miteke's Solstice Scar D (Outpost VIII) (Core)

Game Master miteke

Outpost VII game of Solstice Scar D, core levels 3-4

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Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

***OVERSEER ANNOUNCEMENT***

Table GMs, it is March 2nd in Greenwich, so you may begin!


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Our story so far:
Part 1: The Pathfinder Society received an urgent call for help from the Blakros Museum. (This happens often enough that there’s a staff member at the Grand Lodge whose sole task is to be ready when the Blakros family calls for aid.) It seems a group of intruders had gotten past the defenses and barricaded themselves in the building. When the Society sent assistance, the intruders–members of a Kellid tribe called the Twinhorns and their spiritual leader, a woman named Medda–turned out to have a very good reason for what they did. It seems that the Twinhorns have long kept a relic of the Shining Crusade, the hilt of a dagger that was used to banish Eshimka, a nightwalker lieutenant of Tar-Baphon, from the world, and they use the relic in an annual rite at the Winter Solstice to keep Eshimka and its followers at bay. Blakros agents stole the hilt and brought it to the Museum to display. When Ambrus Valsin heard the Kellids’ tale, he was furious, and promised that the Society would escort them back to the Tusk Mountains with the dagger hilt.

Part 2: The Society agents secure passage through the Hold of Belkzen.

Part 3: Medda, the Twinhorns, and the Pathfinders arrive too late at the location where the rite is to be performed: Eshimka’s undead forces have begun to enter the world through a portal at the standing stones. The Pathfinders successfully defeated the intruders and closed the rift, but left a weak spot in the walls between the worlds. The next solstice would be critical.

Part 4: The dagger belonged to Ivvora, a paladin of the Empyreal Lord Vildeis. In order to learn how to either repair the dagger or create a new weapon against Eshimka, Medda asks the Pathfinders to escort her to where Ivvora died fighting a great white dragon. There, Medda hopes to commune with Ivvora’s spirit. The Pathfinders had to fight the descendants of the white dragon and their kobold servitors, but were ultimately successful.

We begin with the Twinhorns and Pathfinders returning to Fangwood after their success:

The long journey south from the slopes of the Tusk Mountains to the edge of Fangwood took several weeks, during which many of the Twinhorns and Pathfinders exchanged ancestral stories and tales of daring adventures to pass the time on the relatively uneventful trek. By the time the Fangwood rises ahead in the brisk morning air, both groups are eager to confront whatever lies ahead.

Medda addresses the crowd gathered before her. “South of here lies a battlefield where the paladin Ivvora risked her life in a daring ploy to help her battalion defeat an undead horde. For her selflessness, Ivvora earned a token of Vildeis’s favor: the dagger she used to deal a terrible blow to Eshimka! For all the crusaders’ heroism, I can sense an undead taint lingered here, and that stretch of the Fangwood has expanded in the centuries since to absorb it. It is now our turn to earn Vildeis’s blessing, risking ourselves to end this threat so that in turn we might slay Eshimka once and for all.

“The terrain favors small groups over larger formations, so we shall divide into smaller groups to navigate the forest and identify the corruption’s heart. May Ivvora’s example guide us to victory!” With that, Medda and her phantom Anok turn and enter the Fangwood, followed by Pathfinder and Twinhorn teams that fan out behind her.


Please introduce your characters. As mentioned by the house GM, Version D of this adventure begins partway through the story, and events from prior versions have already occurred. If your character was involved in any of the previous events, let us know.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: -1 str, -3 dex, Trap Spotter (talent), Step Up (feat) | HP 38 (-35) | AC/Tch/FF 18/12/-- 17/11 (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

As the dwarf is counted out into his small group, he checks his weapons and pack one last time.

He is a well trained, well drilled professional soldier of 70 years age. For a dwarf, he is of average height with a lithe build and moves quietly when he walks. His clothes, chosen for subtlety, are a dark mottling of grey, black and tan colors. Hung from his belt are a black metal battleaxe and a finely crafted warhammer. Slung over his back is a bedroll and backpack. His dark brown hair and beard are an impressive length, but always secured tightly by brown leather ties.

