[Outpost VI] PF2e 02-00 The King in Thorns (Tier 1-2) (Inactive)

Game Master UncleFroggy

Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)


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Radiant Oath

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Please dot (add a post) in here and then delete your post to add yourself to this campaign.

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6) Let's have some fun and tell a great story together! After all, that's what we are here for.


Season of Ghosts

**HOUSE GM ANNOUNCEMENT**

A small army of Pathfinders, you among them, wade ashore as the the Society’s expedition makes landfall. Venture-Captains and society faction leaders--many of them familiar to you--immediately begin directing Pathfinders in the myriad tasks that need to be done...
______________

Welcome to PFS #2-00 The King in Thorns! GMs, please begin the Introduction. Part 1 begins in 2 days, on March 8th.

Radiant Oath

◆◇↺ | Spell Templates

You may go ahead and introduce yourselves here

Pathfinders hurry around the makeshift camp, packing and unpacking supplies, making repairs, and scribing scrolls.

The atmosphere is excited but tinged with some trepidation. Venture-Captain Oraiah Tolal from Nirmathas takes the lead, ensuring everyone has an assignment and is working on it. A religious symbol of Alseta—goddess of doorways, portals, thresholds, and transitions—hangs from her neck, showing two faces in profile.

This expedition isn't like the others on which you've been; this one's been in preparations for a month or more. You are here for various reasons; some of you volunteered to help after hearing about the mission. Some of you were specifically invited for your talents. Some of you... some of you just happened to be at the right lodge at the right time. No matter the reason for your appearance here, you have found yourselves in the middle of the Mwangi Expanse, readying yourselves and one another for a trek to the fabled Door of Seasons itself. Rumor has it that this portal is the very reason the Pact of the Open Road, and thus the Pathfinder Society itself, exists. More sinister rumors exist as well. Rumors of a powerful fey creature that, for their own nefarious reasons, insists on the portal remaining unopened, have made their way to you more than once.

You've been told that Venture-Captain Oraiah Tolal is the leader of this expedition. You see here in the camp, moving about, making sure there are no idle hands. She has her religious symbol of Alseta -- the goddess of portals, doorways, and thresholds, hangs from her neck and shows two faces in profile. You wonder if her leadership was a deliberate choice, or a marvelous coincidence. Whatever the answer, though, she spots you just as you get there.

"Ah, there you are. We were expecting you over a day ago... Well, nevermind all that. There’s a rest spot over there, with some trail rations and fresh drinking water. After you’re ready, we could use all the help we can get. Take your time, but please hurry up." She pauses for a moment before starting to point out some likely familiar faces. You follow her finger as she points to each. "Venture-Captain Bjersig Torrsen is working on getting maps together. Valias Durant is researching the Expanse and trying to get an idea of what we are likely to run into. Urwal is taking inventory of our supplies. Venture-Captain Khoumrock Blackthane is trying to finish up last minute repairs. Fola Braun is working on making sure our magical supplies are in order. Finally, calisro Benarry is trying to make sure spirits are high near the rest area. I’m sure any one of them would appreciate the help."

For the next two real-time days, we have preparations to make. You can go to any, or all, of the six and try to help them prepare. Feel free to RP it.

Urwal: Nature, Society, Survival
Fola Barun: Arcana, Nature, Occultism, Religion
VC Torrsen: Nature, Survival, Perception
Benarry: Deception, Diplo, Performance
VC Blackthane: Athletics, Crafting, Guild Lore
Valais Durant: Nature, Society, Survival

The above are the checks to be made. Frankly, you are all encouraged to participate; the best roll among you will determine your rewards. There's no need to continue after a critical success is made, and no cost for failure. **One roll per person per leader, hero points notwithstanding. You may aid another, but in doing so you forgo the chance to roll for that particular leader. Please roll one at a time -- don't put six rolls in the same paragraph, please and thank you.

Verdant Wheel

Male Strong-Blooded Dwarf Druid of the Leaf Order 4 / Herbalist | Plant Whisperer | Familiar Plantina | HP 46/46, AC 21 (23 w Wooden Shield raised), Fortitude** +9, Reflex* +8, Will** +12, Perception** +12 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Infused Reagents 3/3 | ◆◇↺

A stout dwarf with his leshy joins the group. They are holding hands while singing a happy song in Druid language. The duo seems enthusiastic about who they will meet at their mission. Nonetheless, the instructions given to them sound like they must keep their butts moving. He eventually begins to do the tasks at hand and heads over to the faction leaders and venture captains to help.

He helps Urwal with the inventories of supplies, making sure that they also have the herbs he might need for the mission. "Ah, mint, this can alleviate pain." he shares with Urwal.
Nature for Urwal: 1d20 + 10 ⇒ (16) + 10 = 26

He then proceeds to Fola to deal with the magic supplies, making sure they are not in short supply of scrolls with healing traits. "We might need them," he tells her with a wink and continues singing.
Nature for Fola: 1d20 + 10 ⇒ (13) + 10 = 23

"I think this would be a nice route compared to this one if we want to go from here to here. What do you think?" he suggests to Venture-Captain Torrsen while he draws an imaginary route with his finger on the map they are looking at. "These ravines could be dangerous, and trees could give us a nice cover from the elements." he adds.
Nature for Torrsen: 1d20 + 10 ⇒ (13) + 10 = 23

