Blackwood Scenic Tour (Closed) (Inactive)

Game Master Dennis Muldoon

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Horizon Hunters

CG Female (she/her) Human Ranger 1 | HP 20/20 | 1/3 Hero Point | Perc +7; Speed 25 ft. | AC 18| Fort +6 ; Ref +9; Will +5 | Focus 1/1 | Default Exploration: Search | Active conditions: none || Baxter | HP 17/20 | AC 16

Will save (Zalmora) DC 18: 1d20 + 5 ⇒ (13) + 5 = 18
Will save (Baxter) DC 18: 1d20 + 4 ⇒ (2) + 4 = 6

Zalmora finds the undulations slightly unnerving, but poor Baxter is frozen in place!

Wasting no time, the ranger takes a moment to study the undulating motions to help guide her aim. Hunt Prey

She then moves her hand series in a gestures that allow her to draw upon the land's gravitational power, harnessing it for her use. Gravity Weapon

Now girded for battle, Zalmora draws and arrow, nocks it, draws back, and fires!
Strike vs Skeletal Snake: 1d20 + 7 ⇒ (5) + 7 = 12
Damage (P + Precision): 1d8 + 3 + 1d8 ⇒ (4) + 3 + (8) = 15

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

GM Screen:
Dewin Recall Knowledge Arcana: 1d20 + 7 ⇒ (3) + 7 = 10

Dewin tries to remember anything he might have learned about these creatures, but comes up empty. Alladin, meanwhile, moonwalks his way forward and flings a rock at the creature through the power of dance! Unfortunately, he busts a move too hard and his rock flies wide of the target. Zalmora, only minorly shaken by the creature's strange dance, takes careful aim, enchants her bow, and fires...sending an arrow neatly between two of the creatures ribs, without impacting anything.

Rain calls out "You can do it! I know you can!", filling your minds with inspiring thoughts! He then moves forward a bit and tries to fling a spore pod over Ennillee's shoulder!

Rain spore pod vs. #1, IC: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Bludgeoning, IC: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

His aim is true, and his pod snaps off another bone! The first of the shadowy creatures, meanwhile, flies forward a bit and spits out a writhing black glob of energy that lands right between Alladin and Dewin!

Cold damage vs. Ingmar, Alladin, Dewin, and Baxter: 3d6 ⇒ (5, 3, 2) = 10 DC 16 basic Reflex save.

Counteract check vs. wayfinders or other magical lights: 1d20 + 6 ⇒ (17) + 6 = 23

All light sources in the area of the explosion go out! The other shadowy creature, meanwhile, flies up to Ennillee and lashes out with jaws and tail in frenzy! Ennillee is still flat-footed against these attacks, because of the bone-snake's strange movements.

Jaws: 1d20 + 9 ⇒ (20) + 9 = 29
Piercing: 1d10 + 1 ⇒ (10) + 1 = 11

Tail, agile 2nd: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Bludgeoning: 1d8 + 1 ⇒ (4) + 1 = 5

Tail, agile 3rd: 1d20 + 9 - 8 ⇒ (19) + 9 - 8 = 20
Bludgeoning: 1d8 + 1 ⇒ (2) + 1 = 3

It bites into the monk, hard, and takes her to the ground, bleeding and unconscious! Ennillee is down at dying 2!

-----

Intiative!

  • Ingmar Stunned 1, flat-footed, DC 16 basic Reflex save
  • Bone snake 30 damage
  • Dewin Flat-footed.
  • Alladin
  • Zalmora Flat-footed
  • Rain
  • Shadowy thing 1
  • Ennillee 0hp, prone, dying 2
  • Shadowy thing 2
  • Gobo Flat-footed

    Gobo and Ingmar (stunned 1) may act. I need a basic Reflex save from Ingmar, Alladin, Dewin, and Baxter, as described above.

    Inspire Courage +1!

  • Verdant Wheel

    LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

    reflex DC16: 1d20 + 6 ⇒ (9) + 6 = 15
    Hero points are wasted if you don't use them!
    reflex DC16: 1d20 + 6 ⇒ (6) + 6 = 12
    0 for 2.

    "Now come on!" bellow Ingmar as he manages to dodge into the blast.

    Figuring that it is better to finish off a target and reduce their enemies, Ingmar casts his crushing ground on the bone snake. !
    bludgeoning, DC17 Reflex: 2d6 ⇒ (2, 2) = 4


    Male Hobgoblin Runelord 1 | 25’ | HP: 16/16 | AC: 15 (Mage Armor; 16 w/shield) | Perc: +2 (T) | F: +5 R: +4 W: +4 (+1 cir. vs spell [+2 vs arcane] as reaction; +1 circ. vs fear or intimidate; +2 to will DC vs intimidate) | Exploration: Investigate | Spells Avail.: 1: 1/2 (1) Foc.: 2/2 Dr.: 1/1 | Hero Points: 0 | Status: Mage Armor

    Gobo tiptoes forward, dismayed a comrade is down already, and uses the power of his expansive mind to hurl a fist-sized chunk or stone at the snake!