He introduces himself and his skills, ”Khargrom Shadowband. Soldier, scout, specialist against magic users.”

Scarab Sages

NG m human Fighter (Core) 3 | HP 27/27 | AC 19, t13, ff17 | F +4, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +0 | Init +4 | speed 20' | CMB +7 (+2 trip) CMD 19 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: bless +1

As Pathfinders gather into small groups in the chill of the Fangwood, a lone figure approaches your group in the mist-laden trees. The man is tall and powerfully built, his dark skin contrasting sharply with the pale frost clinging to the undergrowth. He wears the flowing garb of Osirion over his breastplate, a guisarme resting easily in his grip. At his hip hangs a large wheat thresher, most likely used as a heavy flail, and a slender longbow carried by warriors of the Osirion military is slung across his back. Despite wearing only the light, flowing garb of Osirion, he shows no sign of discomfort in the frigid air.

His sharp gaze sweeps over the group, appraising them before he dips his head in a measured nod. "I am Sobek. Former tomb guardian of Osirion." he states, his voice deep and steady. "You may wonder why the cold does not bother me. It is not through birthright. A white dragon once sought to end myself and fellow Pathfinders years ago, however, in its death, I claimed a greater prize than its hoard. A ritual was performed in its wake—one that binds its lingering essence to me. The chill may bite, but it will find no purchase here."

With that, he adjusts the guisarme in his grip, gives a slight nod, and takes his place among your group, ready for whatever lay ahead.

Dark Archive

| Female LN Aphorite | Outsider (Native) | Fighter 1, Samurai 3 | HP 25/41 | Electricity resistance 5 | AC 20 T 10 FF 20 | CMB +8 | CMD 18 | F: +8/+10 vs. poison, R: +2, W: +6/+8 vs. mind aff. | Init: +0 | Perc: +5, SM: +1, Dipl: +10 | Skill 1/1 | Crystalline Dust 3/3 | Urban Grace 1/1| Challenge 1/2 | Resolve 2/2 | Pessimist Reroll 1/1 | Folio Reroll 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Sakura is sitting on a proud white horse with barding that walks with strong but slow steps and clearly is combat trained.

A spiny brown Hedgehog is sitting on her shoulder. When the hedgehog sees you it obviously feels threatened, and rolls up into a spiny ball as a defense mechanism.

”Greetings to you all. I am Sakura.“ says the young woman with a neutral facial expression void of emotion.

Sakura’s whole form has metallic hues. Her silver and golden skin flickers and periodically coruscates with sparkling crystalline dust that has an exotic appeal. Her silver eyes lack any pupils and her hair shines with golden colors.

Her body looks strong but not quite agile. She does not have a natural presence and comes across as cold and distant sometimes.

Her full plate armor and shield as well as the great sword that is attached to her wrist with a very fine chain show that she is a warrior.

Facing you all she bows.

“I am ready to join you Pathfinders.“ she says.

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

A tall, muscular half-elf, clad in full plate, and with a large bastard sword across his back, nods companionably.

"Greetings. My name is Cayden. Yes, I *have* heard all of the jokes about it, but it was the name my parents gave me. Thanks to the grace of Casandalee, I can do a little spellcasting, but I am better at hitting things."

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

A middle-aged cleric with a symbol of Sarenrae around his neck greets each Pathfinder in turn.

"You can call me Wilbur. Wilbur Faust. I do a bit of healing, a bit of dealing, and if your heart is open, a bit if stealing." He passes each member a pamphlet which reminds readers of the binding of Rovagug by Sarenrae and Asmodeus. It notes that even people who seem like opposites can work together for the common good.

Scarab Sages

NG m human Fighter (Core) 3 | HP 27/27 | AC 19, t13, ff17 | F +4, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +0 | Init +4 | speed 20' | CMB +7 (+2 trip) CMD 19 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: bless +1

"It is an honor to make your acquaintance," Sobek says, dipping his head in respect. His gaze sweeps over his new companions before settling on the healers among them.

