Rotating GMs PFS Campaign: Down the Blighted Path, Chapter 1 (Inactive)

Game Master Clebsch73

Firebrand’s Redoubt
The heroes arrive in the dwarven town of Davarn to participate in the rollicking Spring Muddle competition—only to become embroiled in a revenge plot a century in the making.


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Duergar Caravan | Davarn Map

The Pathfinder Society sent a group of seasoned adventurers to the dwarven town of Davarn in the Five Kings Mountains between Druma and Andoran. The Pathfinders were recruited to represent the Society in a traditional tournament event called the Spring Muddle. Every spring, small teams of adventurers compete to get to the top of a rock set with various obstacles and a collection of treasure including gold and magic items.

After meeting up in Absalom, the group traveled across the Inner Sea and through Andoran to the festival locatoin. They arrived shortly after the spring equinox, a day before the festival began. The population of Davarn was around 2000 souls, most of them dwarves, but with a few humans and gnomes. Of course, many other races traveled to Davarn to trade and to enjoy the festival.

The Pathfinder Society instructed the Pathfinders to contact a local named Lukher Stinnison, a male dwarf and merchant who had agreed to sponsor the adventurers in the Spring Muddle.

"Welcome Pathfinders!" he exclaimed when he was located. "I'm Lukher. I hope you had a pleasant journey. I've arranged some rooms at The Lucky Imp. I'll let you get settled and then we can go over the competition rules and schedule. Torag's blessing on you all for coming."

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Lukher sees a quite weak dwarf approaching that has a feral smile.

Sadaf’s companions already realized that he smells like ... nothing as he is odorless ... maybe Lukher realizes that, too?

Sadaf is unkempt but looks quite healthy! At his side you see a small dinosaur.

”Hey you waiting for us Lukher? Nice of you! Do not worry. We will win with my fellow agents! This was a great idea! Because we are Pathfinders! Sadaf Kargar is my name! It is a pleasure doing business with you! If you have any interest in natural resources or animal products then I am your expert!!!“ Sadaf says.

~ ~

Sadaf is a Dwarf from an Osiriani merchant family that always felt the pull of the wilderness and saurian animals.

He is a stoic negotiator but has an empathic approach. He is very perceptive and understands people's motives which are qualities that are very important as a merchant.

He typically walks around in his lamellar horn armor and during battle usually tries not to attack but use spells and his animal companion ‘Danduun’ instead.

Sadaf's family has deep roots in the Exchange faction of the Pathfinder Society.

Thus, the Kargar brothers Almaas, Jangafzaar, Toral and Sadaf are all members of the Pathfinder Society.


Male N small Velociraptor | Animal Companion 5 (Bodyguard Archetype) | HP 42/42 | AC 21 T 15 FF 17 | CMB +3, CMD 17 | F: +8, R: +8 (no Evasion), W: +2 | Init: +4 | Perc: +11 Speed 60ft | Active conditions: None

Danduun has been Sadaf's companion since he first undertook the sacred rites to bind himself to the saurian animals of the wilderness.

Danduun is a small, brightly colored dinosaur with a playful nature but he does tend to nip people when annoyed.

"Grrrhhhhhhggggg ... "

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

A half-orc walks up carrying a Cold iron Greataxe dressed in explores clothes. Under his shirt you see a sliver chain shirt peeking out.

"Sadaf it is good to see you again." he says before turning to the dinosaur.
"And how is Danduun? Did you miss Gru'Gar?" reaching into his pack he tosses the over sized lizard some jerky (don't ask what type of meat, you don't want to know).

"Lukher, I am Gru'Gar. Please to meet you." He says holding out his hand.

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

"Business? A dwarf after my own heart." muses the hoarse voice of another half-orc approaching the group. His smile is as bright as the various vials of glowing liquids adorning his black duster. Countless tools, vials, and a small chalkboard all clink quietly as he saunters up.

"It seems that I owe everyone here a proper introduction, even my fellow agents. My name is Mhazruk Kruhl of Rook's Alchemical Goods and a representative of The Exchange...." he says with confidence before becoming distracted as his duster begins to bulge and move...until a small creature appears. It appears to be similar to a hairless gorilla whose ashen skin matches that of Rook. On one paw, there is a glove with vials and needles attached to the fingers.

"And that is Mr. Needles." he sighs.

---

Mhazruk is a merchant that got his start as an apprentice bomb maker in the Holds of Urglin before being "saved" by a traveling party of Pathfinders. Now he works hard continuing his business, employing others that need a better life like goblins.