He then proceeds to Venture-Captain Calisro Benarry to help her encourage agents that might be having their first mission, though he isn't sure what to tell actually, except for "Be strong and courageous!" He always keeps looking at the venture-captain if she approves of his message. "Just remember our motto: Explore, Report, Cooperate!" he finally says before quickly leaving them out.
Diplomacy for Bennary: 1d20 + 3 ⇒ (14) + 3 = 17

With another venture-captain, he helps with lifting heavy objects such as carts and wagons that need fixing.
Athletics for Blackthane: 1d20 + 6 ⇒ (5) + 6 = 11

Finally, he helps Valais in sharing what he knows about the Mwangi Expanse, telling his thoughts on the best solutions to avoid the dangers of different types of hostile creatures they might encounter.
Nature for Durant: 1d20 + 10 ⇒ (15) + 10 = 25

Horizon Hunters

CN Female Gnome Summoner 1 | ♥️ 20/20 | AC 13 (Shield); Eid:17 (Protected) | F+7 R+3 W+8; Eid:F+8 R+5 W+6 | Perc +6 (Low-Light Vision) | Speed 25' | Focus □ | Spells DC 17; Slots: 1 □ | Hero 3 | Exp: Scout (Init +7) | ✋ | Status:

Scarlet is a little overwhelmed by all the people running around the camp and wraps her little arms around her stuffed doll for comfort.

Scarlet and her eidolon, Mr Chompers, are in constant telepathic contact, even when he's not manifested. I will regularly transcribe their communications with each other as below, but these should be treated as private and unheard by the other PCs.

[What do I do, Mr Chompers?]
{Beats me, but if anyone gives you trouble, call me and I'll tear them apart}
[I don't think that'll be necessary just yet, Mr Chompers. I'll go ask someone what I should be doing]

She wanders up to one group and after asking what she can do to help, she's put to work by Urwal making sure that none of their supplies have spoiled during the voyage here.

Scarlet Nature for Urwal: 1d20 + 6 ⇒ (14) + 6 = 20

She is then directed to another group and finds herself weighing and mixing magical ingredients to help make magical potions.

Scarlet Nature for Fola Barun: 1d20 + 6 ⇒ (16) + 6 = 22

After which she's sent to help Venture-Captain Torrsen double-check the accuaracy of certain maps.

Scarlet Nature for VC Torrsen: 1d20 + 6 ⇒ (10) + 6 = 16

No sooner is she done with that task that her faction leader Calisro Benarry asks her to cheer up a group of nervous initiates. Being such a nervous initiate herself, she wonders why the pirate lady would think she'd be any good at it, but not wanting to disappoint, she does her best to put them at ease by playing with her doll.

{Let me loose and I'll give them a real show}
[I think that would only make them even more nervous, Mr Chompers]

Scarlet Performance for Benarry: 1d20 + 7 ⇒ (6) + 7 = 13

She then heads over to help Valais Durant look over documents on the local plants and animals to identify possible dangers they may face.

Scarlet Nature for Valais Durant: 1d20 + 6 ⇒ (5) + 6 = 11

But when her turn comes to help repair damaged equipment, she's at a total loss.

{I think I may need your help with this, Mr Chompers}
[Great! Who do you want me to tear apart first?]
{Um, nobody. We just need to lift these heavy things so we can fix them}
[Ugh. Whatever]

Scarlet warns the others and then drops her stuffed doll onto the ground in front of her.

Scarlet Action 1, 2 & 3 (◆◆◆): Manifest Eidolon

The stuffed doll jerks slightly for a moment and then seems to explode upwards and outwards like a terrifying volcano of lashing tendrils and chomping jaws full of razor-sharp teeth. "Yeaaarrrghhhh!"

She points at one of the carts with the broken wheels. Mr Chompers wraps his tendrils around it and bracing himself against the ground with a few more, lifts it off the ground.

Chompers Athletics for VC Blackthane: 1d20 + 7 ⇒ (19) + 7 = 26

Mr Chompers is in the house!

Grand Archive

Jalthas Chronarion | Male Seer Elf Thaumaturge 1| HP 14/14 | AC: 17 (+1 if Shield) F+5 R+6 W+6 | Perc +6 (low-light vision) | Default Exploration Activity: Investigate| Active conditions: none

An elf soon joins the Pathfinders, carrying and ever-browsing an old musty and very heavy tome in his hands. The elf doesn't seem to notice the agitation around him, much too absorbed in his reading. Then suddenly, he closes the large book, and glances around. "Ah, I see we have arrived. Not a moment too soon. Well met, companions, I am Jalthas Chronarion, sent by Master Shaine of the Scrolls to provide accurate information on all matters at hand during our mission. I will let you know that our very lives depend on the accuracy of said information, which I do not take lightly. Let's help around and see what we can do - or what information we might gather about the task at hand, shall we?" he concludes empathically, with a slightly annoying bossy tone added with a pinch of apparent overconfidence. One might wonder if the elf has seen field work before.

