[Gameday XII] Zero's #1-04: Bandits of Immenwood (Inactive)

Game Master Super Zero

RPG Chronicles
Slides Tabletop
Low Tier - 17 CP


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Grand Lodge

NG Male Human Educator

The Pathfinders are awoken early in the morning by an urgent summons from Venture-Captain Ambrus Valsin. As they arrive they are shown directly into his private office, where he and the Grand Lodge’s head archivist, Zarta Dralneen, are examining a list of items.

But before we get to that, why don't you introduce yourselves?

For now, feel free to dot in.

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

A small figure remains hunched off to the side, decked in heavy clothing from head to toe, a cloth pulled over their face, leaving no inch of skin visible. They seem to be surveying everything they can, constantly as though always on edge, their gloved hands never straying far from the handle of a strange gun slung over their shoulder. The way the light wavers across the bright green scales of the weapon makes it seem almost alive.. The person's clothing and general size and shape appears to be that of a young male goblin.

Eventually, a soft voice filters out of the pile of twitchy clothing, "' Don't think I know any of ya... So how should 'dress ya?"

Envoy's Alliance

Sprite Barbarian 3 | AC 20 | HP 48 | Spd 25 | F 9, R 7, W 8 | Perc 8 | Athletics 10 | Acrobatics,Stealth, Thievery 7 | Guild Lore, Survival 6 | Intimidation 5 | ◆◇↺

A sprite the size of a cat comes into the room. It flutters up to the top of one of the chairs. Strapped to its armor is a sword taller than it is. In human hands it would be a shortsword.

Here's a picture.

"I'm Folmyr. We'll get to know each other soon enough."

Envoy's Alliance

”Jong Sasaki” | Female human witch 3 | HP 29/29 | AC 18/19/20 | F +6 R +7 W +8 Resistances cold 1, electricity 1 | Perc +6 | Default Exploration ( Searching) | Speed 30ft | Focus points 2/2 | Hero Points 1/1 | | Active Conditions: None

A tall, dark haired woman strides into the room. I am Jong Sasaki. You can just call me Jong.

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

The piles of clothes shifts as though examining each of you in turn. "Folmyr, Jong... 'Tis 'pleasure... 'Names Gorliche Turnlocke... 'Tis mouthful, 'know... So's jus' call me what ya will..."

Horizon Hunters

NG Male Unbreakable Goblin Giant Instinct Barbarian 1 | Warrior | HP 23/23 (+2 temp HP at ◆ Rage), AC 18 (17 while Raging), Fortitude** +6, Reflex* +4, Will** +5, Perception** +5 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Search | Active Conditions Cold Resistance 1 & Electricity Resistance 1 (from slotted boon) | ◆◇↺

A large man with brows furrowed is sitting on the floor, contemplating what is in store for the group. The arrival of others allows him to introduce himself. "Duncan." A man with few words, that is all he can tell them about himself.

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

A weathered looking elf in rough leathers pads in, his footsteps quiet from the soft leather of his boots. His face and arms show signs of a life of battle, small nicks and scars that never quite fully healed. Evidently not one to hide his role, he openly walks with his long spear in both hands, a pair of lighter throwing spears on his back. Kits for dealing with traps and wounds are on plain display along his belt.
His gaze quickly assesses each of his new allies, then he murmurs. “Falendral.”. Clearly another very talkative type, as he moves to rest with his back to the wall, shifting the spear to a resting stance leaning against his shoulder.

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

After further examination around the group, the pile of clothes speaks up yet again. "I not be seein' any o' obvious signs... But if'n one of you's be healin' type... Please be stickin' to these 'ere bottles on me band'lier in 'mergencies... 'N leave me ta me own devices otherwise."

Envoy's Alliance

”Jong Sasaki” | Female human witch 3 | HP 29/29 | AC 18/19/20 | F +6 R +7 W +8 Resistances cold 1, electricity 1 | Perc +6 | Default Exploration ( Searching) | Speed 30ft | Focus points 2/2 | Hero Points 1/1 | | Active Conditions: None

I can see I am going to be spending my time with a bunch of sparkling conversationalists. If we have to talk to anyone while we're on this mission, who is going to move to the front and do the talking?

