DM S's "The King in Thorns" [Subtier 1-2] (Inactive)

Game Master Chris Marsh

Tactical Map | Strategical Maps | Handouts | Aid Tokens

Default Exploration:

Party Perception:

Party-wide Perception:
[dice=Alanossë]d20+6[/dice]
[dice=Mirtha]d20+6[/dice] LLV
[dice=Zelphari]d20+6[/dice]
[dice=Erathiel]d20+6[/dice]
[dice=Tempest]d20+8[/dice] LLV


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Welcome Pathfinders

Grand Lodge

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

FYI this will now be a tier 1-2 table.

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.

There are venture-captains coordinating group efforts, and it's obvious that even though you're relatively neophyte agents, you can and should, help.

Each venture-captain is working on something specific. Feel free to approach and get to work!

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.”
Relevant skills: Nature, Society, Survival

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.”
Relevant skills: Arcana, Nature, Occultism, Religion

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 says, “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?”
Relevant skills: Nature, Survival, Perception

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!”
Relevant Skills: Deception, Diplomacy, Performance

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.”[/b]
Relevant Skills: Athletics, Crafting, Guild Lore

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.”
Relevant Skills: Nature, Society, Survival

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! OH! It's time! They really need our help." chitteres and excited pumpkin headed creature. Shoving a spear into his head, he scans the area.

His eyes falling on Urwal, he squeels. "OH Goody! My very own leader needs help. Nows my chance to show him how helpful I an be."

Rushing towards the leader of his faction, Tempest eyes the parchment for a moment. "In a pinch, uh...no foraging at all? What about..."

Nature(Trained): 1d20 + 6 ⇒ (2) + 6 = 8
Well...that's not a great start


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Tempest hustles over, but gets literally tangled up. Obviously not a success, but neither was it a crit fail!

Vigilant Seal

LG (male) human (versatile) sorcerer (draconic - bronze) 3 | HP 35/35 THP:10 | AC 21 | F +7 R +6 W +6 | Perc +6 (E) | Stealth +1 | 20+10’ | focus 1/1 | hero points 1/3 + glyph | spells 1st 2/4 2nd 0/3 | Exploration: Search | Active Conditions: false life (8h); longstrider (8h); magic weapon (1m)

Zelphari is a middle-aged human man of average height steps. Although rather well-built, he looks rather ... weathered. He bears faint scars, as if he's seen some repeated fighting in his younger days. Despite that, he carries a gentle smile, although a closer look reveals a faint haunted look in his eyes. Under his cloak, Zelphari wears a well-worn splint mail. Over his back hangs an assortment of weapons: a guisarme, a long bo staff, while dagger hangs from his belt. The only other thing of note is a pendant carved into the shape of Irori's open palm hanging round his neck.

And strangely, there seems to be a faint chill that surrounds him.

---

Zelphari first approach Fola Barun, offering the little he knows of magical healing potions from the time spent in the church of Irori. Turns out he was not much help.
Religion: 1d20 + 3 ⇒ (4) + 3 = 7

He then joins Bjersig Torrsen. Although not particularly sharp-eyed, his many years of travel made him familiar with maps and surprisingly, he managed to catch some discrepancies.
Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Sensing some uneasiness in a group of younger Pathfinder, Zelphari then wanders over to Calisro Benarry. Smiling warmly at the group, he recalls the time when he first joined his mercenary band and the excitement mix with anxiety he felt. He begins to share some choice anecdotes from his past, and only the most astute might notice a note of melancholy in his stories.
Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23

Finally, starting to feel physically restless, he joins Khoumrock Blackthane and the group of smiths and carpenters. Although not trained in any craft work, he lends his strong back and arms to help out.
Athletics: 1d20 + 7 ⇒ (17) + 7 = 24


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Excellent! Will let others jump in a bit before I handle Zelphari's efforts.

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

Mirtha is an intense looking gnome with fiery hued hair that flickers from her head like a burning campfire. She wears severe looking black robes and has a cedar holy symbol that is embellished with copper hanging from around her neck. Her symbol is a martial interpretation of the sun goddess Sarenrae, with her arms outstretched defiantly and an angry expression on her face. Despite appearing to be meticulously groomed, there is a sour smoky smell that follows the fierce gnome as she strides about the camp.

