GM Tiger
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Please dot (add a post) in here and then delete your post to add yourself to this campaign.
1) I am based in Southeast Asia (UTC +8) so my posting hours may be unusual (especially for those in North America). I usually update at least one or twice per day. Just to keep the game moving, please post at least once every day and at least once during the weekend.
2) Please label all three of your actions. Even if you think what you are doing is obvious.
3) If I am unavailable for longer than 24 hours, I will let you know in the Discussion Tab. Out of respect for your fellow players and myself, I ask that you do the same. Real life happens, and real life will always take priority over the game, but out of fairness for your fellow players, please let us know if you will be unavailable for an extended period of time.
4) Please note that on the following days, my posting can get unpredictable:
Tuesday/Thursdays - all day, as they are the 2 busiest days of my work week
4) Please complete the Macros and the Slides linked at the top of the page.
5) Questions, concerns? Feel free to share them in the Discussion tab.
6) Let's have some fun and tell a great story together! After all, that's what we are here for.
GM Tiger
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If you want to introduce your characters, go for it. You all meet in the lobby of the Grand Lodge
G'look 2ed
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A smallish grippli sits cross-legged against the wall of the entrance lobby. He positions his longbow at an angle resting on the floor and uses his extended tongue to lick the taut string repetitively but with measured care. He inspects his work occasionally and waits for any sense of who he will be working with.
Hey! My name is G'look, I am pleased to meet you! He practices in his head as he waits.
Red Agnes
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A slender red-haired human woman in mismatched hide armor stops just outside the entrance. She pulls out a locket and looks inside. Her eyes mist over as she runs a finger over the portraits it contains. She sighs mournfully, closes the locket and returns it to its place next to her heart. Visibly steeling herself she takes a deep breath and enters the lobby. Seeing only the grippli she hesitantly approaches. "Erm...I think I'm supposed to meet some people here for a mission briefing. Am I in the right place?" She holds out her hand. "They call me Red Agnes."
Starlight Sparkle
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A tiny unicorn 'plushie' trots into the area. She is midnight blue in colour with a black mane and what looks like a collection of stars on her hindquarters.
Then I must be in the right place too. I'm Starlight Sparkle, a wishborn poppet and arcanist.
Mahatma, the Desert Sage
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A goblin dressed in fine Osirani silks smiles and looks around nervously. takes a couple steps to his left, before stepping back to his right.
"While I'm certain this form isn't as impressive as it could be, you may call me Mahatma, the Desert Sage."
Mahatma then takes another step to his right.
Hollifyr
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A small pine tree approaches, covered in bits and bobs of various types. You see little bits of tinsel, star-shaped metal ornaments, colorful globes, and a sparkly star on top of her head. She carries jingle bells with her, humming a cheerful tune.
"Hello! I'm Hollifyr. It's so nice to meet all of you."
GM Tiger
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You've ended up in the Vaults of the Grand Lodge, having been sent there by Eando Kline after a less than informative briefing.
A massive dollhouse, nearly eight feet tall, stands on top of a short but ornately carved table. The legs and base of the table have crows, dogs, cats, and other similar symbols carved into every available surface. The dollhouse itself appears to be an extravagant representation of a house in the land of endless winter. Fake snow covers its roof, and sculpted icicles hang down, glistening.
Despite its formerly rich appearance, it is clear the dollhouse has seen better days. The fake snow and ice have yellowed with age. The paint, once bright blue and white, is dull and peeling. The wooden base has darkened with time, except in a few places where it has chipped and revealed fresh wood.
The most obvious feature, though, is the missing wall. Typical of a dollhouse, it would allow access to the interior of the house for play or observation. While the rooms and several dolls can be seen inside, it looks hazy and somehow off, as if something is interfering with the transition from inside to out.
Lesley Hart
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A tall woman strides confidently into the lodge, her long ponytailed hair swinging from side to side with each step. Upon reaching her destination, she introduces herself with poise.
"Lesley Hart, at your service," she declares, adjusting her triggerbrand accordingly. With focused attention, she leans in to examine the dollhouse up close, delicately running her fingers over the peeling old paint and powderizing it between her fingertips.