He visits Urwal first, uneasy at the idea to give insights about matters he's not so familiar with, but quickly gains in assurance as he goes. "I assume we'll have to cross leagues of wilderness before we reach the gate. Do you have any idea what dangers await? Let me check what my tome says about this area."
Nature: 1d20 + 4 ⇒ (20) + 4 = 24 +4 if this is a Recall Knowledge check about creatures, curses or haunts, +2 if it's a RK check about anything else (using Lore: Esoteric instead)

"You must be Fola Barun. I've heard great things about you and the Ekujae elves. Well met. By the way, is this area inhabited by our brothers and sisters?" he questions before lending his expertise with all manners occult, but is probably too enthusiastic about meeting the Ekujae to be of any help here.
Occult: 1d20 + 4 ⇒ (5) + 4 = 9 +4 if this is a Recall Knowledge check about creatures, curses or haunts, +2 if it's a RK check about anything else (using Lore: Esoteric instead)

He then proceeds to help Venture-Captain Torrsen with the watch. "At the ready, Sir! Nothing shall escape my eyes!" he boasts.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Later, he approaches Benarry with more caution, using well-chosen words to show he's no stranger with diplomacy with local tribes. "A-a-as a former emissary, I'm no stranger to local customs. Allow me to t-t-talk with them. " he stammers, obviously not holding pressure very well.
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11

His helps for Venture-Captain Blackthane proves a much bigger challenge for the elf who apparently feels more at ease in a cosmopolitan meeting than in the jungle. However, he unexpectedly proves quite helpful in his endeavor, maybe because he feels a lot less pressure by having nothing to prove in this area of expertise!
Crafting: 1d20 + 1 ⇒ (20) + 1 = 21

Finally, he beams a bright smile when he finally meets Valais Durant. He bows with utmost respect before the aasimar. "I present you my respects, most esteemed Pathfinder. My father, Kynrac Chronarion, told me a lot about you, and how you met in the dire deeps of the Nerosyan Lodge. I'm very glad to count you among those who will join forces in this mission. I am Jalthas."
Society: 1d20 + 4 ⇒ (9) + 4 = 13 +4 if this is a Recall Knowledge check about creatures, curses or haunts, +2 if it's a RK check about anything else (using Lore: Esoteric instead)

Apologies for the sheer fanboyism here! Valais Durant is probably my favourite NPC in the whole PFS-verse.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/3 HP 42/42| AC 20| Fort (T) +8| Ref (E) +11| Will (E) +9| Init (Stealth; E) +11| Perc (E) +9

A silent halfling with a manner that approaches obsequiousness checks a note and compares the descriptions on it to the rest of the party, then nods a greeting. "Nic Blackwillow, at your service." He wears a leather jerkin and carries a few lighter weapons, including a shortbow.

He joins Urwal to look over the supplies at hand, checking items off a list.

Survival check, T: 1d20 + 5 ⇒ (12) + 5 = 17

After finishing the inventory of mundane supplies, Nic frowns in puzzlement at Fola Barun's huge pile of magical supplies, clearly at sea. He takes a cursory look at the unusual items before being chased off.

Nature check, U: 1d20 + 2 ⇒ (1) + 2 = 3

Mapmaking seems well within his capabilities, and his assistance to Venture-Captain Torrsen makes up for his failure with Fola Barun.

Perception check, E: 1d20 + 7 ⇒ (16) + 7 = 23

His reserved manner doesn't serve him as well when he tries to help Benarry cheer up the team, though.
Performance check, T: 1d20 + 3 ⇒ (7) + 3 = 10

For Venture-Captain Blackthane, he manages a bit of assistance moving items around for repair, but it's clear his skills lie elsewhere.
Athletics check, T: 1d20 + 3 ⇒ (9) + 3 = 12

Finally, his knowledge of the Expanse serves Durant well.
Survival check, T: 1d20 + 5 ⇒ (19) + 5 = 24

Radiant Oath

◆◇↺ | Spell Templates

I'm starting off with the Crit Successes. I'll compile a list of the regular successes when all the results come in. I'll add another slide deck for the actual encounters so as not to confuse the issues

Inventory

With Tandang Boreas' help, Urwal discovers that the Society packed in excess for the mission.

Each player receives either a lesser antidote or lesser antiplague. They also receive their choice of a lesser acid flask, lesser alchemist’s fire, lesser bottled lightning, or lesser frost vial.

Repairs

Mr Chompers easily lifts a fully loaded cart with the broken wheel. Pathfinders cheer as they easily replace the broken wheel with a new one (Each player receives a single piece of non-magical low-grade cold iron ammunition of their choice from the CRB. Venture Captain Khoumrock Blackthane also rewards each of you with a single low-grade non-magical cold iron weapon (simple or martial) from CRB.).

Research

Tandang Boreas makes it look easy as he analyzes the data and provides a thorough briefing about the flora and fauna.
Each player can automatically succeed at one RK check during the adventure.

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

Slipp, a small gnome, arrives late to the party... or expedition.

They are of indeterminate age, gender and.. disposition, seemingly almost surprised to find themselves in a camp full of pathfinders.

Still, once there, the bustle of the expedition seems to energise them, and soon Slipp is joining in with the general preparations to their fullest extent possible.

