GM Frost's S04-02 Return to the Grave [PbP Gameday XII] (Inactive)

Game Master Frozen Frost

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Challenge Points: 21 (High Tier, Level 3-4)
Start Date: 4 September 2023
End Date: 20 November 2023


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An ominous storm gathers over > Caliphas < as the Pathfinders make their way through the winding streets of Ustalav’s capital toward Vodavani Lodge, where Venture-Captain Evni Zongnoss (NG female gnome fortune-teller) has asked them to assemble. When they enter the lodge, a burly half-orc nurse escorts them to the infirmary, where Evni waits to meet them, along with Claudiette Dralston (CG female human ranger).

Vodavani Lodge is normally a bustle of activity, a whirlwind of Pathfinders preparing for or returning from missions throughout Ustalav and the Gravelands, but today it’s eerily quiet. A gnome wearing robes embroidered with butterflies and crescent moons tends to the wounds of a middle-aged woman as newcomers arrive. “Ah, yes, you’ve arrived,” > Venture-Captain Evni Zongnoss < gestures for the Pathfinders to join her and her patient while passing a discarded bandage to the nurse. She asks him to fetch more coverings and hot water, and he nods and departs.

This is your chance to introduce yourselves.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

A surly and unkempt Dwarf eyes the others speculatively in his habitual slouch. His response? A grunt. By his side and slightly behind him is a middle aged human with a broad smile.


Expert Hireling, Skills: Diplomacy, Speech Impediments NPC of Hancock the Angry

Said middle aged human is...

"Hello all, the name is Bruce and I work for Hancock here. He's every bit as unfriendly as he looks, and really, really does not like to talk. So he hired ME to do his talking for him."

Hancock scowls at Bruce and Bruce smiles back.

"Hancock would like you to know that it is a pleasure to meet you all."

This statement of blatant falseness is greeted by an explosive snort from Hancock.

Bruce is a little short for a human and sporting a belly produced by good living. Apparently Hancock pays him well. With unruly hair barely contained by his hat and a large gap between his front two teeth, he looks like he might have some halfling in his ancestry. Unfortunately he is wearing shoes, so it is only speculation. Producing a straw of hay he sticks it in his mouth and starts sucking contentedly as he casts his gaze around to see if this meeting comes with victuals. He realizes that a meeting at the bed of a patient is not likely to be one of those meetings, but the realization does not diminish his smile at all.

Envoy's Alliance

M Halfelf Cloistered Cleric 2 | Blessed One|Field Medic |◆◆◆◇↺| HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | 25" | Hero 1/3 | spells 3/3 | Heal 4/4 | Focus 2/2 | Battle Medicine +8 | Lay on Hands

A half-elf with blonde hair and blue eyes greets everyone as he arrives. He is dressed in a robe of many colors - ranging from teal, ochre, violet, purple, gold, bronze to different shades of green. He sports a quiver and a shortbow on his back. He wears a singular large holy symbol around his neck - with the symbols of six elven deities inscribed into one.

He dusts off his shoulders and soft boots out of habit, and then faces everyone."Well-met. I came as quickly as I could. I am Tarkis. What task do you have for us?"

He looks around the infirmary, and smiles. It looks like home.

Grand Archive

NG Human Kineticist 1 | HP 20/20| AC 17| F +9 R +7 W +5 | Perc +5 | Stealth +2 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ ◈ | ↺ |

A young man joins the meeting and introduces himself with a polite bow before extending his hands to the other pathfinders and venture captain. "Greetings! I am Mao Si-Dai, but you can call me Mao. I'm really looking forward to working with all of you."

Horizon Hunters

female human (versatile) kineticist 1 | HP 20/20 | AC 17 | F +9 R +8 W +4 | Perc +4 | Stealth +6 | Speed 25 | Hero 1/3 | ◆◇↺ | Active Conditions: none

A human woman, plain as dirt except for her clear blue eyes, is staring off into space, her lips moving slightly as if carrying on a conversation with someone. At the sound of all the talking, she jerks a bit and finally pays attention. "Oh, uh, hi. I'm Nhorri. The winds called me here."

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

A bald-headed, dark-skinned Garundi male caughs a few times "Greetings. Luz." Luz nods at Hancock.

Judging by his garb, Luz appears to be an investigator with some medical skills.