    Telekinetic Projectile: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
    B: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Bone Snake reflex: 1d20 + 11 ⇒ (2) + 11 = 13

    Though shifty by nature, the bone snake is unable to dodge out of the way as Ingmar's spell causes the ground to partially swallow it up! You hear bones creaking and cracking as the hungry floor squeezes the creature (failure -> damage + flat-footed + 10ft penalty to speed). Held in place, it's unable to dodge Gobo's hurled stone, which further cracks and breaks its increasingly-brittle bones! It looks badly damaged, but still up.

    Slowed by Ingmar's spell, the bone-snake awkwardly slithers up to Rain and snaps at the leshy! Two actions to get there, due to speed penalty.

    Jaws: 1d20 + 8 ⇒ (17) + 8 = 25
    Piercing damage: 1d10 + 3 ⇒ (9) + 3 = 12

    Despite the damage done to it, it viciously bites into rain!

    Rain Fort save: 1d20 + 6 ⇒ (17) + 6 = 23

    Rain manages to stave off any further effect, however.

    ---------

    Intiative!

  • Ingmar
  • Bone snake 54 damage, flat-footed and 10ft penalty to speed for 1 round
  • Dewin DC 16 basic Reflex save vs. 10 cold.
  • Alladin DC 16 basic Reflex save vs. 10 cold.
  • Zalmora Baxter DC 16 basic Reflex save vs. 10 cold.
  • Rain 13/25hp
  • Shadowy thing 1
  • Ennillee 0hp, prone, dying 2
  • Shadowy thing 2
  • Gobo

    Dewin, Alladin, and Zalmora may act. Dewin, Alladin, and Baxter need to attempt DC 16 basic Reflex saves vs. 10 cold damage.

    Inspire Courage +1!

  • Envoy's Alliance

    CN Male Kobold Bard | HP 14/14 | AC 17 | Fort +3; Ref +6; Will +6| Perc: +6 darkvision! | Speed 25ft| Hero Points 1*/1 | Exploration Mode: Search| Active conditions:.

    Alladin arches his back as he balances on his toes, letting out an "Oooooo!"
    Reflex!: 1d20 + 6 ⇒ (14) + 6 = 20

    "Bone Snake looking thing you need some TLC upside the dome!"

    Alladin executes several complex dance steps while symbols appear around his hands and feet, the wind kicking up dust and debris before a chuck of rock flies towards the bone snake.

    cast telekinetic projectile
    Attack!: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
    Damage!: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

    Clearly, Alladin is more interested in looking good than defeating the critters.

    Grand Archive

    Amurrun Wit1 | HP: 15/15 | AC: 15 | Fort: +4, Refl: +5, Will: +5 | Perc (T): +3 (low-light vision) | Speed 25 | Default exploration: Detect Magic or Search | Focus points: — | Hero Points: 1 | Conditions: . |

    DC 16 Refl: 1d20 + 5 ⇒ (7) + 5 = 12 Not a crit fail? I'll allow it.

    Now both cold AND miserable, Dewin unhappily sends an arc of electricity toward AllBones and #2.

    electricity, DC 17 Refl: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8

    He then cowers again behind a disk of force.

    Verbal & somatic components for electric arc, verbal component for shield.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Reflex vs. electric arc: 1d20 + 11 ⇒ (16) + 11 = 27

    The electricity arcs between the bones, missing the creature entirely!

    Zalmora may act.

    Horizon Hunters

    CG Female (she/her) Human Ranger 1 | HP 20/20 | 1/3 Hero Point | Perc +7; Speed 25 ft. | AC 18| Fort +6 ; Ref +9; Will +5 | Focus 1/1 | Default Exploration: Search | Active conditions: none || Baxter | HP 17/20 | AC 16

    Reflex save vs DC 16 (Baxter): 1d20 + 6 ⇒ (9) + 6 = 15

    Zalmora sends another arrow flying toward the skeletal snake!
    Strike vs Yellow: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
    Damage (P + Precision): 1d8 + 3 + 1d8 ⇒ (3) + 3 + (8) = 14

    "Baxter, kill," she shouts, sending her dog bravely forward. The loyal hound bites!
    Strike vs Yellow: 1d20 + 6 ⇒ (10) + 6 = 16
    Damage (P + Precision): 1d8 + 2 + 1d8 ⇒ (8) + 2 + (4) = 14

    She then moves closer, certain that melee is coming and hoping to help Ennillee.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Even with the clods of dirt still clinging to the bone-snake's tail from Ingmar's spell, it just manages to avoid both Zalmora's arrow and Baxter's jaws (both just missed its flat-footed AC).

    "You can do it, everyone!" Rain shouts as he moves away from the creature that just ripped into him and fires another spore pod at it.

    Rain spore pod vs. #1, IC: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
    Bludgeoning, IC: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

    His shot impacts right on the spine, sending bones flying everywhere as the creature is destroyed!