Mirtha first approaches the group of Pathfinders who are nervous and delivers a speech about how they are about to embark on an epic and important journey. She tells them that they are exceptionally well trained and equipped and that their leadership is extremely well prepared. She tells them that they are not merely looking for some obscure artifact that will just get locked away in the Archives never to be spoken of again but that their mission is crucial to the well-being of all the citizens of the Inner Sea. And she tells them that if any of them do fall in their endeavors, their deeds will always be remembered in the Pathfinder Chronicles. In other words; she lies to them.

Deception: 1d20 + 8 ⇒ (4) + 8 = 12

Not feeling like she convinced the Pathfinders, or even herself, she goes over to help Urwal balance their books.

Society: 1d20 + 4 ⇒ (16) + 4 = 20

Mirtha then gives her blessing to a batch of holy water that Fola's team is putting together. Because there can never be too much holy water.

Religion: 1d20 + 6 ⇒ (8) + 6 = 14

Mirtha looks Torrensen's maps over for any discrepencies with lawyerly rigor. She has seen many a case fall over subtle misplacements of a property line and understands the importance of accuracy.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

The gnome knows to stay away from the carpenters and blacksmith's, as she is likely to just get in the way.

And if there is time, Mirtha will look over a book on botany to see if she can find any useful medicinal plants that Pathfinders should be looking out for to refill their healing bags.

Nature: 1d20 + 6 ⇒ (2) + 6 = 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

After his failed attempt to show off to his own leader, Tempest wander's over to Fola Barun. Grabbing a few plants, he begins to grind them down into a poultice. "You can use these to mend wounds too."

Nature(Trained): 1d20 + 6 ⇒ (8) + 6 = 14

"What's a map for? It's much better to wander through the wounds and enjoy what you see!" he explains to Torrsen.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9

"Cheer them up? Sure...I'll give it a go." Eyeing the younger group, he forces a smile. "You'll always survive the first few missions. The society actually explains to the 'foes' it's for training and they take it easy on you."
Deception(Trained): 1d20 + 5 ⇒ (7) + 5 = 12

"Oh! Look at this ladder here. It's just so easy to climb!"
Athletics(Expert): 1d20 + 10 ⇒ (3) + 10 = 13

Quickly grabbing a nature book, the leshy dives in. Anything to detract from his previous...stumble so far. 'They've got to see a leshy can hold it's own in the society!' After reading a few pages, he smiles. "Hey! This one has a chapter about my uncle and his family. They're a type of orchid..."
Nature(Trained): 1d20 + 6 ⇒ (15) + 6 = 21

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Alanossë tries to assist in each area he comes too...

Urwal:
Survival: 1d20 + 4 ⇒ (2) + 4 = 6

Fola Barun:
Nature: 1d20 + 1 ⇒ (7) + 1 = 8

Bjersig Torrsen:
Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Calisro Benarry:
Diplomacy: 1d20 + 3 ⇒ (5) + 3 = 8

Blackthane:
Athletics: 1d20 + 5 ⇒ (12) + 5 = 17

Valais Durant:
Survival: 1d20 + 4 ⇒ (12) + 4 = 16


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Now's a great time to introduce your character, get a feel for what the others bring to the table, and prepare for your adventure. Additionally, I've updated the links at the top so you shouldn't have to hunt through handouts.

The party struggles with helping Urwal until Mirtha provides a little two-column-two-color-ink know-how. Urwal stands up, arms akimbo. "That's it! Thank you! Huh, we overpacked. Here. Here. Take these." Each PC receives their choice of a lesser antidote or lesser antiplague.

This time it's Tempest who steps up, for Fola Barun. It also for some extras to be quickly brewed, which are handed out to each of you. Each PC receives a minor healing potion.

Zelphari, inspired by the work of his fellow Pathfinders, finds himself in the zone helping Torrsen. With Mirtha's help the venture-captain, area thoroughly mapped, gives the party an atlas of survey maps. the atlas contains survey maps for each encounter in Part 1!

Riding high on such a resounding success, Zelphari tells a rousing tale, which really works wonders on the nervous neophytes. Once during the adventure, each PC can receive a +1 circumstance bonus to one skill check or attack roll, representing the fellow Pathfinder succeeding at a check to Aid them. The PC must decide to use this benefit before rolling.

