Solomon Mpadu
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Athletics: 1d20 + 8 ⇒ (15) + 8 = 23
Solomon rides his horse last and sweeps the tracks behind the caravan, having built something like a long broom out of several sticks and brushwood.
Dreadfang!
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Solomon rides his horse last and sweeps the tracks behind the caravan, having built something like a long broom out of several sticks and brushwood.
Dreadfang surfs along on the broom, breaking up clods and flipping rocks with his claws. ”None shall tell the tale!”
Athletics: 1d20 + 12 ⇒ (3) + 12 = 15
Hobbs Picklesmith
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Hobbs examines the dead beast and gathers a few choice organs for pickling.
arcana: 1d20 + 14 ⇒ (8) + 14 = 22
"Hmm...These bits won't pickle well at all. They are interesting though." He carefully removes the metal implants from the beast's flesh.
arcana: 1d20 + 14 ⇒ (18) + 14 = 32
"Now to see about covering our scent so we can avoid more delays. I believe I may have some tinctures that would be of use." He pulls out some vials and powders and sets to work muttering about PH levels and odor awareness scales.
crafting: 1d20 + 13 ⇒ (13) + 13 = 26
Zallarra
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"Well, these are interesting bits.."
Zallarra tries to gently extract a metal implant or two..
thievery: 1d20 + 11 ⇒ (10) + 11 = 21
She will then try to mask the scent using some local herbs...
nature: 1d20 + 7 ⇒ (14) + 7 = 21
| PFS 2 GM ZD |
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Xun and Hobbs easily pick out the best things for alchemical crafting.
While Zallarra picks out the metallic bits. Hobbs can discern that they are used to help keep track of these beast. He also notices little blue lightning bolts on the side of them.
For gathering both the chips and organs, you all will get 3 treasure bundles
The party as a whole is able to cover their tracks well enough to avoid being targeted.
Hero point to Larrathion for critically succeeding the first exploration check and succeeding on the ID checks which led to avoiding the combat.
Speaking of which. We need another Shortcut Through the Waste check. So I need one PC to make a Nature, Scouting Lore, or relevant
Lore check (such as Numeria Lore) and a second can aide
Larrathion
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Woo! Thanks for the Hero Point!
I guess I'll do the main check again? I'll do it in spoiler tags so the people who aid me aren't influenced by my result.
Larrathion carefully plops Erina on top of his head, as that's a natural vantage point for her.
"You see anything useful up there? I'll keep my eyes on the ground if you keep yours on the sky."
| Erinaceinae |
Erinaceinae gets Larrathion's attention uses her snout to point out an interesting hill formation."It looks like we might be able to save some time by squeezing between those hills instead of going the long way around."
nature-aid another: 1d20 + 9 ⇒ (10) + 9 = 19
Unfortunately it seems that there are too many rocks blocking the path, making it only a shortcut for a tiny hedgehog and not an entire caravan.
| PFS 2 GM ZD |
Larrathion manages to finds some worn trails that cut through.
Another exploration point, totaling for 3 now.
As the PCs continue toward Torch, they see a herd of axe beaks in the distance. These wild birds avoid contact with humanoids; PCs who pause to watch them notice that several of them breathe fire, spit acid, or change colors.
A few miles before reaching the town of Torch, the PCs come across a large portion of plains, where a warm mist hangs over the muddy earth. The PCs must find a safe route across the steaming fields without getting scorched and map the route for the caravan to follow. Alternately, they can travel around the steaming fields, adding another 20 miles to the caravan’s path to the town of Torch.
Do you find an alternate path or take the way around, adding 20 miles to your trek?
Hobbs Picklesmith
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"Hmm...Those axebeaks don't seem normal."
Arcana-Recall Knowledge with Dubious knowledge: 1d20 + 14 ⇒ (8) + 14 = 22
Xun Saburo
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Xun looks at the birds and listens to Hobbs explanation
"Animals are altered here, I wonder if that change is voluntary, accidental or made on purpose..." wonders the storyteller
"Those are some odd lands indeed"
he looks at the steaming fields and turn to Larrthion
"Do you think that you can find a route in here? It reminds me a bit bogs next to my jungle, a dangerous place when you did not know the way..."