    ---------

    One of the shadow drakes flies forward into Zalmora's space, thrashing about in a frenzy as it attacks the ranger!

    Jaws vs. Zalmora: 1d20 + 9 ⇒ (17) + 9 = 26
    Piercing: 1d10 + 1 ⇒ (9) + 1 = 10

    Tail vs. Zalmora, agile 2nd: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
    Bludgeoning: 1d8 + 1 ⇒ (6) + 1 = 7

    Tail vs. Zalmora, agile 3rd: 1d20 + 9 - 8 ⇒ (8) + 9 - 8 = 9
    Bludgeoning: 1d8 + 1 ⇒ (1) + 1 = 2

    ---------

    Botting Ennillee's recovery roll w/Kate's permission:

    Ennillee recovery roll, DC 12: 1d20 ⇒ 6

    Ennillee continues to bleed where she lies (now dying 3).

    ---------

    The other shadow drake flies at Rain, in a similar frenzy.

    Jaws vs. Rain: 1d20 + 9 ⇒ (6) + 9 = 15
    Piercing: 1d10 + 1 ⇒ (4) + 1 = 5

    Tail vs. Rain, agile 2nd: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
    Bludgeoning: 1d8 + 1 ⇒ (7) + 1 = 8

    Tail vs. Rain, agile 3rd: 1d20 + 9 - 8 ⇒ (1) + 9 - 8 = 2
    Bludgeoning: 1d8 + 1 ⇒ (6) + 1 = 7

    ---------

    Intiative!

  • Ingmar
  • Dewin
  • Alladin
  • Zalmora
  • Rain 5/25hp
  • Shadowy thing 1
  • Ennillee 0hp, prone, dying 3
  • Shadowy thing 2
  • Gobo

    Gobo, Ingmar, Dewin, Alladin, and Zalmora may act.


  • Male Hobgoblin Runelord 1 | 25’ | HP: 16/16 | AC: 15 (Mage Armor; 16 w/shield) | Perc: +2 (T) | F: +5 R: +4 W: +4 (+1 cir. vs spell [+2 vs arcane] as reaction; +1 circ. vs fear or intimidate; +2 to will DC vs intimidate) | Exploration: Investigate | Spells Avail.: 1: 1/2 (1) Foc.: 2/2 Dr.: 1/1 | Hero Points: 0 | Status: Mage Armor

    Gobo runs over to Ennillee and pours his school's healing potion down her throat.

    1d8 ⇒ 4

    Stride, interact, interact.

    Verdant Wheel

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    LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

    His gun already loaded, Ingmar takes aim at the shadow drake #1 and fires.
    Gun!: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
    B or P (whichever is worse for drake): 1d6 + 1 ⇒ (5) + 1 = 6

    ”Ach, Lass! Git yet self up an’ fight!” he says to Ennillee as he casts heal.
    Heal on Ennillee: 1d8 + 8 ⇒ (1) + 8 = 9

    Envoy's Alliance

    CN Male Kobold Bard | HP 14/14 | AC 17 | Fort +3; Ref +6; Will +6| Perc: +6 darkvision! | Speed 25ft| Hero Points 1*/1 | Exploration Mode: Search| Active conditions:.

    Alladin points his finger at the shadowy thing attacking his fellow bard and decides he has seen enough.

    "Come get some."

    Three action magic missile on critter 2; if one or two missiles is enough to kill it he will direct any remaining missiles at critter 1

    Magic Missile to your face!: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4

    Magic Missile to your face!: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

    Magic Missile to your face!: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Gobo and Ingmar take steps to help Ennillee. Ingmar somehow finds time to shoot one of the drakes, as well, hitting it squarely. Alladin opts for more magical means, pummeling the drake attaching Rain and badly wounding it but not quite killing it.

    Intiative!

  • Ingmar
  • Dewin
  • Alladin
  • Zalmora
  • Rain 5/25hp
  • Shadowy thing 1 6 damage
  • Ennillee 13/19hp, prone, wounded 1
  • Shadowy thing 2 14 damage
  • Gobo

    Dewin and Zalmora may act.

  • Grand Archive

    Amurrun Wit1 | HP: 15/15 | AC: 15 | Fort: +4, Refl: +5, Will: +5 | Perc (T): +3 (low-light vision) | Speed 25 | Default exploration: Detect Magic or Search | Focus points: — | Hero Points: 1 | Conditions: . |

    Dewin thinks that maybe Alladin has a good idea and he tries his own collection of force bolts.

    magic missile ◈◈◈: 3d4 + 4 ⇒ (4, 3, 2) + 4 = 13

    Starting on Shadowy 2 and then moving to Shadowy 1 if the first falls.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    I think you have to choose your target(s) for all three missiles at the time of casting. Discussion in a thread in PF2 channel on Slack.

