GM TOP #1-5: Trailblazer's Bounty (PFS2, Gameday IX) (Inactive)

Game Master Pete H.

Slides/Maps

Discovery Points: 25


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Horizon Hunters

Female Human|Alchemist 2 [bomber]|26/26 HP|AC 18|F: +7 R: +9 W: +4|P: +4|Avoid Notice|Character Sheet|Alchemy: fire 3/6 acid 2/6

Vinny moves forward, throws an acid flask at the ogre, then retreats back to where she was. "Let's see how you like that!" she hollers at the ogre from behind Tempest.

Concealment: 1d20 ⇒ 9
Acid Flask, lesser: 1d20 + 6 ⇒ (10) + 6 = 16
1 acid damage on a hit, 1 acid splash damage on a hit or a miss, 1d6 persistent acid damage on a hit

Stride, throw acid, stride

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Duncan pulls his swordmoves over to get a clear line of sight on the ogre.

Well, come on then you bloated pustule. Let's have at it.

Demoralize: 1d20 + 5 ⇒ (15) + 5 = 20

Horizon Hunters

Fem Halfling - Investigator 4 | HP=42 | AC=19| Fort=7, Ref=10, Will=10| Perception +10 Char sheet

Rrho find her position really nice, for now. She quickly Device a Stratagem: 1d20 ⇒ 19

We need some light here! , - crys out KLara, shooting a single arrow in the large ogre silhouette deeper.
I will use Stratagem. Total attack =26.

Flat Check >5: 1d20 ⇒ 11
Main Longbow DMG, Piersing: 1d8 + 1d6 ⇒ (7) + (1) = 8
additional dmg from possible Crit - Deadly: 1d10 ⇒ 3

Klara then finds a torch, preparing it to light up.

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

I don't seem to be able to move my token on the map... at least on mobile

Roumatha moves southwest to leave a 5-ft space between Duncan and himself. Blade in hand, he assesses the threat posed by the additional enemies.

Hunt Prey w/Nature check: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
+1 AC vs the shrews on a success, if it's a crit success then everyone gets a +1 on their next attack vs the shrews

He then bellows out: What kind of a giant hides from his enemies behind some mice? Come and face us, coward!

Aid on Demoralize: 1d20 + 4 + 4 ⇒ (9) + 4 + 4 = 17


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

I mean... if y'all didn't crit constantly this fight might last a couple rounds. :P

Duncan moves up to the front, drawing his weapon and chattering something. Well, the group certainly understands his taunt but the Ogre does not. Either way though, his stance and mannerisms get the message across and the big guy feels a bit of concern for the first time in a long time.

Vinny moves into range and JUST barely hits the ogre, splashing acid all over his body.

Rrho just puts an arrow in his eye... and probably his brain.

extra crit damage: 1d8 + 1d6 ⇒ (7) + (1) = 8

Roumatha remembers that the shrews are pretty darn weak (low HP) and have weak minds (lowest save is Will), but otherwise don't have specific weaknesses to exploit. He does suggest to aim center mass which will help target the critters.

Round 2
Faerina
Shrews (all players have +1 to hit these guys in round 2)
Tempest
Ogre (-30 HP, 1d6 persistent acid, Frightened 1)
Duncan
Vinny
Rrho
Roumatha (+1 AC vs. Shrews)

Bold may go!

It is still dim light inside the cave, so if you are attacking something in there you'll need to negate the light issue or roll for concealment. Also, the black stuff is solid rock and the brown stuff is rotting carcasses. The rotting carcasses are difficult terrain and provide cover.

Envoy's Alliance

F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Seeing Tempest throw something into the cave, Faerinaa moves up to cover Duncan from being attacked from that direction, poising to strike the first thing to come in range with her rapier.

Stride, Ready Action to Strike as a reaction the first thing that comes into melee range.

Faerinaa will use Nimble Dodge if she's attacked in melee by the Ogre before her Readied Action triggers, otherwise she'll stab the first thing that comes in range.

Readied Strike:

Attack!: 1d20 + 9 ⇒ (1) + 9 = 10 Probably an additional +1 against a shrew unless the ogre walks next to her for some reason.
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

I moved you Roumatha, is that good or did you want to be one more square to the left?