"Keynala, Cayden, Wilbur—you carry the gods' favor, yes? Should I become severely injured, or fall in battle, see that I rise again." He taps at the wand tucked in his belt, its shape resembling a shepherd’s crook, the tip adorned with a polished turquoise stone. "Use this. I would rather not meet the afterlife just yet."
Wand of Cure Light with 7 charges.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: -1 str, -3 dex, Trap Spotter (talent), Step Up (feat) | HP 38 (-35) | AC/Tch/FF 18/12/-- 17/11 (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

No Keynala, you get Khargrom the Rogue instead. But two clerics and two fighters and a rogue should be solidly balanced.

The deft dwarf responds in kind to all the greetings given and hands his own curative wand over to Cayden for safekeeping.

CLW w/ 29 charges.

He pokes a playful jab at Wilbur, ”No mention of Torag in that story eh? That’s pretty convenient.”


Brambles grow wild throughout the edge of the wood where a thick canopy of trees begins to filter out sunlight, turning day into night. The overgrown plant life forbids easy access deeper into the forest and fills the air with the sickly-sweet smell of decay. You discover that the blighted forest is overgrown with poisonous barbed plants, and its thick foliage hides venomous creatures in its nooks and crannies, which makes penetrating the forest a challenge, to say the least.

Navigate your way through safely requires a successful Acrobatics, Climb, Handle Animal, Knowledge (nature), or Survival check.
Roll a Reflex and Fortitude save in case the result is not favorable. Let me know if you have any talents that allow you to penetrate more easily or deal with unfriendly animals.

Going through the poison brambles, you guys continue your journey into the Fangwood. The forest floor is blanketed with eerie dark flowers that paint the otherwise lightless woods with their purple incandescence. Disorienting paths cut through the trees, forward-facing paths seem to lead back to where they started, and retracing one’s steps leads to unfamiliar terrain. Glowing eyes glare hungrily from within the impenetrable thickets where the vines slowly curl around anyone who gets too close.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: -1 str, -3 dex, Trap Spotter (talent), Step Up (feat) | HP 38 (-35) | AC/Tch/FF 18/12/-- 17/11 (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom tries to dip and dodge acrobatically through the forest.

Acrobatics: 1d20 + 9 ⇒ (4) + 9 = 13

Reflex: 1d20 + 7 ⇒ (10) + 7 = 17 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon)

Fort: 1d20 + 5 ⇒ (7) + 5 = 12 (+1 vs. Traps, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon)

I am now going dark for my cruise. Skill checks and saves are all set up on his profile for botting. Any combat he just works to flank and smack. Be back soon!

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

Survival: 1d20 + 3 ⇒ (15) + 3 = 18.
Reflex: 1d20 + 2 ⇒ (2) + 2 = 4.
Fort: 1d20 + 4 ⇒ (6) + 4 = 10.

Cayden does their best to navigate a safe path through the thicket.

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

Survival: 1d20 + 4 ⇒ (19) + 4 = 23
Reflex: 1d20 + 3 ⇒ (4) + 3 = 7
Fortitude: 1d20 + 6 ⇒ (6) + 6 = 12


Khargrom Shadowband struggles with the woodlands, getting bitten, scratched, and generally beat on, but he is able to avoid the brunt of it by taking his time and suffers little.

Cayden Barleybrew also seems unable to make good time and, worse, is chewed up by the land. He is sickened by the poisons coursing through his veins and the blows his body has taken.

On the bright side Wilbur Faust is an inspiration to all, managing to somehow navigate his way and find paths to make the way easier and faster for all.

Still need rolls from Sakura's replacement and Sobek!

Scarab Sages

NG m human Fighter (Core) 3 | HP 27/27 | AC 19, t13, ff17 | F +4, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +0 | Init +4 | speed 20' | CMB +7 (+2 trip) CMD 19 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: bless +1

Sobek's eyes go wide in shock as Keynala suddenly blinks out of existance and Khargrom stands in her place, unfazed.
"Hmm. That was... strange." he says with a cocked eyebrow.
After a brief introduction to the dwarf, Sobek nods respectfully.
"An honor to make your acquaintance, Khargrom. Welcome to our group."

--------------------

"The desert taught me to avoid cacti, scorpions, and all manner of deadly creatures," Sobek mutters, eyeing the dense woodland around him with clear disdain. "These cursed trees and venomous things are another matter entirely."

