GM Tyranius (PF2) Gameday X King in Thorns Tier 7-8 (Inactive)

Game Master Tyranius

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Dot in here

Grand Lodge

Wheel of Monsters! || 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.

Grand Archive

Dwarf Fighter 11 | HP 90/185(S:13/36/104) | AC 33| F +22(S>CS) R +16(+3 vs damage) W +20(Bravery) | Resist Slashing 4 | Perception +21 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

A stout red bearded dwarf, wearing more armor than seems entirely reasobable grumbles "At least they found me some dwarves this time, rarely see any of y'all on missions these days."

In addition to his weighty full plate Orin has an old tattered steel shield with the symbol of Last Wall still barely visible in the center. Possibly being held together more by magic than tensile strength at this point.

Several picks hang from his belt as well, although clearly designed more for killing than mining.

Orin has several reactions available, I'll try to make notes on my posts about likely possibilities but Orin will generally take the first available one.

Reaction Notes:
Reactive Shield: If hit and shield isn't up, can raise as a reaction for the +2 AC (Trigger is on hit, so only when the +2 would make a difference)

Attack of Opportunity: Manipulate or Move in Orin's reach. +18 2d6+7 P +1d6 positive to undead. Crit: Disrupts manipulate, vs undead: enfeebled 1, 2x(2d10+7)+1d10+4 P + 2x(1d6) positive to undead.

Shield Block: Hardness 10 8max hp, can block reflex save effects even if the damage is non physical.

Dark Archive

Scenario and AP Tracker

The camp buzzes with energy. Pathfinders hurry around the makeshift camp unpacking supplies, making repairs, and scribing scrolls.

The atmosphere is excited but tinged with 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.

You are among the highest-ranking field agents on site. As you get to work on making preparations for the final push into the jungle, it's time to introduce yourself (or get reacquainted with old friends).

Please introduce your character! Along with this intro, we will have a skill check, that you can help prepare for the expedition.

Choose one of the skills below to help during preparations. We will start with a round of one checks each and if have time we will do more rounds. You can read all the spoilers first if you wish.

Pictures of the VC's and tasks are in the Maps as well.

Inventory (Nature, Society, Survival):

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.”

Magical Supplies (Arcana, Nature, Occultism, Religion):

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.”

Mapping (Nature, Survival, Perception):

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?”

Morale (Deception, Diplomacy, Performance):

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!”

Repairs (Athletics, Crafting, Guild Lore):

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.”

Research (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.”

Grand Archive

Dwarf Fighter 11 | HP 90/185(S:13/36/104) | AC 33| F +22(S>CS) R +16(+3 vs damage) W +20(Bravery) | Resist Slashing 4 | Perception +21 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

Orin helps out with repairs.

Athletics: 1d20 + 17 ⇒ (10) + 17 = 27

Moving and holding down huge stacks of lumber so the carpenters can get their work done.

Grand Archive

LG Male (he/his) forge dwarf monk 8 | HP 119/122 | AC 23, Stance 27 ( Stronghold 29), +4 v mvmt Reactions| Fort +17; Ref +14; Will +18 | Perc: +15(E) (Darkvision) | Speed 30ft (25 in stance) | Ki Points: 1/1, Hero Points 1/3 | Resist Fire: 4, Electricity: 5, Negative 1| Active conditions: Stance, Sickened 1 | Exploration Mode: Search

Thulgrun also helps out with the heavy lifting, knowing that while he is good with his hands, his stout back is even stronger. He gives a typical dwarves effort, with only a modicum of complaining that things are nor being done right.
Assurance for 24

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

In hide armor with a wooden shield in the back and a battle axe at the top the next dwarf introduces himself: I’m Dran’Thor from the Dran’Thil family and from the Torgin’s clan. Now let’s prepare the expedition.

And he goes to help where he thinks he will be the more useful.

Inventory. Nature: Assurance for 26

Envoy's Alliance

NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

A tall man with flowers in his chestnut hair stands in the middle of the camp, surrounded by a veritable swarm of songbirds, squirrels, rabbits, and other woodland creatures. He chatters away at them with a wide, open smile, only frowning occasionally as he scolds the grumpy-looking hedgehog perched on his shoulder. "Now now, Sir Pricklebottom, that's not a nice thing to say about Elinnor. Let's try to be nice to our new friends, alright?" Eventually he wanders off to help one of the faction leaders

Diplomacy to Help Calisrio: 1d20 + 19 ⇒ (14) + 19 = 33

"...and I believe in you!" he finishes, smiling widely at a group of junior agents.