Being a gnome, Slipp starts off with Fola Braun, providing some skill in sorting out herbs.
nature: 1d20 + 5 ⇒ (9) + 5 = 14

Then moves on to Torrsen. Climbing to the top of a nearby hill, Slipp spies a couple of interesting features that may have been missed.
perception: 1d20 + 5 ⇒ (6) + 5 = 11

Finally they join a small group of other gnomes playing flutes and dancing for the amusement of other tired pathfinders.
perform: 1d20 + 8 ⇒ (19) + 8 = 27

Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 17/26 | AC 19/20 | Fortitude (+6), Reflex (+10), Will (+6) | Perception (+8) | Speed 25, swim 15 | Darkvision | Default Exploration: Search +8 | Hero Points 1 | School Item minor healing potion 1/1 | Active Conditions: None | ◆◇↺

Gah, sorry, my campaign page did not note that there were new posts here.

A kobold with silvery scales and a bow that seems too large for his frame rushes towards the rest of the group. "Sorry I late. That tooth really didn't want to come out. But ready now!"

He flicks a razor open and closed inattentively as he continues, "I am Tieri. I will care for your medical and grooming needs on this trip." He lowers his voice slightly, "...and maybe dentistry? If it comes up. Just need to ask."

Seeing no takers, he shrugs and sets to work helping the leadership as best he can. Which is not likely to be very good.

He helps Urwal count bandages.

Urwal: Survival: 1d20 + 2 ⇒ (16) + 2 = 18

He sorts scrolls for Fola.

Fola Barun: Religion: 1d20 + 2 ⇒ (2) + 2 = 4

He tells Torrsen about some of the landmarks he's seen.

VC Torrsen: Perception: 1d20 + 8 ⇒ (14) + 8 = 22

He participates in a friendly competition with another agent near Bennary.

Benarry: Performance: 1d20 + 1 ⇒ (12) + 1 = 13

He carries repair tools for Blackthane.

VC Blackthane: Athletics: 1d20 + 6 ⇒ (8) + 6 = 14

And he discusses local weather patterns with Durant.

Valais Durant: Nature: 1d20 + 2 ⇒ (5) + 2 = 7

Radiant Oath

◆◇↺ | Spell Templates

Slipp joins the flute playing gnomes and puts on a dazzling performance that everyone feels uplifted by the performance. (Crit Success)

The neophyte Pathfinders are in much better spirits for the journey ahead and can lend the PCs a hand. Once during the adventure, each PC can receive a +2 circumstance bonus to one skill check or attack roll, representing the fellow Pathfinder succeeding at a check to Aid them. The PC must decide to use this benefit before rolling.

If anyone wants to try to improve the results to get a critical success may go ahead:

Fola Barun: Arcana, Nature, Occultism, Religion
VC Torrsen: Nature, Survival, Perception


Season of Ghosts

**HOUSE GM ANNOUNCEMENT**

Everyone gathers around a makeshift stage as the sun starts to slip below the horizon. Pathfinders whisper to each other in anticipation.

Venture-Captain Oraiah Tolal addresses the group. “Pathfinders, our expedition begins tomorrow. We have a day’s travel to reach the site where we will find the Door of Seasons. The founders of our Society may have been unable to reach the realm that lies beyond this magical gateway, but we have something they lacked.” The Venture-Captain holds a verdant crown aloft. “This is the Perennial Crown, an artifact that will serve as the key to opening the door. I hope that Alseta will bless us as we find this doorway to a new place. From what we’ve been able to gather, there’s a demiplane on the other side. The demiplane and the crown alike are closely tied to the Thorned Monarch, Qxal, an evil fey who once terrorized this region. The Pathfinders who recovered this crown faced steep opposition from the Monarch, and I have no doubt they will defend the Door of Seasons even more fiercely. Be wary any fey you see along the way; they are likely to be working for Qxal. Stay in groups of four or more for safety and help each other. Make any final preparations that you require and get a good night’s sleep; your next few nights will be on the trail. We leave an hour after dawn.”

Day breaks, and the excitement around the camp is too high to allow any Pathfinder to oversleep. Agents perform morning rituals, eat breakfast, and take a final look through maps and plans. Venture-Captain Oraiah Tolal gathers everyone together one last time. “I know that we’ve prepared well. We’re going to stop this Thorned Monarch. I have a small gift for each of you: a signal whistle with an engraving of the Perennial Crown. Use it to signal your fellow Pathfinders if you need help. And now, into the wilderness!”
______________

Table GMs, please begin Part 1.

Radiant Oath

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◆◇↺ | Spell Templates

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

So we have 6 tasks to complete. Best case scenario is we complete all 6. But we need to move fast on this one. There is a vote for Encounter E (Chart a Course). I'll run this encounter if I don't hear any other votes by midnight UTC.

Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 17/26 | AC 19/20 | Fortitude (+6), Reflex (+10), Will (+6) | Perception (+8) | Speed 25, swim 15 | Darkvision | Default Exploration: Search +8 | Hero Points 1 | School Item minor healing potion 1/1 | Active Conditions: None | ◆◇↺

Tieri takes a cold iron arrow, and offers to trade his other rewards for more of them, as archery is really his thing.

If there are no takers, he will choose a lesser antidote, lesser frost vial, and a sap (if that makes logical sense) or a warhammer.

He agrees that course charting is a good idea.

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

Slipp slipps a cold iron arrow over to Tieri.

"But no using it in my mouth.." they say very seriously.