With practiced ease, he scales a sturdy trunk, pulling himself onto a thick limb. Moving from tree to tree proves frustrating—each leap uncertain, each branch a gamble. More often than not, he is forced to descend, pushing through the tangled undergrowth in search of another climbable tree. The forest fights him at every turn, its twisting roots and grasping vines a far cry from the open sands of home.

Climb: 1d20 + 7 ⇒ (19) + 7 = 26

Fortitude: 1d20 + 4 ⇒ (2) + 4 = 6

Reflex: 1d20 + 3 ⇒ (19) + 3 = 22


Nicely done! Sobek makes like a monkey and finds alternate routes through the mess. Though he is hard to follow, some of the paths he follows are usable by the rest of you and you make it through the dangerous and eerily antagonistic woodlands.

Wanted to give Sakura's replacement a chance to chime in, but I think I am going to have to assume it will be just the 4 of you.


The forest floor is blanketed with eerie dark flowers that paint the otherwise lightless woods with their purple incandescence. Disorienting paths cut through the trees, forward-facing paths seem to lead back to where they started, and retracing one’s steps leads to unfamiliar terrain. Glowing eyes glare hungrily from within the impenetrable thickets where the vines slowly curl around anyone who gets too close. Before long you are confronted by a pair of sickly but VERY large wolves. The blighted beasts have eyes that glow faintly purple, and the same eerie flowers that blanket the forest grow also on their bodies. These creatures are able to pass through the very flora that has been harassing you without effort. The creatures are hard to spot due to the camouflage afforded by the flora growing on their bodies.

Perception or Survival (Sobek): 1d20 + 7 ⇒ (6) + 7 = 13
Perception or Survival (Wilbur): 1d20 + 4 ⇒ (13) + 4 = 17
Perception or Survival (Cayden): 1d20 + 15 ⇒ (20) + 15 = 35
Perception or Survival (Khargrom): 1d20 + 9 ⇒ (1) + 9 = 10

DC 13 Knowledge Nature to identify the creatures.


init (Sobek): 1d20 + 4 ⇒ (10) + 4 = 14
init (Wilbur Faust): 1d20 + 10 ⇒ (15) + 10 = 25
init (Khargrom): 1d20 + 4 ⇒ (6) + 4 = 10
init (Cayden Barleybrew): 1d20 + 3 ⇒ (1) + 3 = 4

init (Black Wolf): 1d20 + 3 ⇒ (17) + 3 = 20
init (Green Wolf): 1d20 + 3 ⇒ (19) + 3 = 22

Battle map is on slide 3.

@Wilbur
I need an icon for you. If you would kindly place an icon on the map (starting in the red square) we should be good to go.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Any player that ends its turn within 5 feet of the thickets must succeed at a DC 13 Reflex save or become entangled. Entangled creatures can attempt to break free as a move action, succeeding with an DC 17 Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 6. This effect is treated as a plant for the purpose of class features such as resist nature’s lure. Any area of effect that specifically harms plants or deals at least 3 × APL points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter. In addition to actively ensnaring the PCs, the denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.

Bold may go.

Wilbur Faust (-0 HP)

Black Wolf (-0 HP)
Green Wolf (-0 HP)

Sobek (-0 HP)
Khargrom (-0 HP)
Cayden Barleybrew (-0 HP)

❖❖❖ Round 2 ❖❖❖

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

Wilbur moves forward and takes a defensive stance.

Total defense: temporary +4 to AC.


Wilbur tentatively moves forward, his scimitar carving a defesive weave. The wolves dart forward and snap at the advanced guard viciously.

to hit on Wilbur by black: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d8 + 6 ⇒ (3) + 6 = 9
trip: 1d20 + 8 ⇒ (14) + 8 = 22
Wilbur is bitten and knocked off his feet by the full weight of the wolf bearing down on him.

to hit on Wilbur by white: 1d20 + 7 ⇒ (1) + 7 = 8
White makes a snap at Wilbur but finds that Wilbur is prone instead of standing and nearly takes the other wolf's head off.

reflex save black vs. entangle: 1d20 + 6 ⇒ (19) + 6 = 25
reflex save white vs. entangle: 1d20 + 6 ⇒ (12) + 6 = 18

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Any player that ends its turn within 5 feet of the thickets must succeed at a DC 13 Reflex save or become entangled. Entangled creatures can attempt to break free as a move action, succeeding with an DC 17 Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 6. This effect is treated as a plant for the purpose of class features such as resist nature’s lure. Any area of effect that specifically harms plants or deals at least 3 × APL points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter. In addition to actively ensnaring the PCs, the denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.