Dark Archive

Scenario and AP Tracker

@Thulgrun- Who are you helping with the heavy lifting?

Orin and Thulgrun jump right in with the rest of the Blacksmiths as the dwarves repair some of the Pathfinders dented and damaged equipment. While it may not be 100% it is at least useable and may save a life or two. [ooc]Success on Repairs. As thanks Venture-Captain Khoumrock Blackthane hands each of you a bit of spare ammunition. Each PC receives three pieces of nonmagical low-grade cold iron ammunition of your choice from the Core Rulebook. Please mark on Slide 4 what you are choosing.

Prince Charming moves about the camp with Sir Pricklebottom to help with morale a bit. The hedgehog does wonders as he gathers quite the crowd. The neophyte Pathfinders are in much better spirits for the journey ahead and can lend you a hand. Crit Success! Once during the adventure, each PC can receive a + 2 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.

The following Players are up
Dran'Thor - Awaiting confirmation
Dranald

Grand Archive

LG Male (he/his) forge dwarf monk 8 | HP 119/122 | AC 23, Stance 27 ( Stronghold 29), +4 v mvmt Reactions| Fort +17; Ref +14; Will +18 | Perc: +15(E) (Darkvision) | Speed 30ft (25 in stance) | Ki Points: 1/1, Hero Points 1/3 | Resist Fire: 4, Electricity: 5, Negative 1| Active conditions: Stance, Sickened 1 | Exploration Mode: Search

dont we all do each check? If not, I can do it for research

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The Taldan human wearing a scale mail with the religious symbol of Iomedae on his chest and having a longsword hanging at the belt tries also to help.

Religion. Magical supplies: 1d20 + 17 ⇒ (4) + 17 = 21

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Go ahead and post your roleplay and skill check for each task that you wish to help with, help speed this portion along.

Dran'Thor and Dranald seem to have quite a bit of difficulty with the tasks as Dranald spills a box of healing wands and Dran'Thor miscounts some of the inventory. Assurance of 22 was a failure.

Grand Archive

Dwarf Fighter 11 | HP 90/185(S:13/36/104) | AC 33| F +22(S>CS) R +16(+3 vs damage) W +20(Bravery) | Resist Slashing 4 | Perception +21 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

Orin spends some time helping count Urwal's supplies. Hardtac may not be great but it's better than an empty stomach.

Society to Inventory: 1d20 + 11 ⇒ (10) + 11 = 21

---

Hoping to find better luck with Fola Barun and the magical supplies Orin shares his knowledge fighting off undead in the ruins around Lastwall.

Religion: 1d20 + 12 ⇒ (11) + 12 = 23

---

Orin nods to Bjersig, greeting him with an opening hand from his chin, one of the few Hand Signs Orin feels confident in. He then gets down to business scrutinizing the maps for inconsistencies rather than make any small talk.

perception: 1d20 + 14 ⇒ (7) + 14 = 21

---

Being a dour and grumpy Dwarf Orin leaves the field of Morale to others more talented.

---

Repair already attempted

---

Noticed the repeated skill list for research and asked Dennis since he was available.

Dennis Muldoon (he/him) 12:58 PM wrote:
Research should be Nature, Society, Survival

Always better to know as much as possible before heading into danger Orin does his best to absorb as much research as possible.

Survival: 1d20 + 12 ⇒ (19) + 12 = 31

Dark Archive

Scenario and AP Tracker

Correction on the skills used for the Research task. It should be Research (Nature, Society, or Survival) Looks like my spoilers got crossed and copied over the skills from Repairs.

Envoy's Alliance

NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

Charming waves farewell to Calisrio and heads over to where Urwal works. "Alright, it's time to count everyone! One, two, three..."

Society: 1d20 + 12 ⇒ (10) + 12 = 22

Next he finds Fola and claps delightedly. "Oh yes! One moment while I find some help!" He sings a short vocalise, and from the woods rats and spiders begin to swarm - as well as a handful of racoons. "They have such nimble little hands," the man beams proudly.

Arcana: 1d20 + 12 ⇒ (19) + 12 = 31

"And then we'll need some people who can fly. What do you think?" Charming holds the map from Bjersig and shows it to the flock of songbirds buzzing around his head.

