GM JChapman's Tarnbreaker's Trail (Inactive)

Game Master J. A. Chapman

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Wayfinders

Signal: Map & Handouts |

Tamo makes his foray in among the caribou herd, finding a bell and retrieving it without too much difficulty. Rhizzuk and Ikinyo both find bells too, but the skittish creatures move too much for either to be able to manage the delicate task.

When Kashkura moves in among the herd, she makes it look embarrassingly easy. She retrieves a bell from the bull of the herd, and the two lock eyes. With a smile she leads the caribou and the pack around the field for a brief time. Finally she pats the beast on the head, a gesture of farewell, and returns to the group.

"That... was incredible!" the race official says, clearly in awe. He's still shaking his head when he leaves you for the evening.

You all once again have about an hour or so to interact with the other teams and/or race officials. Tell me what you'd like to do, if anything and follow it up with an appropriate check.

Verdant Wheel

N female iruxi (cliffscaler) oracle 3 | HP 35/35 | AC 19 | F +6 R +7 W +8 | Perc +6 | Stealth +2 | Focus 0/2 | Spells 1st: 3/3 2nd: 2/2 | Speed: 25 ft | Active Conditions: ---

Kashkura will chat with the race officials this time.

Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27

Envoy's Alliance

Iruxi Sor4 | HP: 40/40 | AC: 17 (18 w/mage armor) | Fort: +7, Refl: +7, Will: +11 | Perc (T): +7 | Speed 25 | Default exploration: Detect Magic | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

Tamo will try to speak with the Bluetongue Brawlers this time.

I admit, I am impressed with your ability in spite of being, er, too deep into the cups last evening, Tamo says with a grin. I'll share a drink with you, if you're willing. He secretly holds out a small flask half-filled with Taldan fire-brandy.

Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11

Wayfinders

Signal: Map & Handouts |

Kashkura makes a beeline to the same race official who oversaw the bell challenge, chatting them up. The awe is still present, and they are more than happy to share details about the trail ahead and the upcoming trial.
Kashkura gains a +1 circumstance bonus on checks made for overland travel between the current checkpoint and next checkpoint and a +1 circumstance bonus on checks made to complete the next checkpoint trial

Tamo brings a drink over to the Bluetongue Brawlers, and the already friendly lot smile and waste no time drinking Tamo's booze. They seem to pay less attention to him, but otherwise seem to like him just fine as an enabler.

Radiant Oath

M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

Rhizzuk will chat with with Without Trace or Fail, seeing if maybe his words warrior to warrior can warm their chilly hearts.

diplomacy: 1d20 + 3 ⇒ (4) + 3 = 7

Verdant Wheel

CG male iruxi witch 3 | hp: 29/29, hero points: 1 0/3 | AC 18 (17 w/o mage armor), Fort +6 (+7 vs inhaled & crit instead of success), Ref +7, Will +8 | Speed 25ft. | Perception +6 | focus points: 2/2 | Prepared 1st level: fear, ill omen, magic missile; Prepared 2nd level: dispel magic, faerie fire | Current conditions: | ◆

Isikhulu, not wishing to disrupt his sister's diplomatic efforts, remains near her studying the sky for any insight from the stars.

Astronomy Lore: 1d20 + 7 ⇒ (4) + 7 = 11 Not that I'm expecting any real benefit from this check.

Envoy's Alliance

M Lizardfolk Ranger 1 | HP 20 | AC 18 | Fort +7 | Ref +7 | Will +5 | Perc +7

Ikinyo goes off by himself again, looking to make sense of the patterns of wind and cloud in this confounding place.

+5 Nature to guess the weather again.

Verdant Wheel

Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Obad'of goes and speaks to the race officials about the dead caribou, and the beast that may be out there. Not sure that's really diplomacy, so I'm rolling a d20 and letting the GM pick 1d20 ⇒ 11

    Wayfinders

    Signal: Map & Handouts |

    GM Stuff:
    1d20 + 5 ⇒ (10) + 5 = 151d4 ⇒ 3

    Rhizzuk goes over to see Without Trace or Fail. The seem guarded at first, but the longer he talks the more sour their demeanor becomes. Finally one of them says, "Hey Lizard-Man! You don't belong here. You are not worthy of this challenge. Go home."
    In case you couldn't tell, that's a crit fail. They're now pretty hostile to you guys.