Bold may go.

Sobek (-0 HP)
Khargrom (-0 HP)
Cayden Barleybrew (-0 HP; sickened)

❖❖❖ Round 2 ❖❖❖

Wilbur Faust (-9 HP; prone)

Black Wolf (-0 HP)
Green Wolf (-0 HP)

Scarab Sages

NG m human Fighter (Core) 3 | HP 27/27 | AC 19, t13, ff17 | F +4, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +0 | Init +4 | speed 20' | CMB +7 (+2 trip) CMD 19 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: bless +1

Sobek hustles forward, guisarme gleaming as he cautiously avoids the grasping vines. His sharp eyes lock onto the black wolf, muscles coiling with deadly intent. With a powerful roar, he raises his polearm high and brings it down in a vicious arc, aiming to cleave the beast in two with a single, brutal strike...

+1 Guisarme (10' reach) & Power Atk.: 1d20 + 7 ⇒ (5) + 7 = 12
slashing: 2d4 + 9 ⇒ (3, 2) + 9 = 14

His swing goes wide, the blade biting into the earth with a dull *thud* instead of flesh. Dirt and leaves explode into the air as his guisarme buries itself deep, missing its mark by inches. He grunts and curses himself as he pulls the blade out of the ground.

"Maybe you can do better, Khargrom! We need to get that wolf off of Wilbur."

@GM: How do we get Aid Tokens? Do we start with any?

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

Cayden strides forward to the closest wolf, and takes a swing.

MW Cold Iron Bastard Sword: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12, for 1d10 + 4 - 2 ⇒ (6) + 4 - 2 = 8 damage.


Both Cayden and Sobek are in serious need of training as they both miss. On the bright side it does not appear like these things have reach as Cayden was able to approach without being snapped at.

@Cayden, I need a reflex save from you as you ended nest to the thickets. Remember that the roll is at -2 due to being sickened.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Any player that ends its turn within 5 feet of the thickets must succeed at a DC 13 Reflex save or become entangled. Entangled creatures can attempt to break free as a move action, succeeding with an DC 17 Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 6. This effect is treated as a plant for the purpose of class features such as resist nature’s lure. Any area of effect that specifically harms plants or deals at least 3 × APL points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter. In addition to actively ensnaring the PCs, the denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.

Bold may go.

Khargrom (-0 HP)

❖❖❖ Round 2 ❖❖❖

Wilbur Faust (-9 HP; prone)

Black Wolf (-0 HP)
White Wolf (-0 HP)

Cayden Barleybrew (-0 HP; sickened; DC 13 reflex save or be entangled)
Sobek (-0 HP)

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

Reflex: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4.

Cayden stops moving entirely.


Do I hear some cursing from him? How does he react? Just curious.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: -1 str, -3 dex, Trap Spotter (talent), Step Up (feat) | HP 38 (-35) | AC/Tch/FF 18/12/-- 17/11 (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

The burly dwarf moves in and smacks at the grey wolf, ”Get back ya beastie!”

+1 Warhammer: 1d20 + 7 ⇒ (16) + 7 = 23 for Bludgeoning/Magic: 1d8 + 4 ⇒ (2) + 4 = 6

———

Reflex: 1d20 + 7 ⇒ (14) + 7 = 21 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon)


The warhammer makes a solid sounding thump and elicits a yelp. And also draws its attention!

Wilbur, you are up. Should have bolded you but the turn change threw me. If I do that again, just go ahead and post.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Any player that ends its turn within 5 feet of the thickets must succeed at a DC 13 Reflex save or become entangled. Entangled creatures can attempt to break free as a move action, succeeding with an DC 17 Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 6. This effect is treated as a plant for the purpose of class features such as resist nature’s lure. Any area of effect that specifically harms plants or deals at least 3 × APL points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter. In addition to actively ensnaring the PCs, the denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.