Verdant Wheel

Male Strong-Blooded Dwarf Druid of the Leaf Order 4 / Herbalist | Plant Whisperer | Familiar Plantina | HP 46/46, AC 21 (23 w Wooden Shield raised), Fortitude** +9, Reflex* +8, Will** +12, Perception** +12 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Infused Reagents 3/3 | ◆◇↺

Tandang takes a lesser antidote, lesser alchemist’s fire, a cold iron arrow (though he does not have any use for it and gives it to Tieri), and a low-grade cold iron dagger.

"Why don't we check out those Murderous Plants?" Tandang suggests. He has Survival +8 if needed for skill checks.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/3 HP 42/42| AC 20| Fort (T) +8| Ref (E) +11| Will (E) +9| Init (Stealth; E) +11| Perc (E) +9

The halfling nods. "We should hurry, wherever we go."

Radiant Oath

◆◇↺ | Spell Templates

Course Charting it is

"Have you stopped for a meal yet?" asks Valais Durant. "It's important to keep up your strength. It's close relatively, but still far. And looking even further, for that matter. The Thorned Monarch has added all kinds of hazards to the route we mapped out ahead of time. Why don't you see if you can find a safer path?"

With a surge of primal magic, the Thorned Monarch obscured the path to the Door of Seasons and filled it with deadly hazards. You must accomplish several tasks to find a new path to the site of the Door that the entire Society can use to approach.

This challenge will come in phases AND each phase has a "number of successes" threshold. There may be consequences for individual critical failures. Casting an appropriate non-cantrip spell will allow you to bypass the obstacle entirely. Treat Wounds ok between obstacles. 2 successes needed or 1 crit.

First phase: There is thick undergrowth where the maps had shown clear paths. You either need to find a better path or clear a route through the brush. Use one of the following skills:
Athletics, to force your way through
Acrobatics to skirt the area
Nature, to recognize the plant from a distance
Survival, to spot the habitat
Other skills ok if you can make it fit

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/3 HP 42/42| AC 20| Fort (T) +8| Ref (E) +11| Will (E) +9| Init (Stealth; E) +11| Perc (E) +9

Nic eyes the undergrowth, looking for ways past or over, then vaults several smaller obstacles as he makes his way around the obstruction. "This way."

Acrobatics check, T: 1d20 + 7 ⇒ (12) + 7 = 19

Radiant Oath

◆◇↺ | Spell Templates

Nic easily jumps the brambles.

1 success

Verdant Wheel

Male Strong-Blooded Dwarf Druid of the Leaf Order 4 / Herbalist | Plant Whisperer | Familiar Plantina | HP 46/46, AC 21 (23 w Wooden Shield raised), Fortitude** +9, Reflex* +8, Will** +12, Perception** +12 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Infused Reagents 3/3 | ◆◇↺

Nature: 1d20 + 10 ⇒ (16) + 10 = 26

Tandang looks at the plants from a distance to see if he recognizes any of them, whether they should avoid them or not.

Radiant Oath

◆◇↺ | Spell Templates

Tandang manages to identify which plants are dangerous, while Nic is able to find a safe path through them.

As the party clears the brush, they come upon an area where the ground is more porous, and noxious fumes are seeping out and forming pockets of dangerous gases. Each player must use one of the following:

Medicine, to recognize the gases
Nature, to recognize where the gases are emerging from the ground
Survival, to just rush through quickly
Perception to smell the gas
Other skills ok if you can make it fit

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

Slipp follows along, their mind perhaps somewhere else.
Every now and then their hair stands on end, crackling as if in the path of an approaching thunderstorm.

Looking around they notice the bubbling gasses and stop, amused for am moment by the actions of the ground.

nature: 1d20 + 5 ⇒ (15) + 5 = 20

"There is a pattern to them...see?" they say, pointing out where further noxious fumes are likely to emerge.


◆◇↺

Jalthas has a look to see where the gas is coming out from

Perception: 20 + 6 = 26

Radiant Oath

◆◇↺ | Spell Templates

Slipp and Jalthas manage to find patterns on how the gas is emerging.

Next, you get into a very uneven, wooded area where the ground is treacherous. To make matters worse, there are seemingly random, very powerful gusts of wind blowing. The wind is strong enough to slam you into trees, or push you off of ledges.

Athletics, to withstand the blast
Nature, to predict when the next gust comes your way
Survival, to find shelter
Stealth, to hide behind cover
Other skills ok if you can make it fit


◆◇↺

Jalthas attempts to hide behind cover.

Stealth: 1d20 + 6 ⇒ (6) + 6 = 12

Horizon Hunters

CN Female Gnome Summoner 1 | ♥️ 20/20 | AC 13 (Shield); Eid:17 (Protected) | F+7 R+3 W+8; Eid:F+8 R+5 W+6 | Perc +6 (Low-Light Vision) | Speed 25' | Focus □ | Spells DC 17; Slots: 1 □ | Hero 3 | Exp: Scout (Init +7) | ✋ | Status:

Sorry for the delay, but I'm in Europe this time of year and the time shift is such that I'm usually asleep during the North American afternoon and evening when a lot of the action tends to occur.

When they reach the place where the Thorned Monarch has thrown up a wall of thick undergrowth to impede their progress, Scarlet clutches her doll to her tightly as she surveys the scary looking plants in their way.

