab for details on Aid Tokens.
You should boost your four starting tokens and pick one to pass and either a specific table or at least a Tier to pass it to.

Only one attempt to boost per token for the entire table.

Allied Offensive: make an attack roll vs. DC 22
Burst of Healing: expend a spell with the healing trait or make a Medicine check vs. DC 22
Provide Knowledge: make an Arcana, Nature, Occultism, or Religion check vs. DC 22
Timely Inspiration: make a Performance check vs. DC 22

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Crafy don't use metallic weapon, so feel free to ask him for his simple or martial weapon!
Crafty will be an antidote

Nature: 1d20 + 13 ⇒ (3) + 13 = 16

Certainly tired by the travels, Crafty's mind seems to not be at the right place and he regularly forget things! And is unable to reference correctly the material that Valais want to be catalogued.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

“These books ‘ave pictures, right?” Niklaas cleans the gunk from one ear with his pinky while sitting down to try and read a book about fey… “I hear sum a’ them sparkly chicks er pretty hot! …Not that they got nothin’ on my girl; but eye candy is eye candy, ya know?”

Nature: 1d20 + 10 ⇒ (14) + 10 = 24

(Also, I'll take an antidote, cold iron arrows, and a cold iron rapier. Shirley's gonna have a short-lived sister... or maybe more like a distant cousin coming in for a short visit! Who wants to make the check to boost the tokens - or can we all attempt it?)


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Only one character can boost each token, so divide based on your strengths.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

Everyone gathers around a makeshift stage as the sun starts to slip below the horizon. Pathfinders whisper to each other in anticipation.

Venture-Captain Oraiah Tolal addresses the group. “Pathfinders, our expedition begins tomorrow. We have a day’s travel to reach the site where we will find the Door of Seasons. The founders of our Society may have been unable to reach the realm that lies beyond this magical gateway, but we have something they lacked.” The Venture-Captain holds a verdant crown aloft. “This is the Perennial Crown, an artifact that will serve as the key to opening the door. I hope that Alseta will bless us as we find this doorway to a new place. From what we’ve been able to gather, there’s a demiplane on the other side. The demiplane and the crown alike are closely tied to the Thorned Monarch, Qxal, an evil fey who once terrorized this region. The Pathfinders who recovered this crown faced steep opposition from the Monarch, and I have no doubt they will defend the Door of Seasons even more fiercely. Be wary any fey you see along the way; they are likely to be working for Qxal. Stay in groups of four or more for safety and help each other. Make any final preparations that you require and get a good night’s sleep; your next few nights will be on the trail. We leave an hour after dawn.”

Day breaks, and the excitement around the camp is too high to allow any Pathfinder to oversleep. Agents perform morning rituals, eat breakfast, and take a final look through maps and plans. Venture-Captain Oraiah Tolal gathers everyone together one last time. “I know that we’ve prepared well. We’re going to stop this Thorned Monarch. I have a small gift for each of you: a signal whistle with an engraving of the Perennial Crown. Use it to signal your fellow Pathfinders if you need help. And now, into the wilderness!”

Table GMs, please begin Part 1.

Envoy's Alliance

M Goblin Champion/Cavalier 8 | HP 104/114 | Shield Hardness 10, HP 94/96| AC29/s31 | Frt15 - Ref11 - Wil13 | Perc11, +2 Init, Darkvision | Spe20 | Conditions: None

While waiting for Part 1
Strike to boost, Proficiency/Strength/Item/Weapon Surge Focus Spell if we have time to refocus at the moment: 1d20 + 10 + 4 + 1 + 1d6d6 ⇒ (10) + 10 + 4 + 1 + (3) = 28
Society for Valais: 1d20 + 13 ⇒ (2) + 13 = 15

Success on Strike Boost, Fail on Valais. Antidote, Cold Iron Shield Boss, Cold Iron Sling Bullet/Javelin if Javelin counts. I vote to throw Aid Token to one of the 7-8 tier tables.

"TO ARMS, SIVA! STABBY! CRAFTY! Today we dethrone Thorny Monarch! The proletariat fey have suffered under this unjust ruler for long enough! We will see them freed from the shackles of tyranny, as well as any other beings they may have enslaved to their ranks! TO ARMS, PATHFINDERS!"