I vote for us to try and find the way through steaming fields;)
Solomon Mpadu
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It seems that we were walking without delay, at a good pace! I think we can afford a little detour.
Vote for 20 miles more; GM, is it still the same day we met those hungry creatures?
Hobbs Picklesmith
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"Oh don't be ridiculous. The town lies just ahead and we are on a strict timetable. Surely those fields cannot prove too perilous once we have marked the various dangers for our charges to avoid."
Larrathion
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Larrathion looks at the steaming fields in front of him and looks unsure. "I think I agree with Hobbs. We have a deadline to meet, and though it might put the caravan in danger, I think it's worth the risk. The junior Pathfinders will be there to help the caravan out, I hope."
Larrathion's gaze lingers on the axe beaks, marvelling at their mutations, but saying nothing.
Zallarra
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"Those birds do look fascinating. Also possibly dangerous. Now, these fields. How much of a delay time wise would it cost us? We could test it, see how bad it really is and if it is too dangerous for the caravan, just go around. may as well take a look."
| PFS 2 GM ZD |
Sounds like you will be trying to cut across the steaming fields.
To do so, each PC can attempt a single Acrobatics (to step carefully), Crafting (to create tools, boots, or a system of conveyance that avoids putting additional pressure on the steam), Scouting Lore (to find a safe path), Survival (to protect themselves from high-pressured steam), Perception (to observe areas with fewer steam vents), or any other relevant Lore skill.
Each PC gets one check. The order in which you make these checks matters. The more people that cross it, the more unstable it becomes, which may make the checks more difficult.
| PFS 2 GM ZD |
Both Dreadfang and Solomon are able to find safe paths through the steaming fields.
2 successes so far. Reminder, the more people who cross, the harder the DC becomes.
Xun Saburo
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Xun follow the others
Acrobatics, follow the expert (Dreadfang): 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
He attempts to go in the footsteps of Dreadfang, but it seems that Kobold's feet handle this terrain better...
I see that Dreadfang is an expert, so I followed him ;)
| PFS 2 GM ZD |
Several jets of pressurized steam erupt, dealing 2d6 + 6 ⇒ (3, 5) + 6 = 14 bludgeoning damage and 2d6 + 6 ⇒ (1, 6) + 6 = 13 fire damage to creatures within 30 feet of the ground
Everyone is hit by it. Basic reflex DC 24.
Zallarra, Larrathion, and Hobbs are left to make the check. It is currently too unstable of a situation to take 10 minutes to heal. I will allow healing that is labeled in actions, such as heal spells and battle medicine.
@Solomon, I apologize for forgetting your question. No, it is not the same day.
Solomon Mpadu
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It's okay! Thanks.
Ref: 1d20 + 13 ⇒ (17) + 13 = 30
Larrathion
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I'll take the final DC, but I'll roll now to not keep everyone waiting.
"Hobbs, do you want to take care of Erina, or do you trust her to me with this?"
Regardless of the answer, Larrathion wraps Erina in several layers of cloth to hopefully protect her from harm.
Reflex save: 1d20 + 12 ⇒ (6) + 12 = 18
Ouch, 27 damage for me.
Survival versus hardest DC: 1d20 + 13 ⇒ (13) + 13 = 26
If anyone needs, I can try Battle Medicine. I have a +11, so I'm not stellar at it, but better than nothing.
If someone else fails, I might drink my free healing potion, just in case.
Xun Saburo
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Reflex save: 1d20 + 13 ⇒ (1) + 13 = 14
Xun stumbles right into the whole that blasts steam. He quickly tries to avoid the worst of it...
Reflex save, hero point reroll: 1d20 + 13 ⇒ (5) + 13 = 18
So simply regular failure -27. In every scenario, there is that one person that rolls low. I guess this is my turn :D
Xun curses, then some more. He reaches for his bag and takes out some leaves that he begins to chew, then he hums a melody. It sounds soothing and revitalizing, and you can see that with a bit of time Xun's wounds begin to close
Using hymn of healing regaining 6HP per round for 4 rounds => 24 HP back. Eats 1 Focus Point, but I still have another one, if someone else rolls as good as Xun ;) So, net he is -3
Hobbs Picklesmith
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"Hobbs, do you want to take care of Erina, or do you trust her to me with this?"Regardless of the answer, Larrathion wraps Erina in several layers of cloth to hopefully protect her from harm.