Vigilant Seal

Female Gnoll Magus 3 HP 40/40 Hero Points 1/1 AC 20 (21 Shield) Saves F+9 R+6 W+6 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

Stork-That-Towers is a large Gnoll, standing at an inch above seven feet, and carry some large and heavy weapons. She seems to have a nervous disposition. Caliphas, while on the water, wasn't on the ocean, so theoretically, it should be safe from, say, Brine Dragons. She hadn't been here before, so she wasn't sure entirely of the city's surrounding areas. Possibly black dragons, if the land were more swampy, or green, if it were more forested. And of course, as an apex predator among apex predators, you never were totally safe from a dragon attack even if you were a hundred miles from their lair.

There was an injured Pathfinder with the Venture Captain. Stork gives a quick nod and scratch behind the ear to Mao and the others, before asking "What happened to her? Was she attacked?"


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Evni’s patient relaxes at the venture-captain’s touch on her arm. “This is > Claudiette Dralston <. She’s one of our best trackers, and her team has been scouting the Gravelands—that is, they were, until they disappeared a few years ago. Sadly, Claudiette is the only one of her team to escape the Gravelands.” She turns to her charge and adds wryly, “She finally found the time to report in.”

“Maybe we should ask Doctor Trice to help you since your stitches are so untidy.” Claudiette retorts with a kind but weary smile. Evni tut-tuts but gently pats Claudiette’s arm. “Since the region fell to the Whispering Tyrant, Claudiette has been gathering stranded refugees in a village called Steadfast. As the settlement expands, it grows increasingly likely the Whispering Tyrant’s army will discover it. The dead are gathering near Steadfast, and its citizens need a safe path to the border. Claudiette left to find help. She barely managed to escape, and nearly died before reaching Vodovani Lodge.”

Evni offers a cup of hot tea to Claudiette, who wrinkles her nose at the aroma before downing it in one gulp and then continuing the story. “Evni’s people took some notes from my ramblings when I arrived. (See spoilered "Claudiette's Directions below.) We’re hoping it’s enough to find the town and get the people out, because, for the life of me, I’m not sure how I made it out of the Gravelands. I left a knight named Sir Cray Darahan in charge when I left, but if he has his way, he’ll end up getting everyone there killed trying to fight back against Tar-Baphon’s forces.”

Evni nods. “Our contacts among the Knights of Lastwall report that undead troops aren’t especially active in the area at the moment. This lucky circumstance, along with Claudiette’s notes, should allow you to sneak into the Gravelands without running into more undead than you can handle. Unfortunately, Claudiette needs to recover here. So, it’s up to you to enter the Gravelands, defeat the threats you encounter, chart a path to Steadfast, and deliver some critical supplies we’re sending along, including a magical keystone to prevent the dead from joining Tar-Baphon’s army. You can use the supplies in an emergency, but they’re intended for Steadfast. The more you can deliver to the refugees, the easier time they’ll have escaping. Questions?”

Claudiette's Direction:
Not far from Steadfast there’s an enormous watchtower made of polished obsidian or marble of some kind. It’s surrounded by dead Lastwall knights and they seem to patrol as if still alive. Steadfast’s populace give the watchtower a wide berth and the town is hidden from the tower’s view by the ever-present mists. Sir Cray insists the tower is important, but he’s in no condition to mount an attack. He may try anyway—please stop him!

I stayed off the roads, since the watchtower’s knights sometimes patrolled them, but made my way to the crossroads I knew was near the campsite we’d stayed at on the last fateful night. I made the mistake of returning there in hopes of gathering our notes of survivors and holdouts in case I made it back to the Society, but I failed. The dead hunted me like food. I think some of them were my fellow Pathfinders.

I lost my closest friend, Featherfall, near an old caravan that had plunged into a ravine. But I trudged alone, following the river as it turned north away from the roads. The dead followed on my heels. I couldn’t fight them all off.

Finally, I found the old stone bridge that led across the river. Some young toughs found me there and helped me to Caliphas. I never thought I would see the living again. I would like to thank them, but I never knew their names.

The same can also be found in > Slides <.


Expert Hireling, Skills: Diplomacy, Speech Impediments NPC of Hancock the Angry

Hancock has a hard time taking the VC seriously when it resembled a plush toy so much. But with mental reminders that cute little things can be very dangerous, and that she is a VC, not a field agent, he manages to keep focus.

"Godamp?"


Expert Hireling, Skills: Diplomacy, Speech Impediments NPC of Hancock the Angry

Bruce doen't wait to see if anyone can translate the mumbled sentence and cheerfully chimes in,

"Hancock would like to know if you have a map we could use."