Siva punctuates the final statement with a long howl before the pair quickly joins the front of their formation.


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A dwarven man in armor reminiscent of a metal diving suit sets his helmet in place as a half-orc woman in a tricorne hat lends a hand. She ponders, “I like your style, Blackthane, but isn’t this a little more suited to underwater?” Khoumrock Blackthane responds, “It’s good armor still, and I’ve made a few adjustments so it works better on land. I’ve come out of retirement for the sixth time, and I’m going to be comfortable.”

Calisro Benarry responds, “Can’t argue with that. I’m always comfortable.” She turns to address the gathered Pathfinders. “Pathfinders, we’re setting out. Our goal is a horizon that no one of this world’s ever seen. But Qxal is aiming to make sure we don’t get there. Everyone, stay sharp and work together.” Blackthane adds, “And mind your equipment!”

Some time later...

Calisro Benarry looks through a spyglass. “Fey. Lots of them. They’ve got to be coming through some kind of portal from the First World. I’ll take care of that lot while you look for the source. Watch for more coming through!”

You need to Search for a mushroom ring, the source of the fey influx. Your Perception checks do not need to be secret.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

Niklaas smirks at Scrappy and Rosebud’s own excitement, then gets to work trying to find the fey’s portal while hoping to get the opportunity to shank some female dogs (you know what I mean) along the way... “Mushroom ring, mushroom ring… Where’s tha freakin’ mushroom ring…?”

Perception: 1d20 + 12 ⇒ (14) + 12 = 26


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GM Screen:

Crafty, Perception: 1d20 + 13 ⇒ (6) + 13 = 19
Klatzu, Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Niklaas, Perception: 1d20 + 12 ⇒ (9) + 12 = 21
NPC Kyra, Perception: 1d20 + 13 ⇒ (7) + 13 = 20
Mushroom Ring: 1d20 + 15 ⇒ (3) + 15 = 18

Niklaas leads you into a tangle of oversized toadstools. He manages to expertly navigate to a small clearing with a pond at its center. In the middle of a small pond, a ring of large toadstools glows with a slight magical energy. The ground inside wobbles, appearing almost translucent, as if it were possible to step right through it.

In fact, a short, hairy fey leaps out of the pond. He does not appear to be wearing any clothes, but it is hard to tell because his animated, dirty hair and beard cover most of his form. He looks towards you and slaps the large club in his hand against the palm of his empty hand.

Recall Knowledge (1-Action) Nature DC 21:

This is a korred. A reclusive fey with an affinity for stones and boulders. They don't take kindly to intruders. As fey, they have a weakness (5) to cold iron.

If you have a critical success:

Spoiler:
Their animated hair can snag and entangle people who stand too close (within 5 feet) of them.

Encounter! Round 1. Bold may act.

Squares with mushroom or water in them are difficult terrain.

Klatzu
Niklaas
NPC Kyra
Crafty
Mushroom Ring
Fey

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Crafty takes the time to recall what he knows about this particular fey.

Nature: 1d20 + 13 ⇒ (13) + 13 = 26

This creature is a korred! A fey that have weakness to cold iron.

Then he asks Flame to attack the creature and use his shield to protect himself.

(◆) Recall Knowledge (Nature)
(◆) Command Animal
(◆) Raise Shield (+2 AC)
(↺) Shield Block against the first attack that hits


Fiery Leopard 5 AC 21| HP 42/42| F +11 R +13 W +12 | +11 Perception, +13 Stealth| low-light vision

Flame moves and bites the creature!

RRRRRRrrrrr

Bite: 1d20 + 11 ⇒ (11) + 11 = 22
Damages, P + 1 Fire: 2d6 + 3 + 1 ⇒ (4, 4) + 3 + 1 = 12

(◆) Stride
(◆) Melee Strike (bite)


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As soon as the fiery leopard moves within reach of the korred, the wild hair reaches out and begins grasping for the leopard's paws and neck.

"Ow! 나는 당신을 검은 색과 파란색으로 이길 것입니다. 성가신 불쥐!" the hairy fey curses.