    Isikhulu tags along, eyes in the sky. But the cloud cover stymies his efforts. Ikinyo tries to get a sense for the weather, but his only conclusion for tomorrow is that meteorologists have a seemingly impossible job.
    FYI - I've set the DC of this to 20, as knowing the weather should be hard. So far this hasn't paid off, but I promise to do something for you if you want to keep trying (and succeed).

    When Obad'of meets up with a race official, they admit that they saw the dead caribou. The additional information he provides about it being slain by a rather large beast is new information to them though, and they thank him. "We'll have to figure out if we need to re-route the trail over the frozen river 3 miles in..." he says aloud, inadvertently tipping you off to some of the race features in the trail tomorrow.
    Everyone a +1 circumstance bonus on checks made to complete the next checkpoint trial
    Also, a correction for Kashkhura, who gets a +1 circumstance bonus on checks made to complete the next checkpoint trial

    Wayfinders

    Signal: Map & Handouts |

    Though the howling winds and blowing snow persist through the night, in the morning you're greeted with a clear sky. The snow crunches underfoot as you get ready for the third day, but you can already tell that nature is doing you a favour.

    We're at the overland travel portion of day 3, so please make a Athletics, Nature, or Survival check. I will allow other skills if they make sense though, so just let me know.

    DAY 3: Overland Travel Phase (+1 for everyone)
    Ikinyo - Go
    Isikhulu - Go
    Obad'of - Go
    Kaskhura - Go
    Rhizzuk - Go
    Tamo - Go

    Verdant Wheel

    N female iruxi (cliffscaler) oracle 3 | HP 35/35 | AC 19 | F +6 R +7 W +8 | Perc +6 | Stealth +2 | Focus 0/2 | Spells 1st: 3/3 2nd: 2/2 | Speed: 25 ft | Active Conditions: ---

    Nature: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10

    Despite the advice of the officials, Kashkura struggles to help much.

    Verdant Wheel

    CG male iruxi witch 3 | hp: 29/29, hero points: 1 0/3 | AC 18 (17 w/o mage armor), Fort +6 (+7 vs inhaled & crit instead of success), Ref +7, Will +8 | Speed 25ft. | Perception +6 | focus points: 2/2 | Prepared 1st level: fear, ill omen, magic missile; Prepared 2nd level: dispel magic, faerie fire | Current conditions: | ◆

    Frustrated by his inability to see the stars last night, Isikhulu trundles ahead during the day, his mind searching for some connection to this strange place.

    Survival, bonus: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13

    Radiant Oath

    M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

    athletics: 1d20 + 8 ⇒ (10) + 8 = 18

    Rhizzuk uses his strength to push forward through the snow.

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Eager to make progress, Obad'of puts in a solid effort: Nature: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21

    Envoy's Alliance

    M Lizardfolk Ranger 1 | HP 20 | AC 18 | Fort +7 | Ref +7 | Will +5 | Perc +7

    Ikinyo's frustration mounts over the course of the day's travels, and he mutters to himself throughout, "Can't tell what the weather is going to do, no good at chatting up all the other racers, have to hurry to -*ouch*! Of course, I spend years in the forest and I'm still tripping over roots..."

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

    Envoy's Alliance

    Iruxi Sor4 | HP: 40/40 | AC: 17 (18 w/mage armor) | Fort: +7, Refl: +7, Will: +11 | Perc (T): +7 | Speed 25 | Default exploration: Detect Magic | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

    Survival: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
    Tamo's instincts help him more than he might have thought, here.

    Wayfinders

    Signal: Map & Handouts |

    The clear day is a blessing for overland travel, but it all seems preternaturally quiet. To Obad'of it feels like nature is holding its breath. At one point Ikinyo thinks he catches sight of movement off the trail. It all starts to make sense when they reach the checkpoint.

    "Ok, good. You're all here," a nervous race official says after counting the heads in the party. "There indeed is a Beast roaming about. One of our patrols was attacked and barely escaped with their lives. We're advising everyone to camp close together like usual, and suggesting no one try and push ahead to the next checkpoint early. We've secured this area, and the race continues. We're just asking everyone to make careful choices and alert us. If you see something, say something. Okay?" Once they have assent from the group, you're ushered to the next challenge.

    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.