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Thanks Faerinaa, I wanted one more square to the left and I was able to move myself now that I'm at a PC


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The two shrews practice some hit and run tactics as well, both darting forward to bite at Faerina and then zipping back into the safety of the cave. Her stab completely misses the first critter.

Blue Shrew Bite: 1d20 + 7 ⇒ (17) + 7 = 24 for Piercing: 1d4 + 1 ⇒ (3) + 1 = 4
Green Shrew Bite: 1d20 + 7 ⇒ (16) + 7 = 23 for Piercing: 1d4 + 1 ⇒ (1) + 1 = 2

Both easily connect and Faerina feels venom pumping into her veins (2x Fort Saves please).

Round 2
Faerina (-6/24 HP, 2x fort saves due)
Shrews (all players have +1 to hit these guys in round 2)
Tempest
Ogre (-30 HP, 1d6 persistent acid, Frightened 1)
Duncan
Vinny
Rrho
Roumatha (+1 AC vs. Shrews)

Bold may go!

It is still dim light inside the cave, so if you are attacking something in there you'll need to negate the light issue or roll for concealment. Also, the black stuff is solid rock and the brown stuff is rotting carcasses. The rotting carcasses are difficult terrain and provide cover.

Envoy's Alliance

F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Fortitude: 1d20 + 4 ⇒ (11) + 4 = 15
Fortitude: 1d20 + 4 ⇒ (4) + 4 = 8

Verdant Wheel

Leshy Rogue 2 | Active Conditions: None | Temp: 5 HP: 28 (-4) | AC 18 | F: +6, R: +7, W: +8| Perc: +8; Low-Light | Stealth: +5 | 25ft | Hero Pts: 0/1 | Reaction: You’re Next

Moving out of cover, Tempest lobs another pod at the shrew he previous missed before quickly retreating.

Seedpod: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 for Bludgeoning: 1d4 ⇒ 4 (Range 30ft; on a crit-> imposes -10 penalty to movement speed)

"Guys, uh...they aint coming out like ya said. Should we go in?"


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Faerina feels her body fighting off the poison, but the two bites are just too much and pain wracks her chest.

Poison Damage: 1d4 ⇒ 2

Tempest shows that he is definitely getting better at aiming. This seed pod actually makes it inside the cave opening before splattering onto a rock.

The big ogre seems about ready to keel over and finally his brain kicks into gear. Drawing a big nasty looking axe he steps up and slashes at Roumatha, the first target in range.

Axe - Feared 1: 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11 for slashing: 1d8 + 5 ⇒ (3) + 5 = 8

Acid: 1d6 ⇒ 1
Flat 15: 1d20 ⇒ 10

His skin sizzles a little bit, but it's a bit hard to see for some of you as he stayed just barely in the dark.

Rounds 2 & 3
Faerina (-8/24 HP, 1x fort save due round 3)
Shrews (all players have +1 to hit these guys in round 2)
Tempest
Ogre (-31 HP, 1d6 persistent acid)
Duncan
Vinny
Rrho
Roumatha (+1 AC vs. Shrews)

Bold may go!

It is still dim light inside the cave, so if you are attacking something in there you'll need to negate the light issue or roll for concealment. Also, the black stuff is solid rock and the brown stuff is rotting carcasses. The rotting carcasses are difficult terrain and provide cover.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Duncan dives at the ogre's feet, leading with his sword.

Acrobatics: 1d20 + 6 ⇒ (10) + 6 = 16

Feint: 1d20 + 5 ⇒ (4) + 5 = 9

reaching the giantkin he pops up and

Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage, piercing: 1d6 + 2 ⇒ (4) + 2 = 6

skewers him through the stomach.

Horizon Hunters

Fem Halfling - Investigator 4 | HP=42 | AC=19| Fort=7, Ref=10, Will=10| Perception +10 Char sheet

Klara likes her position despite of low vision.
Device Stratagem: 1d20 ⇒ 17
She calculates everything but darkness, so Rrho whispers short pray to Deadeye so that next arrow drinks ogres blood.
flat check due to consealment : 1d20 ⇒ 19

Attack is 24, piercing dmg: 1d8 + 1d6 ⇒ (8) + (3) = 11

We almost dropped him! Press on! , - shouts Klara, changing position just a bit.