Khoumrock grins at the help. With Alanossë stepping up, there's a bit extra to go around again. Each PC receives one piece of non-magical low-grade cold iron ammunition of their choice from the Core Rulebook.

Finally Calais is greatly appreciative of the party's help. The background information is off immediate benefit to you. Once during this adventure, each PC can gain a +2 circumstance bonus to any one check to Recall Knowledge.

HERE is a summary of your boons. They're use them or lose them, so don't be shy! Use the time to role-play, as part 1 begins tomorrow!

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

Mirtha graciously accepts the lesser antidote and the minor healing potion and puts them away in her bandolier. When Khoumrock offers her some of his precious cold iron weapons she considers taking one of the quarrels but seeing that an elf standing next to her takes one of the arrows instead.

Mirtha catches up to Alanossë, shouting at the elven warrior to halt. "I think we are working together so take this arrow from me. I won't need it. I have Sarenrae's burning light to protect me. But you can use it to deliver holy scorn upon our enemies."

Horizon Hunters

CN (male) Elf (Woodland) Rogue 1 HP 14/16 | AC 18 | F +5 R +9 W +6 | Perc +6 | Stealth +7 | Speed 30'| Hero 0/3 | Active Conditions: -

Erathiel first met with Urwal, helping him double check the provisions for the journey.
Society check: 1d20 + 5 ⇒ (20) + 5 = 25

After he was done, he then visited Fola Barun. He gladly helped in the mixing of potions by getting the necessary ingredients.
Occultism check: 1d20 + 5 ⇒ (5) + 5 = 10

The scout went inside the tent where Bjersig Torrsen was dutifully working. He saw the dog and pet its head as he heard the venture-captain's orders. "Finally, some scouting work. Im on it!" Erathiel grabbed a map and left the tent, looking at his sorroundings.
Perception check: 1d20 + 6 ⇒ (13) + 6 = 19

The elf finally approached Valais Durant. "It's been a while since I read more than a wanted poster, but I'm sure I could be of help."
Society check: 1d20 + 5 ⇒ (3) + 5 = 8 Narrator voice: He was not, in fact, of help.

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Alanossë stops, looking back as he's hailed. Upon hearing her offer, with a grateful smile, he bows, saying, "Thank you, m'Lady...that is most generous. Alanossë, at your service..."

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

Pocketing a lesser antidote and healing elixir, Tempest also snags an arrow for her companion. Holding it up to Alanosse, he smiles. "This one is yours too. I spread my seeds at range."

Pulling the spear from within his head, he smiles. "I prefer to fight up close anyways. I'm Tempest Steward of the Finadar Forest. You see some of you Paffies came along and saved us from some trouble. So I was asked by The Maker ta pay back the society in kind and here I am!"

"I protect the interests of the forest while helping with Paffy business."

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

"Oh, how polite! Be careful when you say you are at my service though, because I may take you up on that," she says with a devilish smile. "I am from the nation of Cheliax and servitude is taken quite seriously there."

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.


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An aasimar woman with violet marks on her face looks around. “Urwal? Urwal, where have you gone? We’re setting off now. Urwal?” She jumps slightly as an iruxi man suddenly drops to the ground from the tree overhead. He begins talking without missing a beat. “Pathfinders, watch your feet and know your plants and animals. The Thorned Monarch is wreaking havoc on the ecology of this area, and we don’t want to make it worse. Valais, aren’t you ready to go? We’re departing now.” Valais Durant stares for a brief moment before replying. “Yes. Yes, I am ready. Pathfinders, we’re very close to the Door of Seasons now, and things are about to get dangerous. Watch each other’s backs and don’t be afraid to call for help.”

You head out, the anticipation and excitement is nearly as palpable as the humidity.

Durant points out a series of small tracks. “There are fey coming from somewhere around here. We think Qxal might be using mushroom rings to allow their fey allies to cross over from the First World to ours. See if you can find one and shut it down, but be careful. By the looks of things, they’re already operational.”

Now is a great time to describe how you're traveling through the wilds. Include some prose, but also reaffirm your Exploration Tactic as you look for a ring.