Distracted by the problem ahead Hobbs merely nods and waves at Larrathion.
reflex save: 1d20 + 13 ⇒ (1) + 13 = 14
Hero point reroll
reflex save: 1d20 + 13 ⇒ (18) + 13 = 31
Hobbs cobbles together something that looks rather like showshoes which he straps to his feet and carefully crosses the danger zone.
"These improvised snowshoes should redistribute my weight, allowing me to tread much more lightly than normal.
crafting: 1d20 + 13 ⇒ (7) + 13 = 20
Hobbs has fire resistance 2 so he takes a total of 11 damage
Zallarra
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refl: 1d20 + 11 ⇒ (19) + 11 = 30
Zallarra jumps aside and misses the worst of the blast.
Then she tries to carefully bounce around the ash field...
acrobatics: 1d2 + 11 ⇒ (1) + 11 = 12
No shock here. Hero point!
acrobatics: 1d2 + 11 ⇒ (1) + 11 = 12
Hello Dicebot my old friend. Trying to get me killed again...
Solomon Mpadu
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Not a bad tune, bro. I would have to learn this manner of performance. - Solomon says to Xun, twirling a blade of grass in his teeth.
| PFS 2 GM ZD |
Oof, two triggered back to back. You can take two rounds between the two new sets of damage to recover.
Zallarra and Hobbs both trigger the steaming vents.
Zallarra triggered: 2d6 + 6 ⇒ (2, 6) + 6 = 14bludgeoning and 2d6 + 6 ⇒ (2, 4) + 6 = 12 fire
DC 24 Basic Reflex
Hobbs triggered: 2d6 + 6 ⇒ (1, 6) + 6 = 13bludgeoning and 2d6 + 6 ⇒ (2, 4) + 6 = 12 fire
DC 24 Basic Reflex
Larrathion brings up the rear, avoiding the vents.
I will go ahead and let you all work out the damage before continuing on. Hopefully, no one drops from the pressure traps.
Hobbs Picklesmith
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reflex save: 1d20 + 13 ⇒ (16) + 13 = 29
"Well that wasn't entirely successful."
Hobbs reaches into a pouch, whips up a minor elixir of life and consumes it.
healing: 1d6 ⇒ 6
"Excellent! Just the right amount of vinegar."
He whips up another and hands it to whoever is the most injured. Minor Elixir of LIfe
reflex save: 1d20 + 13 ⇒ (7) + 13 = 20
By my calculations Hobbs should now be at 12 HP
Larrathion
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Reflex save 1: 1d20 + 12 ⇒ (11) + 12 = 23
Another 27 damage for me. I'm at 14/68 now.
Larrathion quickly applies some cream to all his burn wounds.
Medicine check for Battle Medicine, DC 15: 1d20 + 11 ⇒ (6) + 11 = 17
Healing: 2d8 ⇒ (7, 7) = 14
28/68 now. Haven't looked at the damage from the second vent yet, but I'll take it.
Reflex save 2: 1d20 + 12 ⇒ (2) + 12 = 14
That's a crit fail, which would drop me. Hero Point reroll!
Reflex save 2: 1d20 + 12 ⇒ (3) + 12 = 15
Ergh... At least it's not a crit fail?
That's 25 damage. Thank God the Battle Medicine rolled well, because my d20s are crap. I'm at 3/68 HP.
| PFS 2 GM ZD |
Hobbs and Larrathion survived. Will the others?
Xun Saburo
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Reflex save, DC24: 1d20 + 13 ⇒ (19) + 13 = 32
Xun is getting better at this. -13 His burns are getting smaller.
"This is absurd... "
Reflex save, DC24: 1d20 + 13 ⇒ (10) + 13 = 23
And failure for -25. Total 38. So @12 HP currently
"I need a break." he reaches for his drum and begins to play a rhythm, this time Larrathion wounds begin to close 2nd focus point to heal Larrathion for 24 HP.
"I was hoping it will not be that deadly!"
Solomon Mpadu
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Did I get it right that everyone gets hurt?