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Falendral shrugs slightly, offering the faintest hint of a smile. I'm best for making holes and patching them up after.

Radiant Oath

M HalfElf Cloistered Cleric 2 | Field Medic | Blessed One | HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | |◆◆◆◇↺| Battle Medicine +8 | 25' | Hero 1/3 | focus 0/2| spells 1 1/3 | Heal 3/4 | Lay on Hands |

A dark-skinned half-elf arrives, heavily clad in multiple layers of blue-colored linen. His robe is marked with gold trimmings. He carries a scimitar on his belt, and sports several pouches and cross-body bags. He wears a holy sybmol of the Dawnflower as a necklace.

"Good day! I am Orion Oneiros, and I am a servant of Sarenrae. How may I be of service?"


Falendral snorts softly, nodding towards Orion even as he waves towards Jong. There's your answer, apparently.


Ambrus Valsin seems deep in thought, a common appearance for the stoic Steward of Absalom’s Grand Lodge.

“Most of you know Zarta Dralneen, I assume?” Valsin begins, nodding to the woman. “She’s recently accepted an appointment as head archivist of the Grand Lodge, so you’ll understand her interest in this assignment shortly.”

The venture-captain gestures to a map of Absalom and then the Isle of Kortos hanging on the wall behind his desk. “You’re heading to Otari, along the southern coast between here and Diobel. One of our transport vessels, a barque called Durvin’s Query, foundered just outside the harbor there a few days ago. It was laden with the artifacts collected from a site in the Mwangi Expanse. The Pathfinders returning on the ship collected the most valuable cargo but were forced to leave the rest. They made their way to Otari and sent word of their misfortunes to the Grand Lodge. Based on their report, I need you to go, pick up the material immediately, and bring it back safely to the Grand Lodge.”

Zarta Dralneen smoothly takes up the narrative. “Of course, it’s not quite as simple as that,” she smiles. “The team aboard Durvin’s Query encountered a sequence of extremely… unusual events as they returned home. Bad luck plagued them the entire trip, and they ran into more than the usual number of oceanic hazards. I suspect that something they picked up in the Expanse was the source of their extreme bad luck, and I’m eager to find out just what it is.”

Valsin slides a weather-stained list across his desk. “As you may know, salvage belongs to the finder, and so we couldn’t just leave the items in the shipwreck for anyone to find. I’ve already contacted an old friend in Otari, a former Pathfinder by the name of Khoumrock Blackthane, to be your advance agent. Khoumrock’s team has gone to the wreck site to collect everything that was left behind—here’s the list. By the time you arrive in Otari, he’ll have it fully packed for you. You’ll be sailing there for speed, but given the experience the previous team had at sea, we feel the safest method of transport back is overland, through the Immenwood and along the High Coast Road.”

Valsin’s face turns grim. “Now, I know this might sound like a less-than-glamorous assignment, playing caravan guard for a couple of days, but it’s important. That material came from an important site, and the string of bad luck the original team had means there’s something in there that isn’t what it seems. Be on your guard, and make sure nothing goes missing on the way back. Any questions?”

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

The clothes will address Jong for a moment. "Beggin' yer patience, ma'am... I not being used ta talkin' ta others... Mostly they jus' scream 'n either run 'way... Or charge at... Neither good fer practicin' me speakin'"

He listens closely to the story of their mission. "I see... Jus' one more protectin' job fer a cursed caravan... I be seein why I was picked fer th' job."

Horizon Hunters

NG Male Unbreakable Goblin Giant Instinct Barbarian 1 | Warrior | HP 23/23 (+2 temp HP at ◆ Rage), AC 18 (17 while Raging), Fortitude** +6, Reflex* +4, Will** +5, Perception** +5 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Search | Active Conditions Cold Resistance 1 & Electricity Resistance 1 (from slotted boon) | ◆◇↺

"This looks like a long list of artifacts that needs to be brought back. I assume they are all packed into land vehicles?" Duncan asks after quickly scanning the list given to them. "Maybe one of the artifacts are cursed... giving those before us bad luck."