Horizon Hunters

Female Human|Alchemist 2 [bomber]|26/26 HP|AC 18|F: +7 R: +9 W: +4|P: +4|Avoid Notice|Character Sheet|Alchemy: fire 3/6 acid 2/6

"We've almost got him!" Vinny pulls out a firebomb and throws it at the ogre.

concealment: 1d20 ⇒ 17

Alchemists fire, lesser: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 ⇒ 5

For good measure, she throws a second one.
Alchemists fire, lesser, MAP: 1d20 + 6 - 5 ⇒ (5) + 6 - 5 = 6
Damage: 1d8 ⇒ 7

1 point of fire splash damage hitting only the ogre on a hit or miss, 1 persistent fire damage on a hit.

Strike, Strike, burn last action
Welp, you wanted us to not crit so much, happy to oblige :P

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Having succeeded in drawing the ogre out, Roumatha dives under his huge axe and circles further inside the cave towards the nearest oversized rodent and attacks it.
Move, potentially provoking AOO, then two swings
Swing 1: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 for: 1d12 + 4 ⇒ (9) + 4 = 13 damage
Swing 2: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14 for: 1d12 + 4 ⇒ (4) + 4 = 8 damage


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Duncan darts in, attempting to avoid an attack that never comes. He pops up to his feet with a smile as his rapier is buried in the gut of the ogre. Ripping it back out with a flourish, he snaps the gore off the blade with a practiced swipe and turns back to the group smiling. With a gurgle, the ogre collapses behind him.

Vinny redirects to a shrew, but only manages to splash it with fire twice.

Rrho also redirects, putting her arrow through the shoulder of the oversized rodent straight into its heart. It rears back in pain and then falls to the floor still as a log.

Roumatha darts into the room past both corpses, hacking the last creature into four equal pieces.

Combat Over!

I’ll move us along to the last encounter soon, but might not get to it today.

Verdant Wheel

Leshy Rogue 2 | Active Conditions: None | Temp: 5 HP: 28 (-4) | AC 18 | F: +6, R: +7, W: +8| Perc: +8; Low-Light | Stealth: +5 | 25ft | Hero Pts: 0/1 | Reaction: You’re Next

"Ya didnt stick to the plan." informs Tempest. "Though it did work...do paffies normally abandon their plans?"

"Is it because it was slow?"

Sneak for action
Stealth(Trained): 1d20 + 4 ⇒ (12) + 4 = 16

Envoy's Alliance

F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

"Ack!"

Faerinaa tears a potion off her bandolier and chugs it before ripping into her Healer's kit to drain poison from the wound.

Drink her Lesser Antidote.

Treat Poison: 1d20 + 6 ⇒ (11) + 6 = 17

Fortitude, Antidote, Treat Poison: 1d20 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13

"H-Help, these things were poisonous, I can feel it burning. O-ow."


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Poison: 1d4 ⇒ 3

Grasping her chest, Faerinaa feels the pain spread. She coughs up a small spot of blood onto her sleeve.

Faerina (-11/24 HP, Fort Save due Round 4)

Anyone with Medicine trained can try once per round to treat poison to assist, though multiple of the same success types won't stack.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

3 more Discovery Points for clearing these enemies from the route. I’ll give Duncan a bonus Hero Point for bravery and the finishing blow, which allowed everyone else to finish off the critters.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Plans are like the wind, always changing, and we must change with the or be torn asunder.

sorry, no medicine skill here

Horizon Hunters

Female Human|Alchemist 2 [bomber]|26/26 HP|AC 18|F: +7 R: +9 W: +4|P: +4|Avoid Notice|Character Sheet|Alchemy: fire 3/6 acid 2/6

"Good job everyone! Faerinaa, here, take one of my healing potions before the poison spreads more."

I have two lesser elixir of life, you're welcome to both if you need them.

Envoy's Alliance

F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Faerinaa grabs the elixirs, guzzling them down.

Lesser Elixir of Life: 1d6 ⇒ 2
Lesser Elixir of Life: 1d6 ⇒ 2

She ties to pull more of the poison from the wound.