His business since allows him to work diplomatically but he is often ready to provide his allies with buffs carried by his familiar while tossing bombs at his foes. If he runs out, his syringe spear packs a nasty punch as he funnels multiple concoctions into it.

Business first!

He too has a brother in Rokhan, the phoenix sorcerer, that he found to join the Society.

The Exchange

CN Monkey Familiar | HP: 5/5 | AC: 15 T: 14 FF: 13 | CMB: +3, CMD: 9 | F: +4 R: +6 W: +2 | Init: +2 | Perception: +5 (Low-Light Vision) | Speed: 30ft/30ft (Climb) | Active conditions:

The gorilla like creature whips out of his master's duster and snatches up the chalkboard.

Nothing Free, Give Snacks, he scribbles quickly in common. Before tugging at a bag of extra chalk on his master's belt. He opens his mouth expectantly.

---

Needles has the ability to write in common and uses Poisoner's Glove to provide buffs via infusions. Other than that he tends to stay in the safety of his master's area.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf grins awkwardly and spits on the ground.

"Ahh, Gru'Gar, it is good to see you again!! And Mhazruk is here as well! Just note that this is a dwarven town and there is a lot of bad history between orcs and dwarves." he says and then bows to the Gorilla!


Duergar Caravan | Davarn Map

"Sadaf, Grugar, and Masrook!" Lukher says, shaking each adventurer's hand in turn. After a pause to regard the dinosaur and the ... other familiar, he adds, "And friends. I believe your venture captain said there would be a fourth. Anyway, you seem a capable lot.
As for the enmity between dwarf and ... others, well, here in Davarn, we've learned to live and let live. All are welcome, particularly at festival time."

Davarn is a two-level town, with the conversation taking place in the caves just below the surface. The caves are connected to the dwarven tunnels that extend into the Five Kings Mountains and to other dwarven city-states. Davarn grew as a trade nexus between the FIve Kings Mountains to the east and the nearest human kingdoms of Druma and Andoran. The surface city is in a pass between Druma to the east and Andoran to the west. The roads are usually closed by snow during the winter, and so the spring festival celebrates the return of travel and trade through the pass.

The surface town, usually referred to as upside, contains a small number of mostly human dwellings. A cave entrance leads by a broad tunnel into the underground part of the town, referred to as downside, which is a much larger settlement built up around a lake and connects to the tunnels, most still actively mined. Most of the downside dwellers are dwarves with a few gnomes and other races.

The festival is situated in a large open area usually used as a marketplace, now filled with crowds enjoying booths and wagons that provide entertainment, food and (of course) drink, and merchants and craftpersons hawking their wares. Lukher points out the grand temple to Torag to the east and his own business, Stinnison’s Emporium, which lies to the north with the lake on the south.

While we wait for our fourth, role play as you like: explore the festival, shop, or head for the inn for unpacking.

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

"Thank you, Sadaf. Knowledge is often one of the most valuable commodities but hopefully my past business with dwarves keeps me from sparking any animosity." Rook says with genuine gratitude. He smiles again when Lukher confirms it shouldn't be an issue.

"We certainly apologize, Pathfinders come from all over and the roads are full of surprises. I am sure they will join soon." he assures their patron.

He then digs out some pamphlets from his bag to hand over to Stinnison and discuss business while they wait.

Going to take the time here to do a Faction Goal card.
Recruit a named NPC merchant, smuggler, trader, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 + your character level.

Diplomacy DC 19: 1d20 + 8 ⇒ (14) + 8 = 22

"I would be a poor merchant if I didn't take the opportunity to expand my connections with an accomplished man like you. While we wait for the others I would love to discuss opening a trade line between us...and the Exchange. If you would be willing." Rook says, settling easily into the role.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf loves the initiative Mhazruk is taking.

"Yes, yes Mhazruk. Business is everywhere! Let me see if I can also help to establish some connections to the Exchange. I really am interested in their mining operations!!" Sadaf says and tries to establish a business relationship.

prof merchant: 1d20 + 14 ⇒ (10) + 14 = 24


Duergar Caravan | Davarn Map

Lukher's eyes light up at the offers to establish connections with the Exchange and the Pathfinders. "Excellent! Excellent!" he says to Mhazruk's and Sadaf's inquiries. "I own Stinnison’s Emporium, the place to go for all manner of goods, both mundane and magical. I'll give ya a toour, an' we can discuss mutually rewardin' enterprises later. As I like ta say, 'If ya cannae gie it at Stinnison's, ya can gie along withoot it!'"