Ref: 1d20 + 13 ⇒ (15) + 13 = 28
Ref: 1d20 + 13 ⇒ (2) + 13 = 15
Solomon curses curses under his breath: Techno League can't kill you! You will do it yourself.
Zallarra
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Oops... should have rolled the saves... we all get hit by both, correct?
refl: 1d20 + 11 ⇒ (4) + 11 = 15
refl: 1d20 + 11 ⇒ (11) + 11 = 22
OK, 1/2 damage from the first, full from the last 2 so that puts 62 damage on Zallarra if I did the math correctly. She's lying down somewhere...
Larrathion
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Larrathion rushes over towards Zallarra after she falls over, and quickly performs some first aid to get her up and running again.
"Come on, this is a bad place to fall. You'll get cooked in a matter of minutes here. Let me help you."
Battle Medicine, DC 15: 1d20 + 11 ⇒ (5) + 11 = 16
Healing for Zallarra: 2d8 ⇒ (6, 5) = 11
Xun, thanks for the healing! Maybe it would've been better to use on people who fall unconscious, but I won't say no to 24 HP. :)
Xun Saburo
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Yeah, I actually missed that Zallara did not post :( Sorry @Zallara. And then I went with who has the least HP, and here was Larrathion ;) If there is a fight right after the bogs, we would be in a tight spot ;)
"Zallara why did you dive with your face to that pool of boiling water? "
Hobbs Picklesmith
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Don't forget that Hobbs made a minor elixir of healing to give to the most injured. It will go bad if not consumed right away.
| PFS 2 GM ZD |
@Dreadfang, I still need the two final saves from you. As long as you do not go down we should be good.
| PFS 2 GM ZD |
No problem.
Everyone surviving the steaming fields and with at least three success, you manage to get the caravan across safely. Everyone will be able to fully recover before the next encounter.
With the steaming fields behind them, the agents make their way towards the small town of Torch.
Alright folks, time for another Through the Wasteland check. Larrathion, you're up
Larrathion
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Larrathion checks on everyone to make sure they're in good shape. He takes extra care of Zallarra, and though his bedside manner isn't great, he's surprisingly careful.
After that, he unwraps Erina and puts her back on top of his head.
"Thank you, Erina. Let's check it out."
Nature: 1d20 + 12 ⇒ (19) + 12 = 31
Aid Another not yet calculated.
Zallarra
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Zallarra gets up off the ground, trying to get mud off her.
"Thanks Larathion. That was quite the misstep."
She then looks at Xun, sticks her tongue out at him.
It's great for a good skin peel and mousterize. Maybe we should go dunk you in it!" She smiles evily and then winks at him.
As the others are looking at the path she heals herself..
soothe: 3d10 + 4 ⇒ (7, 6, 10) + 4 = 27
She also uses the potion she received before they left.
healing pot: 2d8 + 5 ⇒ (2, 7) + 5 = 14
"OK, good enough for now. Do we know which way we are going?"
Larrathion
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Zallarra, the GM said we can heal up freely before the next encounter. Might want to keep that healing potion in case of emergencies.
Zallarra gets up off the ground, trying to get mud off her.
"Thanks Larathion. That was quite the misstep."
"I know, I feel the same way. I barely made it out on my own strength, but I was lucky. One wrong step and I would've joined you, I think."
| PFS 2 GM ZD |
Nice, another critical success. Maxed out at 5 exploration points.
The caravan is making excellent time through the wasteland. Some of the people rejoice as the first sign of civilization comes into view. The large town of Torch.
You call can take a day off from traveling to rest and resupply. Or you can keep to the road, and head off in the morning.
What's your pleasure? Spend a day to R&R or push on.
Zallarra
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Zallarra, the GM said we can heal up freely before the next encounter. Might want to keep that healing potion in case of emergencies.
Thanks! Did miss that. Will save the potion and spell!
Larrathion
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Since we're doing well on time, maybe a day to recuperate would be nice. I don't have any specific plans, but maybe we'll score brownie points with the caravan.
Hobbs Picklesmith
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"We're making good time. Perhaps we should spend the night here. We could question the townsfolk and see if they have any insight into potential dangers up ahead. Plus we can sample the local pickles. I hope they have pickled eggs..."
Hobbs salivates slightly at the thought of pickled eggs.