GM Tiger
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As Lesley, Hollifyr and Mahatma all examine the dollhouse, all of you suddenly feel disoriented, as if you've just been teleported somewhere. In fact, you have....
A tumbleweed trundles along the vast hall. A second look reveals this is not a tumbleweed but an oversized dust ball. This grand foyer is not as majestic as it once was. Large flakes of bright paint peel off the walls. Dust covers wooden carvings and ornaments that are all just slightly too large for the cabinets they sit on. A dry staleness fills the air. The most notable feature is the lack of an eastern wall. Beyond it, the Pathfinder Society Vaults are visible, albeit appearing much larger than they were a few seconds ago.
It doesn't take you long to realize that you are, in fact, inside the dollhouse!!
A stuffed sloth holding a broom smiles warmly as she approaches. "Hello, visitors. Guests. Friends. It's been so long since we've seen anyone else. My fellow workers have become hopeless over our lack of purpose, but not me. I knew someone would come eventually. You can help renew our reasons for being here."
A frown flashes across her face for the briefest second before she softens, her voice bubbling with enthusiasm. "Or maybe you could even help us finally leave this place! The Warden wouldn't listen to me, but maybe she'll listen to you. Or better yet, you can help gather everyone, and show them there's a world outside. We'll need to enlist as many as possible to our cause to even have a chance of gaining an audience with The Warden, but I think it might work. That is, if you're willing to help." Her button eyes stare longingly at the open wall. "Forgive me. I am Sweeper, a janitor of sorts around here, not of much importance, but I know everyone and everything. Pleased to meet you."
Starlight Sparkle
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Starlight wonders if her magical examination caused the problem. She trots up to the sloth.
Erm. Pleased to meet you too. I'm Starlight. Erm. Can you explain what just happened? How did we get in here?
GM Tiger
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"Oh, I'm not sure. You must have triggered something that caused you to be here."
Lesley Hart
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Lesley quickly draws out her gun and quickly scans the new place they are in. After realizing there is no threat, she relaxes and stows her weapon back to its proper place.
"How long have you been here?" she asks Sweeper. "I am not sure why you can't leave, but I know there might be a door out here somewhere." Lesley begins to look around the place for a door. Perception +7 to Search.
GM Tiger
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Lesley finds a door in well, the front of the house. However when she, G'look, and Red Agnes attempt to leave, they run up against an invisible barrier that prevents them from going any further.
"Oh, we can't leave. I've tried lots of times. I don't even know how long we've been here. It's kinda hard to tell, really. What we need to do is go see the Warden and convince her to let us leave. Will you help us?"
Any particular way you want to investigate? Clockwise starting South or Counterclockwise starting North?
Lesley Hart
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"Hmmm. If that is the only way, sure." Lesley gives up trying to find another way to get out and agrees to help Sweeper. "So where is this Warden so that we can talk to them already?" She realizes that Sweeper mentioned gathering and convincing 'everyone' before they face the Warden.
"Who would you like us to speak to first?" she asks the poppet, hoping she knows her allies better.
I vote for going clockwise starting south.
Hollifyr
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"I'm sure we'll figure it out, Starlight! It's what we do!"
Clockwise from South sounds good!
"What is the Warden like? Are they the one keeping everyone in here?"
Hollifyr picks up some of the flakes of paint, and starts breaking them into pleasing shapes that she adds to her branches.
GM Tiger
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Took me a minute to realize, Hollifyr, that your token is a Christmas tree... :)
"Oh the Warden is scary. I think they're the one keeping us all in, but I don't know for sure."
In order to convince the poppets of the dollhouse to work together, the players will need to convince each poppet to go along with their plan. To do so, they need to collect as many Cooperation Points as possible by interacting with individual poppets and eventually rolling skill checks to convince them.
Each PC can attempt a check once per NPC. The applicable skill checks and their DCs are listed in the entry for each NPC. A success grants 1 Cooperation Point, a Critical Success grants 2, and a Critical Failure deducts 1 Cooperation Point from their efforts. You need 3 successes per NPC to gain their full cooperation.
Just to make things a bit easier, I'm going to use Sweeper as the 'YOU ARE HERE' star on the map.