Medicine, Treat Poison: 1d20 + 6 ⇒ (2) + 6 = 8
Fortitude, Antivenom: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8

If you want to give the poison stats GM, I can resolve the rest of the poison. Or if you want to do it, Faerinaa will drink her lesser healing potion then continue to try to treat poison each round.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

poison: 1d4 ⇒ 2

Eh, only one more round before it ends and it definitely can’t kill you. Wrap up the last roll at your leisure. I’ll try to post the last encounter tomorrow... today? Today, yeah it’s definitely past midnight. Yay...

Verdant Wheel

Leshy Rogue 2 | Active Conditions: None | Temp: 5 HP: 28 (-4) | AC 18 | F: +6, R: +7, W: +8| Perc: +8; Low-Light | Stealth: +5 | 25ft | Hero Pts: 0/1 | Reaction: You’re Next

Sorry - forgot I had nature medicine.
Nature(Trained): 1d20 + 5 ⇒ (19) + 5 = 24
Healing: 2d8 ⇒ (2, 5) = 7

Seeing his companion struggling, Tempest pulls a few leaves from himself. Chewing them into a pulp, he applies it to her wound. "This should help a little."

Envoy's Alliance

F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

"T-thanks Temest. Ow." Faerinaa's face starts to look pale as she rips another potion off her bandolier and drinks it. "I don't feel so good. I think I need to sit down."

Lesser Healing Potion: 1d8 ⇒ 1

Fortitude, Antidote, Medicine: 1d20 + 4 + 2 + 2 ⇒ (6) + 4 + 2 + 2 = 14

"We should probably check if the Ogre picked up anything valuable before we head back to give the orcs the good news, but I'm just...going to...lay here for a bit."

16/24 HP


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Ugh, I'm sadly starting to get used to our local hospital. And it isn't because I got a job there so...

Anyway, everyone is fine and I think I can sneak in a post to move you all along and start wrapping up this scenario.

__________________________________

Faerina manages to just barely resist the last vestiges of the poison, right before it runs out of steam.

There is nothing stopping you all from spending a bit of time healing. Tempest could extend his ministrations to an hour adding an extra 2d8 healing. Then you all could heal even more. Any timeframe on this scenario isn't going to be effected by an hour or two.

The group goes back into the cave complex and thoroughly searches it. The latrine is quickly ruled out of having anything of value and several pathfinders spend a couple minutes retching their guts out.

The room to the west of the entrance appears to be a 'bedroom' of some sort. Rooting through the refuse, a smattering of coinage is found piled into a corner.

Lastly, the room where the Ogre was first discovered is searched. A couple half-eaten human bodies are found with some valuable jewelry still upon them. A few orc parts are located as well, though nothing of value on them. The ogre itself has some items of value, though nothing usable in the immediate sense.

__________________________________

Leaving the area, the group scouts around a bit and locates a small cliff about twenty-five feet tall. Rrho notices that it might give vantage point above the trees to allow excellent scouting of the area for their map.

This is a chance to gain some Discovery points, so I'm going to assume you all wish to investigate.

First things first, how does everyone (or just one/some of you) wish to get up there? It will require an athletics check to scale.

Horizon Hunters

Fem Halfling - Investigator 4 | HP=42 | AC=19| Fort=7, Ref=10, Will=10| Perception +10 Char sheet

Rrho spends some time to administet medicine aid to her fellows.
I think we should take some ogre things with us. To support our word. Right?

Then, after sporting an good tree to climb, Klara decided to make it personally.
Athletics: 1d20 + 2 ⇒ (14) + 2 = 16

Verdant Wheel

Leshy Rogue 2 | Active Conditions: None | Temp: 5 HP: 28 (-4) | AC 18 | F: +6, R: +7, W: +8| Perc: +8; Low-Light | Stealth: +5 | 25ft | Hero Pts: 0/1 | Reaction: You’re Next

"Oh, Certainly Rrho. It makes sense...unless yall wanna cut parts off as proof. Tis better to leave it here in its cave intact though. Be good fuel for the fungi to grow...and the bugs to eat."