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Claudiette looks at Hancock and then at his hireling. She shakes her head. “I wish. The whole area is shrouded in some kind of mist. You combine that with losing fight after fight with skeletons and other hungry dead… well… I’m lucky I can tell the tale at all.” she sighs.

Rolling secret checks...

GM Screen:
Stork-That-Towers's Pathfinder Society (T): 1d20 + 7 ⇒ (9) + 7 = 16

Stork-That-Towers:
As for Pathfinder Society’s previous incursions into the Gravelands, you recall that Pathfinder scouts unearthed reports of groups of knights sent from Vigil in the last days before the fall of Lastwall to fortify smaller abandoned outposts throughout the countryside. Most never returned. One such outpost is a watchtower nearby made of dark obsidian and towering over the forest that surrounds it. Pathfinder reports are clear that it’s inhabited by powerful graveknights who should be avoided at all costs. Pathfinders are instructed to be wary if they hear the hoofbeats of a cohort of knights patrolling the area, because of the danger the tower’s knights present. If you have a chronicle for Pathfinder Society Scenario # 1-03: Escaping the Grave for any character, you also know that
Spoiler:
a couple years ago, Evni Zongoss sent a team to find the remains of several lost Pathfinders in the vicinity of a town once known as Goldenflame. Several teams of Pathfinders were sent to find other holdouts in the dangerous lands. Their exploits and maps are well documented and are required reading for any Pathfinder working in the vicinity of the dreaded Gravelands. You gain a +2 circumstance bonus to your skill checks the first time your group becomes lost in the woods.

Envoy's Alliance

M Halfelf Cloistered Cleric 2 | Blessed One|Field Medic |◆◆◆◇↺| HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | 25" | Hero 1/3 | spells 3/3 | Heal 4/4 | Focus 2/2 | Battle Medicine +8 | Lay on Hands

Tarkis asks Claudette "What kind of undead did you encounter? What should we prepare?"

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

"So, avoid the undead, kill the ones we cannot avoid, draw a map, deliver supples, and stop some crazy knight Crey from atacking the black tower? Is that all? Shall we trim the verge while we are in town?"

Vigilant Seal

Female Gnoll Magus 3 HP 40/40 Hero Points 1/1 AC 20 (21 Shield) Saves F+9 R+6 W+6 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

I do have that Chronicle on one of my characters.
"We, the Society, have done missions in the Gravelands in the past," Stork says, "Previous reports have a tower of obsidian near our destination, manned by undead knights. If we hear hoofbeats, we need to run or hide, far too dangerous for us." Or great big leathery wings, Stork thinks but that much is obvious.

"I've read the field notes of a Shoanti agent, Unaku Does-Not-Laugh, who was part of a expedition to the town of Goldenflame in the Gravelands. Terrible, terrible man, he is, a follower of a dragon, but he is well experienced, and I have a transcribed copy of his work in the Gravelands."

Stork will share all she knows in the above spoiler addressed for me. Unaku Does-Not-Laugh is my character with that chronicle, and is a Draconic Barbarian who reveres dragons while Stork is deathly afraid of them.

Horizon Hunters

female human (versatile) kineticist 1 | HP 20/20 | AC 17 | F +9 R +8 W +4 | Perc +4 | Stealth +6 | Speed 25 | Hero 1/3 | ◆◇↺ | Active Conditions: none

"Huh? Oh. I think I talked to someone who was on that mission once. Her name started with an N, like mine..." Nhorri trails off for a moment before asking: "Will we get a wagon or something to carry all the stuff? Or are we backpacking? I'm not that strong..."

One of my other PCs has the Chronicle referenced in the spoiler.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

In Hancock's opinion fighting things that are already dead and just get right back up after a time out takes all the joy out of it. Kind of like whacking target dummies, though tougher. It's work, not fun. Good for you though. Maybe these undead don't do that? Unfortunately finding out means having to ask a question, and that means having to talk.

"Wasa grvnit?"

And besides, speaking of dragons, he always wanted to die fighting a dragon, not some stupid undead brainless knight.

Hancock has a sour look on his face.

this time Bruce waits before translating. Even with the mumble the questions seems clear enough.


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Tarkis Kirath wrote:
Tarkis asks Claudette "What kind of undead did you encounter? What should we prepare?"

"Skeletons, zombies." Claudiette answers. “The dead.” Evni responds automatically, trying to say that any type of undead can be expected in the Gravelands. “They’re everywhere. And from what Claudiette says, something in the area makes it so that everyone that dies rises back up. Most of them under the spell of some necromancer or some other malevolence.”