    "This trial is particularly important to the Balgirdtrek," a race official says to you. "After spotting the tarn linnorm, Balgird gave chase to the beast. The linnorm slipped through the trees and made its way across the Whitegold River to evade Balgird. The rushing river was frigid and cold, and as Balgird approached he could see the tarn linnorm lurking in the trees on the other side, waiting to pluck his exhausted body from the shore if he swam across. Balgird felled a tall sapling from the riverside and vaulted across the river with as much of his gear as he could carry, foiling the linnorm and chasing it further into the wild."

    He points to a bunch of poles nearby. "The goal of this challenge is to cross the river. That's it. Should be easy, right?"
    You can make an Athletics or Acrobatics check to use a pole for crossing the river. Creative approaches are always welcome too!

    Envoy's Alliance

    Iruxi Sor4 | HP: 40/40 | AC: 17 (18 w/mage armor) | Fort: +7, Refl: +7, Will: +11 | Perc (T): +7 | Speed 25 | Default exploration: Detect Magic | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

    Tamo says quietly to Rhizzuk, Toss me.

    Radiant Oath

    M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

    Rhuizzuk looks over Tamo, and looks to the river and looks back at Tamo and raises an eyebrow in concern.

    Shaking his head Rhizzuk responds "Not loose, grab the pole. Ikinyo, grab the pole too and we we start going you're going to push the pole and I'm going to boost Tamo, and hopefully that's enough momentum. I better plan than tossing you like some Dwarf at least..."

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    "Sounds like a complicated and creative plan. Let us do this!"

    Radiant Oath

    M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

    athletics to aid: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

    Wayfinders

    Signal: Map & Handouts |

    Per Slack, Ikinyo and Rhizzuk are allowed to aid Tamo with Athletics, and the 3 of you get a +1 from the excellent pixel art used to illustrate this maneuver. I have Rhizzuk's aid roll.

    Envoy's Alliance

    M Lizardfolk Ranger 1 | HP 20 | AC 18 | Fort +7 | Ref +7 | Will +5 | Perc +7

    Ikinyo scratches his head a moment as the plan is described, then grins and says, "Sure, sounds like fun!"

    Athletics to Aid: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22

    Envoy's Alliance

    Iruxi Sor4 | HP: 40/40 | AC: 17 (18 w/mage armor) | Fort: +7, Refl: +7, Will: +11 | Perc (T): +7 | Speed 25 | Default exploration: Detect Magic | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

    With the help of his fellow iruxi, Tamo gives the river crossing a try.

    Acrobatics: 1d20 + 1 ⇒ (2) + 1 = 3 I VOLUNTEER THIS HERO POINT AS TRIBUTE

    Acrobatics: 1d20 + 1 ⇒ (18) + 1 = 19

    Verdant Wheel

    N female iruxi (cliffscaler) oracle 3 | HP 35/35 | AC 19 | F +6 R +7 W +8 | Perc +6 | Stealth +2 | Focus 0/2 | Spells 1st: 3/3 2nd: 2/2 | Speed: 25 ft | Active Conditions: ---

    Kashkura goes next.

    Acrobatics: 1d20 + 5 ⇒ (19) + 5 = 24

    "Oh! It brings you closer to the stars!"

    Verdant Wheel

    CG male iruxi witch 3 | hp: 29/29, hero points: 1 0/3 | AC 18 (17 w/o mage armor), Fort +6 (+7 vs inhaled & crit instead of success), Ref +7, Will +8 | Speed 25ft. | Perception +6 | focus points: 2/2 | Prepared 1st level: fear, ill omen, magic missile; Prepared 2nd level: dispel magic, faerie fire | Current conditions: | ◆

    Isikhulu follows closely behind his sister.

    Acrobatics: 1d20 + 5 ⇒ (8) + 5 = 13

    Envoy's Alliance

    M Lizardfolk Ranger 1 | HP 20 | AC 18 | Fort +7 | Ref +7 | Will +5 | Perc +7

    Assuming that reroll got Tamo across:

    With his less muscular tribe-mate successfully launched across the torrent, Ikinyo selects a pole, tests its heft and flexibility, and then attempts to fling himself over the river.

    Athletics: 1d20 + 7 ⇒ (8) + 7 = 15

    Radiant Oath

    M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

    athletics: 1d20 + 8 ⇒ (1) + 8 = 9
    heropoint rerroll: 1d20 + 8 ⇒ (5) + 8 = 13

    Rhizzuk nearly catches his boot on a root as he goes the make the jump...