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Everyone, I am remiss! I should have done this during mustering, not part 1. In 2e you START with FOUR Aid tokens. You can't use the ones you start with. Feel free to boost these as you wish and send. Remember, they help the whole house, so don't hoard them! you can check out your current tokens in the link above or HERE

Vigilant Seal

LG (male) human (versatile) sorcerer (draconic - bronze) 3 | HP 35/35 THP:10 | AC 21 | F +7 R +6 W +6 | Perc +6 (E) | Stealth +1 | 20+10’ | focus 1/1 | hero points 1/3 + glyph | spells 1st 2/4 2nd 0/3 | Exploration: Search | Active Conditions: false life (8h); longstrider (8h); magic weapon (1m)

Zelphari similarly passes a cold iron arrow to Alanossë silently, with a warm smile.

---

His hands grasping the handle of his guisarme tightly, Zelphari moves near the front, trusting his teammates to keep a lookout for danger. Instead, he repeatedly mumbles a spell under his breath as he scans the area for signs of magic, which the mushroom rings likely are. As magic infuses him, you seem to see his skin and eyes take on a silvery glint, and faint chills emanate from him.

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

Seeing that Zelphari has taken up the task of looking for magic, Mirtha decides to watch the flank of the party for signs of danger. Grumbling, she says "Yet another mission where I find myself trudging around in the forest like some backwoods poacher. I'm not really suited for this kind of work. At least it's only a days travel this time."

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2
Mirtha Darklight wrote:
"Oh, how polite! Be careful when you say you are at my service though, because I may take you up on that," she says with a devilish smile. "I am from the nation of Cheliax and servitude is taken quite seriously there."

With a playful wink, Alanossë grins, saying, "No worries, m'Lady, the risk seems worth the reward...I'll take my chances..."

In turn, Alanossë bows to Tempest. "Thank you as well; that is most kind of you..."

These are good companions, he thinks, as he adds 3 cold iron arrows to his quiver...

Once they've set out, Alanossë will draw his bow and try to blend in with the environment and move quietly as he searches with his companions...

Stealth: 1d10 + 7 ⇒ (7) + 7 = 14


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Official Exploration Tactic:
Alanossë: Avoid Notice
Mirtha: Scout
Zelphari: Detect Magic
Erathiel: TBD
Tempest: TBD

Horizon Hunters

CN (male) Elf (Woodland) Rogue 1 HP 14/16 | AC 18 | F +5 R +9 W +6 | Perc +6 | Stealth +7 | Speed 30'| Hero 0/3 | Active Conditions: -

Erathiel moved comfortably through the wilderness, as the nature here was reminiscent of the forests he grew up in. It certainly wasn't the trees, nor was it the fauna, but there was something here that felt closely familiar. Erathiel scouted ahead of the party looking for tracks in the ground, disturbances in the brush, or even the fleeting sounds of animals escaping. He tried to grasp at whatever lead that might help him find a fleeting fey.

Does this count as underbrush? I have Terrain stalker and I'd rather avoid notice (if no one else is scouting) if so. Otherwise I'm scouting.

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

I should have explicitly said it because they are so similar, but Mirtha plans on Seeking, not Scouting.


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No worries. Using Tempest's default. Seeking is an Encounter Mode action. Putting down to searching (which seems backwards to me, but c'est la vie.

Official Exploration Tactic:
Alanossë: Avoid Notice
Mirtha: Seeking
Zelphari: Detect Magic
Erathiel: Scouting
Tempest: Searching

DM:

Party-wide Perception:
Alanossë: 1d20 + 6 ⇒ (2) + 6 = 8
Mirtha: 1d20 + 6 ⇒ (1) + 6 = 7 LLV
Zelphari: 1d20 + 6 ⇒ (1) + 6 = 7
Erathiel: 1d20 + 6 ⇒ (6) + 6 = 12
Tempest: 1d20 + 8 ⇒ (15) + 8 = 23 LLV

Perhaps it's the excitement, but most of the party struggles to find signs of a ring. Eventually Tempest spies something. In the middle of a small pond, a ring of large toadstools glows with a slight magical energy. The ground inside wobbles and is almost translucent, as if one could step right through it. The directions were clear, shut this down! You think that you could use knowledge of Nature or Thievery to disrupt the fungal pattern. Tactical Map is updated. Link at the top.