{Mr Chompers? Help}
[I'm there]

Scarlet Action 1, 2 & 3 (◆◆◆): Manifest Eidolon

She tosses her stuffed doll a short distance away and almost before it hits the ground, Mr Chompers is already transforming explosively into his usual frenzy of lashing tendrils and slavering mouths full of razor-sharp teeth. "Graarrrr!"

I'm pretty sure that it's only one skill roll per PC in these situations, but if both Scarlet and Mr Chompers can roll, let me know.

{Can you get us through Mr Chompers?}
[Not a problem]

The mass of tendrils, teeth and eyes that is Mr Chompers rears towards the undergrowth and is about to try smashing its way through when Nic pipes up with an alternate route.

[Curses!]

Following the new route, they reach an area of noxious fumes.

{Pee ew!}

This time it is Slipp and Jalthas that find a way around, which leads them to an area of dangerous ground and blasting winds.

[Hang on Scarlet. I'll get us past this]

A tendril wraps itself around the girl's waist as the rest of Mr Chompers' tendrils look for purchase in the cracks of the dangerous ground. He then heaves against the blasting wind and works his way slowly forward...

Chompers Athletics: 1d20 + 7 ⇒ (15) + 7 = 22

..with some success.

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

Slipp dances along the trail, flute in their hand, playing a jaunty tune. As the wind blows, they play an attractive counter-melody in an almost mocking tone.

Slipp's eyes however keep watching the clouds and the nearby terrain, ever wary for how the wind might blow and ready to change their tune at a moments notice.

nature: 1d20 + 5 ⇒ (9) + 5 = 14

Verdant Wheel

Male Strong-Blooded Dwarf Druid of the Leaf Order 4 / Herbalist | Plant Whisperer | Familiar Plantina | HP 46/46, AC 21 (23 w Wooden Shield raised), Fortitude** +9, Reflex* +8, Will** +12, Perception** +12 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Infused Reagents 3/3 | ◆◇↺

Nature: 1d20 + 10 ⇒ (8) + 10 = 18

"Hold your horses! I mean, hold on trunks, or branches!" Tandang exclaims while taking hold of his fleshy Plantina so she would not be hurt.

Radiant Oath

◆◇↺ | Spell Templates

Both Tandang Boreas and Mr Chompers use their great ... erm ... bulk to power forward.

Congratulations! This encounter is a success! Where to next?

Verdant Wheel

Male Strong-Blooded Dwarf Druid of the Leaf Order 4 / Herbalist | Plant Whisperer | Familiar Plantina | HP 46/46, AC 21 (23 w Wooden Shield raised), Fortitude** +9, Reflex* +8, Will** +12, Perception** +12 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Infused Reagents 3/3 | ◆◇↺

"This place is crazy! Maybe we find something that is calm, or what. How about The Mushroom Ring? I will vote for that one.?" Tandang suggests. "Hopefully I can find something medicinal among the mushrooms."

Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 17/26 | AC 19/20 | Fortitude (+6), Reflex (+10), Will (+6) | Perception (+8) | Speed 25, swim 15 | Darkvision | Default Exploration: Search +8 | Hero Points 1 | School Item minor healing potion 1/1 | Active Conditions: None | ◆◇↺

Tieri ponders ways to use cold iron arrows in dentistry while the rest of the group handles the obstacles the Thorned Monarch created.

That's what I get for sleeping...

Horizon Hunters

CN Female Gnome Summoner 1 | ♥️ 20/20 | AC 13 (Shield); Eid:17 (Protected) | F+7 R+3 W+8; Eid:F+8 R+5 W+6 | Perc +6 (Low-Light Vision) | Speed 25' | Focus □ | Spells DC 17; Slots: 1 □ | Hero 3 | Exp: Scout (Init +7) | ✋ | Status:

{Very good Mr Chompers}
[Bah! It was nothing. A mere breeze]
{Where to now?}
[That's up to you, but the Mushroom Ring sounds tasty]
{Are you hungry again?}
[I'm ALWAYS hungry]

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

"Mushrooms?" asks Slipp.

"Sure... at the worst we'll get some more food for everyone."

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/3 HP 42/42| AC 20| Fort (T) +8| Ref (E) +11| Will (E) +9| Init (Stealth; E) +11| Perc (E) +9

"Master Boreas was interested in the Murderous Plants, I believe. Shall we do those next, and then the Mushroom Ring?"

Grand Archive

Jalthas Chronarion | Male Seer Elf Thaumaturge 1| HP 14/14 | AC: 17 (+1 if Shield) F+5 R+6 W+6 | Perc +6 (low-light vision) | Default Exploration Activity: Investigate| Active conditions: none

Jalthas chimes in "I believe I have a map for that mushroom ring. Wait, let me get it..." he says as he starts rummaging through his backpack, eager to find it. However, the massive number of paraphernalia and baubles of many kinds, all relevant to his esoteric studies, litter his bag. At last, he gets the map. "Mushrooms indeed! I'm ready now!"

Horizon Hunters

CN Female Gnome Summoner 1 | ♥️ 20/20 | AC 13 (Shield); Eid:17 (Protected) | F+7 R+3 W+8; Eid:F+8 R+5 W+6 | Perc +6 (Low-Light Vision) | Speed 25' | Focus □ | Spells DC 17; Slots: 1 □ | Hero 3 | Exp: Scout (Init +7) | ✋ | Status:

As they work their way to the site of the Door of Seasons, they occasionally catch glimpses of other groups of Pathfinders through the forest. During one such fleeting contact, Scarlet hops onto a log to see better and waves to their distant colleagues to catch their attention. She then dances a little happy jig to boost their spirits.