Perception: 1d20 + 12 ⇒ (16) + 12 = 28

He waves cheerfully at Khoumrock, but the soggy dwarf waves him onward before any of the woodland creatures (or Charming himself) can injure themselves with a hammer.

Oh, and Orin answered my question about the Research task!

Charming happily accepts a picture book from Valais and finds a comfortable seat to read it out loud to his crowd of friends. "Alright, this book is called Mortimer's Massive Book of Fey. That's quite a long title, isn't it? Let's see what's on this page..."

Society: 1d20 + 12 ⇒ (13) + 12 = 25

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Orin and Prince Charming don't do much better at the inventory as they grab ahold of Dranald's lists and continue to make the numbers off by one space. Both failed at Inventory

The pair fair a bit better at magical supplies as Prince Charming sorts through the wands, separating the healing wads from the wands of grim tendrils. Both are a success. Making very careful to steer clear of the more knowledgeable Pathfinders pouring liquids and magic into the glass vials. Barun and her team make an abundance of materials. Each of you receives your choice of a barkskin potion or a potion of leaping. Please mark your choice on Slide 4 of the Maps.

Prince Charming has a far better view of the map at the front of the crowd as Orin looks it over at a weird angle, unable to orient himself in the right direction. Charming Success and Orin Failed Torren is a bit impressed and hands a copy of the survey map over to you. You receive a survey map (Link) for one encounter of your choice in Part 1

Orin absolutely excels at researching all of the possibilities ahead as Prince Charming brings the dwarf another stack of books. The background information helps the PCs readily identify threats during the journey. Both were successes, Once during this adventure, each PC can gain a +2 circumstance bonus to any one check to Recall Knowledge.

You have succeeded at Magical Supplies, Mapping, Repairs and Research, but those who have not rolled those areas can still try for the crit success. I removed Morale as you have already maxed the rewards from that task.

  • Inventory (Nature, Society, Survival)
  • Magical Supplies (Arcana, Nature, Occultism, Religion) Success
  • Mapping (Nature, Survival, Perception) Success
  • Repairs (Athletics, Crafting, Guild Lore) Success
  • Research (Nature, Society, or Survival) Success

  • Grand Archive

    LG Male (he/his) forge dwarf monk 8 | HP 119/122 | AC 23, Stance 27 ( Stronghold 29), +4 v mvmt Reactions| Fort +17; Ref +14; Will +18 | Perc: +15(E) (Darkvision) | Speed 30ft (25 in stance) | Ki Points: 1/1, Hero Points 1/3 | Resist Fire: 4, Electricity: 5, Negative 1| Active conditions: Stance, Sickened 1 | Exploration Mode: Search

    Thulgrun helps Urwal organize supplies, grumbling that a dwarf would never let things get into such disarray.
    Survival: 1d20 + 13 ⇒ (5) + 13 = 18

    He then helps Fola Barun with the sorting of magical supplies, to make sure the Pathifnders have the best that they can get.
    Religion: 1d20 + 13 ⇒ (16) + 13 = 29

    He will then work with Bjersig to verify the maps, afraid that the non-dwarves have messed up the landmarks.
    Survival: 1d20 + 13 ⇒ (16) + 13 = 29

    Finally, he helps Valais with the research all the while grumbling about books.
    Survival: 1d20 + 13 ⇒ (7) + 13 = 20

    no additional successes I expect.

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    DC is 23, so no new successes there.

    Thulgrun gives a massive helping hand with the magical supplies and map. Seems he has a knack for making some healing potions and marking out viable routes through passes in the hillsides, locating chokepoints, and places where younger Pathfinders are likely to get ambushed.

    Verdant Wheel

    Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

    The dwarf tries to help for something else as his inventory try wasn't a good one.

    Magical supplies. Religion: 1d20 + 14 ⇒ (4) + 14 = 18

    Mapping. Nature: 1d20 + 16 ⇒ (12) + 16 = 28

    Repair. Crafting: 1d20 + 15 ⇒ (7) + 15 = 22

    Research. Nature: 1d20 + 16 ⇒ (11) + 16 = 27

    Envoy's Alliance

    Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

    The cleric goes to the others posts hoping to be an helping hand there.