Envoy's Alliance

”Jong Sasaki” | Female human witch 3 | HP 29/29 | AC 18/19/20 | F +6 R +7 W +8 Resistances cold 1, electricity 1 | Perc +6 | Default Exploration ( Searching) | Speed 30ft | Focus points 2/2 | Hero Points 1/1 | | Active Conditions: None

Some of this is definitely too heavy to carry. Have you been told whether it will be one wagon, two or more? Also, you mentioned us as guards but not drivers. Do we need to drive the wagon(s) as well?. Also, if we get in a jam and determine some of the items we are carrying could be useful, can we use them?

Radiant Oath

M HalfElf Cloistered Cleric 2 | Field Medic | Blessed One | HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | |◆◆◆◇↺| Battle Medicine +8 | 25' | Hero 1/3 | focus 0/2| spells 1 1/3 | Heal 3/4 | Lay on Hands |

He looks to Gorliche and says "I'll remember what you've said about the bandolier. If we get into a fight, you shouldn't stay too close to me then. I may have to heal in a burst." He looks at him with no emotion, understanding perfectly the implications of Gorliche's request.

Orion takes a look at the list, and tries to commit to memory its' contents.

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Falendral briefly skims the list, nodding slightly as he lets the others do most of the questioning. I do my work best from the ground, if that's possible. is all he'll contribute.


Ambrus scratches his head. "Some of those questions would probably be better answered by Khoumrock Blackthane when you seem him. Certainly he'll have the cargo loaded for you in some means of transport. I'd say you can safely expect something like an animal-drawn covered wagon. And you're our team for delivering the cargo, so you'll have to drive it, yes."

Looking seriously at Jong he answers, "Feel free to examine the cargo, and use anything you can identify. Just remember that something in there seems to be cursed, and be careful."

Horizon Hunters

NG Male Unbreakable Goblin Giant Instinct Barbarian 1 | Warrior | HP 23/23 (+2 temp HP at ◆ Rage), AC 18 (17 while Raging), Fortitude** +6, Reflex* +4, Will** +5, Perception** +5 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Search | Active Conditions Cold Resistance 1 & Electricity Resistance 1 (from slotted boon) | ◆◇↺

Duncan stands up and adjusts the buckle of his leather armor. He is ready to leave to travel and collect the artifacts.

Duncan will have a minor healing potion as school item.

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

"I dun think I should drive ' cart... Animals dun usually like me... 'Nstead, I'd be best keepin' watch from hidden vantage... Like the cargo..."

Besides for that, the clothes will collect his 2 Oils of Unlife for their school item.

Envoy's Alliance

”Jong Sasaki” | Female human witch 3 | HP 29/29 | AC 18/19/20 | F +6 R +7 W +8 Resistances cold 1, electricity 1 | Perc +6 | Default Exploration ( Searching) | Speed 30ft | Focus points 2/2 | Hero Points 1/1 | | Active Conditions: None

I guess we'll have to see what the transport looks like when we get there. Hopefully not too difficult to drive.

Jong will take a minor healing potion for her school item.

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Sure hope someone can drive, I'll keep pace on my own feet, thanks.
Falendral will join the 1 minor healing potion school item club

Radiant Oath

M HalfElf Cloistered Cleric 2 | Field Medic | Blessed One | HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | |◆◆◆◇↺| Battle Medicine +8 | 25' | Hero 1/3 | focus 0/2| spells 1 1/3 | Heal 3/4 | Lay on Hands |

"I can't drive a cart, never had the chance to learn how to."


"I'll see you out," says Zarta Dralneen with a smile.