    Grand Archive

    Amurrun Wit1 | HP: 15/15 | AC: 15 | Fort: +4, Refl: +5, Will: +5 | Perc (T): +3 (low-light vision) | Speed 25 | Default exploration: Detect Magic or Search | Focus points: — | Hero Points: 1 | Conditions: . |

    Your game, your call.

    Dewin will send one missile at #2 and the next two at #1.

    Horizon Hunters

    CG Female (she/her) Human Ranger 1 | HP 20/20 | 1/3 Hero Point | Perc +7; Speed 25 ft. | AC 18| Fort +6 ; Ref +9; Will +5 | Focus 1/1 | Default Exploration: Search | Active conditions: none || Baxter | HP 17/20 | AC 16

    With plenty to contend with now, the ranger draws her shortsword. Interact

    She takes a second to study the drake's movements, making an effort to mimic it's rhythm. Hunt Prey on 1

    "Ha!" Zalmora shouts, chopping at the beast.
    Strike vs 1: 1d20 + 7 ⇒ (18) + 7 = 25
    Damage (S + Precision): 1d6 + 4 + 1d8 ⇒ (2) + 4 + (8) = 14

    Verdant Wheel

    LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

    Ingmar watches Zalmora hacking at the drake, and nods. "That's th' way t' do it Lassie!"

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Sorry, long day today, and my work laptop died right before lunch so I couldn't even get a post in then.

    Between Dewin's missiles (one missile was enough to finish off #2, and the other two badly wounded #1) and Zalmora's well-placed shot, you easily dispatch the last two creatures. Out of combat.

    Looking at the pillar more carefully, now that the immediate threat is gone, you can see some of the runes that winked out after it summoned the drakes begin to glow again. You think by tomorrow morning it's likely to be reset.

    You can permanently disable it with Thievery (trained) to erase runes, Athletics (untrained) to tear enough stone from the pillar to disrupt the magic, or dispel magic.


    Male Hobgoblin Runelord 1 | 25’ | HP: 16/16 | AC: 15 (Mage Armor; 16 w/shield) | Perc: +2 (T) | F: +5 R: +4 W: +4 (+1 cir. vs spell [+2 vs arcane] as reaction; +1 circ. vs fear or intimidate; +2 to will DC vs intimidate) | Exploration: Investigate | Spells Avail.: 1: 1/2 (1) Foc.: 2/2 Dr.: 1/1 | Hero Points: 0 | Status: Mage Armor

    Gobo will supervise from a safe vantage point! He would prefer you do not damage the valuable artifact. Sleight of hand is preferred.

    Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    Ennillee gets to work breaking the rock apart with her bare hands.

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

    Envoy's Alliance

    CN Male Kobold Bard | HP 14/14 | AC 17 | Fort +3; Ref +6; Will +6| Perc: +6 darkvision! | Speed 25ft| Hero Points 1*/1 | Exploration Mode: Search| Active conditions:.

    "Hey come on now! Watch where you sling those pebbles and dust and rocks! I gotta reputation to uphold, here."

    Alladin brushes himself off and continues his work on the pillar.

    Thievery!: 1d20 + 6 ⇒ (4) + 6 = 10

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Almost as if to spite Gobo, Ennillee rips the runes away with her bare hands, having no trouble disabling the malfunctioning magic and rendering the area safe for the nearby iruxis once again. Rain, meanwhile feverishly translates and transcribes the inscriptions carved into both the pillar and the surrounding walls. ”I knew it! Please to ancient Azlanti deities! This proves it! Look: here’s one to Acavna! And another to Zura! And one to Lissala, even. Why, there’s no doubting now, this must have been an Azlanti settlement! I can’t wait to tell chief Thakik, and then to go back to the lodge and file my report!”

    In the days that follow, that’s exactly what happens. You travel with Rain back to the Tskika enclave, where you spend the evening swapping tales with the iruxi. The following day, Kazuuk escorts you back to Cassomir, bidding you farewell at the edge of the swamp. Returning to the Three-Legged Frog, you find none other than head initiate Janira Gavix waiting for you! Being Head Initiate and thus responsible for the well-being of all Pathfinder trainees, she has elected to meet you here and escort you to the chartered ship that is to be your return passage to Absalom. She eagerly asks you to recount your tales during the voyage, and is nearly as excited as Rain at the discovery you have made.

    Upon returning to the Grand Lodge, you are summoned to the same meeting room where your mission began, where you once again find the three masters waiting for you. “Well done!” exclaims Kreighton Shaine as he finishes reviewing the various chronicles assembled about the recent adventure in Taldor. “This is truly a marvelous find, and one that could well shape the lives of many Pathfinders in the future. Well done indeed!”

    Sorrina Westyr gives a brief nod of her head, her circlet of floating aeon stones dipping in unison. “Though there were some stumbles early on, it appears that everything has worked out in the end. Not only did Rain complete his Confirmation, but each of you also assisted in ensuring his safety and completing the mission. One of the Society’s three main tenets is to cooperate, and I can think of no better example than the results of this mission.”