Sylvan:
"I am going to beat you black and blue you pesky fire rat!"

Encounter! Round 1. Bold may act.

MAP

Squares with mushroom or water in them are difficult terrain.
Anyone ending their turn within 5 feet of a korred must make a Reflex Save DC 21 vs. clumsy 1 (or 2 on a critical fail).

Klatzu
Niklaas
NPC Kyra
Crafty (Leopard Reflex Save DC 21 vs. clumsy 1 [2 on critical fail])
Mushroom Ring (Can be Broken or Disabled [thievery (E) or nature, both 2-action interact activities, 3 successes required] or Dispelled)
Fey (-12 hp)


Fiery Leopard 5 AC 21| HP 42/42| F +11 R +13 W +12 | +11 Perception, +13 Stealth| low-light vision

Reflex: 1d20 + 13 ⇒ (20) + 13 = 33

Flame easily avoids the hair!

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

“Heh heh heh…” Niklaas grinned wide, gripping his newly-acquired cold-iron rapier tight, “Time ta put sista’ Cheryl through ‘er paces…” Darting up to the rock-for-brains fey, the tiefling hissed, “Aw’ight shorty – time ta take a little off tha top!” – right before thrusting Cheryl through the creature's tangle of hair and straight for it's torso.

(Assuming that Niklaas could already have his cold-iron rapier and shield drawn – since we knew we were going into a fey warzone. If this is not the case, then instead of raising his shield after the swing, he’ll just spend that action drawing his rapier at the start of his turn instead. GM – please let me know what’s what! Also, I have flanking from Gang Up as long as an ally is within reach of my opponent!)

-Stride, Strike, Raise Shield.

Reflex: 1d20 + 14 ⇒ (8) + 14 = 22

Attack with Cold Iron Cheryl: 1d20 + 14 ⇒ (11) + 14 = 252d6 + 4 ⇒ (2, 5) + 4 = 11

Envoy's Alliance

M Goblin Champion/Cavalier 8 | HP 104/114 | Shield Hardness 10, HP 94/96| AC29/s31 | Frt15 - Ref11 - Wil13 | Perc11, +2 Init, Darkvision | Spe20 | Conditions: None

(◆) Command Animal ((◆)Stride, (◆)Strike)
(◆) Raise Shield (+2 AC)
(◆) Strike (Cold Iron Shield Spikes,
>Strike vs Flat Footed: 1d20 + 15 ⇒ (1) + 15 = 16
>Damage Cold Iron Piercing: 2d6 + 4 ⇒ (6, 5) + 4 = 15)
(↺) Shield Block if Klatzu is struck, Liberating Step if someone else within 15' is struck.

oof, a natural 1 on the first swing. That bodes well.

"Their forward scout has arrived! Strike them down before they can report back, Siva!"As the scrap heap of a Goblin is carried forward by Siva, he is bucked upwards at the last moment before a strike against the creature, causing his swing to go wide. Cursing under his breath, he quickly raises his shield in preparation of whatever the creature has in store.

Reflex Save without Bulwark: 1d20 + 6 ⇒ (8) + 6 = 14

Double oof


F Wolf Minion 8 | HP66/78 | AC25 | Frt15 - Ref16 - Wil14 | Perc14, Low-Light Vision, 30' Imprecise Scent | Spe45 | Conditions: None

(◆)Stride
(◆)Strike
>Strike vs Flat Footed, -4 for Agile: 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25
>Damage Bite Piercing: 2d8 + 3 ⇒ (8, 1) + 3 = 12

Bounding Forward, Siva attempts to strike at the creature as well, hopefully with more luck than her master had!

Reflex Save: 1d20 + 14 ⇒ (16) + 14 = 30


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Yes. You can reasonably assume to have your weapons draw and shields strapped on.