Zarta accompanies the Pathfinders as they leave Valsin’s office. She asks to speak to them privately, and then explains more about the faction’s interest in this particular mission. “It’s cute to see Ambrus so concerned about your welfare… but he’s right,” Zarta begins. “Dealing with this sort of situation is exactly why the Grand Archive was created. We have to retrieve whatever caused this bad luck, so it can be studied and understood. Normally, Gorm Greathammer would be the one to discuss this with you, but he is rather preoccupied with… well, he’s not able to be here himself. Just make sure you come back with everything from the wreck. We don’t yet know if it’s a single item, or some combination of items, that is the cause. Even if the cause is a single item, the context provided by the other relics, and especially the charts and notes collected by the team, are vital to our understanding of this phenomenon. Make sure everything is brought back
here intact.”

Anyone who wants to see if they can Recall some relevant Knowledge about...
...the Immenwood, post your Nature (or relevant Lore) bonus or make a secret check in a spoiler box.
...Gozreh and the Storm Kindlers, post your Religion (or relevant Lore) bonus or make a secret check in a spoiler box.
...Otari, post your Society (or relevant Lore) bonus or make a secret check in a spoiler box.

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

Gorliche will think upon all those subjects, but is by no means a master of any of them.

Nature and Religion are both +2, Society is a +4

Envoy's Alliance

”Jong Sasaki” | Female human witch 3 | HP 29/29 | AC 18/19/20 | F +6 R +7 W +8 Resistances cold 1, electricity 1 | Perc +6 | Default Exploration ( Searching) | Speed 30ft | Focus points 2/2 | Hero Points 1/1 | | Active Conditions: None

Jong will see what she knows

RK Check:

Society: 1d20 + 8 ⇒ (14) + 8 = 22

Radiant Oath

M HalfElf Cloistered Cleric 2 | Field Medic | Blessed One | HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | |◆◆◆◇↺| Battle Medicine +8 | 25' | Hero 1/3 | focus 0/2| spells 1 1/3 | Heal 3/4 | Lay on Hands |

Secret Rolls:

Nature: 1d20 + 7 ⇒ (3) + 7 = 10
Religion: 1d20 + 7 ⇒ (9) + 7 = 16


Falendral nods in response to the instructions, but then pauses to ask. In case we determine a cursed object, do you have some form of container we can transport it in to shield us from it's impacts?

Nature +6, Religion +6, skipping society


Gorliche and Falendral agree that the Immenwood's lumber helped to make Absalom a major power in its early years. The central forest area around Otari is dense and overgrown, with even the paths covered by an intertwined canopy of branches. The forest often shelters bandits and others who choose to hide from civilization.

Orion knows that Gozreh is the Wind and the Waves, a dualistic entity that embodies the peaceful breeze as well as nature's fury. Gozren priests often use the natural environment as weapon or shield, and they summon aquatic monsters to do their bidding.
Falendral concurs, and further adds that the Storm Kindlers sought to create more storms like the Eye of Abendego, creating artifacts to concentrate the natural power of the weather to intense levels. Any of their artifacts are likely related to the sea or sea creatures.

Jong knows that Otari is a small port town situated where the road skirts the Immenwood. Situated about halfway between the bustling metropolis of Absalom and the outport of Diobel, it provides access to most modern luxuries without the hustle and bustle of life in Absalom.

Zarta shrugs apologetically. "Nothing like that on hand, I'm afraid. The best we can do are the sacks."

GM Dice:
Gorliche Nature: 1d20 + 2 ⇒ (15) + 2 = 17
Gorliche Religion: 1d20 + 2 ⇒ (6) + 2 = 8
Gorliche Society: 1d20 + 4 ⇒ (5) + 4 = 9
Falendral Nature: 1d20 + 6 ⇒ (12) + 6 = 18
Falendral Religion: 1d20 + 6 ⇒ (19) + 6 = 25

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

"Done dealt with one curse 'ready... What more could secon' un do... Wha's more worry'n be regarden wood... Vermilithax here e'nt so good 'n tight quarters." He pats his strafe weapon for emphasig


The journey to Otari takes the better part of the day, in part due to the rough seas and strong winds blowing in toward shore. The rough sea might leave some feeling a little queasy (DC 13 Fort save or be Sickened 1 for 30 minutes after leaving the ship--or 24 hours on a critical failure).