Sweeper leads you south to a large room. The wooden chairs and sofas that line this room are all slightly bigger than they should be. A heavy layer of dust coats everything except for a well-worn circle around the perimeter. A figure appearing to be a stylized wooden Ulfen warrior with a large wind-up key in his back paces through this circle.
Sweeper leans in and says softly "That's Tartan. He's a former guard. He paces the room out of boredom since the prisoners left"
Red Agnes
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Sweeper leans in and says softly "That's Tartan. He's a former guard. He paces the room out of boredom since the prisoners left"
Agnes' brow furrows in confusion. "Wait. I thought you said nobody can leave. How did his prisoners leave?"
GM Tiger
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"We woke up one morning and they were gone. So we don't know either."
GM Tiger
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"Oh hello there!" Tartan greets you warmly, "Are you friends of Sweeper's? Life's been pretty dull lately so any entertainment or excitement would be a welcome change."
To secure Tartan's cooperation you can either Entertain him or Convince him that life outside is better.
To entertain Tartan: DC 13 Performance to Perform, DC 15 Acrobatics to Tumble Through, DC 15 Athletics to Leap
To convince him of a better life outside: DC 17 Diplomacy to Make an Impression
Other skills (DC 15) or Relevant Lore (DC 13) ok as long as they fit
Lesley Hart
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"Hello, Tartan. I'm Lesley," she introduces herself.
"How long have you been here? We are Pathfinders, in case you're familiar with that. We travel to every corner of Golarion, exploring uncharted territories. It's thrilling for us to delve into the unknown. Perhaps that excites you too," she adds.
Pathfinder Society Lore: 1d20 + 7 ⇒ (20) + 7 = 27
Mahatma, the Desert Sage
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Mahatma unleashes his Air gate as hot desert wind begins to flow through the room.
Mahatma conjures enough wind to lift himself into the air, along with potentially a few allies as well.
4 winds lets me give 4 willing creatures a half stride, my air gate then gives me an additional step or halfstride.
Athletics to make the jump: 1d20 + 6 ⇒ (18) + 6 = 24
A hot dry wind persists in the room and around Mahatma afterwards.
Starlight Sparkle
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Starlight trots alongside Tartan as he circles. She's still trotting when she finds herself being lifted into the air by Mahatma's wind. Still, why not? It's actually quite fun.
diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13
GM Tiger
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Tartan's face lights up, both at Lesley's description of the outside world and watching Mahatma's jump.
"I like your friends, Sweeper! I think we should listen to them!" he says enthusiastically.
Sweeper then leads you to another room. "This room was used to give the prisoners some recre--EEEK!.. WHAT ARE THOSE AND HOW DID THEY GET HERE?!"
Sweeper's voice ends in a terrified shriek before she bolts from the room. You rush in and find four rather large rats (about the size of a Labrador) waiting for you. They do not look friendly.
Mahatma, the Desert Sage, Scout: 1d20 + 3 ⇒ (4) + 3 = 7
G'look, Search: 1d20 + 6 ⇒ (18) + 6 = 24
Starlight Sparkle, Detect Magic: 1d20 + 11 ⇒ (6) + 11 = 17
Lesley Hart, Avoid Notice: 1d20 + 9 ⇒ (19) + 9 = 28
Hollifyr, Search: 1d20 + 6 ⇒ (17) + 6 = 23
Red Agnes, Search: 1d20 + 6 ⇒ (7) + 6 = 13
Red Init: 1d20 + 6 ⇒ (7) + 6 = 13
W Init: 1d20 + 6 ⇒ (3) + 6 = 9
B Init: 1d20 + 6 ⇒ (9) + 6 = 15
Y Init: 1d20 + 6 ⇒ (11) + 6 = 17
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COMBAT TRACKER
Round: 1
Tactical Map
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Those with ** may go
**Lesley Hart - AC 19 (20 w/buckler), 28/28
**G'look - AC 17, 15/15
**Hollifyr - AC 18, 17/17
Yellow
Starlight Sparkle - AC 17, 34/34
Blue
Red
Red Agnes - AC 18, 22/22
White
Mahatma, the Desert Sage - AC 16, 18/18
G'look 2ed
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Realizing the danger quickly, G'look slides into a better position and fires off two shots at the lead rat.