Sadaf, Mhazuk, and Gru'gar spot the fourth Pathfinder wandering the festival grounds, so Lukher escorts them in that direction, while pointing out the attractions.

The festival takes place in a large open area next to the underground lake. A crowd has formed near the shore of the lake and Lukher leads them that way.

"They're startin' the children's Spring Muddle, so this is a good time ta gei a louk at what we affectionately call Spinebreaker Mountain."

See map in GM header above.

The 'mountain' is actually just a rock that juts up above the water line about 40 feet. The granite has been modified to make it into a series of level sections with ramps near the top. However, obstacles have been built into the rock to make the event more challenging.

The children of the village, mostly dwarven, but a few humans and gnomes as well, are given a raft ride to one of two sections of flat rock that rise just above the water. Between these is a gap of about 40 feet. The younger children are given a head start on the section close to climbable rocks, while the rest have to swim the gap to catch up.

To the northeast side, a series of rocks rise and provide a kind of stairway allowing competitors to climb to the next level about 20 feet high. Each pillar of rock has a net draped over it so if a child doesn't land right, ze can grab the net and avoid the fall. Lukher explains these nets will not be there for the adults.

The northeast area is a cliff with a rope net fastened to it to allow the competitors to climb to the top. From there they can walk across a couple of beams that have to be walked along to get to the northwest area. Again, the children's course has nets to catch any who lose their balance, but those will not be there to catch adults. It is a 20 foot drop to the water.

From the northwest level area to the base of a long ramp that leads up to the top, competitors must use a rope swing. Along the ramp is a gauntlet of two lines of combat dummies that rotate and can knock someone down who does not move through them carefully. The last section is an unobstructed ramp to the top, where adults are waiting to give prizes to all who reach the top.

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

A very well dressed gnome with bright red hair comes jaunting over to the asesmbled pathfinders.

"Sorry of the delay lads! Got woken up in the middle of the night by a fellow named Dreng told me my post had been delayed and I was going to be late for a little expedition. Took me through some mad mans hedge maze and a pantry full of beans before dropping me off three towns over and wishing me luck! Oh what a clever obsticale course. Seems an excellent centerpeice for a festival, by the by what exactly is a muddle?"


Duergar Caravan | Davarn Map

"Welcome ta ya!" Lukher says with a warm smile as Trevor arraives. "I was just givin' ya blokes here a tour o' Spinebreaker Mountain, as we affectionately call the course."

The big rock is currently covered with kids, having fun swimming, climbing, jumping, and in places, pushing and shoving to gain an advantage.

"Let me take this opportunity ta 'xplain the rules. Each obstacle will have a flag. Each team member can score points in two ways: gettin' ta the top is worth ten points a bloke, an' ten points fer each flag captured. The first across the finish line gets another 10 point bonus. Team with the most points wins. Simple i'nit?"

Lukher goes over a few other rules. The competition ends when all members of one team crosses the finish line.

Each member of a team does not need to complete every obstacle. Some have even scaled Spinebreaker Mountain’s slick, steep walls (Climb DC 30, with 15 feet separating each tier) to reach the peak directly, but only competitors tackling an obstacle are allowed to reach that obstacle’s flag.

Anyone falling into the water may climb out and rejoin the race anywhere they are able, though only the southwest and southeast outcroppings are level with the water.

Any use of lethal force immediately disqualifies a competitor. Real weapons may not be carried or used during the race, though wooden practice versions of weapons that deal nonlethal damage are permitted (and are available for purchase at half the normal weapon price at several stalls in the town’s market), as are any weapons that deal nonlethal damage. Knocking an opponent unconscious is legal, but it’s considered poor sportsmanship, and unconscious team members do not need to reach the peak to end the competition.

The use of magic is acceptable, so long as that magic aids or enhances competitors’ abilities, rather than circumvents the challenges. A competitor may transform herself into a monkey to better handle some of the obstacles, for example, but could not simply teleport to the peak. Any form of teleportation or flight immediately disqualifies a competitor.

Competitors may steal flags from the opposing team using disarm and steal (Pathfinder Advanced Player’s Guide 322) combat maneuvers or simply claim them from unconscious competitors as a move action.

Participants must stay on the mountain or within 15 feet of it if they fall into the reservoir below.

In addition to the six obstacle flags, a bat familiar of one of the event organizers will have a flag which can be claimed by anyone who can manage it. The familiar will have instructions to harry and distract the leading team members.

"Any questions?"

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

Rook beckons the others over and opens up his duster, revealing a tome of formulae and mixed bottles.