Before she can stop herself, Claudiette bursts out, “And riders. Knights of death on shadowy steeds. Avoid the roads at all costs!”

Luz Lumino wrote:
"So, avoid the undead, kill the ones we cannot avoid, draw a map, deliver supples, and stop some crazy knight Crey from atacking the black tower? Is that all? Shall we trim the verge while we are in town?"

"I am not sure what you mean (by trim the verge, XD), but yeah, basically that is it." the venture-captain tells Luz.

Nhorri Ephema wrote:

"Will we get a wagon or something to carry all the stuff? Or are we backpacking? I'm not that strong..."

Evni gestures over to a cloth sack (as type 1 bag of holding). “There’s some food and basic medical supplies inside, all in that small bag. But most of the gear inside is specifically to detect, avoid, or — Desna forbid — fight off the undead. Use what you must, but the more you can bring to the refugees in Steadfast, the better off they’ll be.”

You begin the adventure with 10 “Supplies,” each of which represents an abstract amount of food, medicine, consumable items intended to aid the refugees, or the few remaining supplies already stockpiled at Steadfast. At certain points in the adventure, you may need to spend Supplies. Spending Supplies doesn’t necessarily represent your use of the items. Rather, it may represent a setback causing you to take longer to reach Steadfast (thus resulting in the refugees using up their own supplies), or it may represent you losing some supplies while lost in the woods.

Using Supplies: At any time, except during an encounter, the group can spend 1 Supply to rummage through the supplies for 1 minute. If you do, you gain five vials of holy water and five bottles of moderate bottled sunlight.

In addition to the supplies, Evni gives them three vials of holy water and, three bottled sunlight, and two vials of life salt. Finally, she gives them the spiral keystone, a large, chiseled stone with a glowing blue spiral engraved on one side.

“We had a Pharasmin priest who passed on a few weeks back.” Claudiette shrugs painfully. “He explained how we could protect the town from undead by using that keystone, but he couldn’t complete the ritual to enchant it while within the corrupted Gravelands. The area around the town is afflicted. Something makes everyone who dies return to join the enemy. This stone, if properly enchanted, can keep that effect at bay — at least long enough for people to get away. I came to Ustalav to get help, but also to get the keystone to someone who could complete the preparations. Thanks to Evni, it’s ready to go.”

“One last thing.” Evni intones the moment the Pathfinders are out of Claudiette’s earshot. “I contacted Valais Durant, leader of the Radiant Oath faction, with Claudiette’s report, as she had been a member of that faction. I received two missives back. They’re further orders. Requests really. Do what you can for the people of Steadfast. But whatever you do, come back to us alive.”

Horizon Hunters Orders wrote:

Friends,

We’ve heard some of the Dralston party has returned. This is the best news, despite their tragic losses. From what Venture-Captain Evni told us, Claudiette has only a portion of the maps and logs they were tasked with compiling to find the hidden paths and survivors within the Gravelands. If it’s at all possible, recover as much of their records, and other maps of the area, as you can find. If we can reconstruct their routes through the hidden paths in the Gravelands, we can use them to rescue other forlorn communities they came across and chart our way through the lands of the dead.

This is a dangerous task, to be sure, but that information is invaluable to the safety of not only your fellow Pathfinders, but the struggling people left behind in the wake of Lastwall’s fall.

—Calisro Benarry

Radiant Oath Orders wrote:

Pathfinders,

The Crusade fell and darkness took the land. This we all know. We also know Vigil sent knights into the countryside to help those that couldn’t help themselves. From Pathfinder Dralston’s report, we know one of Vigil’s knights defends Steadfast in her place, waiting for the relief you will bring. He has orders to investigate and possibly attack a nearby watchtower guarded by knights that have fallen into undeath.

As much as it pains me to give this strategy pause, Sir Cray must stand down—but as a knight I can tell you, it will be difficult to convince him to do so without some proof of the dangers at the watchtower. If you find this vile structure, take note of the shields of the knights patrolling it, count their numbers, gauge their defenses and bring this information to Sir Cray in Steadfast. He must not engage them at this time—without greater support, such a mission can only end in death. The same goes for you.

If Sir Cray could return with you to Caliphas, and do his duty to protect Steadfast’s refugees, perhaps Valais could help him to see better ways to defeat the dark forces, as she has for me.