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

I'm fine with 'searching'. I keep getting the two mixed up for exploration

"Look! I think that's one of them ringy deals over there!" announces Tempest in an excited whisper. Pointing a long viney arm towards the pond, he glances to his companions to ensure they heard.

Nature(Trained): 1d20 + 6 ⇒ (14) + 6 = 20

"I think we can shut it down by rubbing some mud over the ring."


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Gotcha. So the Nature check isn't just a recall knowledge, it's actually executing it, so you'd have to physically get in there. I've got to teach a class, and will post in about 1 hour.

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

Gotcha. Then I would go in after the ring

Athletics(Expert): 1d20 + 10 ⇒ (14) + 10 = 24 If needed


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Tempest has a good feel for what to do, stepping to the circle and beginning the work of messing up the ring. Before the leshy can get in there though, a creature steps through! It's if the world’s most revolting lapdog had somehow learned to walk on its back legs, this sickly creature slinks forward to defend the circle!

DM:

Official Exploration Tactic:
Alanossë: 14 Avoid Notice
Mirtha: 7
Zelphari: 7
Erathiel: 12
Tempest: 20 Using Nature due to timing
Mushroom Ring: 1d20 + 6 ⇒ (12) + 6 = 18

Tempest manages to get in close enough to make good work on the circle. Disrupting the circle takes 2 actions. Tempest made progress, but it's not done yet! The nasty thing steps forward to defend the circle, drawing forth a shortsword and trying to gut Tempest with it!
Stab!: 1d20 + 8 ⇒ (3) + 8 = 11 but the attack is feeble at best!

Everyone has a bad feeling about this though... Creatures other than animals, gremlins, and gnolls in the aura become extremely unlucky within 20' of this thing. DC 16 Will save; creature must roll this Will save twice and take the worse result. On a successful save, the creature is temporarily immune to this specific type of unluck aura for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it is within the aura. Please START your turn with the save.

Round 1:
Tempest: Disrupt
Gross thing: Recall Knowledge (Nature) to identify
Alanossë: Go
Erathiel: Go
Mirtha: Go
Zelphari: Go

DM:

Success count: 1

Vigilant Seal

LG (male) human (versatile) sorcerer (draconic - bronze) 3 | HP 35/35 THP:10 | AC 21 | F +7 R +6 W +6 | Perc +6 (E) | Stealth +1 | 20+10’ | focus 1/1 | hero points 1/3 + glyph | spells 1st 2/4 2nd 0/3 | Exploration: Search | Active Conditions: false life (8h); longstrider (8h); magic weapon (1m)

Sorry is there a tactical map for this encounter?

Will DC16: 1d20 + 5 ⇒ (14) + 5 = 19
Will DC16: 1d20 + 5 ⇒ (10) + 5 = 15 ==> So close!

Zelphari closes in onto most bizarre creature, but as he closes he feels something ... wrong. Disregarding that, he moves within range and swings down with his guisarme.
+1 Guisarme: 1d20 + 8 ⇒ (16) + 8 = 24
+1 Guisarme: 1d20 + 8 ⇒ (20) + 8 = 28
dmg: 1d10 + 3 ⇒ (4) + 3 = 7

The usually placid Zelphari suddenly rears up in vehemence, glaring down upon the creature.
demoralise, intimidate: 1d20 + 8 ⇒ (10) + 8 = 18
demoralise, intimidate: 1d20 + 8 ⇒ (9) + 8 = 17

I'm assuming I need to stride first to get close, then strike and intimidate


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Don't forget to pass an Aid Token! Yes, the tactical map is linked at the top. I'll update my GM tag line ASAP.

Zelphari finds all the twigs and weeds in the wrong spot, he finds a splinter on his guisarme, and the light shines just the wrong way. It doesn't matter though, the sorcerer's determination powers through. His slice is really impressive, and the follow up glare clearly scares the daylight out of the ugly fey. Intimidating glare for the win! you'd have failed otherwise.