    Inventory. Nature: 1d20 + 13 ⇒ (18) + 13 = 31

    Perception. Nature: 1d20 + 15 ⇒ (4) + 15 = 19

    Repair. Athletics: 1d20 + 11 ⇒ (3) + 11 = 14

    Research. Nature: 1d20 + 13 ⇒ (6) + 13 = 19

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    The group continues to help all around the camp as Thulgrun gets pulled aside by Venture-Captain Bjersig Torrsen momentarily. He speaks of sending Thulgrun over to another team to help out but just then a few more recruits teleport into the camp.

    Dranald makes some sense of the inventory as he straightens out the sheets and boxes just as the Pathfinders prepare to depart. Success in Inventory, no additional crit successes for any of the others. Each of you receives a moderate elixir of life, as Urwal finds that the Society packed in excess for the potentially dangerous mission.

  • Inventory (Nature, Society, Survival) Success
  • Magical Supplies (Arcana, Nature, Occultism, Religion) Success
  • Mapping (Nature, Survival, Perception) Success
  • Repairs (Athletics, Crafting, Guild Lore) Success
  • Research (Nature, Society, or Survival) Success

  • Grand Lodge

    Wheel of Monsters! || 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.

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    Fola Barun examines maps and charts spread across a long crate of supplies, pointing out areas of note to the assembled Pathfinders. Her concentration is broken, however, as an excited husky appears by her side. The husky sniffs the maps and the Pathfinder alike before running off with an excited bark as a harried gnome rushes to catch up. “Mahki, heel!” calls a deep voice. With a reluctant grumble, the dog trots to the side of Bjersig Torrsen, striding over to join the briefing. “Apologies, Fola,” the dashing half-orc signs; the gnome translates his words into spoken Common. “Mahki is just excited to be somewhere new.” Barun rolls up the map and turns to greet him, signing and speaking, “Quite all right, Bjersig, we were just wrapping up. I have one more piece of advice for them.”

    Fola addresses the group, “As the most experienced agents here, you’ll be facing the greatest threats. I’m counting on you to look out for your fellow agents. But don’t rush in so fast you get in over your own heads. You are role models now, and others are watching you to learn what it takes to become a rising star.”

    You have the choice between 6 missions currently. They can be completed in any order. First 2 to agree on a location is where we will head to first. The list of locations can be found in the Maps on Slide 6

    Grand Archive

    LG Male (he/his) forge dwarf monk 8 | HP 119/122 | AC 23, Stance 27 ( Stronghold 29), +4 v mvmt Reactions| Fort +17; Ref +14; Will +18 | Perc: +15(E) (Darkvision) | Speed 30ft (25 in stance) | Ki Points: 1/1, Hero Points 1/3 | Resist Fire: 4, Electricity: 5, Negative 1| Active conditions: Stance, Sickened 1 | Exploration Mode: Search

    "I think with our skills, that trailblazing might be th' best choice. I'm fairly good at trackin', and I suspect so is Dran'Thor." says Thulgrun.

    Took arrows, but Orin is welcome to use them.

    Grand Archive

    Dwarf Fighter 11 | HP 90/185(S:13/36/104) | AC 33| F +22(S>CS) R +16(+3 vs damage) W +20(Bravery) | Resist Slashing 4 | Perception +21 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

    It's extremely unlikely I'll use the arrows, but non 0.

    E, Trailblazing sounds great.

    Verdant Wheel

    Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

    Well I’m used to go and live in the wilderness. So I hope to be helpful here.

    Envoy's Alliance

    NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

    Also took arrows for someone else to use.

    Charming claps his hands delightedly. "Oh yes, we'll get to meet all sorts of new friends in the woods!"

    Trailblazing sounds fine. I've both run and played other versions of this scenario, so I'll let other folks take the lead on making decisions when possible.

    Grand Archive

    LG Male (he/his) forge dwarf monk 8 | HP 119/122 | AC 23, Stance 27 ( Stronghold 29), +4 v mvmt Reactions| Fort +17; Ref +14; Will +18 | Perc: +15(E) (Darkvision) | Speed 30ft (25 in stance) | Ki Points: 1/1, Hero Points 1/3 | Resist Fire: 4, Electricity: 5, Negative 1| Active conditions: Stance, Sickened 1 | Exploration Mode: Search

    I have also run and played the 1-2 version... but just playing in character

    Envoy's Alliance

    Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

    I've played it 3-4 tier.

    I'm fine with this mission.