    Marcos Farabellus slaps a meaty arm onto Rain in Cloudy Day’s cap, producing a distinct squelching sound from the leshy’s head. “Absolutely! Now, we just need to keep this little fungal boy from getting too excited now that he’s a Pathfinder!”

    Both Kreighton and Sorrina immediately turn to their peer with stern expressions. Marcos chuckles and hunches slightly before continuing sheepishly, “Oh, yeah. I guess I kind of blurted it out... but congratulations, you’re all now recognized as Pathfinder field agents. Congratulations!”

    Kreighton Shaine presents each of you with a wayfinder in recognition of your new rank in the Society. Each of the masters thanks you for your hard work in finding and rescuing Rain, and Rain himself excitedly offers each of you a squishy hug.

    Before you depart, Sorrina Westyr says ”By the way, the Society has decided to further explore the ruins that you visited in the Blackwood. It should be a rather large operation, and the leaders of the Society’s various factions will all be involved to one extent or another. Several have requested that you be a part of the expedition, given your experience in the region–you’re the closest thing we have to experts on those ruins, after all! I’m sure they’ll be eager to meet you when you return to the Blackwood.”

    That’s the end of the Intro 1! You will, indeed, meet those faction leaders in Intro 2 and the two bounties to follow. I’ll have chronicle sheets out shortly, and will launch the next scenario tomorrow or Sunday.


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    Male Hobgoblin Runelord 1 | 25’ | HP: 16/16 | AC: 15 (Mage Armor; 16 w/shield) | Perc: +2 (T) | F: +5 R: +4 W: +4 (+1 cir. vs spell [+2 vs arcane] as reaction; +1 circ. vs fear or intimidate; +2 to will DC vs intimidate) | Exploration: Investigate | Spells Avail.: 1: 1/2 (1) Foc.: 2/2 Dr.: 1/1 | Hero Points: 0 | Status: Mage Armor
    GM Dennis wrote:
    Before you depart, Sorrina Westyr says ”By the way, the Society has decided to further explore the ruins that you visited in the Blackwood. It should be a rather large operation, and the leaders of the Society’s various factions will all be involved to one extent or another. Several have requested that you be a part of the expedition, given your experience in the region–you’re the closest thing we have to experts on those ruins, after all! I’m sure they’ll be eager to meet you when you return to the Blackwood.”

    What… back to the wretched swamps? Gobo… Gobo will… Blood drains from the Runelord's face. His polearm clatters to the floor.

    Grand Archive

    Amurrun Wit1 | HP: 15/15 | AC: 15 | Fort: +4, Refl: +5, Will: +5 | Perc (T): +3 (low-light vision) | Speed 25 | Default exploration: Detect Magic or Search | Focus points: — | Hero Points: 1 | Conditions: . |

    Dewin doesn't look any more pleased at the prospect of returning to the Blackwood than Gobo does. I shall never feel dry again...

    Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    Ennillee brightens, seemingly oblivious to the concerns of her teammates.

    "Well gosh, that would be fun! The people there sure are nice, and their food is delicious!"

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    "Oh Gobo," Sorrina says with a chuckle, "trust me: stay in the Society long enough and you'll see places far worse than a swamp."

    -------

    GM Screen:
    Diplomacy, Nature, or Society:
    Zalmora Nature: 1d20 + 5 ⇒ (20) + 5 = 25
    Alladin Diplo: 1d20 + 7 ⇒ (4) + 7 = 11
    Ingmar Nature: 1d20 + 7 ⇒ (7) + 7 = 14
    Gobo Society: 1d20 + 7 ⇒ (20) + 7 = 27
    Dewin Society: 1d20 + 7 ⇒ (4) + 7 = 11

    After a few days to rest and recover (and make any purchases or other preparations you'd like), you find yourselves once again bound for Cassomir and the nearby Blackwood Swamp. In thanks for your willingness to return so soon, however, the Society took pity on poor Gobo and sprung for berths aboard the Mimosa for your outbound journey. The accommodations are every bit as luxurious as promised, including plenty of the ship's namesake beverage made with a blend of fresh-squeezed citrus varietals.

    The captain, Javinda, is surprisingly knowledgeable about Cassomir and the area around it, and during a conversation one evening with Zalmora and Gobo tells you the history of the Blackwood swamp, which was once part of an ancient forest. When Cassomir was first established, a section of the forest was cut down to make way for the city and for a massive moat to surround and defend it. Over time, the moat and the land around it merged to become a wide swamp, becoming increasingly treacherous over the years. Eventually, the city build a raised causeway to facilitate trade through the swamp.

    I'll plan to move us on a little later on, but feel free to interact with this scene however you'd like in the meantime.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Forgot to mention that you have a letter with some instructions from Abrus Valsin (added to the slides).

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    After a relaxing and all-too-brief journey to Cassomir aboard the Mimosa, you finally arrive. Traveling north, along a now-familiar path, you make your way through the thick, low fog of the early morning swamp to a low hill rising from a clearing, atop which sits the Pathfinder base camp. People busily move about the camp, and you have no trouble finding direction to Fola Barun’s tent.