Waiting for them at the dock is Khoumrock Blackthane, who leads them to the Thirsty Alpaca Tavern to talk.

Khoumrock is a salty old sea dog with a nose reddened by years at sea (and perhaps a drink too many) who looks like he’s had little sleep in the past few days. His armor appears to be a suit of full plate heavily modified and integrated with a mechanical diving suit. Despite retiring several years ago, he still actively supports the Society and helps his friend Ambrus Valsin on request. Khoumrock speaks with an accent somewhere between a south-Absalom brogue and a sailor’s worldly clip.

Khoumrock swirls the dregs of a mug of beer as he tells his tale. “When Ambrus called me, I got a few friends an’ went right out to the wreck. We gathered everythin’ we could find. The storm already dashed the hulk again’ the rocks and broken her open, but most o’ the crates were washed ashore. I dove in to make sure she weren’t leaking any cargo, but the waves were rough and things were movin’ down that weren’t just the water and fishies!” He frowns as he recalls
the night’s efforts.

“The sky opened up as soon as we started packin’. The horses were half-mad wit’ the lightnin’ and the wind. It took all o’ night and part o’ the morning to collect everythin’, and we nearly lost the wagon to a big wave what came a-crashin’ onto the shore from out of no’ere. The storm followed us all t’way back to town. So did summat else – as we got t’the town gate, we saw summat long and snakish breakin’ the waves out in the harbor. I didn’t get a good look, ‘cause the watchtower was struck by lightnin’ just then and it blinded me for a tick. When I looked back, it were gone.” Khoumrock looks to the ceiling in thought. “Apparently, we lost a fisherman out towards the docks right thenabouts. Coulda been an accident, but I knows better.” Khoumrock shakes his head again. “Might be time for me to do a little divin’ out thar, clean things out, ya know?

“Well, the wagon’s all packed and ready to go by t’stable. S’easy enough to drive, or you can hire a teamster, iff’n you’d prefer. Good luck. I’ll be glad to see that wagon roll out o’ town, truth be told."

The wagon is made of wood with a canvas cover over the cargo compartment and has room in front for two people to sit (one of whom being the driver). It's about 10 feet long and nearly as wide, and is drawn by two riding horses who are both harnessed tightly close together in front of the wagon. (The wagon takes up a 10-foot square, and the horses another one) The wagon’s cargo is enclosed by a canvas cover, and can be accessed only by those who enter the wagon itself.

Entering the wagon’s cargo space requires an action to Manipulate the tent flap, a second action to enter, and a third (optional) action to close the tent flap. The wagon’s canvas covering has a hardness of 2 and 8 Hit Points, with a Break Threshold of 4. If the wagon’s cover gains the broken condition, a hole large enough for creatures to Squeeze inside has been created.
If the wagon’s cover is destroyed, the wagon’s cargo is no longer enclosed, and any creature can access the cargo from an adjacent square.

Driving: PCs can use the Nature skill and Command an Animal action to get the horses to obey the following commands: Stride (1 action), Gallop (2 actions), and Stop (1 action). Each requires a Nature check against a DC of 15; on a success, the animal performs the listed action until another command is given.

You currently have 20 Cargo Points. Loss of Cargo Points will represent damage to the cargo or lost items. Some damage may be inevitable, but losing Cargo Points can impact your success conditions and Treasure Bundles.

It's still raining as Khoumrock shows the party to the stable where the wagon has been prepared for them and loaded. The horses seem a little agitated, a do some frogs splashing in the puddles.
"Any questions for me?" he asks, "Or any preparations you have in mind I can help with?"

Anyone who wants to Gather Information in Otari before you leave, please make a Diplomacy check.

Envoy's Alliance

Sprite Barbarian 3 | AC 20 | HP 48 | Spd 25 | F 9, R 7, W 8 | Perc 8 | Athletics 10 | Acrobatics,Stealth, Thievery 7 | Guild Lore, Survival 6 | Intimidation 5 | ◆◇↺

Fort save: 1d20 + 8 ⇒ (1) + 8 = 9

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

Fortitude: 1d20 + 8 ⇒ (19) + 8 = 27

The rough seas don't seem to effect Gorliche Turnlocke in the slightest, as though this is no different than any other day.