GM Screen:

Firebolt: 1d20 + 11 ⇒ (14) + 11 = 25
Fire: 6d6 ⇒ (1, 6, 4, 2, 1, 4) = 18
Red: Club, Otherworldly Laugh
Red Club vs. Flame: 1d20 + 14 ⇒ (20) + 14 = 34
B: 2d6 + 7 ⇒ (5, 2) + 7 = 14 Critical x 2
Kyra Fort: 1d20 + 9 ⇒ (9) + 9 = 18
Blue: Club, Club, Club
Blue Club vs. Niklaas: 1d20 + 14 ⇒ (12) + 14 = 26
B: 2d6 + 7 ⇒ (6, 5) + 7 = 18
Blue Club vs. Niklaas: 1d20 + 14 - 5 ⇒ (17) + 14 - 5 = 26
B: 2d6 + 7 ⇒ (5, 5) + 7 = 17
Blue Club vs. Niklaas: 1d20 + 14 - 10 ⇒ (4) + 14 - 10 = 8

Niklaas moves in and gives the korred a nasty bit of cold iron, which earns him an infuriated glares from the fey. His attention is diverted shortly as the large wolf and her clanging goblin rider close. He is momentarily distracted watching the goblin bounce in the air, and the wolf sinks her teeth into the fey's arm.

Klatzu is snagged by several locks of animate hair stretching out from the stocky fey.

Kyra calls upon Sarenrae to smite the fey with fire. The lance of fire that springs from her hand and strikes the fey does about as much damage as you would expect (hit, average damage). She then applies a benediction to Niklaas (guidance).

The pool of water at the center of the faerie ring shimmers again and a second korred leaps out of the water. This one grins fiercely and jumps into the fray alongside his companion.

The bloodied korred takes his frustration out on the fiery leopard. He swings his oak club with the intensity of an avalanche. The crack that results from the fey wood striking Flame's skull can be heard far beyond the mushroom forest. The korred begins to laugh, which is an alien sound that begins to reverberate over and over in your heads. "Ooyi huck! Ooyi huck! Ooyi huck!"

The new fey assailant is content to beat Niklaas soundly with his oak club. While it is nothing as fierce as what Flame received in a single blow, the tiefling may wonder if he has a broken rib or two. The korred's third swing flies well wide and knocks him off balance for a moment, too exited by the prospect of violence (Critical Miss).

Encounter! Round 2. Bold may act.

MAP

Squares with mushroom or water in them are difficult terrain.
Anyone ending their turn within 5 feet of a korred must make a Reflex Save DC 21 vs. clumsy 1 (or 2 on a critical fail).

Klatzu (Clumsy 1 until he leaves the 5 ft aura on Red) (Fort DC 21 vs. -1 action this round; Siva too)
Niklaas (-35 hp [I assume a shield block to reduce some]; Guidance) (Fort DC 21 vs. -1 action this round)
NPC Kyra (Slowed 1 x 1 round)
Crafty (Flame -28 hp) (Fort DC 21 vs. -1 action this round; Flame too)
Mushroom Ring (Can be Broken or Disabled [thievery (E) or nature, both 2-action interact activities, 3 successes required] or Dispelled)
Red Korred (-57 hp)
Blue Korred

Feel free to control Kyra as either first come first served, agree upon one of you to run her, or leave her in my control. If you leave her in my control, let me know if you want me to cast dispel magic at the mushroom ring.

That reminds me: Niklaas, the Google Docs link in the discussion tab led me to a file that does not exist and your profile sheet is out of date. If you could either provide me with a working link or update your profile, that would help a tone.

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Fortitude DC21: 1d20 + 5 ⇒ (6) + 5 = 11

Crafty is stunned by the laugh and unable to maintain his full concentration.
He commands Flame to attack!

Flame, move and attack!

Then, he moves closer to the ring, to be able to disable it if Keira is unable to dispel it and to give the flank to his companion.

(◆) Command Animal
(◆) Stride


Fiery Leopard 5 AC 21| HP 42/42| F +11 R +13 W +12 | +11 Perception, +13 Stealth| low-light vision

Fortitude DC21: 1d20 + 11 ⇒ (20) + 11 = 31

Flame is unaffected by the laugh and as his master commanded, he moves to flank with him.
Then he bites the creature that have wounded him!