    A dark-skinned half-elf with several silvery tattoos decorating her face stands to greet you as you enter. ”Pathfinders, thank you for coming! For those of you I haven’t met, my name is Fola Barun, and I am the leader of the Envoy’s Alliance faction.” She gives you each a moment to introduce yourselves, and then continues.

    ”It is good that you have come. The Envoy’s Alliance seeks cooperation as our primary way to further the goals of the Pathfinder Society. This often means cooperation within our own ranks, but also with allies and potential allies throughout the world. In this case, that means strengthening the tentative bonds that you and Rain in Cloudy Day established with the nearby Tskikha Enclave. I would like you to travel back to their camp and meet once more with their chief. Offer your aid, and the aid of the Society, in whatever way you can. Your mission is to further cement trust with the Tskikha and to prove that Pathfinders are worthy allies.”

    Fola pauses a moment, and her face fills with concern. ”If you’re asked to undertake dangers on behalf of the Tskikha, please be careful. While alliances are important, the safety of our agents is worth more to me. Too many Pathfinders have been lost heedlessly charging into danger.

    ”Now, what questions do you have?”

    Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    "What kind of help do you think they'll need from us?"


    Male Hobgoblin Runelord 1 | 25’ | HP: 16/16 | AC: 15 (Mage Armor; 16 w/shield) | Perc: +2 (T) | F: +5 R: +4 W: +4 (+1 cir. vs spell [+2 vs arcane] as reaction; +1 circ. vs fear or intimidate; +2 to will DC vs intimidate) | Exploration: Investigate | Spells Avail.: 1: 1/2 (1) Foc.: 2/2 Dr.: 1/1 | Hero Points: 0 | Status: Mage Armor

    Gobo remembers his splendid trip on the Mimosa — the bubbly, the dining, dancing. What a halcyon and restful time!

    He looks out at the quagmire and can't help but whine. Is the way at least clear? Last time, Gobo watched Zalmora subsumed by quicksand.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    "Yes, the Tskikha helped us to establish a safe route between our camps, and we've had no reports of trouble along the way since then. As for the type of help they'll need, I'm afraid I don't know."

    Verdant Wheel

    LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

    "Good day, Ms. Barun." says Ingmar, bowing to the elf. "Me name is Ingmar Ironfist, and t'will be a pleasure helpin' ye' out here. So, as me watery friend asked, what sort'a help are we gonna need t' provide?"

    Horizon Hunters

    CG Female (she/her) Human Ranger 1 | HP 20/20 | 1/3 Hero Point | Perc +7; Speed 25 ft. | AC 18| Fort +6 ; Ref +9; Will +5 | Focus 1/1 | Default Exploration: Search | Active conditions: none || Baxter | HP 17/20 | AC 16

    Zalmora looks briefly irritated at the mention of the quicksand. "Just make sure that you hold your weapon, Gobo."

    The ranger has no questions though, understanding that most of what they need to do will become apparent when they see the Tskikha tribe once more.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    "As I said to your 'watery friend', I don't really have any sense of what they will ask of you. Do your best to help in whatever way you can."

    ---------

    The trip to the Tskikha enclave takes about 30 minutes, which passes uneventfully and without so much as a whiff of quicksand. Smoke curls from holes atop the huts that make up the enclave before disappearing against the gray sky as you enter the village. Passing iruxi, many of whom you met on your previous visit, greet you as you make your way to chief Thakik’s hut on one edge of the enclave.

    As you arrive, you find the chief in conversation with her trusted lieutenant (and your former initial guide to these lands), Kazuuk. ”Ah, welcome back, Pathfinders! You have excellent timing. Kazuuk here was just about to depart, and I would be grateful if you would accompany him on his mission.” Kazuuk begins to argue, but is silenced by a stern look. ”Two days ago, one of our scouts, Igix, disappeared while exploring an ancient structure atop a nearby hill. Kazuuk was just about to go look around the area to see what he could find. However, from what I hear, this sort of thing is right in your wheelhouse as Pathfinders. Perhaps the Tskikha can learn a thing or two?” She grins, which seems to annoy Kazuuk all the more.

    ”Please, accompany Kazuuk to the ruin, and learn what happened to our scout. Overcome any trouble you find. Kazuuk will observe your methods, and pass any wisdom gained on to the rest of the tribe. Now, I have several other matters to attend to, but I’m sure Kazuuk can answer any questions you have.” Kazuuk gives a curt nod of obedient acknowledgement before ushering you out the door and leading you out of camp and into the swamp.

    You suspect that making a good impression on Kazuuk and/or impressing him would be a good way to further Fola’s goal of solidifying ties between the Pathfinders and the Tskikha. He obviously remembers you from your last visit, in which you acquitted yourselves well; however, the chief’s needling has left him in a sour mood, and thus he seems fairly indifferent toward you for the moment. You can attempt to improve that attitude with a Diplomacy check to Make an Impression. You also have a moment to ask him any questions you might have.