—Knight-Errant Sabina Malatesta

These are also reproduced in > Slides <.

If you have no more questions, everyone begins with one hero point each. Those with glyphs, this is your chance to share them. You can also declare your school items, if any.

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

Luz collects the bottles of sunlight. "I believe I can put these to best effect."

Since Luz can see his attack roll before attacking, he's least likely to waste any consumable weapons.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

"One last question. My employer would like to know what a grave knight is?"

Hancock is not interested in any of the namby-pamby vials. Bruce is, but he is a terrible aim and you might as well just thrown them in the trash as give them to him.


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"Graveknights are reanimated warriors brought back to unlife through a cursed suit of armor, imbued with a malevolent and undead energy," Evni explains, visibly disturbed by the idea, her arms wrapped around her as if she is getting cold.

Horizon Hunters

female human (versatile) kineticist 1 | HP 20/20 | AC 17 | F +9 R +8 W +4 | Perc +4 | Stealth +6 | Speed 25 | Hero 1/3 | ◆◇↺ | Active Conditions: none

I think our party's healer should carry the life salt. Agree/disagree? Who would that be?

Nhorri shudders. "They sound awful. And fast, 'cause of those horses. I guess I should take one of these holy waters. ... Who's good at drawing maps? I'm really not, so..."

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

Neither is Hancock. Perhaps Bruce...???


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It looks like most are martial characters. I will move the game to the next while you decide who carries what.

The forested wilderness near Ustalav almost seems to have expanded overnight in the wake of the Whispering Tyrant’s triumph. Maps of the villages, cities, and trade routes of Lastwall are less than useful since that region has given way to the Gravelands. In some places, the roads disappear at the edge of the wilderness, while in others, small villages seem to have risen straight out of the mists.

After a few days of travel, the Pathfinders reach an old stone bridge near the border of the Gravelands. This old bridge crosses one of the narrowest points of the Path River, leaving the dubious safety of Ustalav for the wilds of the Gravelands. The well-worn path leading to the bridge hasn’t been kept up for many years, but the bareness of the river banks and sparse foliage keep it easy to follow. A light mist draws itself up from the river below, setting the far shore in a slight haze.

A trio of what looks like guards guarding the bridge to the Gravelands. They are discussing something and one says "I saw these refugees a few days ago mumbling something that I don't understand. Perhaps traumatized by their experience there." pointing at the other end of the bridge. When they find the Pathfinders they spread themselves across the width of the bridge. "Three gold pieces per head if you want to cross the bridge." one of the guards demands them.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

Hancock looks perplexed, like he is wondering who else would be stupid enough to enter the Gravelands, and even stupider to pay for it. He almost feels pity for the guards.

"Ftfrt?!"


Expert Hireling, Skills: Diplomacy, Speech Impediments NPC of Hancock the Angry

Bruce is familiar with this game. One Hancock likes to play whether it be for paying for a meal or beer, or just to resolve an argument by fighting. Frankly its the only way Hancock EVER wins an argument. Crude, but effective though.

"Hancock here would like to know if you would like to try for double or nothing. He will fight any one of you and if he loses he gives you double, but if he wins we go free."

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

Luz puts his hand out to pause the barbarian. "Greetings. We are here to bring aid to those suffering in the Gravelands. Under what banner do you serve?"

Luz makes these men the subject of his investigation.


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Kindly roll Intimidation and/or Diplomacy checks.

Envoy's Alliance

M Halfelf Cloistered Cleric 2 | Blessed One|Field Medic |◆◆◆◇↺| HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | 25" | Hero 1/3 | spells 3/3 | Heal 4/4 | Focus 2/2 | Battle Medicine +8 | Lay on Hands

"Before we parley any further, let me ask you ask you just one question: did you let those refugees pass without payment? Or did you charge them three gold also to pass?" Tarkis looks to the sides of the bridge to see if there are dead refugees.


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The one in red rolls his eyes. "It is none of your business." he answers in an unfriendly tone. "You don't pay, you don't get to pass through the bridge." The three of them proceed to brandish their clubs, slapping them against their open palms.

GM Screen:
Stork-That-Towers's Initiative using Investigate: 1d20 + 7 ⇒ (5) + 7 = 12
Stork-That-Towers's Society (T): 1d20 + 7 ⇒ (12) + 7 = 19

Stork:
Days before you arrive here, you heard rumors about a gang called Grim Rictus Gang which are local ne’er-do-wells who only prey on those leaving Ustalav for the Gravelands, rather than the other way around. They sound more like desperate opportunists than cold-blooded killers. These men look like that is what they are doing.