Round 1:
Tempest: Disrupt
Gross thing: Recall Knowledge (Nature) to identify
Alanossë: Go
Erathiel: Go
Mirtha: Go

Zelphari: Hit & Scare

DM:

Success count: 1
Pug: 7 (demoralized)

Vigilant Seal

LG (male) human (versatile) sorcerer (draconic - bronze) 3 | HP 35/35 THP:10 | AC 21 | F +7 R +6 W +6 | Perc +6 (E) | Stealth +1 | 20+10’ | focus 1/1 | hero points 1/3 + glyph | spells 1st 2/4 2nd 0/3 | Exploration: Search | Active Conditions: false life (8h); longstrider (8h); magic weapon (1m)

Doh! Totally forgot to check the top of the page. Have moved Zelphari. Since I have to move, moved him around to give the rogues in the party the chance to sneak attack. And uh, yeah, should have demoralise then attack. First time doing this. :p


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No worries! We learn by playing the game!

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Will Save vs DC16: 1d20 + 4 ⇒ (13) + 4 = 17
Will Save vs DC16: 1d20 + 4 ⇒ (12) + 4 = 16

By the hair of my chinny-chin-chin...

Alanossë will step south 5' and fire twice at the creature emerging from the circle...

Shortbow: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Shortbow: 1d20 + 9 - 5 ⇒ (18) + 9 - 5 = 22
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

Mirtha tries to recall what she might know about this fey she can pass on to her allies before moving into to position to help deactivate the ring.

Mostly to try pass along that aid token

Nature, Recall: 1d20 + 6 ⇒ (3) + 6 = 9

If disrupting is only one action, then Mirtha will do that. Otherwise, she will cast shield on herself.

Nature, Disrupt: 1d20 + 6 ⇒ (7) + 6 = 13

Nothing happening with those rolls.


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Alanossë finds that Desna smiles, and caps it off with a well placed arrow. The wound is nearly enough to fell the creature, nearly.

[ooc]It's 2 actions to disrupt. Don't forget you need to roll the save first.

Round 1:
Tempest: Disrupt
Gross thing: Recall Knowledge (Nature) to identify
Alanossë: Hit
Erathiel: Go
Mirtha: Save first
Zelphari: Hit & Scare

DM:

Success count: 1
Pug: 14 (demoralized)

Horizon Hunters

CN (male) Elf (Woodland) Rogue 1 HP 14/16 | AC 18 | F +5 R +9 W +6 | Perc +6 | Stealth +7 | Speed 30'| Hero 0/3 | Active Conditions: -

Erathiel unsheathes his curved blade, running towards the monster and slashing in one fluid motion.

Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

❖Interact (draw weapon) ❖Stride ❖Strike

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

Will Save: 1d20 + 8 ⇒ (5) + 8 = 13

Looks like Mirtha is going to be cursed until this creature goes down.

Nature, Recall: 1d20 + 6 ⇒ (7) + 6 = 13

The original roll was the worst one. And she will continue to use her last action to cast shield.


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Erathiel still needs to save. Won't affect this turn as it's a miss.

The party continues to struggle with connecting. The creature shrieks and curses in a pair of strange languages. The circle looks like it's about to activate again!

Mirtha can't quite put her finger on what this thing is, but if the party doesn't shut the ring down soon, it's going to have a friend!

Round 2:
Tempest: Go
Gross thing: TBD
Alanossë: TBD
Erathiel: TBD
Mirtha: TBD
Zelphari: TBD

DM:

Success count: 1
Pug: 14 (demoralized)

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

will DC16: 1d20 + 8 ⇒ (12) + 8 = 20

will DC16: 1d20 + 8 ⇒ (11) + 8 = 19 《-- Pass

Shaking off the beasts aura, Tempest gets back to work on the device. "Hold it off! This druid will block the foul portal!"

He then pulls tries to recall what he knows.

Disable- Nature(Trained): 1d20 + 6 ⇒ (13) + 6 = 19

Recall- Nature(Trained): 1d20 + 6 ⇒ (2) + 6 = 8

2 actions disable, 1 action recall knowledge

Horizon Hunters

CN (male) Elf (Woodland) Rogue 1 HP 14/16 | AC 18 | F +5 R +9 W +6 | Perc +6 | Stealth +7 | Speed 30'| Hero 0/3 | Active Conditions: -

Will save: 1d20 + 6 ⇒ (8) + 6 = 14


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Tempest works as quickly as possible, further breaking the portal's power. He's close but needs just a bit more time and luck. He's too focused to identify the thing.