    Wayfinders

    Signal: Map & Handouts |

    So the rolls are locked in right now, but I'm going to resolve these in order.

    With the help of Ikinyo and Rhizzuk, Tamo has no problems crossing the river using the pole. From the looks of it, he probably didn't even need the help.

    Kashkura sails across with ease too, indeed taking a gander at the sky as she does so.

    When Isikhulu tries to follow though he doesn't launch himself with quite enough force, falling back and landing with a thud on the same side. He gets back up in time to see Ikinyo sail across with more force than grace.

    Rhizzuk's attempt winds up with a similar result as Isikhulu, eliciting a few friendly chuckles from the group.

    "You've got to get across here, so best try again," the race official says to the two Iruxi.

    Isikhulu and Rhizzuk, try again please.

    Verdant Wheel

    CG male iruxi witch 3 | hp: 29/29, hero points: 1 0/3 | AC 18 (17 w/o mage armor), Fort +6 (+7 vs inhaled & crit instead of success), Ref +7, Will +8 | Speed 25ft. | Perception +6 | focus points: 2/2 | Prepared 1st level: fear, ill omen, magic missile; Prepared 2nd level: dispel magic, faerie fire | Current conditions: | ◆

    Isikhulu backs up a little further, trying to build a little more momentum before crossing.

    Acrobatics: 1d20 + 5 ⇒ (9) + 5 = 14

    If that has the same result, he'll try again:

    Acrobatics: 1d20 + 5 ⇒ (10) + 5 = 15

    If that still doesn't work, he'll keep trying, spending a hero point the first time he crit-fails (adding +1 when he does so via his slotted Promotional Vestments boon).

    Radiant Oath

    M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

    Rhizzuk takes a moment to stretch and then goes for it.

    athletics: 1d20 + 8 ⇒ (19) + 8 = 27

    Wayfinders

    Signal: Map & Handouts |

    There's a moment of hilarity as Isikhulu tries again and falls on the same side before he dusts himself off and makes the leap with success but no real grace. Rhizzuk's second attempt is filled with power and purpose though, and the distance he covers sets a new record!

    Finally the tribe makes camp. The other teams mill about, some talking about the Beast in the wilderness, others bragging about their progress so far.

    You've once again got the ability to use your evening to talk to the other teams (and give me a Diplomacy check to Make an Impression) or the race officials (and give me a Diplomacy check to Gather Information). Or you can do something else before the next day begins. Whatever it is, just include an appropriate roll.

    Verdant Wheel

    N female iruxi (cliffscaler) oracle 3 | HP 35/35 | AC 19 | F +6 R +7 W +8 | Perc +6 | Stealth +2 | Focus 0/2 | Spells 1st: 3/3 2nd: 2/2 | Speed: 25 ft | Active Conditions: ---

    Kashkura talks to the race officials some more.

    Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21

    "This has been a very interesting race so far!"

    Envoy's Alliance

    Iruxi Sor4 | HP: 40/40 | AC: 17 (18 w/mage armor) | Fort: +7, Refl: +7, Will: +11 | Perc (T): +7 | Speed 25 | Default exploration: Detect Magic | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

    Tamo will try to engage the Wyrding Wayfinders. Greetings and salutations. Tamo says with a bow to the older woman who appears to be in charge. Please forgive my temerity, but I would ask for any wisdom you might be willing to impart to outsiders such as ourselves. We seek to learn and, importantly, not offend your customs.

    Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21

    Radiant Oath

    M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

    Rhizzuk will chat with Without Trace or Fail

    "Did the river give you any trouble fellow racers?"

    diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Not feeling the social scene, Obad'of wanders around and looks to the sky for tomorrow's progress Survival: 1d20 + 7 ⇒ (3) + 7 = 10

    Verdant Wheel

    CG male iruxi witch 3 | hp: 29/29, hero points: 1 0/3 | AC 18 (17 w/o mage armor), Fort +6 (+7 vs inhaled & crit instead of success), Ref +7, Will +8 | Speed 25ft. | Perception +6 | focus points: 2/2 | Prepared 1st level: fear, ill omen, magic missile; Prepared 2nd level: dispel magic, faerie fire | Current conditions: | ◆

    Isikhulu, still worried about undoing his comrade's work talking to people, continues to study the strange stars in the region.