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    Bjersig Torrsen pores over a map spread neatly upon a crate, pen in hand. With a few quick strokes, he makes a correction, then rolls up the map. “Qxal has changed things in an effort to throw us off course. We must make our own adjustments to counter. Let’s go ahead to chart a new course. Keep your eyes open, though; the fey are sure to have set a few surprises for us.”

    The first obstacle in your path appears to be a thick undergrowth where previously there were clear paths. Bjersig Torrsen sighs, "We need to find find a better path or clear a route through this brush."

    Everyone must attempt one of the skill checks below
    • Athletics to force through the brush.
    • Acrobatics to skirt it.
    • Nature to recognize the plant from a distance.
    • Survival to spot its habitat.

    Verdant Wheel

    Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

    Follow me!

    Nature: 1d20 + 16 ⇒ (5) + 16 = 21

    Envoy's Alliance

    Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

    Mmmh perhaps better this way.

    Survival:1d20 + 13 ⇒ (11) + 13 = 24

    Envoy's Alliance

    NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

    Nature: 1d20 + 10 ⇒ (16) + 10 = 26

    “Oh, isn’t this stinging nettle? Why, it looks just like you Sir Pricklebottom!” The hedgehog appears unimpressed by the comparison.

    Grand Archive

    LG Male (he/his) forge dwarf monk 8 | HP 119/122 | AC 23, Stance 27 ( Stronghold 29), +4 v mvmt Reactions| Fort +17; Ref +14; Will +18 | Perc: +15(E) (Darkvision) | Speed 30ft (25 in stance) | Ki Points: 1/1, Hero Points 1/3 | Resist Fire: 4, Electricity: 5, Negative 1| Active conditions: Stance, Sickened 1 | Exploration Mode: Search

    Always the stubborn dwarf, Thulgrun just pushes through, without much effort. Assurance Athletics for 24

    Grand Archive

    Dwarf Fighter 11 | HP 90/185(S:13/36/104) | AC 33| F +22(S>CS) R +16(+3 vs damage) W +20(Bravery) | Resist Slashing 4 | Perception +21 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

    athletics: 1d20 + 17 ⇒ (9) + 17 = 26

    Orin Thunderstone forges ahead.

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    Used to the stinging sensation that Sir Pricklebottom causes you are able to find a path through the spined brush with Thulgrun clearing the path ahead.

    Just past the brush Dran'Thor catches the scent of a dangerous gas in the region. Bjersig Torrsen puts a rag over his mouth. "Hold your breath for a bit."

    Everyone must attempt one of the skill checks below
    • Medicine to recognize the harmful gases.
    • Nature to recognize vents where gases emerge.
    • Survival to get through the pockets quickly.
    • Perception to smell the gas.

    Grand Archive

    Dwarf Fighter 11 | HP 90/185(S:13/36/104) | AC 33| F +22(S>CS) R +16(+3 vs damage) W +20(Bravery) | Resist Slashing 4 | Perception +21 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

    Medicine: 1d20 + 15 ⇒ (18) + 15 = 33

    Orin points out how to differentiate between harmful gasses and harmless gasses.

    Envoy's Alliance

    NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

    Perception: 1d20 + 12 ⇒ (3) + 12 = 15

    “What gasses? I don’t smell anything…”

    Grand Archive

    LG Male (he/his) forge dwarf monk 8 | HP 119/122 | AC 23, Stance 27 ( Stronghold 29), +4 v mvmt Reactions| Fort +17; Ref +14; Will +18 | Perc: +15(E) (Darkvision) | Speed 30ft (25 in stance) | Ki Points: 1/1, Hero Points 1/3 | Resist Fire: 4, Electricity: 5, Negative 1| Active conditions: Stance, Sickened 1 | Exploration Mode: Search

    Medicine(E): 1d20 + 15 ⇒ (2) + 15 = 17
    reroll if fail
    Medicine(E): 1d20 + 15 ⇒ (8) + 15 = 23

    Thulgrun stubbornly tries to identify the gas

    Envoy's Alliance

    Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

    Medicine:1d20 + 15 ⇒ (18) + 15 = 33

    Horrified by such a perversion the cleric tries to recognize the harmful gases.

    Verdant Wheel

    Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

    The dwarf points out to help the others to recognize vents where gases emerge.

    Nature:1d20 + 16 ⇒ (20) + 16 = 36

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    @Thulgrun- That would indeed be a failure.