"Oh! I can do that too! Lemme help!" calls out Tempest as he quickly catches up with Rrho. "This be like home! Well...normally it's a bit warmer...and sometimes the trees burst into flames...but that aside, very similar."

Athletics(Trained): 1d20 + 7 ⇒ (19) + 7 = 26

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

I'm hoping you aren't so grisly that you mean his head.

Athletics: 1d20 + 5 ⇒ (9) + 5 = 14

Duncan starts to work his way up the cliff.

Reminds me of ascending the rigging, except when it doesn't/


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Rrho and Tempest begin free-climbing the stone cliff-face. They make their way about five feet off the ground but at the last moment Tempest notices a nice crack on his route and scurries up ten feet off the ground. Duncan finds he is having trouble locating the first handhold to get going.

All can keep acting. Most players will move 5 feet on a success, 10 feet on a critical success. A failure does nothing, only a crit failure causes a fall. Go ahead and roll some batches of Athletics checks if you plan to keep climbing up to the top.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Athletics: 1d20 + 5 ⇒ (8) + 5 = 13

Athletics: 1d20 + 5 ⇒ (9) + 5 = 14

Athletics: 1d20 + 5 ⇒ (12) + 5 = 17

Athletics: 1d20 + 5 ⇒ (17) + 5 = 22

Athletics: 1d20 + 5 ⇒ (19) + 5 = 24

Athletics: 1d20 + 5 ⇒ (5) + 5 = 10

Athletics: 1d20 + 5 ⇒ (12) + 5 = 17

Athletics: 1d20 + 5 ⇒ (8) + 5 = 13

Athletics: 1d20 + 5 ⇒ (8) + 5 = 13

Athletics: 1d20 + 5 ⇒ (14) + 5 = 19

Athletics: 1d20 + 5 ⇒ (1) + 5 = 6

Athletics: 1d20 + 5 ⇒ (9) + 5 = 14

It takes some doing, but Duncan eventually ascends to the top of the cliff.

Horizon Hunters

Fem Halfling - Investigator 4 | HP=42 | AC=19| Fort=7, Ref=10, Will=10| Perception +10 Char sheet

Klara begins Duncan can do it. She just support him with some pitons and rope.

I do not like that bunch of dice rolling. Can we take 10 in such cases?


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

I do not believe take ten exists in pfs2 or I’d be thrilled to allow that, just gotta roll.

Duncan makes it to the top... but is he the first or only one there?

Verdant Wheel

Leshy Rogue 2 | Active Conditions: None | Temp: 5 HP: 28 (-4) | AC 18 | F: +6, R: +7, W: +8| Perc: +8; Low-Light | Stealth: +5 | 25ft | Hero Pts: 0/1 | Reaction: You’re Next

Athletics(Trained): 1d20 + 7 ⇒ (2) + 7 = 9

Athletics(Trained): 1d20 + 7 ⇒ (10) + 7 = 17

Athletics(Trained): 1d20 + 7 ⇒ (18) + 7 = 25

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

Athletics(Trained): 1d20 + 7 ⇒ (5) + 7 = 12

Athletics(Trained): 1d20 + 7 ⇒ (10) + 7 = 17

Athletics(Trained): 1d20 + 7 ⇒ (6) + 7 = 13

Athletics(Trained): 1d20 + 7 ⇒ (16) + 7 = 23

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

Athletics(Trained): 1d20 + 7 ⇒ (16) + 7 = 23


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Tempest gets a slow start but then catapults up the rock wall ahead of the other climbers (probably).

Anyone else heading up?

Tempest:
I’m strongly guessing you make it up first. Glancing over the edge you see a herd of wild goats grazing very closely. Stealth check to remain unnoticed please.

Verdant Wheel

Leshy Rogue 2 | Active Conditions: None | Temp: 5 HP: 28 (-4) | AC 18 | F: +6, R: +7, W: +8| Perc: +8; Low-Light | Stealth: +5 | 25ft | Hero Pts: 0/1 | Reaction: You’re Next

GM:

"Oooo pretty."
Stealth(Trained): 1d20 + 4 ⇒ (12) + 4 = 16

Horizon Hunters

Fem Halfling - Investigator 4 | HP=42 | AC=19| Fort=7, Ref=10, Will=10| Perception +10 Char sheet

Cmon! Wait for me! , - Klara removes her armor before climb further.