You can find yourselves here in the > MAP <, just in case.


Expert Hireling, Skills: Diplomacy, Speech Impediments NPC of Hancock the Angry

diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25

"Does that mean you want to take Hancock up on his offer? You know, if you win, that means an extra gold under the table for each of you..."

Envoy's Alliance

M Halfelf Cloistered Cleric 2 | Blessed One|Field Medic |◆◆◆◇↺| HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | 25" | Hero 1/3 | spells 3/3 | Heal 4/4 | Focus 2/2 | Battle Medicine +8 | Lay on Hands

Tarkis doesn't like the guard's reply. He steels himself in anticipation of a fight.

I'm good with my current position on the map


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"Fine, fine. If you really want to get through, we can lower the tax to enter to 1 gold piece and 5 silver pieces per head. That is better than three gold pieces each," tells one of them as he tries to diverge from that conversation while looking warily at Hancock, while the others nod in agreement.

One of them is now Indifferent.

Horizon Hunters

female human (versatile) kineticist 1 | HP 20/20 | AC 17 | F +9 R +8 W +4 | Perc +4 | Stealth +6 | Speed 25 | Hero 1/3 | ◆◇↺ | Active Conditions: none

Huh? Nhorri had been plodding along, her mind wandering a bit, but this stop pulled her out of her reverie. She scoots closer--practically into the arms of a scraggly bush--to get a better look at the guys blocking the bridge as she listens to the banter getting tenser by the moment. A thought occurs to her: If we talk our way through here, they'll still block others--or us, when we're coming back with the dead hot on our heels.

Vigilant Seal

Female Gnoll Magus 3 HP 40/40 Hero Points 1/1 AC 20 (21 Shield) Saves F+9 R+6 W+6 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

Stork looks back at her party and then back at the thugs. She theatrically counts on her hands up to six and then to three.

Stork isn't particularly charismatic so I won't take my chance to influence them.

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

Luz turns around and heads to the back of the party pulling his hammer and whip as he walks., where upon he turns around and responds.

"Well, my good sirs, I can offer you this one chance to find another bridge that will be far less dangerous to collect tolls on. We have no quarrel with you, at the moment, and we'd like to keep it that way."

Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13

Just a reminder that Luz does have Escaping the Grave as a personal chronicle and he is using Investigation as his exlporation activity.


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

"Is that a threat?!" One of them shouts in Luz's face. "Don't you know who we are? Have you heard about the Grim Rictus gang? Well if not, we will give you a taste of what and who we are!"

Rolling initiatives...

GM Screen:
Nhorri Ephema's Initiative using Avoid Notice: 1d20 + 12 ⇒ (19) + 12 = 31 (Stealth)
Hancock the Angry's Initiative using Search: 1d20 + 8 ⇒ (8) + 8 = 16
Stork-That-Towers's Initiative using Investigate: 1d20 + 7 ⇒ (7) + 7 = 14
Tarkis Kirath's Initiative using Search: 1d20 + 7 ⇒ (20) + 7 = 27
Luz's Initiative using Investigate: 1d20 + 10 ⇒ (12) + 10 = 22
Mao Si-Dai's Initiative using Search: 1d20 + 5 ⇒ (13) + 5 = 18
H1, H2, H3, Perception: 1d20 + 7 ⇒ (16) + 7 = 23

❖❖❖❖❖❖ OLD STONE BRIDGE ENCOUNTER Round 1 ❖❖❖❖❖❖

Party Conditions: ---
Terrain Features: Squares with foliage can provide Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
➤ Nhorri (☘️ 2/3) (AC 18) (30/30 HP)
➤ Tarkis (☘️ 2/3) (AC 15, 16 w Glass Shield) (27/27 HP)
H1 (- HP)
H2 (- HP)
H3 (- HP)
Luz (☘️ 1/3) (AC 18) (48/48 HP)
Mao (☘️ 2/3) (AC 17) (20/20 HP)
Hancock (☘️ 1/3) (AC 21, 20 when Raging) (70/70 HP)
Stork-That-Towers (☘️ 1/3) (AC 19, 20 w Shield) (30/30 HP)

Envoy's Alliance

M Halfelf Cloistered Cleric 2 | Blessed One|Field Medic |◆◆◆◇↺| HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | 25" | Hero 1/3 | spells 3/3 | Heal 4/4 | Focus 2/2 | Battle Medicine +8 | Lay on Hands

"By the Elven gods! Abandon this please or suffer!" Tarkis sends a lance of divine energy at the bandit directly ahead of him (H3).