    Dran'Thor helps the others recognize the vents in the ground where the gasses are emerging from as the group very carefully winds their ways successfully past them. Orin gives the all clear as the group finally made it safely through. Just on the other side you find yourselves traversing the edges of a large ledge as a gust of powerful wind whips through.

    Everyone must attempt one of the skill checks below
    • Athletics to withstand the blast.
    • Nature to notice when the wind is about to start.
    • Survival to find a safe place to shelter.
    • Stealth to hide behind cover

    Envoy's Alliance

    NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

    Nature: 1d20 + 10 ⇒ (9) + 10 = 19

    "What's that? Does anyone hear yodeling?"

    Grand Archive

    Dwarf Fighter 11 | HP 90/185(S:13/36/104) | AC 33| F +22(S>CS) R +16(+3 vs damage) W +20(Bravery) | Resist Slashing 4 | Perception +21 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

    Orin has no fear.

    althetics to withstand: 1d20 + 17 ⇒ (18) + 17 = 35

    Grand Archive

    LG Male (he/his) forge dwarf monk 8 | HP 119/122 | AC 23, Stance 27 ( Stronghold 29), +4 v mvmt Reactions| Fort +17; Ref +14; Will +18 | Perc: +15(E) (Darkvision) | Speed 30ft (25 in stance) | Ki Points: 1/1, Hero Points 1/3 | Resist Fire: 4, Electricity: 5, Negative 1| Active conditions: Stance, Sickened 1 | Exploration Mode: Search

    Thulgrun doesn’t even notice the winds as he moves forward

    24 athletics with Assurance

    Grand Archive

    LG Male (he/his) forge dwarf monk 8 | HP 119/122 | AC 23, Stance 27 ( Stronghold 29), +4 v mvmt Reactions| Fort +17; Ref +14; Will +18 | Perc: +15(E) (Darkvision) | Speed 30ft (25 in stance) | Ki Points: 1/1, Hero Points 1/3 | Resist Fire: 4, Electricity: 5, Negative 1| Active conditions: Stance, Sickened 1 | Exploration Mode: Search

    "Now, I ain't one to be tellin' all ye' folks what t' do, but just mebbe we should go an' help them lost Pathfinders?" suggests Thorval.

    Verdant Wheel

    Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

    Nature: 1d20 + 16 ⇒ (2) + 16 = 18

    Oh the winds are strong here.

    Envoy's Alliance

    Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

    Nature: 1d20 + 13 ⇒ (4) + 13 = 17

    Yes, you're right. This is a tempest.

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    Orin and Thulgrun shows the group to flatten themselves against the side of the ledge so as to avoid the majority of the high winds. The rest of the group nearly gets blown off the edge but hang on tight.

    You have earned a Charting Success.

    “They say that nature speaks, if we pay attention.” Torrsen says as a group of reptilian creatures slowly approaches. “Go find out what it has to say, would you?”

    Four very large monitor lizards rest atop a hill, three have colorful frills about their necks. The larger of the lizards stares down, its tongue flickering in and out of its mouth. "And who might you tasty morsels be? Should we eat them, like the others?" The lizards begin to stir.

    Each of you can attempt two of the following checks to negotiate with the lizards. If you have Wild Empathy you gain a +2 to your roll.
    • A Forest Lore check to explain to the animals that the Pathfinders respect and care for the animals’ habitat.
    • A Performance check to entertain the animals enough that they agree not to fight.
    • A Deception check to convince the animals that the Thorned Monarch will betray them.
    • A Nature check to use information about the specific animals to make an argument.
    • A Diplomacy check to simply convince the animals to ally against Qxal.

    Envoy's Alliance

    NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

    "Oh hello friends!" Charming grins widely at the lizards. "We're just passing through, trying to find a door. Have you seen a door? Oh, what a lovely frill you have..."

    Diplomacy: 1d20 + 19 ⇒ (10) + 19 = 29

    "...and when we're done, Sir Pricklebottom and I can sing you another song!" he finally concludes, motioning towards the grumpy hedgehog on his shoulder who begrudgingly produces a tiny tambourine. "And we can all sing together! Here's how it goes..."

    Performance: 1d20 + 17 ⇒ (2) + 17 = 19
    Hero Point! Performance: 1d20 + 17 ⇒ (12) + 17 = 29

    For what it's worth, Charming has the Glad-Hand, Group Impression, and Shameless Request feats - as well as Animal Elocutionist. XD

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