Shortbow (piercing) vs red: 1d20 + 6 ⇒ (20) + 6 = 261d6 ⇒ 4 Deadly: 1d10 ⇒ 10
Shortbow (piercing) vs red: 1d20 + 6 - 5 ⇒ (3) + 6 - 5 = 41d6 ⇒ 3
◆ Stride
◆ Strike
◆ Strike
GM Tiger
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G'look runs in and shoots Red, his arrow drilling through its eye and out the back of its head, killing it instantly. He fires a second arrow at Yellow, which skips off the floor.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
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Those with ** may go
**Lesley Hart - AC 19 (20 w/buckler), 28/28
G'look - AC 17, 15/15
**Hollifyr - AC 18, 17/17
Yellow
Starlight Sparkle - AC 17, 34/34
Blue
Red Agnes - AC 18, 22/22
White
Mahatma, the Desert Sage - AC 16, 18/18
Hollifyr
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| 1 person marked this as a favorite. |
Ha ha, yes. This character is a living Christmas tree and I made all decisions about her out of commitment to the bit.
Hollifyr jingles her bells as she considers the nearest creature (White).
Esoteric Lore to exploit vulnerability: 1d20 + 7 ⇒ (17) + 7 = 24
That seems like a success! I'll proceed assuming that, and I can retcon if it's not.
"I heard about you from a Nutcracker friend! I know your weakness! Ballet shoes!" With her bell hand, she draws a ribbon that seems to have come from a pair of well-worn ballet shoes.
Hollifyr moves a little closer and pulls a star-shaped ornament from another of her branches. She hurls it at the rat.
Ornament (shuriken): 1d20 + 6 ⇒ (15) + 6 = 21
exploiting vulnerability ouch!: 1d4 + 1 + 2 + 2 ⇒ (3) + 1 + 2 + 2 = 8
◆ Exploit Vulnerability, ◆ Stride, ◆ Strike (includes Reload 0)
If the White rat attempts a strike, Hollifyr will use her Ring Bell reaction.
Trigger The target of your Exploit Vulnerability makes a Strike or Casts a Spell that would affect you or one of your allies.
Requirements You are holding your bell implement, and the triggering creature is within 30 feet of you.
Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise.
Distracting Cacophony The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied.
Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).
Lesley Hart
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Lesley instinctively draws out her triggerbrand and sets it into ranged mode. She advances to get a nice view of the hostile creatures in the room. She then shoots at White.
+1 Triggerbrand Ranged Attack: 1d20 + 11 ⇒ (11) + 11 = 22 vs White
Damage: 1d4 + 1 ⇒ (2) + 1 = 3 B/P damage (concussive)
After shooting, she carefully Steps close to White while setting his weapon into melee and reloads it simultaneously.
◇ Spring the Trap
◆ Stride
◆ Strike
◆ Touch and Go (from ranged to melee mode)
GM Tiger
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Hollifyr and Lesley attack White, their weapons almost cutting the creature in half. Yellow moves up to Lesley and attempts to bite her.
Bite vs Lesley AC 19: 1d20 + 6 ⇒ (2) + 6 = 8 for Piercing: 1d4 + 2 ⇒ (1) + 2 = 3
Bite vs Lesley AC 19, MAP: 1d20 + 1 ⇒ (13) + 1 = 14 for Piercing: 1d4 + 2 ⇒ (4) + 2 = 6
Fortunately, Lesley is much faster than the rat.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
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Those with ** may go
Lesley Hart - AC 19 (20 w/buckler), 28/28
G'look - AC 17, 15/15
Hollifyr - AC 18, 17/17
Yellow
**Starlight Sparkle - AC 17, 34/34
Blue
Red Agnes - AC 18, 22/22
White (-11)
Mahatma, the Desert Sage - AC 16, 18/18
GM Tiger
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Three motes of light fly from Starlight's horn and slam into Yellow, staggering it but not dropping it. Blue heads towards G'look and tries to bite.