◆◆ Divine Lance: 1d20 + 8 ⇒ (2) + 8 = 10 Good: 1d4 + 5 ⇒ (4) + 5 = 9
◆ Shield

Horizon Hunters

female human (versatile) kineticist 1 | HP 20/20 | AC 17 | F +9 R +8 W +4 | Perc +4 | Stealth +6 | Speed 25 | Hero 1/3 | ◆◇↺ | Active Conditions: none

Hey! I saw that coming! Nhorri's all proud of herself for paying attention as she Channels Energy. The air around her whips around like a mini-tornado, shooting a blast of electricity out to hit H1 square in the chest.

Elemental Blast: 1d20 + 7 ⇒ (20) + 7 = 27
Crit!
Electrical damage: 1d6 + 1 ⇒ (4) + 1 = 5 x2 for 10 damage

She then activates her Four Winds impulse, targeting Mao, Stork, Hancock, and herself, which causes her to drift into the shrubbery a bit more (move an additional half speed). "Go where the wind takes you!"

Mao, Stork, and Hancock can stride up to half their speed for free during Nhorri's turn. Nhorri gets a cumulative full stride between Four Winds and her Impulse Juction.

◆ Channel Elements, ◇ Elemental Blast, ◆◆ Four Winds

Vigilant Seal

Female Gnoll Magus 3 HP 40/40 Hero Points 1/1 AC 20 (21 Shield) Saves F+9 R+6 W+6 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

The winds pick up Stork and move her closer to her prey.

Grand Archive

NG Human Kineticist 1 | HP 20/20| AC 17| F +9 R +7 W +5 | Perc +5 | Stealth +2 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ ◈ | ↺ |

With the winds' help. Mao positions himself behind Hancock.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

Hancock doesn't like the wind thing and holds his ground, motioning the eager thugs to close with him.


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Tarkis sends divine energy but only touches the ground. He then raises shield. Nhorri calls the power of air to blast H1 with electricity that convulsed it for a short time. H1 takes 10 E damage. She then helps her allies get closer with her buffeting winds.

It might be a good idea, but to the gang members, it will be easier to attack them. H1 draws close to Nhorri to corner her and bludgeon her with his club twice!
Club Attack vs Nhorri AC 18: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 4 ⇒ (2) + 4 = 6 bludgeoning damage

Club Attack, MAP vs Nhorri AC 18: 1d20 + 9 - 5 ⇒ (6) + 9 - 5 = 10

H2 approaches the barbarian and does the same!
Club Attack vs Hancock AC 21: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d6 + 4 ⇒ (1) + 4 = 5 bludgeoning damage

Club Attack, MAP vs Hancock AC 21: 1d20 + 9 - 5 ⇒ (11) + 9 - 5 = 15

H3 is next to the gnoll and brings triple attack!
Club Attack vs Stork AC 19: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d6 + 4 ⇒ (1) + 4 = 5 bludgeoning damage

Club Attack, MAP vs Stork AC 19: 1d20 + 9 - 5 ⇒ (20) + 9 - 5 = 24 Crit
Damage: 1d6 + 4 ⇒ (3) + 4 = 7 bludgeoning damage x2

Club Attack, MAP2 vs Stork AC 19: 1d20 + 9 - 10 ⇒ (6) + 9 - 10 = 5

"That's what you get if you don't pay!" the same snarls at the gnoll, contented with his attack at her.

❖❖❖❖❖❖ OLD STONE BRIDGE ENCOUNTER Round 1 ❖❖❖❖❖❖

Party Conditions: ---
Terrain Features: Squares with foliage can provide Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Nhorri (☘️ 2/3) (AC 18) (24/30 HP)
Tarkis (☘️ 2/3) (AC 15, 16 w Glass Shield) (27/27 HP)
H1 (-10 HP)
H2 (- HP)
H3 (- HP)
➤ Luz (☘️ 1/3) (AC 18) (48/48 HP)
➤ Mao (☘️ 2/3) (AC 17) (20/20 HP)
➤ Hancock (☘️ 1/3) (AC 21, 20 when Raging) (65/70 HP)
➤ Stork-That-Towers (☘️ 1/3) (AC 19, 20 w Shield) (11/30 HP)

Grand Archive

NG Human Kineticist 1 | HP 20/20| AC 17| F +9 R +7 W +5 | Perc +5 | Stealth +2 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ ◈ | ↺ |

Mao concentrates and activates his Kinetic Gate. He then sends two blasts of cold damage to H1.