"I haven't brewed anything up for the day but I can brew up a few things to get me through the obstacles quickly enough but I haven't nailed down my formulae to make them work for you all." he sighs, but thinks of the best way to proceed.

Unfortunately I don't have Infusion just yet. But with my Mutagen and Reduce Person, my dexterity could shoot up for 4 minutes a dose. Monkey Fish will give me a swim and climb speed (still won't be able to touch that 30 DC to just climb up though). Overall, I could just attempt to beath every obstacle as fast as possible.

"Aye, Lukher, is Needles here an official part of our team? Can he grab flags?" Rook asks as he knows his familiar is an excellent climber.

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

"Can anyone cast that levitate spell? or turn a person in to a cloud or something like that?
Normally I run as a scout clearing the path of traps. But is someone else wants to go first, that is fine with me."

Gru'Gar will get a wooden Greatax, and some blunt arrows if they have any. Any masterwork wooden weapons?

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf looks at his frail body and then at the obstacles again.

“Ehh … can we use magic to hinder the other participants from reaching the top? And does my dinosaur companion count as a team member?!“ he asks with some frustration.


Duergar Caravan | Davarn Map
Mhazruk Kruhl wrote:

Unfortunately I don't have Infusion just yet. But with my Mutagen and Reduce Person, my dexterity could shoot up for 4 minutes a dose. Monkey Fish will give me a swim and climb speed (still won't be able to touch that 30 DC to just climb up though). Overall, I could just attempt to beath every obstacle as fast as possible.

"Aye, Lukher, is Needles here an official part of our team? Can he grab flags?" Rook asks as he knows his familiar is an excellent climber.

"Yer familiars an' companions can participate, but they dinnae gie points for reachin' the top. They can grab flags, though, but ya dinnae gie the points unless they gei ta the top, assuming ya also make it up."

Monkey fish is legal, as is reduce size. Getting to the top first gets an extra 10 points, but you then forgoe the bonus from getting flags unless you can steal one from the bat if it harasses you.


Duergar Caravan | Davarn Map
Gru'Gar wrote:

"Can anyone cast that levitate spell? or turn a person in to a cloud or something like that?

Normally I run as a scout clearing the path of traps. But is someone else wants to go first, that is fine with me."

Gru'Gar will get a wooden Greatax, and some blunt arrows if they have any. Any masterwork wooden weapons?

"No spells are allowed that give ya the ability to move without havin' ta swim, climb, or otherwise move while touchin' the surface o' the rock. The same goes fer yer pets."

The wooden weapons don't come in MWK versions.


Duergar Caravan | Davarn Map
Sadaf Kargar wrote:

Sadaf looks at his frail body and then at the obstacles again.

“Ehh … can we use magic to hinder the other participants from reaching the top? And does my dinosaur companion count as a team member?!“ he asks with some frustration.

"As long as the spells dinae hurt anyone and or move 'em off the course, ya can use magic ta make it harder fer yer opponents to complete the course. Spells like sleep are legal, but not very sportin'."


Duergar Caravan | Davarn Map

After explaining the rules, Lukher escorts the Pathfinders to the Lucky Imp, a comfortable inn near the tunnel leading to the surface. Lukher covers the cost of food and 2 rooms. The food is good and the rooms bordering on luxurious. He dines with the group and then leaves them to spend the evening and next morning as they choose, telling all he will expect them at the competition site an hour before it starts, around noon, the next day.

See map of Davarn with list of some sites of interest. Feel free to RP any thing done during this time, but the next big part of the game will be the start of the competition. I'll start things off in about 24 hours unless there are interesting RP to conclude. When PCs are ready to start the competition, make an initiative roll and state any spells or limited time items activated in the half-minute allotted before the race begins.

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

Rook will wait for the others at the starting line, drinking his Mutagen, Monkey Fish, and Reduce Person Extract before the signal.

Initiative: 1d20 + 6 ⇒ (7) + 6 = 13

Current AC is at 26.I have 4 minutes on the extracts and 10 minutes on mutagen.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

A monkey comes running up, huffing and puffing, and clearly filled with much excitement. "Sorry to be late everyone, but you'll never believe what happened! I had a grand vision. A vision of the past! Yes, yes, I know, I probably shouldn't have eaten dinner in the Skyreach Commisary again, not after what happened last time, but I'm sure that had nothing to do with this. It was so real. I could see them, just before me, my ancestors, the great monkeys of old! And they taught me. They had the true spirit of battle, you could see it in their eyes." He looks around at the group, his eyes shining with excitement. "And when I awoke, I could feel some of that spirit in me too..." He looks around at his new comrades and waves his tail enthusiastically. "Vinnie's the name, Vinnie Bandar. Happy to be along - I'll get up to speed on our mission in a jiffy but whatever it is, I'm sure we'll be fine - after all, what could possibly go wrong?"