Scarlet Performance (Timely Inspiration Boost) vs DC 17: 1d20 + 7 ⇒ (11) + 7 = 18

[What was that about?]
{I was just happy to see we aren't all alone out here}
[We have each other. That's all the happiness I need]
{Not everyone is like you Mr Chompers. Some people need to know that they're not alone in the world or they will be sad}
[Great! Now can we get going? My stomachs are growling and the mushrooms beckon]

Timely Inspiration Aid token successfully boosted to 3 rounds.

Radiant Oath

◆◇↺ | Spell Templates

Mushrooms it is...

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

DC 18 Perception/Survival to locate the mushroom ring. Those with the Survey Maps for the Mushroom Ring, I believe you get a +1 to the Survival Check.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/3 HP 42/42| AC 20| Fort (T) +8| Ref (E) +11| Will (E) +9| Init (Stealth; E) +11| Perc (E) +9

The halfling quietly searches, but can't find the concealed ring.

Perception check (E): 1d20 + 7 ⇒ (8) + 7 = 15

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

Slipp sniffs the area, and then considers the trees. "I think we are most likely to find a ring in that direction.."

perception: 1d20 + 5 ⇒ (6) + 5 = 11

Horizon Hunters

CN Female Gnome Summoner 1 | ♥️ 20/20 | AC 13 (Shield); Eid:17 (Protected) | F+7 R+3 W+8; Eid:F+8 R+5 W+6 | Perc +6 (Low-Light Vision) | Speed 25' | Focus □ | Spells DC 17; Slots: 1 □ | Hero 3 | Exp: Scout (Init +7) | ✋ | Status:

[Where are the mushrooms? I was promised mushrooms!]
{They're supposed to be around here}
[Well, I don't see them]
{Hold on Mr Chompers}

Scarlet lifts her head and sniffs the air. <SNIFF!, SNIFF!>

Scarlet Survival +1 vs DC 18: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26

She turns in place and stopping suddenly, lifts her arm to point. "I think there are mushrooms that way."

[Great! Let's go]

Mr Chompers starts rolling in the direction that Scarlet pointed.

{Wait for us Mr Chompers!}

Grand Archive

Jalthas Chronarion | Male Seer Elf Thaumaturge 1| HP 14/14 | AC: 17 (+1 if Shield) F+5 R+6 W+6 | Perc +6 (low-light vision) | Default Exploration Activity: Investigate| Active conditions: none

Perception, map bonus: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17

Jalthas took so much time finding the map in his backpack that he feels very rushed in studying it, and isn't able to make sense of it. "I believe... wait, no, maybe the other way?" he hesitates.

Verdant Wheel

Male Strong-Blooded Dwarf Druid of the Leaf Order 4 / Herbalist | Plant Whisperer | Familiar Plantina | HP 46/46, AC 21 (23 w Wooden Shield raised), Fortitude** +9, Reflex* +8, Will** +12, Perception** +12 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Infused Reagents 3/3 | ◆◇↺

I'm back.

Survival check to locate Mushroom Ring: 1d20 + 8 ⇒ (17) + 8 = 25

Tandang kneels on the ground and gathers some soil in his hands and smells it. He then proceeds to move from one spot to another while his leshy Plantina just follows behind. He also checks dark and wet areas among others as mushrooms like something that is dark and humid.

Radiant Oath

◆◇↺ | Spell Templates

Scarlet and Tandang Boreas manage to locate the mushroom ring.

It takes a while, but you finally spot one. It's in the middle of a small pond; it glows with a slight magical energy. The ground inside... wobbles, and appears nearly translucent. It's as if it were possible to step right through it.


DC 15 Thievery (Trained)
DC 18 Nature to rearrange the mushrooms to disrupt the portal (two actions)

Tactical Map (also linked above)

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

"How fascinating?" says Slipp, edging forward toward the ring.

"It's like a portal to the First World.."

Tempting as stepping into it might be, rather they start to rearrange the mushrooms, watching as the ground shimmers.

nature DC18: 1d20 + 5 ⇒ (20) + 5 = 25

Radiant Oath

◆◇↺ | Spell Templates

GM Dice:

Slipp, Search: 1d20 + 6 ⇒ (2) + 6 = 8
Jalthas Chronarion, Investigate: 1d20 + 8 ⇒ (4) + 8 = 12
Scarlet Pimpernel, Scout: 1d20 + 7 ⇒ (8) + 7 = 15
Nic Blackwillow, Avoid Notice: 1d20 + 8 ⇒ (10) + 8 = 18
Tandang Boreas, Defend: 1d20 + 9 ⇒ (16) + 9 = 25
Tieri the Tooth Faerie, Search: 1d20 + 9 ⇒ (17) + 9 = 26
Shrooms: 1d20 + 8 ⇒ (20) + 8 = 28

As Slipp approaches the mushroom ring, a small creature suddenly pops out, you all start feeling strange, for lack of a better term. The creature pulls out a shortbow and lets fly at Who to attack: 2d6 ⇒ (1, 5) = 6

Shortbow vs Tandang Boreas AC 21: 1d20 + 8 ⇒ (7) + 8 = 15
Shortbow vs Jalthas AC 17, MAP: 1d20 + 3 ⇒ (8) + 3 = 11

Everyone in the yellow border needs to give me 2 Will Saves, taking the worse result.