    Astronomy Lore: 1d20 + 7 ⇒ (18) + 7 = 25

    Envoy's Alliance

    M Lizardfolk Ranger 1 | HP 20 | AC 18 | Fort +7 | Ref +7 | Will +5 | Perc +7

    Ikinyo knows he'll probably offend someone if he tries to chat them up, and has come to the firm conclusion that he'll never understand the weather in this place. He opts to get to bed early, hoping some extra rest will help him with the next day's challenges.

    Wayfinders

    Signal: Map & Handouts |

    After speaking with the race officials, Kashkura collects a few useful nuggets of information for the next leg of the competition.
    The party gains a +1 circumstance bonus to checks made for overland travel between here and the next checkpoint

    Tamo speaks with the Wyrding Wayfinders, looking for advice. Faergim grins and manages to be coerced into sharing her wisdom... even though her team arrived after The Sable Tips today. "I don't mind sharing a tip. See, the key to keeping up a steady clip with the sleigh is to make sure you've waxed the skis regularly. If snow starts sticking to them then it adds weight and makes the pull that much harder. It's obvious when you've grown up here, but for you lot I bet the idea is foreign."

    Tamo thanks her, but isn't sure that was the most useful piece of advice she could give. He knows that Ikinyo has been diligent about waxing the skis.

    Rhizzuk finally cracks the cool social surface of last year's winners. His tone of respect for the challenge, coupled with the fact that he now holds the longest distance made of the river, earns him some grudging respect. Their tone, which had until recently been fairly hostile, can now be characterized as only unfriendly.

    Obad'of comes away none the wiser from his study, but the approach Isikhulu takes give him a kind of augury for what is to come. Tomorrow's world will be a mystery, and a grave danger will soon emerge.

    ============

    The next morning the tribe wakes to find the camp area is shrouded in fog, and it persists as they make their preparations and set off. To Isikhulu it seems as if part of his premonition has come to pass.

    Overland travel portion for day 4. Please make a Athletics, Nature, or Survival check. I will continue to allow other skills if they make sense.

    DAY 4: Overland Travel Phase
    Ikinyo - Go
    Isikhulu - Go
    Obad'of - Go
    Kaskhura - Go
    Rhizzuk - Go
    Tamo - Go

    GM Dice:
    1d4 ⇒ 2

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Obad'of does his best, longing for the end of the race and a good meal of tea and soft boiled eggs.

    Nature: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20

    Envoy's Alliance

    Iruxi Sor4 | HP: 40/40 | AC: 17 (18 w/mage armor) | Fort: +7, Refl: +7, Will: +11 | Perc (T): +7 | Speed 25 | Default exploration: Detect Magic | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

    Survival: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11

    Tamo spends much time turning over the advice on waking skis in his mind. Over and over he looks at it, takes it apart, breaks it down, puts it back together. It becomes an obsession of sorts, so much so that he ignores much about him.

    Verdant Wheel

    CG male iruxi witch 3 | hp: 29/29, hero points: 1 0/3 | AC 18 (17 w/o mage armor), Fort +6 (+7 vs inhaled & crit instead of success), Ref +7, Will +8 | Speed 25ft. | Perception +6 | focus points: 2/2 | Prepared 1st level: fear, ill omen, magic missile; Prepared 2nd level: dispel magic, faerie fire | Current conditions: | ◆

    Isikhulu ponders the ominous message from the stars as he trudges through the snow.

    Athletics, circ bonus: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16

    Verdant Wheel

    N female iruxi (cliffscaler) oracle 3 | HP 35/35 | AC 19 | F +6 R +7 W +8 | Perc +6 | Stealth +2 | Focus 0/2 | Spells 1st: 3/3 2nd: 2/2 | Speed: 25 ft | Active Conditions: ---

    Nature: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13

    Kashkura seems to stare at the stars despite the fog and daylight.

    Radiant Oath

    M Iruxi Paladin of Erecura 7 | HP 91/98| AC 28| F +13 R +9(+12vs Damage) W +12 | Perception +10 (+1 sight)

    athletics: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17

    Rhizzuk continues to push forward through the snow, wind and harsh terrain.

    Envoy's Alliance

    M Lizardfolk Ranger 1 | HP 20 | AC 18 | Fort +7 | Ref +7 | Will +5 | Perc +7

    Ikinyo continues to feel he is not really getting much better at traveling in this place. He wonders if Pathfinder agents can generally refuse assignments based on where they take place.