Once again, so sorry to slow things down so much - real life has been hectic recently but tonight I was able to find the time to figure out what new hexes and spells etc Vinnie was taking from 3 levels of GM credit. I haven't actually played him since 2019 I think so I may be a bit rusty!

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Initiative: 1d20 + 4 ⇒ (4) + 4 = 8

No spells cast or special abilities activated.

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

initative: 1d20 + 7 ⇒ (13) + 7 = 20
Touch of the sea and air bubble ready to go.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

“Ahhh Vinnie!! I heard so much about you!! My brother Jangafzaar was talking a lot about you!!“ Sadaf says clapping his hands.

ini : 1d20 + 2 ⇒ (5) + 2 = 7

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Init.: 1d20 + 3 ⇒ (15) + 3 = 18
Gru'Gar does some last minute purchases.

He buys the wooden greatax, 10 Pitons and Potions of; Elixir of Tumbling and Elixir of Swimming for a total of 511gp. The potions he will drink right before the race starts since they are good for one hour.


Duergar Caravan | Davarn Map

On the Table:
Erna Stoneheart Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Gerherd Roderson Initiative: 1d20 ⇒ 7
Mavin Marbeketz Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Targrenon Raedad Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Willy White Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

Order
Erna 22
Trevor 20 (7)
Willy 20 (3)
Targrenon 20 (2)
Gru'Gar 18
Vinnie 8
Sadaf 7 (2)
Gerherd 7 (0)
Mavin 6

Prepping for the next post, which I'll make tomorrow.


Duergar Caravan | Davarn Map

On the Table:
Break Initiative tie
Erna 1d20 ⇒ 15
Targrenon 1d20 ⇒ 9

The next morning, the Pathfinders find Lukher waiting for them near the lake. He acts upbeat but shows signs of nervousness. He points out the other contestants, a local group that goes by the named the Davarn Chokers. They have competed many times before and are the well-loved favorites of the sizeable crowd.

As noon approaches, the festival grounds begin to thin out as most attendees line up along the rope barrier surrounding the city reservoir. An angry-looking spur of granite pokes up from the water, carved into a spiraling obstacle course marked with poles, logs, and ropes.

The crowd bursts into cheers as the other team and defending champions, the Davarn Chokers, approach the starting line. Their dwarven leader, Erna Stoneheart, waves to the crowd as they shout her name. Her teammates follow suit, waving and smiling as the chant of “Chokers! Chokers!” rises above the general cheering.

The course is outfitted with climbing nets and towers, balance beams, swinging ropes over the lake, and red flags. A large bat familiar hangs lazily from a perch near the starting line, clutching an additional red silk flag.

A priest of Torag calls for quiet and the crowd politely complies so he can give a brief prayer and invocation. Then the two teams get on two large rafts which are guided over to a small area of rock just above the level of the lake where they depart to get close to the starting line.

The Chokers have five members. Erna, the leader, has a stern face and is a guard captain and ranger. She wears studded leather armor and carries two saps as weapons. Gerhard Roberson is another dwarf, but he appears to be a divine spellcaster, wearing no armor. He has a holy symbol of Torag on his chest and carries only a quarterstaff. The third member of the team is a gnome spell caster named Mavin Marlbeketz. She has a unusually long arms and has a slightly crazed look on her face. She carries only a quarterstaff for a weapon and has what at first appear to be shrunken heads on line attached to her belt, but a closer look reveals them to be doll's heads. The fourth member of the team is a human named Targrenon Raedad. He's a bit hard to read as to his specialization. He wears leather armor, has a sap, but also a holy symbol and a pouch of spell components. He's a tall man with a bright smile and rugged good looks. The last member of the Chokers' is a halfling named Willy White. He too is good looking and charming, as well as graceful.

The Chokers and Pathfinders are introduced to the crowd, which applauds politely for the latter but cheer wildly for the hometown crew. Everyone is given time to cast any initial spells on themselves or their teammates.

I'm out of time for composing this post. I'll continue it when I get a chance on Thursday afternoon.


Duergar Caravan | Davarn Map

As the winners of the last Spring Muddle, the Davarn Chokers get to pick their starting places first. The line up next to the rock. It is against the rules to attempt to interfere with opponents before they cross the staring line. PCs can be placed anywhere behind the white line.