Bite vs FF AC: 1d20 + 11 ⇒ (14) + 11 = 25
Damages, P + 1F: 2d6 + 3 + 1 + 1d4 ⇒ (1, 5) + 3 + 1 + (3) = 13

(◆) Stride
(◆) Melee Strike


| Extinction | url= |

Flame takes his revenge against the korred and pounces upon him, biting into the fey's neck with finality. The hairs entangling Klatzu go limp and unravel.

Encounter! Round 2. Bold may act.

MAP

Squares with mushroom or water in them are difficult terrain.
Anyone ending their turn within 5 feet of a korred must make a Reflex Save DC 21 vs. clumsy 1 (or 2 on a critical fail).

Klatzu (Fort DC 21 vs. -1 action this round; Siva too)
Niklaas (-35 hp [I assume a shield block to reduce some]; Guidance) (Fort DC 21 vs. -1 action this round)
NPC Kyra (Slowed 1 x 1 round)
Crafty (Flame -28 hp) (Both Crafty and Flame need Reflex DC 21 vs. clumsy 1 for ending turn in Blue's reach)
Mushroom Ring (Can be Broken or Disabled [thievery (E) or nature, both 2-action interact activities, 3 successes required] or Dispelled)
Red Korred (-57 hp)
Blue Korred

Envoy's Alliance

M Goblin Champion/Cavalier 8 | HP 104/114 | Shield Hardness 10, HP 94/96| AC29/s31 | Frt15 - Ref11 - Wil13 | Perc11, +2 Init, Darkvision | Spe20 | Conditions: None

Klatzu Fortitude: 1d20 + 13 ⇒ (17) + 13 = 30
Siva Fortitude: 1d20 + 13 ⇒ (19) + 13 = 32

I heard that the ring could be Broken. Sounds like a challenge.

(↺) (From previous turns) Liberating Step on Flame since I would have used it on the first target hit IRL, reduce the strike damage by 8. It would give the option for a Step as well but I'm assuming we're all knee-deep in Rough Terrain.
(F) Drop Shield.
(◆) Grip Bastard Sword in both hands.
(◆) Cast Weapon Surge Focus Spell.
(◆) Strike the Mushroom Ring.

>Strike vs Flat Footed: 1d20 + 16 ⇒ (7) + 16 = 23
>Damage Slashing: 3d12 + 4 ⇒ (1, 11, 6) + 4 = 22

"BY POWER OF EVERBLOOM, RETURN TO YOUR TWISTED DESPOT!" The Goblin, realizing the mushroom ring appears to be spawning more of these creatures, turns his blade to the ring itself after Flame dispatches his prior foe. As he grips his jagged blade, it swells to a massive size before its champions cleaves it through the mushroom ring with as much force as he could muster.


F Wolf Minion 8 | HP66/78 | AC25 | Frt15 - Ref16 - Wil14 | Perc14, Low-Light Vision, 30' Imprecise Scent | Spe45 | Conditions: None

(◆)Strike vs Ring if still up, -4 for Agile: 1d20 + 12 - 4 ⇒ (12) + 12 - 4 = 20
>Damage Bite Piercing: 2d8 + 3 ⇒ (7, 1) + 3 = 11
or (◆)If Ring was destroyed by Klatzu's swing, Siva moves across from Crafty to flank the remaining Fey using her automatic action on turns that she is not commanded.


| Extinction | url= |

I see I left Red on the tracker. He's dead. Total damage dealt was 70 hp.


| Extinction | url= |

Alas. An inanimate mushroom ring cannot be caught Flat Footed.

Klatzu empowers his sword and swings hard at a swath of mushroom. The impact reverberates up his sword and through his arms as if he had struck an adamantine shield (just missed). Thrown off balance by her rider's swing, Siva fails to get a solid grip on the mushroom with her powerful jaws (miss due to MAP).

Encounter! Round 2. Bold may act.

MAP

Squares with mushroom or water in them are difficult terrain.
Anyone ending their turn within 5 feet of a korred must make a Reflex Save DC 21 vs. clumsy 1 (or 2 on a critical fail).