He listens closely to the tale and then speaks up again from whatever shadowy corner he plopped himself into. "We took some time ta get 'here... Has th' weather been bad 'since ya 'rived?" Just trying to confirm the curse, instead of simple bad luck.

Gather Information: 1d20 + 2 ⇒ (2) + 2 = 4

Seems like people don't like talking to weird piles of clothing that refuse to look them eye-to-eye.

Gorliche will elect to climb into the cargo itself, and open a flap out the front of it for him to watch out of, while nice and hidden in the contents.

My Heritage means tight spaces for a small creature don't slow me unless I'd have to Squeeze to move... At which point I can Squeeze ten feet per action rather than five... Literally designed to fit in amongst cargo.

EDIT: For the scenario I will, generally, be taking the Avoid Notice exploration activity unless specified otherwise

Horizon Hunters

NG Male Unbreakable Goblin Giant Instinct Barbarian 1 | Warrior | HP 23/23 (+2 temp HP at ◆ Rage), AC 18 (17 while Raging), Fortitude** +6, Reflex* +4, Will** +5, Perception** +5 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Search | Active Conditions Cold Resistance 1 & Electricity Resistance 1 (from slotted boon) | ◆◇↺

DC 13 Fortitude save: 1d20 + 6 ⇒ (12) + 6 = 18 (Success)

The sea travel does not bother Duncan as well. He stayed quiet during the whole trip, grunting here and there.

"How long will it take us to bring these artifacts?" he asks Khoumrock.

Radiant Oath

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M HalfElf Cloistered Cleric 2 | Field Medic | Blessed One | HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | |◆◆◆◇↺| Battle Medicine +8 | 25' | Hero 1/3 | focus 0/2| spells 1 1/3 | Heal 3/4 | Lay on Hands |

Fort Save: 1d20 + 4 ⇒ (3) + 4 = 7
Orion loves the sea. But the sea, doesn't love Orion back. He tries to vomit his last meal out, as he's wobbly on his feet.

Rech When Able:
Fort Save: 1d20 + 4 ⇒ (15) + 4 = 19

Radiant Oath

M HalfElf Cloistered Cleric 2 | Field Medic | Blessed One | HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | |◆◆◆◇↺| Battle Medicine +8 | 25' | Hero 1/3 | focus 0/2| spells 1 1/3 | Heal 3/4 | Lay on Hands |

Once Orion has recovered, and when everyone's aboard - he will try to drive the cart. Everyone can see that it's his first time to try it, and that excited to try it out.

Driving Nature: 1d20 + 7 ⇒ (15) + 7 = 22


"Rain hasn't let up completely in days, no. Hasn't been stormy the whole time, but it's ranged from this drizzle and up.

[b]"Well, that depends on if you want to run through the night or stop to rest," Khoumrock answers Duncan, "Though either way you should get through the woods by tomorrow."

As Orion readies the cart, he sees that there really are quite a lot of frogs around.

Grand Archive

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N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Fort save: 1d20 + 7 ⇒ (11) + 7 = 18

Falendral's long travels have prepared him for the rough weather. He frowns as he listens to the tale from the sailor. "I do not like the thought that there may still be cargo underwater, but I doubt we can do better than you and your team..

He lets out a long sigh, then shakes his head. [b]"Are there any clergy of Gozreh either here or on our way to Absalom?"

If there are, Falendral will suggest consulting them about their cargo first, and seeking their blessing. If not,he will draw out a hooded cloak to help shield him a bit from the rain, and take up a position just in front of the cart, ready to respond to danger on either side or to quickly grab for a horse's rein's should one get spooked beyond the driver's ability to control.

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

Hearing the confirmation that the storms have not abated for a lengthy period of time, Gorlich will call out to his more magically inclined companions. "Can any' ya be detectin' nuthin' magical 'ereabouts in th' cargo? Curses normal' be magic, ya?"