During the preliminary time for casting spells and activating magic items, Erna drinks three potions or elixirs. Targrenon has several scroll tubes. He casts two spells on himself from scrolls. Gerhard drinks a potion and casts a spell on Erna and another on Targrenon. Mavin keeps busy casting three spells on herself, reads two spells from scrolls, one on herself and one on Tergrenon, and drinks a potion. One of the spells she casts on herself polymorphs herself into a taller humanoid, slender and shapely, with pale skin, dark hair, and bright purple eyes. Each side of her neck had three gill slits. Her hands and feet had webbing, like an aquatic creature. She still has unusually long arms.

Spoilers below have Spellcraft DCs for those who want to try to identify what spells are being cast. I recommend you just take ten, but you can roll each one if you want.

Initiative Order:
Willy
Erna
Targrenon
Trevor
Gru'Gar
Sadaf
Vinnie
Mavin
Gerherd

Spellcraft DC 16, Targrenon Scroll 1:
Monkey Fish

Spellcraft DC 16, Targrenon Scroll 2:
Jump

Spellcraft DC 17, Gerhard on Erna:
Cat's Grace

Spellcraft DC 17, Gerhard on Targrenon:
Bull's Strength

Spellcraft DC 17, Mavin on self 1:
Alter Self

Spellcraft DC 16, Mavin on self 2:
Expeditious Retreat

Spellcraft DC 16, Mavin on self 3:
Shield

Spellcraft DC 17, Mavin Scroll on self:
Cat's Grace

Spellcraft DC 17, Mavin Scroll on Targrenon:
Cat's Grace

DC 11 Knowledge (local) to identify creature Mavin changed into:
She changed into a female gillman.

Next post will begin the competition.

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

Spellcraft is +13, taking 10 is fine.

Taking note and sharing what the other combatants are taking, he decides to use up the rest of his alchemical extracts to further boost his stats. Taking down an extract of Shield and Expeditious Retreat in addition to the others.

The Exchange

CN Monkey Familiar | HP: 5/5 | AC: 15 T: 14 FF: 13 | CMB: +3, CMD: 9 | F: +4 R: +6 W: +2 | Init: +2 | Perception: +5 (Low-Light Vision) | Speed: 30ft/30ft (Climb) | Active conditions:

K. Local: 1d20 + 5 ⇒ (16) + 5 = 21

Dr. Needle starts to jump and tug at the chalkboard, then quickly writes down descriptions in common and drawings on the board to depict what Mavin changed into.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Before starting, Vinnie attempts to use his wand of Mage Armor on himself.

UMD DC 20: 1d20 + 8 ⇒ (17) + 8 = 25

He tucks it back into his waistband and grins competitively at the members of the other team. "Good luck, y'll need it!"

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

take 10 on spell craft for a 17
knowledge(local): 1d20 + 9 ⇒ (11) + 9 = 20

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf casts all spells on himself and the group.

Reminder - Sadaf will cast on each of us:
- Jump, 5 min for each person
- Feather Step Mass, 50 min for each person
- Spider Climb Communal, 12.5 min for each person
**
On himself he will additionally cast before starting
- Cat`s grace, 5 min
- Bull`s strength, 5 min
- Longstrider, 5 hours

He will take off his armor for this task and will leave his companion out of the game.

"I am ready!"

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Know. Local: 1d20 + 6 ⇒ (4) + 6 = 10
Gru'Gar sees that the race is about to begin and drinks his potions. He then secures his gear for the swim.
"What is that thing? Gru'Gar points to Mavin.

+10 to swim and acrobatics and was I able to purchase blunt arrows?

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

Trevor whispers over,
"Gillmen, sometimee called low azlanti by the less refined. They're mostly like other humanoids, but they breath in water, because you know... gills."


Duergar Caravan | Davarn Map

On the Table:
Willy: Acrobatics, jumping: 1d20 + 9 ⇒ (7) + 9 = 16
1d20 ⇒ 11
Erna: Acrobatics, jumping, Elixir of Tumbling: 1d20 + 5 + 10 ⇒ (11) + 5 + 10 = 26
Swim: 1d20 + 8 ⇒ (7) + 8 = 15
Targrenon: Acrobatics, jumping, Elixir of Tumbling: 1d20 + 5 + 10 ⇒ (2) + 5 + 10 = 17
Swim, Bull’s Strength, Monkey Fish: 1d20 - 1 + 2 + 8 ⇒ (10) - 1 + 2 + 8 = 19

Sadaf Kargar wrote:

Sadaf casts all spells on himself and the group.