Athletics1: 1d20 + 3 ⇒ (15) + 3 = 18
Athletics2: 1d20 + 3 ⇒ (20) + 3 = 23
Athletics3: 1d20 + 3 ⇒ (3) + 3 = 6
Athletics4: 1d20 + 3 ⇒ (5) + 3 = 8
Athletics5: 1d20 + 3 ⇒ (9) + 3 = 12
Athletics6: 1d20 + 3 ⇒ (17) + 3 = 20
Athletics7: 1d20 + 3 ⇒ (18) + 3 = 21
Athletics8: 1d20 + 3 ⇒ (11) + 3 = 14
Athletics9: 1d20 + 3 ⇒ (8) + 3 = 11
Athletics10: 1d20 + 3 ⇒ (5) + 3 = 8

Horizon Hunters

Female Human|Alchemist 2 [bomber]|26/26 HP|AC 18|F: +7 R: +9 W: +4|P: +4|Avoid Notice|Character Sheet|Alchemy: fire 3/6 acid 2/6

Vinny will scramble up the cliff with the others.

Athletics 1: 1d20 + 3 ⇒ (14) + 3 = 17
Athletics 2: 1d20 + 3 ⇒ (19) + 3 = 22
Athletics 3: 1d20 + 3 ⇒ (16) + 3 = 19
Athletics 4: 1d20 + 3 ⇒ (14) + 3 = 17
Athletics 5: 1d20 + 3 ⇒ (13) + 3 = 16
Athletics 6: 1d20 + 3 ⇒ (15) + 3 = 18
Athletics 7: 1d20 + 3 ⇒ (4) + 3 = 7
Athletics 8: 1d20 + 3 ⇒ (8) + 3 = 11
Athletics 9: 1d20 + 3 ⇒ (1) + 3 = 4
Athletics 10: 1d20 + 3 ⇒ (12) + 3 = 15

Envoy's Alliance

F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

"Ok, I've got this. Well, slowly, but safely."

Faerinaa will take a climbing kit replete with ropes and pitons out of her pack and anchors herself securely to the cliff face before making her way up.

Faerinaa moves at half climing speed (minimum 5 ft) but on a crit fail gets a DC 5 flat check to avoid falling.

Athletics: 1d20 + 4 ⇒ (11) + 4 = 15
Athletics: 1d20 + 4 ⇒ (11) + 4 = 15
Athletics: 1d20 + 4 ⇒ (20) + 4 = 24
Athletics: 1d20 + 4 ⇒ (6) + 4 = 10
Athletics: 1d20 + 4 ⇒ (20) + 4 = 24
Athletics: 1d20 + 4 ⇒ (8) + 4 = 12
Athletics: 1d20 + 4 ⇒ (17) + 4 = 21
Athletics: 1d20 + 4 ⇒ (9) + 4 = 13
Athletics: 1d20 + 4 ⇒ (13) + 4 = 17
Athletics: 1d20 + 4 ⇒ (16) + 4 = 20


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Tempest makes it to the top first and almost steps right into the middle of a herd of wild mountain goats. Fortunately, he is able to quietly hunker behind a rock to warn his allies.

The goats aren't yet alerted, so it should be a bit easier to manage them away from this location.

Nature Checks here. Tempest and Vinny make it up in round two and will get a chance to roll to calm/herd the goats if they want. Round three has Tempest, Vinny and Rrho who can all roll if they want. We'll see if round four is necessary.

Verdant Wheel

Leshy Rogue 2 | Active Conditions: None | Temp: 5 HP: 28 (-4) | AC 18 | F: +6, R: +7, W: +8| Perc: +8; Low-Light | Stealth: +5 | 25ft | Hero Pts: 0/1 | Reaction: You’re Next

Slowly standing from behind the rock, Tempest begins to sway his vines in the breeze; spear safely out of sight inside his skull.