Bold may go.

Wilbur Faust (-9 HP; prone)

Black Wolf (-0 HP)
White Wolf (-6 HP)

Cayden Barleybrew (-0 HP; sickened; DC 13 reflex save or be entangled)
Sobek (-0 HP)
Khargrom (-0 HP)

❖❖❖ Round 2 ❖❖❖

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

Wilbur will strike the wolf with his scimitar.
+1 Scimitar: 1d20 + 2 ⇒ (8) + 2 = 10
slashing: 1d6 + 3 ⇒ (2) + 3 = 5

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

Oops, that should have been +6, for a 14 to hit. Probably still a miss...


@Wilbur
A prone attacker has a –4 penalty on melee attack rolls so Wilbur's ending roll is a 10 and he misses anyway. Perhaps the original roll took that into account?

I find it is useful to label rolls with temporary benefits and penalties similar to this...

  • {dice=to hit +1 scimitar, prone, haste, bless]1d20+6-4+1+1[/dice]

    That way you know and everyone else knows if you applied all the right temporary bonuses and penalties.


  • The wolves maliciously rip into Wilbur (sensing a vulnerable target) and Khargrom.

    to hit on Wilbur by black, prone: 1d20 + 7 ⇒ (12) + 7 = 19; -4 AC from being prone
    bite damage: 1d8 + 6 ⇒ (5) + 6 = 11

    to hit on Khargrom by White: 1d20 + 7 ⇒ (7) + 7 = 14

    Wilbur is bitten AGAIN and bearing the brunt of the attacks.

    DC 13 reflex save black vs. entangle: 1d20 + 6 ⇒ (3) + 6 = 9
    DC 13 reflex save white vs. entangle: 1d20 + 6 ⇒ (12) + 6 = 18

    For it's trouble, black gets all snagged up in the thorny brambles.

    Remember, folks, that if you end up near the bushes you will need to make a reflex save.

    ❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
    Ongoing effects not mentioned below: Any player that ends its turn within 5 feet of the thickets must succeed at a DC 13 Reflex save or become entangled. Entangled creatures can attempt to break free as a move action, succeeding with an DC 17 Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 6. This effect is treated as a plant for the purpose of class features such as resist nature’s lure. Any area of effect that specifically harms plants or deals at least 3 × APL points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter. In addition to actively ensnaring the PCs, the denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.

    Bold may go.

    Cayden Barleybrew (-0 HP; sickened: -2 attacks, damage, saves, skill rolls; entangled: -4 dex and -2 attacks)
    Sobek (-0 HP)
    Khargrom (-0 HP)

    ❖❖❖ Round 3 ❖❖❖
    Wilbur Faust (-20 HP; prone: -4 attacks, -4 AC)

    Black Wolf (-0 HP; entangled: -4 dex and -2 attacks)
    White Wolf (-6 HP)

    The Concordance

    LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: -1 str, -3 dex, Trap Spotter (talent), Step Up (feat) | HP 38 (-35) | AC/Tch/FF 18/12/-- 17/11 (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

    Khargrom swings again, ”Focus on tha injured one if ya can, or help Wilbur!”

    +1 Warhammer: 1d20 + 7 ⇒ (12) + 7 = 19 for Bludgeoning/Magic: 1d8 + 4 ⇒ (3) + 4 = 7

    Then he steps into the undergrowth, his innate stability ignoring what would normally be difficult.

    Nimble Moves Feat allows 5-ft step into difficult terrain.

    ———

    Reflex: 1d20 + 7 ⇒ (17) + 7 = 24 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon)

    Scarab Sages

    NG m human Fighter (Core) 3 | HP 27/27 | AC 19, t13, ff17 | F +4, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +0 | Init +4 | speed 20' | CMB +7 (+2 trip) CMD 19 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: bless +1

    "I don't want to get entagled in those vines!" he calls back to Khargrom.

    Keeping his distance from the grasping vines, Sobek stays in the same spot. He continues his assault on the black wolf.