Reminder - Sadaf will cast on each of us:
- Jump, 5 min for each person
- Feather Step Mass, 50 min for each person
- Spider Climb Communal, 12.5 min for each person

Sadaf memorized 4 jump spells, but there are 5 in group now, so someone will do without.

Gru'Gar wrote:
... Was I able to purchase blunt arrows?

Yes.

I left Rook out of the initiative order. He is 6th, after Gru'gar.

After all the competitors have cast their spells, downed their potions, elixirs, and mutagens, and after a band of martial pipers play a patriotic song that all the dwarves sing along to, a mage uses a spell to cause a large bang to sound, signaling the start of the competition.

Willy, Erna, and Targrenon get away from the starting line first.

Willy makes a pretty good jump, but then belly flops in the water and spends a few seconds treading water.

Erna jumps farther than Willy, about 25 feet, and enters the water smoothly, beginning to swim with strong sure strokes.

Targrenon runs, jumps, and swims very gracefully and fast, going underwater and grabbing the first flag.

Next:
Trevor (Jump, feather step, spider climb, touch of the sea, air bubble)
Gru'Gar (Jump, feather step, spider climb, e: tumbling, e: swimming)
Rook (Jump, feather step, Spider Climb, Mutagen, Monkey Fish, Reduce Person , Shield, Expeditious retreat)
Needles
Vinnie (Jump, feather step, spider climb, touch of the sea, air bubble)
Sadaf (Jump, Feather step, Spider climb, Cat's Grace, Bull's Strength, Longstrider)
Gerherd
Mavin (spider climb, Cat's Grace)

Actions will be resolved in initiative order unless delay is specified. You may post in any order but it will avoid ret-cons if you can wait to post until you see what those in front of you did.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie steps 5' to the southwest and then begins to cast a spell. "Who wants to take a ride? I should have room for one more..."

GM:
Vinnie is casting Aquatic Cavalry, which will summon two Hippocampi that can function as mounts. Not quite sure how to execute this in PbP but I think the intent of the spell is such that Vinnie (and 1 comrade) should be able to jump into the water, mount the hippocampi, and then they would use their own swim speeds to get us to the other side of the island. If you don't think that will work let me know and I'll do something else.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

@GM: Then I leave Vinnie out of the jump spell as he is covered I think. ;-) Sorry, did not understand that we definitely need to cross water. I thought that it is necessary to swim in case we fall. So Sadaf will also drink a potion of touch of sea.

Sadaf jumps into the water and starts swimming!

Do we need to roll anything?

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

Trevor runs up to the waters edge and leaps out 10 feet. with Jump I'm at +19 for acro and can't fail the DC 10 longjump. Then he swims 30 feet to the shores edge.


Duergar Caravan | Davarn Map

The rules for skill checks and DCs are on the map. You can roll a Jump check to see how far you can jump before hitting the water. Then he'll need a DC 12 swim check to make progress in swimming. Those with magic that gives them a swim speed don't need to roll to swim at their swim speed.

Trevor jumps and swims and is the first to reach the other side, ten feet ahead of Erna.

Gru'gar, Rook, and Needles are up next.

Vinnie begins casting a complicated spell Full round action.

Vinnie:
What you propose is legal. The rules don't give the creatures a language, but I assume they understand the commands of their summoner. It will take a move action to mount them once they appear at the start of next round. They have a swim speed of 60 ft and don't need to make swim checks.

Sadaf:
If Sadaf doesn't want to wait for the ride promised by Vinnie, he might consider using the spider climb magic he has been given to climb the wall instead of trying to swim. See spell description for rules. He can either move horizontally just above the water level or climb up to the higher part of the course. Nothing in the rules says competitors have to go the long way around. They just pass up the possibility of getting a flag.

Otherwise, he should make a jump check (horizontal) to see how far he gets over the water before having to swim. Note that jumping with a base speed of 20 diminishes your Jump gives a -3 penalty on the skill check. Any distance beyond his speed is subtracted from how far he can go with his swim check, assuming he can make the DC 12 needed to move. He can move five feet per move action.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Thanks GM, Sadaf currently has a speed of 30 ft because of longstrider. I cannot manipulate the map on my mobile as it is a ppt and not google slides. Can you please move me on the map?

Sadaf jumps up and starts to spider climb.

He jumps up and moves horizontally just above the water level to the other side!

jump spell +20 at 5th level : 1d20 + 20 + 2 ⇒ (13) + 20 + 2 = 35

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

"Aha! Go for flag under the swing!" Rook tells Needles as he dashes and leaps upwards on the nearby cliff face.