Elemental Blast: 1d20 + 8 ⇒ (13) + 8 = 21
Cold Damage: 1d8 ⇒ 8

Elemental Blast: 1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 16
Cold Damage: 1d8 + 4 ⇒ (2) + 4 = 6

◈Channel Elements, ◇Elemental Blast, ◈◈Elemental Blast. If the two action Elemental Blast hits, he also is moved 5 feet down due to Impulse Junction.

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

Luz calls back, "I would call it an appeal, not a threat."

Since Las set these foes as the subject of his investigation, do I get to use DaS as a free action against them?

When the inevitable fight breaks out, Luz attempts to devise a stratagem against H1

DaS vs H2: 1d20 ⇒ 18 Triggers Known Weakness --Free Recall Knoledlge- +10 Society on Crit Success, everyone gets a +1 to hit versus H2

Luz moves up and throws his hammer at H2 Ranged Strike (Light Hammer): 18 + 11 = 29

Damage wStategic Strike: 2d6 + 1d6 ⇒ (4, 6) + (1) = 11

Luz calls out to Hancock, "Hit him from the left side, he will not see it coming." Luz uses Shared Stratagem and H2 is Flat footed to Hancock

If Luz got DaS as a free action....
Luz catches his hammer as it returns to him and continues to throw it at H2

Ranged Strike 2 vs H2: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 2d6 ⇒ (6, 5) = 11

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

Hancock yells menacingly at his opponent, shifts his grip and lashes out at the left side as instructed.

intimidate: 1d20 + 5 ⇒ (6) + 5 = 11

to hit Maul: 1d20 + 11 ⇒ (8) + 11 = 19, +1 if DaS worked
damage Maul: 2d12 + 4 ⇒ (8, 3) + 4 = 15 bludgeoning damage
4 additional damage with electrical, arcane, and evocation traits on a hit

to hit Maul, iterative1: 1d20 + 11 - 5 ⇒ (6) + 11 - 5 = 12
damage Maul: 2d12 + 4 ⇒ (1, 8) + 4 = 13 bludgeoning damage
4 additional damage with electrical, arcane, and evocation traits on a hit

* intimidate
* strike
* strike (or move one southwest if he goes down)

Vigilant Seal

Female Gnoll Magus 3 HP 40/40 Hero Points 1/1 AC 20 (21 Shield) Saves F+9 R+6 W+6 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

Stork yelps and whines after getting two massive hits against her. She draws her guisarme and transfers the arcane might of her gouging claw through it.

Spellstrike, Gouging Claw, guisarme: 1d20 + 9 ⇒ (1) + 9 = 10
Slashing Damage, Piercing Damage: 1d10 + 4 + 1d6 + 3 ⇒ (5) + 4 + (1) + 3 = 13

◆ Draw Guisarme ◆◆ Spellstrike


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Mao calls the elements and blasts cold at H1, hitting on the first attack. H1 takes 8 cold damage.

Luz, yes, you have Devise as free action.

GM Screen:
Society: 1d20 + 10 ⇒ (19) + 10 = 29

Luz:
You know they are member of the gang called Grim Rictus Gang which are local ne’er-do-wells who only prey on those leaving Ustalav for the Gravelands, rather than the other way around. They sound more like desperate opportunists than cold-blooded killers. These men look like that is what they are doing.

Luz throws his light hammer at H2, hitting it squarely in the face! Crit, H2 takes 22 B damage.

Crit on Recall Knowledge. Each ally gains a +1 circumstance bonus to their next attack roll vs H2, as long as their attack is made before the beginning of your next turn.

Hancock, I don't know when you begin Raging, but for now, I will assume you are not raging yet or I can make your actions Intimidate, Rage, and then Strike. What do you think?

Stork draws his weapon and casts some magic added to her attack. Her attack fails. While she does so, H3 makes an AoO during her casting!
Club AoO vs Stork AC 19: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 4 ⇒ (4) + 4 = 8 bludgeoning damage

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)
GM Frost wrote:
MHancock, I don't know when you begin Raging, but for now, I will assume you are not raging yet or I can make your actions Intimidate, Rage, and then Strike. What do you think?

Dang it, forgot again. From now on just assume I start a rage and toss out the last attack because that is what I would do and the attacks I post are definitely with rage added.

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