    Athletics: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15

    Wayfinders

    Signal: Map & Handouts |

    The scenario wisely reminded me that I'm overdue to award a hero point. I'm giving one to Isikhulu for his success with astrology, allowing me to do a bit of foreshadowing!

    Despite the fog, most of you are savvy enough of the nature of nature in these northern climes to keep up a reasonable pace. You arrive at the base camp for this leg, and towards the day's trial.

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

    As you approach the trial, a race official smiles and tells you a tale. "This trial recounts the tale of Balgird's brave survival on the open ice. You see, while camping in the tundra Balgird lost some precious equipment to the wind in the night. The following morning, he followed a trail of gear to discover one of his scrolls frozen in the ice. With great care, he moved across the thin sheet to where his scroll lay trapped. Balgird created a lens from a piece of the ice itself, focusing the sunlight on the ice to slowly melt it away from his scroll until he was able to free it."

    The challenge here is to make it across the thin ice without breaking through and falling in, and then retrieving a ribbon trapped partially in ice without tearing it. If you walk across the ice I will need an Acrobatics check to Balance. To remove the ribbon you'll need to melt the ice somehow. You know that a candle or torch held near it will work, and will take a Thievery or Nature check to do so successfully. Only one person needs to succeed, though the more successes you get the better for your team. As always, creative approaches are welcome, with the only rule being to not destroy the ribbon.

    Most of the tribe also notices that water has recently been cast over the ice, polishing the surface to a smooth, glossy finish! That doesn't seem in keeping with the spirit of the Balgirdtrek, and will for sure make standing on the ice more challenging.

    GM Dice:
    1d2 ⇒ 1
    Perception (Obad'of): 1d20 + 7 ⇒ (16) + 7 = 23
    Perception (Isikhulu): 1d20 + 4 ⇒ (9) + 4 = 13
    Perception (Kashkura): 1d20 + 4 ⇒ (13) + 4 = 17
    Perception (Tamo): 1d20 + 7 ⇒ (11) + 7 = 18
    Perception (Ikinyo): 1d20 + 7 ⇒ (16) + 7 = 23
    Perception (Rhizzuk): 1d20 + 5 ⇒ (3) + 5 = 8

    Envoy's Alliance

    Iruxi Sor4 | HP: 40/40 | AC: 17 (18 w/mage armor) | Fort: +7, Refl: +7, Will: +11 | Perc (T): +7 | Speed 25 | Default exploration: Detect Magic | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

    Tamo studies the sheen of ice for a moment, then his eyes roll back in his head as he is overcome by ancestral memories that give him the skill of the acrobats.

    With his new skill, he scampers out onto the ice.
    Acrobatics (acts as Trained): 1d20 + 5 ⇒ (8) + 5 = 13 I VOLUNTEER THIS HERO POINT AS TRIBUTE
    Acrobatics (acts as Trained): 1d20 + 5 ⇒ (14) + 5 = 19

    Once in place, he uses burning hands to release the ribbon.
    Nature: 1d20 + 7 ⇒ (12) + 7 = 19

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Obad'of looks at the challenge, then looks at his belly. He takes some time to undo his hide breastplate, and he tucks his winter gear into the back of his belt.

    He then backs up, way up.

    "Papa Storm, don't let me embarass myself. And if I do, well, let it be a story over wine once back in the Sodden Lands."

    He then runs. He runs as fast as he can. As his feet touch the edge of the ice, he dives forward, holding his head, arms, and legs up.

    He slides for all he's worth. I have NO idea what check this should be, so I leave it up to the GM.

    Wayfinders

    Signal: Map & Handouts |

    Tamo makes his way with care to the middle of the ice floe, occasionally hearing the creak of the ice but keeping his weight distributed enough to stay safe. He then examines the ribbon, calculates the distance, and performs some incredibly risky magic to melt the ice! He is fortunate to find that the ribbon is unharmed!

    "Well done! Now who would-" the race official says before Obad'of goes sliding across the ice! He's quickly within reach of another ribbon, his belly still to the ice.

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Once there, Obad'of uses a spell of flame on a torch, then uses the torch to try and free the ribbon:

    Nature: 1d20 + 7 ⇒ (7) + 7 = 14 Hero point!
    Nature: 1d20 + 7 ⇒ (10) + 7 = 17

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