Bite vs G'look AC 17: 1d20 + 6 ⇒ (4) + 6 = 10 for Piercing: 1d4 + 2 ⇒ (1) + 2 = 3
Bite vs G'look AC 17, MAP: 1d20 + 1 ⇒ (6) + 1 = 7 for Piercing: 1d4 + 2 ⇒ (4) + 2 = 6
Like Yellow, Blue can't seem to bite straight.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
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Those with ** may go
Lesley Hart - AC 19 (20 w/buckler), 28/28
G'look - AC 17, 15/15
Hollifyr - AC 18, 17/17
Yellow (-10)
Starlight Sparkle - AC 17, 34/34
Blue
**Red Agnes - AC 18, 22/22
White (-11)
Mahatma, the Desert Sage - AC 16, 18/18
Red Agnes
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"Back home I'd use a broom against rats like this. Unfortunately Sweeper has the only broom so it looks like I'll have to improvise." Agnes forgoes drawing her weapon in order to immediately leap into battle. She moves to assist Lesley by lashing out at the slowest of the rats.
fist vs white: 1d20 + 7 ⇒ (2) + 7 = 9
bludgeoning, nonlethal: 1d3 + 4 ⇒ (3) + 4 = 7
fist vs white: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19
bludgeoning, nonlethal: 1d3 + 4 ⇒ (3) + 4 = 7
◆ Stride, ◆ strike, ◆ strike
GM Tiger
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Agnes jumps into action and succeeds in knocking the White Rat out.
Even with the -2 for NL the 2nd strike hits
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COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions:
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Those with ** may go
-2-
**Lesley Hart - AC 19 (20 w/buckler), 28/28
**G'look - AC 17, 15/15
**Hollifyr - AC 18, 17/17
Yellow (-10)
Starlight Sparkle - AC 17, 34/34
Blue
Red Agnes - AC 18, 22/22
-1-
**Mahatma, the Desert Sage - AC 16, 18/18
Red Agnes
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Agnes jumps into action and succeeds in knocking the White Rat out.
Even with the -2 for NL the 2nd strike hits
Fists have the nonlethal trait so no -2 to hit in order to deal nonlethal damage. fist
GM Tiger
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argh, yes. with fists it's the opposite. (-2 if you're going lethal unless you have a trait that removes the -2 -- like being a monk).
Lesley Hart
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With White taken care of, Lesley slashes at Yellow in melee with her weapon.
+1 Triggerbrand Melee Attack (shortsword): 1d20 + 9 ⇒ (20) + 9 = 29 vs Yellow
Damage: 1d6 ⇒ 2 S damage
Shen then throws her triggerbrand into the air, catching it skillfully. It transforms into ranged mode, and with precision, she shoots Yellow.
+1 Triggerbrand Ranged Attack, MAP: 1d20 + 11 - 5 ⇒ (13) + 11 - 5 = 19
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 B/P damage (concussive)
◆ Strike
◆ Interact to change from melee to ranged mode
◆ Strike
GM Tiger
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Lesley's initial slash cuts Yellow's snout off but miraculously doesn't finish the creature. The second shot to the head, however, splatters its brains against the opposite wall.
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COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions:
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Those with ** may go
-2-
Lesley Hart - AC 19 (20 w/buckler), 28/28
**G'look - AC 17, 15/15
**Hollifyr - AC 18, 17/17
**Starlight Sparkle - AC 17, 34/34
Blue
Red Agnes - AC 18, 22/22
-1-
**Mahatma, the Desert Sage - AC 16, 18/18
Mahatma, the Desert Sage
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Mahatma gathers up wind in his arms and fires in into an Aerial Boomerang at the blue rat.
slashing damage: 2d4 ⇒ (3, 4) = 7
2 action 60ft line, basic reflex DC 17
Mahatma lets the wind carry him forward 5 ft.
Air Junction to half stride or step when using a 2+ action air power
The winds that brought him forward coalesce into a thunderhead which shocks the remaining rat.
Weapon Infusion to give my melee blast reach
vs blue rat FF: 1d20 + 7 ⇒ (19) + 7 = 26
electric damage: 1d6 + 3 ⇒ (4) + 3 = 7
The boomerang spins, Any creature that ends its turn in that square has to save against the boomerang.