    Horizon Hunters

    CG Female (she/her) Human Ranger 1 | HP 20/20 | 1/3 Hero Point | Perc +7; Speed 25 ft. | AC 18| Fort +6 ; Ref +9; Will +5 | Focus 1/1 | Default Exploration: Search | Active conditions: none || Baxter | HP 17/20 | AC 16

    Zalmora nods respectfully to Kazuuk. "I'm sure you can handle this fine on your own, but there is always safety in numbers and we're happy to help."

    Switching topics slightly, she asks, "What can you tell us about Igix? I've always found it useful to know a thing or two about who you're hunting."

    Grand Archive

    Amurrun Wit1 | HP: 15/15 | AC: 15 | Fort: +4, Refl: +5, Will: +5 | Perc (T): +3 (low-light vision) | Speed 25 | Default exploration: Detect Magic or Search | Focus points: — | Hero Points: 1 | Conditions: . |

    Dewin takes a sympathetic tone with Kazuuk. Always a bother when someone doesn't see your capabilities, Dewin muses. Does Chief Thakik always find it necessary to coddle you so, without recognizing your talents?

    Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9 yeah, eff that. I VOLUNTEER THIS HERO POINT AS TRIBUTE
    Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21

    Verdant Wheel

    LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

    "Cooperate. Practically one of the things that makes us Pathfinder!" agrees Ingmar. "Why, I remember when I first came t' Absalom. After sailing there, where I ain't never seen so much water in my life. Was eye openin', even if dem sailers thought I could make th' winds blow the way they wanted."

    He gives his best charming smile as he continues babbling about all of the waters in the seas.
    Diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22


    2 people marked this as a favorite.
    Male Hobgoblin Runelord 1 | 25’ | HP: 16/16 | AC: 15 (Mage Armor; 16 w/shield) | Perc: +2 (T) | F: +5 R: +4 W: +4 (+1 cir. vs spell [+2 vs arcane] as reaction; +1 circ. vs fear or intimidate; +2 to will DC vs intimidate) | Exploration: Investigate | Spells Avail.: 1: 1/2 (1) Foc.: 2/2 Dr.: 1/1 | Hero Points: 0 | Status: Mage Armor

    Gobo remembers how tirelessly Kazuuk labors for his village. He thought to save him something from the cruise ship's gift basket as tribute.

    The Runelord reaches into his fanny pack and produces a novelty stress ball with the name Mimosa stamped on it.

    Gobo's Diplomacy (T): 1d20 + 6 ⇒ (20) + 6 = 26

    Squeeze this.

    Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    "This is a nice swamp! I'm from more brackish waters, myself, but this is very nice, too!"

    Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18


    ◆◇↺

    Botting a check for Alladin, since this matters per-PC.

    Diplomacy to Make an Impression: 1d20 + 7 ⇒ (12) + 7 = 19

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Kazuuk seems to warm up to most of you. "Igix is a competent scout, and he knows this part of the swamp well" he says, squeezing the souvenir stress ball as he walks. "It's hard to imagine him getting lost."

    As you proceed through the swamp, you each have several opportunities to impress Kazuuk:

  • You can impress him with your abilities, be it with your etiquette and cultural sensitivity (Diplomacy, Performance, or Society)
  • You can impress him with your timely knowledge of some obscure fact (Recall Knowledge using Arcana, Lore (any), Nature, Occultism, or Religion, or Deception to fake knowledge)
  • You can impress him with your skill as you move through the swamp (Acrobatics, Athletics, Crafting, Medicine, or Survival).

    You can each make two checks (rolled yourself). For each check, please describe what you are doing on your effort to impress him. The DC for all checks is 15.

    Dewin, Ingmar, Ennillee, and Alladin:
    He seems downright friendly toward you at this point, and is happy to talk with you. You get a +1 circumstance bonus on any Recall Knowledge checks you might make to impress Kazuuk

    Gobo:
    Kazuuk is touched by the thoughtfulness of your gift, and seems downright helpful to you. You gain a +1 circumstance bonus on all checks to impress Kazuuk

  • Verdant Wheel

    LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

    As they walk through the swamp, Ingmar keeps his eyes open for the flora and fauna. He stops, suddenly, at a large spread of some green leafy plants. ”My word, is this swamp spinach? Why it is! You know, steamed with some garlic, that’d make a great side dish!”

    Survival: 1d20 + 7 ⇒ (3) + 7 = 10
    I offer this hero point
    Survival: 1d20 + 7 ⇒ (16) + 7 = 23

    Later, as a they see a flock of some tall, thin white birds with long legs. ”Egrets. I find them pretty. Still, their cousins the blue herons are nothing to sneeze at, neither. These are just fancified herons, really, but I find them fitting for Taldor . ” he snickers.