The situation worsens though as a second emerges from the ring!

The severely wounded on snarls and steps up to Tempest, as he's the biggest threat to the ring. The shortsword thrusts and redoubles:

ATK 1: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14 MISS
ATK 2: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18 for DMG: 1d6 - 3 ⇒ (2) - 3 = -1

The new creature, as ugly as the first, focuses on woodland elf next to him:

ATK 1: 1d20 + 8 ⇒ (13) + 8 = 21 for DMG: 1d6 - 3 ⇒ (5) - 3 = 2
ATK 2: 1d20 + 4 ⇒ (13) + 4 = 17 MISS

Round 2:
Tempest: Disrupt
Gross thinngs: ATK
Alanossë: Go
Erathiel: Go
Mirtha: Go
Zelphari: Go

DM:

Success count: 2
Pug: 14 (demoralized)

Vigilant Seal

LG (male) human (versatile) sorcerer (draconic - bronze) 3 | HP 35/35 THP:10 | AC 21 | F +7 R +6 W +6 | Perc +6 (E) | Stealth +1 | 20+10’ | focus 1/1 | hero points 1/3 + glyph | spells 1st 2/4 2nd 0/3 | Exploration: Search | Active Conditions: false life (8h); longstrider (8h); magic weapon (1m)

Just checking that the first one was frightened 1?

Zelphari glares at the new summoned creature, and roars at it...

vs black: intimidate vs will DC: 1d20 + 8 ⇒ (7) + 8 = 15
vs black: intimidate vs will DC: 1d20 + 8 ⇒ (7) + 8 = 15

as he gestures at the two of them, setting an arc of electricity blasting between them

electric arc: 1d4 + 4 ⇒ (1) + 4 = 5 Basic Ref DC18


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Good catch and thanks for the reminder. I edited the post, though it didn't change much. Please ALWAYS speak up if it looks like I missed a condition.

Zelphari presses the advantage with a scowl, but this one is not so easily scared.

Black REF: 1d20 + 8 ⇒ (3) + 8 = 11
Red REF: 1d20 + 8 ⇒ (19) + 8 = 27

If a look doens't do it, the spell certainly does. The injured creature, so focused on Tempest, doesn't dodge at all. The shock is lethal! The other is only slightly singed.

Round 2:
Tempest: Disrupt
Gross thinngs: ATK
Alanossë: Go
Erathiel: Go
Mirtha: Go

Zelphari: Zap!

DM:

Success count: 2
Red 2

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

I'm assuming the bad luck aura from the first one is gone because it's dead but that we need to make a new Will Save?

Will Save: 1d20 + 8 ⇒ (1) + 8 = 9
Will Save: 1d20 + 8 ⇒ (6) + 8 = 14

Feeling that her normal bad luck will continue to keep her from making any meaningful contributions, Mirtha backs away until she feels the aura disappear. Then from a distance she sends a blast of red hot fire at the hideous little gremlin but her bad luck seems to have followed her as she slips in a puddle just as she is about to line up her shot.

Produce Flame: 1d20 + 8 ⇒ (2) + 8 = 10
Fire: 1d4 + 4 ⇒ (4) + 4 = 8


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Anyone who passed the save v. the first one is immune to any auras from this type of foe for 24 hours and need not roll again. If you previously failed, you must roll anew. Still feeling the effects of the strange ill luck, Mirtha's flame accidentally strikes a hanging vine she could have sworn wasn't there before.

Round 2:
Tempest: Disrupt
Gross thinngs: ATK
Alanossë: Go
Erathiel: Go

Mirtha: Miss
Zelphari: Zap!

DM:

Success count: 2
Red 2

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Alanossë will fire twice at the red creature...

Shortbow: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Shortbow: 1d20 + 9 - 5 ⇒ (13) + 9 - 5 = 17
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


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Unaffected by bad luck, Alanossë sinks a quick pair of arrows into the ugly creature. It's not enough to drop it, but he knows a third will absolutely do it if it's any better than a winging.

Round 2:
Tempest: Disrupt
Gross thinngs: ATK
Alanossë: Hits
Erathiel: Go
Mirtha: Miss
Zelphari: Zap!

DM:

Success count: 2
Red 12

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