"Er, I think I heard a rumor there was one about here somewhere," says Kroumrock doubtfully, "but I haven't heard of him around recently. Think he's a bit of a nomad, no temple or anything."

There is indeed magic that can be sensed near the wagon.
And also frogs!

Radiant Oath

M HalfElf Cloistered Cleric 2 | Field Medic | Blessed One | HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | |◆◆◆◇↺| Battle Medicine +8 | 25' | Hero 1/3 | focus 0/2| spells 1 1/3 | Heal 3/4 | Lay on Hands |

"What's with all these frogs? This may sound weird, but can someone check if WE are the source of the frogs? Is something here attracting the frogs?"

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Falendral sighs as there is not a priest to go talk to immediately. He shakes his head, as he moves to take an alternative approach to frog investigation.....He drops into a stealthy pace, moving slowly as his hands grip his spear at the ready, moving in a practiced hunter's stalk as he tries to hunt up as many frogs for later cooking as is possible before they take off.


With a plop, a frog lands on the ground near Orion's feet. Some of them seem to be jumping down from a higher vantage point. One slaps directly into Gorliche's face. He slips and falls into the mud. It doesn't really hurt him, but it's clear they're starting to become a nuisance. Croaking from all sides. They seem to be congregating, trying to jump onto the wagon.

From out of nowhere--off of one of the nearby roofs??--a frog lands on one of the horses' backs. He whinnies and bucks slightly, shaking the little animal off.

They're harmless, but if they spook the horses it might very suddenly become a real problem...

Of course, somebody could probably just sweep them away if they had the right tool. (An adjacent creature or square of wagon can be cleared with three actions and an appropriate tool, like a broom or shovel)

Before the Pathfinders can react, the swarming frogs are already hopping all over the wagon, all of Orion on the driver's bench--and all over the horses. Orion finds them unpleasant, distracting, and potentially hindering as they get in his way. One of the horses handles it well, but the other seems terrified--and it's scaring the first one. They're both seconds from bolting, but all appearances...
The swarm, to my surprise, wins Initiative.
It Strides and then uses its two-action Distraction ability. All living creatures in the area must make a DC 13 Will save. Humanoids (Orion) who fail become Stunned 1 (Stunned 2 on a critical failure). Animals (the horses) are Frightened 1 even on a success, Frightened 2 on a failure, and Frightened 3 and Fleeing on a critical failure. One of the horses succeeds, but the other one fails. The horses will bolt, but since they don't technically have the Fleeing condition and are choosing to run they can be calmed with an action and a DC 16 Nature check.

All PCs' turns.

Initiative:
Frog Swarm
Jong (22/22)
Gorliche (33/33)
Orion (17/17, DC 13 Will or be Stunned)
Duncan (21/21)
Falendral (28/28)
Folmyr (34/34)
Wagon Horses (Frightened 2 and Frightened 1; ready to bolt! DC 16 Nature to regain control)

GM Dice:
Duncan/Folmyr/Gorliche/Jong/Falendral/Orion: 1d6 ⇒ 3
Duncan: 1d20 + 6 ⇒ (11) + 6 = 17
Folmyr: 1d20 + 7 ⇒ (2) + 7 = 9
Gorliche: 1d20 + 9 ⇒ (12) + 9 = 21
Falendral: 1d20 + 8 ⇒ (4) + 8 = 12
Orion: 1d20 + 7 ⇒ (12) + 7 = 19
frog swarm: 1d20 + 6 ⇒ (18) + 6 = 24
Jong: 1d20 + 5 ⇒ (17) + 5 = 22
Horse 1 Will: 1d20 + 5 ⇒ (3) + 5 = 8
Horse 2 Will: 1d20 + 5 ⇒ (8) + 5 = 13

Radiant Oath

M HalfElf Cloistered Cleric 2 | Field Medic | Blessed One | HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | |◆◆◆◇↺| Battle Medicine +8 | 25' | Hero 1/3 | focus 0/2| spells 1 1/3 | Heal 3/4 | Lay on Hands |