Klatzu
Niklaas (-35 hp [I assume a shield block to reduce some]; Guidance) (Fort DC 21 vs. -1 action this round)
NPC Kyra (Slowed 1 x 1 round)
Crafty (Flame -20 hp) (Both Crafty and Flame need Reflex DC 21 vs. clumsy 1 for ending turn in Blue's reach)
Mushroom Ring (Can be Broken [AC 24] or Disabled [thievery (E) or nature, both 2-action interact activities, 3 successes required] or Dispelled)
Blue Korred

Carrying this down from above: Niklaas, the Google Docs link in the discussion tab led me to a file that does not exist and your profile sheet is out of date. If you could either provide me with a working link or update your profile, that would help a ton.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

“OOF!” Was all Niklaas could muster as he brought his shield up in time to take part of the hit from the second squat – even as its momentum forced him back and made his arm numb. Wincing at the pain, the tiefling hissed over his arm guard, “THAT ALL YA GOT, HARRY?!"

(I have no idea how everyone else is formatting their actions in blue, so bear with me. Niklaas raised his sturdy shield and took 8 less – so 27 damage to Nik, 27 damage to the shield, which almost breaks it…)

“Don’t know how many more a’ these party crasha’s I can handle…” Niklaas muttered to himself, before shouting over his shoulder, “AYE, KYRA CLONE! DISPEL THAT FREAKIN’ MUSHROOM RING, AN’ DO IT FAST!”

(I officially request that Kyra dispel the mushroom ring. I’m fine with the GM controlling her).

Then, spinning back to his new opponent with an acrobatic flourish, Niklaas treated his arm as best he could, took another strike; then planted his feet in, readying his shield for his opponent’s next counter attack…

(I’ll try to use Performance Acrobatics on the Timely Inspiration Aid Token for the 7-8 table, assuming the action is free – then I’ll use Battle Medicine on Niklaas with Godless Healing at DC 20, strike, and raise shield… AC 26. Also, I’ll look into the google docs problem… And I see now that I forgot to add my second die of sneak attack Round 1. I have 2 at this level!)

Acrobatic Performance: 1d20 + 15 ⇒ (11) + 15 = 26
Medicine: 1d20 + 13 ⇒ (12) + 13 = 252d8 + 15 ⇒ (6, 6) + 15 = 27
Strike with Gang Up Flanking Guided Cold Iron Cheryl: 1d20 + 15 ⇒ (8) + 15 = 233d6 + 4 ⇒ (3, 2, 4) + 4 = 13


| Extinction | url= |

GM Screen:

Niklaas Fortitude: 1d20 + 9 ⇒ (18) + 9 = 27
Kyra Counteract: 1d20 + 11 ⇒ (16) + 11 = 27

The gray/blue text is formatted with the ooc tag. Preface the text with [ooc*] (ignore the *) and end your text with [/ooc*] (again, ignore the *).
Boosting the Aid Tokens is an extemporaneous non-action, so they can be boosted whenever. Timely Inspiration was successfully boosted.
Niklaas forgot his Fortitude save vs. Slow. I botted it with my best guess. He made it.

Niklaas demonstrates the power of mortality and restores all of the damage his body took from the korred's beating. He then retaliates by shoving the blade of his cold iron rapier into the fey, which squeals in pain.

Kyra then calls upon Sarenrae's power to banish the faerie ring's power. There is a tense moment as the air around the mushrooms wavers, and then the air settles and the korred corpse and the second korred both vanish. The small pond in the middle of the ring now resembles a mundane puddle.

Encounter Over

Status

Flame (-20 hp)
Niklaas' shield (-27 hp)

You have a 10 minute rest here to Treat Wounds, Refocus, or Repair.

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Crafty calls for Nature to close the wounds of Flame then meditate for 10mn to recall the power he used.

Heal Animal: 3d8 + 24 ⇒ (4, 7, 4) + 24 = 39

Well done Lady Keyra, Sarenrae shines today, thanks to you.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

“Sarenrae Sphinrae,” Niklaas rolls his ivory eyes, “Tha spell did all tha werk!”

Then turning to his shield he says, “An’ you too, little buddy!” Breaking out his repair kit, Niklaas begins muttering to damaged gear, “I really need ta give you a name sumtime… How ‘bout… Rusty? Good ol’ Trusty Rusty? Ya like that, Rusty?”