Unluck Aura, DC 16 Will:

S - Immune for 24h
F - Must take the worse of 2 rolls for every check as long as you're within the aura

Slipp:
Make the 2 DC 16 Will saves first. If you succeed, the crit stands. If not, you'll need to make a second check and take the worst of the 2

You can also whack the mushroom ring and disable it using brute force

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: ◆◆ Disable the Mushroom Ring
Successes: 0/3
Thievery (Trained; DC 15) or Nature DC 18 rearrange the mushrooms to disrupt the portal (two actions)
------------------
Those with ** may go

Mushroom Ring
Blue Fey
**Tieri the Tooth Faerie - AC 19, 26/26
**Tandang Boreas - AC 19 (21 w/shield), 28/28; Plantina AC 19, 10/10
**Nic Blackwillow - AC 18, 17/17
**Scarlet Pimpernel - AC 13, 20/20; Mr Chompers AC 17
**Jalthas Chronarion - AC 17 (18 w/shield), 14/14
**Slipp - AC 16, 26/26 (1 action)

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

will DC16, need a 9: 2d20 ⇒ (6, 2) = 8 Two fails, neither a crit fail
recheck on nature: 1d20 + 5 ⇒ (15) + 5 = 20

Slipp's eyes lose focus for a moment as they see into the First World. But those mushrooms are in the First World too, and Slipp continues to shuffle them around.

Slipp spent an action approaching the mushrooms in the pool, so all my actions are spoken for.

Horizon Hunters

CN Female Gnome Summoner 1 | ♥️ 20/20 | AC 13 (Shield); Eid:17 (Protected) | F+7 R+3 W+8; Eid:F+8 R+5 W+6 | Perc +6 (Low-Light Vision) | Speed 25' | Focus □ | Spells DC 17; Slots: 1 □ | Hero 3 | Exp: Scout (Init +7) | ✋ | Status:

Scarlet and Mr Chompers watch on as Slipp tries to rearrange the mushrooms

[What's she up to?]
{She's rearranging the mushrooms}
[I can see that, but why bother?]
{They're magic mushrooms that are keeping the door open. I think she wants to close it before something nasty comes through}
[Too late!]

I assume that since Scarlet and Mr Chompers are both in the aura that they each need to roll the two will saves.

Scarlet Will Save vs DC 16: 1d20 + 8 ⇒ (6) + 8 = 14
Scarlet Will Save vs DC 16: 1d20 + 8 ⇒ (3) + 8 = 11
Chompers Will Save vs DC 16: 1d20 + 6 ⇒ (13) + 6 = 19
Chompers Will Save vs DC 16: 1d20 + 6 ⇒ (1) + 6 = 7

{I feel a little funny}
[Yeah, me too, but it's time to rock and roll. These mushrooms aren't going to eat themselves]

Scarlet casts a couple of quick spells ("बिरुवा बलियो बनाउनुहोस्" and "बिरुवालाई कडा बनाउनुहोस्") as Mr Chompers starts feasting on the mushroom ring ("<Nom, nom, nom!>").

Action 1 (◆): Act Together
Scarlet Action 1: Cast a Spell: Boost Eidolon vs Chompers
Chompers Action 1: Tendril Strike (Tendril Strike) with Boost Eidolon and Unluck Aura vs Mushroom Ring

Chompers Tendril Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Chompers Tendril Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Chompers Tendril Damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13 bludgeoning damage

Chompers Action 2 (◆): Tendril Strike (Jaws) with Boost Eidolon, Unluck Aura and MAP1 vs Mushroom Ring

Chompers Jaws Attack: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Chompers Jaws Attack: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21
Chompers Jaws Damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7 piercing damage

Scarlet Action 3 (◆): Cast a Spell: Protect Companion vs Chompers - he's now at AC 18

Life Block (↺):
Note that Protect Companion gives Scarlet the following reaction:

Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike

Scarlet will use the reaction on the first attack that deals more than 5 hit points of damage.

Is the Unluck Aura a misfortune effect? Can we use a Hero Point to cancel the effects of Unlock Aura on a single check?

Radiant Oath

◆◇↺ | Spell Templates

Yes, you can HP it. Are you referring to the Nat 1?

Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 17/26 | AC 19/20 | Fortitude (+6), Reflex (+10), Will (+6) | Perception (+8) | Speed 25, swim 15 | Darkvision | Default Exploration: Search +8 | Hero Points 1 | School Item minor healing potion 1/1 | Active Conditions: None | ◆◇↺

Tieri has no desire to get closer to mushrooms that are making people feel funny, so he tries to poke the guardian with some (normal for now) arrows.

◆ Point-Blank Shot

◆ Strike

+1 Composite Longbow: 1d20 + 11 ⇒ (6) + 11 = 17
Piercing Damage: 1d8 + 1 ⇒ (5) + 1 = 6

◆ Strike

+1 Composite Longbow: 1d20 + 11 - 5 ⇒ (9) + 11 - 5 = 15
Piercing Damage: 1d8 + 1 ⇒ (7) + 1 = 8

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