"Like from the plagues of Old these frogs are. Fear not, for Sarenrae watches over us."
Will Save: 1d20 + 9 ⇒ (16) + 9 = 25
"Do not fear, for She is with us. Like the Sun above our heads... All creatures live in Her light"
Nature: 1d20 + 7 ⇒ (10) + 7 = 17


Whap! A frog lands directly in Orion's face as he's trying to speak and calm the horses. Through spectacular heroic effort he manages to ignore their distraction despite this wildly bad luck and he soon has the horses similarly calmed. Though they're still twitchy and clearly desperate to be rid of their riders.
That should be a critical success, but for some reason it's only a regular success. ...which is actually a pretty lucky way to experience bad luck, since there's no practical difference in this case.
And a success at calming the horses. Commanding an Animal is one action, so you still have two.

All PCs' turns.

Initiative:
Frog Swarm
Jong (22/22)
Gorliche (33/33)
Orion (17/17, one action used)
Duncan (21/21)
Falendral (28/28)
Folmyr (34/34)
Wagon Horses (Frightened 2 and Frightened 1)

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

Uncertain how he wound up in the mud soo far from the wagon after having climbed into it earlier. Gorliche decides these must be magic frogs, and draws his Drake Rifle as a free action using his Gunslinger's Way. Then, not trusting magic frogs with a curse around. "I dun' seen swarms of bad turn ta worse... Not 'avin' it."

He aims on the swarm on the cart, and fires, shooting a bolt of acidic spittle into it. (As a swarm I assume it is immune to precision so won't worry about rolling that.)

Drake rifle, shot 1: 1d20 + 12 ⇒ (13) + 12 = 25acid damage: 1d10 + 1 ⇒ (3) + 1 = 4double and 1d4+1 persistent acid damage on a crit

He then reloads and fires again.

Drake rifle, shot 2, MAP: 1d20 + 12 - 5 ⇒ (11) + 12 - 5 = 18acid damage: 1d10 + 1 ⇒ (5) + 1 = 6double and 1d4+1 persistent acid damage on a crit


It is indeed immune to precision. That first one is a crit.
Gorliche's shots send frogs scattering, much of the swarm (those that aren't sizzling), hopping away while croaking feebly).

Jong, Orion, Duncan, Falendral, and Folmyr's turns.

Initiative:
Frog Swarm (-14, 1d4+1, bloodied)
Jong (22/22)
Gorliche (33/33)
Orion (17/17, one action used)
Duncan (21/21)
Falendral (28/28)
Folmyr (34/34)
Wagon Horses (Frightened 2 and Frightened 1)

Horizon Hunters

NG Male Unbreakable Goblin Giant Instinct Barbarian 1 | Warrior | HP 23/23 (+2 temp HP at ◆ Rage), AC 18 (17 while Raging), Fortitude** +6, Reflex* +4, Will** +5, Perception** +5 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Search | Active Conditions Cold Resistance 1 & Electricity Resistance 1 (from slotted boon) | ◆◇↺

Duncan rages, irritated with the frog that suddenly swarms the wagon they are about to bring back. He then draws a throwing knife and throws it at the frog swarm.

Throwing Knife Attack, Agile with Raging Thrower vs Swarm: 1d20 + 7 ⇒ (13) + 7 = 20
Damage with Fury Instinct Rage: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7 piercing damage

◆ Rage (gains 2 temp HP, -1 to AC)
◆ Interact to draw a throwing knife
◆ Strike

Envoy's Alliance

Sprite Barbarian 3 | AC 20 | HP 48 | Spd 25 | F 9, R 7, W 8 | Perc 8 | Athletics 10 | Acrobatics,Stealth, Thievery 7 | Guild Lore, Survival 6 | Intimidation 5 | ◆◇↺

Will save DC 13: 1d20 + 7 ⇒ (11) + 7 = 18

Folmyr moves into the swarm of frogs, and strikes at it: 1d20 + 8 ⇒ (7) + 8 = 15
Slashing damage: 1d12 + 3 ⇒ (9) + 3 = 12

And strikes again: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22
Slashing damage: 1d12 + 3 ⇒ (4) + 3 = 7

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