    Nature: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16

    Grand Archive

    Amurrun Wit1 | HP: 15/15 | AC: 15 | Fort: +4, Refl: +5, Will: +5 | Perc (T): +3 (low-light vision) | Speed 25 | Default exploration: Detect Magic or Search | Focus points: — | Hero Points: 1 | Conditions: . |

    Occultism: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 sigh
    Dewin starts to discuss esoteric lore about the swamp, but quickly finds himself out of his depth, going so far as to speculate that bog striders are marine creatures. The look on Kazuuk's face is...priceless.

    Lore (Games): 1d20 + 7 ⇒ (4) + 7 = 11 oh, FFS
    Dewin discusses at length a game amurruns play, chasing stress balls around. He demonstrates with Kazuuk's new Mimosa stress ball, which proves to be a tactical error.

    Horizon Hunters

    CG Female (she/her) Human Ranger 1 | HP 20/20 | 1/3 Hero Point | Perc +7; Speed 25 ft. | AC 18| Fort +6 ; Ref +9; Will +5 | Focus 1/1 | Default Exploration: Search | Active conditions: none || Baxter | HP 17/20 | AC 16

    Zalmora is the sort to impress by example, moving with grace through the swamp.
    Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8 Nope, Hero Point
    Acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18

    A few times she warns the others of problematic terrain, steering them on a path that minimizes them trudging through mud and water.
    Survival: 1d20 + 5 ⇒ (20) + 5 = 25


    Male Hobgoblin Runelord 1 | 25’ | HP: 16/16 | AC: 15 (Mage Armor; 16 w/shield) | Perc: +2 (T) | F: +5 R: +4 W: +4 (+1 cir. vs spell [+2 vs arcane] as reaction; +1 circ. vs fear or intimidate; +2 to will DC vs intimidate) | Exploration: Investigate | Spells Avail.: 1: 1/2 (1) Foc.: 2/2 Dr.: 1/1 | Hero Points: 0 | Status: Mage Armor

    Gobo watches the stress ball get swallowed by the mire and sighs. He distracts himself by crafting a lacy hat veil with his fashion artisan's tools to keep the mosquitoes away. It features a delicate ivy pattern on it that hangs across his eyes at a dramatic angle, providing a measure of shade as well as protection from biting insects.

    Gobo's Crafting (T): 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 Whew

    Kazzuk. Gobo can craft you a veil as well. It is important to have a sense of fashion even, if the only witnesses are the wretched creatures of this quagmire. Pride is a virtue.

    Later, Gobo offers to show Kazzuk how to twirl a fauchard, which now trails a rainbow streamer.

    Gobo's Performance (T): 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17

    As he spins it in his hand one final time, it slips out of his hand and flies twenty feet up the air before slices point-down into the the middle of the road, an inch from Kazzuk's big toe.

    Intentional, of course. What is a dance without drama? It is only proper.

    Envoy's Alliance

    CN Male Kobold Bard | HP 14/14 | AC 17 | Fort +3; Ref +6; Will +6| Perc: +6 darkvision! | Speed 25ft| Hero Points 1*/1 | Exploration Mode: Search| Active conditions:.

    On the march, Alladin notices his main lizardfolk is feelin' the blues. He decides a right bawdy ballad of grippli and goblins would cheer him up.

    "Kazuuk, how would you like to become a new lizard? I think I can help; no, hear me now. This look you have going on; it's a little dated; a little last year. Now, with the right threads, maybe a new cologne, some lotion for your skin? I have the best lemon and mint lotion on Golarion. How do you think I keep my scales so smooth and inviting? You want some say the word. I can give you some pointers how to handle delicate situations as well. That thing back with the chief? Man, that wasn't right. You got disrespected and I saw yer reaction. Any lizardfolk would have done the same. But with my help? I will teach you how to use that to your advantage. Take the barbs from others and better yourself. So what you say? We got a deal?"

    Performance!: 1d20 + 7 ⇒ (13) + 7 = 20
    Diplomacy!: 1d20 + 7 ⇒ (13) + 7 = 20

    Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    "I can imagine! I was very impressed on our previous visit with how well the Tskikha know the swamp."

    Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18

    Ennillee darts along a series of stumps and rocks, moving gracefully.

    Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Kazuuk is mostly amused by your antics, chuckling despite himself at Gobo and Alladin's efforts to 'improve' his look. He seems particularly impressed with Zalmora's ability to navigate the swamp, which distracts him from the loss of his stress ball into the mire. Well done.

    After about two hours of travel, you see a cracked stone structure rising from the swamp ahead, creeping tendrils of moss and lichen covering nearly every inch. The air is still here, as if waiting for a breath of wind. Even the usually noisy cries of animals fall silent close to the building. A set of broad stairs facing southeast lead up into darkness. The first 20 feet inside by the doorway are low-light, the rest is darkness.

    "This is the area that Igix patrols. I'm going to take a look around the swamp. I'd like you to check the ruins, while I do so."

    Any changes to default exploration modes, or other preparations you'd like to make before going in?

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