Quick Repairing my shield, using one minute per attempt. I believe I’m aiming for DC 19 with an item level 4 Sturdy Shield.

Craft to Repair: 1d20 + 11 ⇒ (18) + 11 = 29
Craft to Repair: 1d20 + 11 ⇒ (16) + 11 = 27
Craft to Repair: 1d20 + 11 ⇒ (13) + 11 = 24
Craft to Repair: 1d20 + 11 ⇒ (5) + 11 = 16
Craft to Repair: 1d20 + 11 ⇒ (14) + 11 = 25
Craft to Repair: 1d20 + 11 ⇒ (8) + 11 = 19
Craft to Repair: 1d20 + 11 ⇒ (19) + 11 = 30
Craft to Repair: 1d20 + 11 ⇒ (4) + 11 = 15
Craft to Repair: 1d20 + 11 ⇒ (8) + 11 = 19
Craft to Repair: 1d20 + 11 ⇒ (4) + 11 = 15

"OHHHHHH!!! I been werkin' on tha shiiii-eld all tha live-long day..." Hammering away at the dents in Rusty, Niklaas begins to sing an annoyingly grating tune...

I believe I should have my shield fully repaired by the end of the 10 minutes. It only takes one normal success to repair 10hp per check. Man, repairing things is so easy in PF2!

Envoy's Alliance

M Goblin Champion/Cavalier 8 | HP 104/114 | Shield Hardness 10, HP 94/96| AC29/s31 | Frt15 - Ref11 - Wil13 | Perc11, +2 Init, Darkvision | Spe20 | Conditions: None

Upon hearing Crafty's comment, Klatzu scowls behind his helm. Beginner's luck. Milani just take minute to get started.

Refocus for the 10 minutes. Fun fact, apparently one of the only Good deities Milani is not known to have good relations with is Sarenrae, according to Paizo. Has something to do with Qadirans owning slaves if I recall correctly.


| Extinction | url= |

Niklaas puts his shield back together while Crafty, Klatzu and Kyra refocus and then you are on your way again. It is not long before you encounter another problem.

Calisro Benarry angrily corrects a map with red ink. “That blasted fey! They’ve added hazards to our planned route. We’ll need to chart a new course, but be careful; Qxal has left us a lot of surprises.”

Thick undergrowth and dangerous plants have overgrown paths that were previously clear. You will need to chart a new course.

Recommended skills:
* Athletics to force through the vegetation
* Acrobatics to skirt the vegetation
* Nature to recognize the plants from a distance
* Survival to spot the dangerous plants

You receive a +1 to Nature or Survival due to your survey atlas.
If this character played 1-20, you gain a +1 bonus to your check.

Envoy's Alliance

M Goblin Champion/Cavalier 8 | HP 104/114 | Shield Hardness 10, HP 94/96| AC29/s31 | Frt15 - Ref11 - Wil13 | Perc11, +2 Init, Darkvision | Spe20 | Conditions: None

Siva Athletics: 1d20 + 11 ⇒ (9) + 11 = 20 to Aid Klatzu.
Klatzu Athletics: 1d20 + 13 ⇒ (9) + 13 = 22 to clear a path with his sword.
Klatzu has re-equipped his shield and is currently wielding his Bastard Sword one-handed.

"Not fear! Klatzu liberate the path!"

...assuming a 23 is enough to succeed. Hasn't been cutting it so far, so who knows.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

“OHHHHHHHH!” Niklaas breaks out into another horrible song as he leaps into the trees to skirt the underbrush, “ – You take tha low road an’ I’ll take tha high road an’ I’ll get ta Qxal beforrrrrrre ya!”

Cackling, Niklaas shouts over to the tin can goblin hacking through the foliage, “SEE YA ON THA OTHA’ SIDE, SHORTY!”

Acrobatics: 1d20 + 15 ⇒ (10) + 15 = 25

Niklaas will have his cold iron rapier and shield drawn for the foreseeable future - when he isn't making like a monkey, that is...

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Nature: 1d20 + 13 ⇒ (9) + 13 = 22

Crafty tries to recognize the plant from a distance but his age seems to have clouded his mind...

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