Acrobatics+Jump+Distance Bonus due to Expeditious Retreat: 1d20 + 9 + 20 + 12 ⇒ (11) + 9 + 20 + 12 = 52

Sheeeesh.

As Rook lands on the ledge above thanks to the magic coursing through his body, he looks to the dummies to his right with his eyes on a flag.

Acrobatics To Move Through Dummies: 1d20 + 9 ⇒ (4) + 9 = 13
Will use my incentive re-roll for the scenario.
Acrobatics To Move Through Dummies: 1d20 + 9 ⇒ (5) + 9 = 14

He almost gets whacked by the dummies as he makes for the flag but fate lets him slide by.

I take it the check for the flag is a standard, so Rook will have to wait to try for it next turn? Or can he grab it on the way through?

The Exchange

CN Monkey Familiar | HP: 5/5 | AC: 15 T: 14 FF: 13 | CMB: +3, CMD: 9 | F: +4 R: +6 W: +2 | Init: +2 | Perception: +5 (Low-Light Vision) | Speed: 30ft/30ft (Climb) | Active conditions:

Needle hops with excitement as he climbs after his master and then eyes the flag floating below the swing. He makes his way as close as possible before needing to catch his breath.


Duergar Caravan | Davarn Map

Rook cannot jump all the way up to the cliff top next to the starting line. It is 30 feet up, but his impressive jump result translates into 13 feet of vertical distance (divide 52 by 4). Did he combine jump with spider climb to get up to the top? See the A6 Gauntlet section on the map for the rules for grabbing the flag. The acrobatics check must be made each round in addition

The crowd oohs and aahs at Rook's impressive combination of skill and magic to get up to the area with the combat dummies. Rook eyes the flag but the ropes he would need to swing close to them are looped over small posts on the far side.

Sadaf skirts the water by spider climbing along the wall, reaching the other side just ahead of Trevor.

Need Gru'Gar's actions.

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

Sorry, I misread the chart. Was eyeing the long jump. Yeah, he would have used spider climb to get the rest of the way. I am on my phone so I can't adjust where I got on the map.


Duergar Caravan | Davarn Map

The numbers in white circles on the map are altitude above the starting level in feet. For those who have to make a skill check to climb the rock, the DC is 30. I calculated Rook's movement fudging the rules a little to divide his movement across two move actions. He gets about 20 feet of land movement after getting to the top of the cliff. I placed him moving in the direction of the flag, which puts him just outside the area where he must make acrobatic checks to avoid the fighting dummies.

The module does not explain much about the combat dummy obstacle area, except to say that the combat dummies are spinning. I'm going to say they are powered either by a mechanism hidden inside the rock or by magic. They spin at random, sometimes clockwise, sometimes counter-clockwise. See the map for the rules on how to move through the area and how to obtain the flag.

I will 'bot Gru'Gar if he has not posted by this evening.

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Sorry for the late post. I am packing and moving. I will try and keep up.

Gru'Gar makes a running jump to the cliff and then starts to spider climb.

Can't remember what the jump check is...please roll for me. I will fallow Mhazruk if I can.


Duergar Caravan | Davarn Map

I've been busy with work and home life. Sorry for the delay.

On the Table:
Gru'Gar: Acrobatics, jump, Elxr of tblng: 1d20 + 4 + 20 + 10 ⇒ (9) + 4 + 20 + 10 = 43
Movement: 15 feet to cliff base.
Vertical jump distance = 10 feet. end first move action.
Climb: 20 feet
So he is 20 feet up the cliff wall.
Mavin: Acrobatics, expeditious retreat: 1d20 + 3 + 12 ⇒ (10) + 3 + 12 = 25

Gru'Gar dashes to the cliff base and jumps high to a point ten feet above the ground, where his hands and feet stick to the wall. From there he scurries up to the top of the cliff.

Gerhard waits for the others to go by and steps out of view of any moving through the water or up on the higher level.

Mavin is apparently enhanced with magic that increases her movement, as she leaps more than halfway across the water course and begins jumping from column to column.

The bat with the 7th flag takes off after Mavin and flies around her as she navigates the stump section.

End of Round 1
[ooc] Score: Davarn Chokers 10 Pathfinders 0.


Duergar Caravan | Davarn Map

I made another post after the one above with the Chokers' actions, but I evidently forgot to confirm that it had not been eaten by the Paizo goblins. I'll repost soon.

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