"PPhhhhhhsssshhhhhhh PPPpppphhhhsssshhhhhh BAaAaAaAaAb-b-b-b-baAAaa" he coos. "Is ok, we are all friends here.....pppppphhHHHHHBBAAaaaa"

Nature(Trained): 1d20 + 5 ⇒ (15) + 5 = 20

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Athletics: 1d20 + 8 ⇒ (13) + 8 = 21
Athletics: 1d20 + 8 ⇒ (10) + 8 = 18
Athletics: 1d20 + 8 ⇒ (3) + 8 = 11
Athletics: 1d20 + 8 ⇒ (1) + 8 = 9
Athletics: 1d20 + 8 ⇒ (19) + 8 = 27
Roumatha begins climbing with ease, but as others overtake him they occupy all the best stepping stones. Once a few people get up, the half-elf is able to easily jump up the ledge too.
Nature: 1d20 + 7 ⇒ (1) + 7 = 8
Once there, he is startled by the sight of a leshy talking like a goat.
Tempest, be careful! You're a plant, they will eat you alive!


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Surprisingly enough, the waving fronds of the leshy seem to be hypnotizing the goats.

One success, more needed. Tempest can go in round three. Vinny can go in rounds two and three. Rrho can go in round three. Several of you will be up there on round four, but we hopefully won't even need nature rolls at that point.

Roumatha starts to scurry up the stone wall, getting ten feet high. He has a bit of a mistep and doesn't move so he starts to get a bit annoyed and jumps for an outcropping. Hands slap against the rock, but can't find purchase and he falls back to the ground hard!

5 points of falling damage Roumatha.

But the half-elf quickly brushes off the dust and clambers back ten feet up the wall.

Horizon Hunters

Female Human|Alchemist 2 [bomber]|26/26 HP|AC 18|F: +7 R: +9 W: +4|P: +4|Avoid Notice|Character Sheet|Alchemy: fire 3/6 acid 2/6

Vinny is not trained in Nature and has a +0, so I think it would be a bad idea for her to try and deal with the goats. She will hide instead.

When she reaches the top of the cliff and sees Tempest handling the goats so well, Vinny gives him a thumbs up and dives behind a nearby rock. "There sure is a lot of nature out here in the wild..."she thinks to herself. "Maybe I should read more about it when we get back to the city."

Stealth: 1d20 + 6 ⇒ (19) + 6 = 25

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

"Ow."
Roumatha continues climbing despite the pain in his ribs from the fall.

Athletics: 1d20 + 8 ⇒ (19) + 8 = 27
Athletics: 1d20 + 8 ⇒ (1) + 8 = 9


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Roumatha shows a wide variety of skills, vaulting up another ten feet, almost to the top. He picks what he believes to be a safe route, but at the last moment the stone crumbles completely underneath him and he falls...

Reflex Save to 'grab an edge' at the ten foot mark please.

_____________________

Vinny wisely abdicates to prevent peeving off the goats. She carefully hides behind a rock and waits to see if Tempest gets chewed up.

Half speed is really slowing Faerinna down, but her caution allows her to make it up there safely shortly after the others. She pops over the edge to see the goats right as Duncan makes it up the cliff face.

Tempest and Rrho are up in Round 3. Duncan, Faerinna, Tempest and Rrho can go in round 4.

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Just how tall was this thing, again?
Reflex: 1d20 + 7 ⇒ (14) + 7 = 21

Roumatha grabs a ledge and catches his breath, before continuing what is definitely the most dramatic ledge climb he has ever attempted.
Athletics: 1d20 + 8 ⇒ (4) + 8 = 12
Athletics: 1d20 + 8 ⇒ (13) + 8 = 21
Athletics: 1d20 + 8 ⇒ (11) + 8 = 19


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

25 ft, you've gotten SO close!

Roumatha saves his own butt from a painful fall before slowly climbing back up to the point he fell from (One more success will get you to the top).

_________________________

Tempest and Rrho are up in Round 3. Duncan, Faerinna, Tempest and Rrho can go in round 4. Botting incoming if no rolls made by tomorrow. We are all on the final stretch here!

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Athletics: 1d20 + 8 ⇒ (16) + 8 = 24

Panting, Roumatha clambers up the ledge. "I thought I was good at this - looks like I might have been wrong... wait, what's with all the goats?

My Nature check was 8 from earlier...

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