    +1 Guisarme & Power Atk.: 1d20 + 7 ⇒ (11) + 7 = 18
    slashing & PA: 2d4 + 9 ⇒ (1, 3) + 9 = 13

    Grand Lodge

    Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

    Escape Artist: 1d20 - 6 - 2 - 2 ⇒ (7) - 6 - 2 - 2 = -3.

    Cayden remains trapped.

    Silver Crusade

    ”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

    Wilbur huddles up.

    Total defense.

    Silver Crusade

    ”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

    He also shouts "Get the black one! It's tied up in the brambles! Easier target!"


    Both Khargrom and Sobek land solid blows on their targets, while the other two try to mitigate their nasty circumstances. Wilbur huddles up and plays dead and

    target(Cayden or Wilbur: 1d2 ⇒ 1

    it works, as the black wolf rips into the stuck Cayden. Besides, they are sharing a thicket together and it just seems right.

    to hit on Cayden by black, both entangled which offset: 1d20 + 7 ⇒ (1) + 7 = 8
    but it is quite the mess in that thicket and all it gets is a mouthful of branches, leaves, and painful thorns. It whines, lamenting it's choice of getting to near to the brambles.

    to hit on Khargrom by White: 1d20 + 7 ⇒ (14) + 7 = 21
    bite damage: 1d8 + 6 ⇒ (1) + 6 = 7
    trip: 1d20 + 8 ⇒ (1) + 8 = 9

    Khargom takes a nasty bite, though it could have been worse and he is not tripped.

    DC 13 reflex save white vs. entangle: 1d20 + 6 ⇒ (20) + 6 = 26


    Remember, folks, that if you end up near the bushes you will need to make a reflex save.

    ❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
    Ongoing effects not mentioned below: Any player that ends its turn within 5 feet of the thickets must succeed at a DC 13 Reflex save or become entangled. Entangled creatures can attempt to break free as a move action, succeeding with an DC 17 Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 6. This effect is treated as a plant for the purpose of class features such as resist nature’s lure. Any area of effect that specifically harms plants or deals at least 3 × APL points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter. In addition to actively ensnaring the PCs, the denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.

    Bold may go.

    Cayden Barleybrew (-0 HP; sickened: -2 attacks, damage, saves, skill rolls; entangled: -4 dex and -2 attacks)
    Sobek (-0 HP)
    Khargrom (-7 HP)

    ❖❖❖ Round 4 ❖❖❖
    Wilbur Faust (-20 HP; prone: -4 attacks, -4 AC)

    Black Wolf (-13 HP; entangled: -4 dex and -2 attacks)
    White Wolf (-13 HP)

    Grand Lodge

    Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

    Escape Artist: 1d20 - 6 - 2 - 2 ⇒ (4) - 6 - 2 - 2 = -6.

    Cayden *still* remains trapped.


    Nice rolls there Cayden! You would be bettor off making a strength check or cut yourself free with the bastard sword. Both would be a LOT easier than attempting an escape artist roll with all that armor getting in the way. Read through the Ongoing effects above for your options.

    The Concordance

    LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: -1 str, -3 dex, Trap Spotter (talent), Step Up (feat) | HP 38 (-35) | AC/Tch/FF 18/12/-- 17/11 (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

    Khargrom swings again, ”I got this’n peeved off mighty good, keep distractin’ tha other one!”

    +1 Warhammer: 1d20 + 7 ⇒ (18) + 7 = 25 for Bludgeoning/Magic: 1d8 + 4 ⇒ (3) + 4 = 7

    Then he steps further into the undergrowth, his innate stability ignoring what would normally be difficult.

    Nimble Moves Feat allows 5-ft step into difficult terrain. If the wolf drops he will move to the red circle instead of step.

    ———

    Reflex: 1d20 + 7 ⇒ (7) + 7 = 14 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon)

    Silver Crusade

    ”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

    Wilbur remains defensive.


    Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

    Even though much of the forest withers from some evil curse, eager faces flow from tree to tree as the friendly, whispering spirits encourage their would-be saviors onward.

    Table GMs, the Helpful Spirits effect is in play.


    Wilbur turtles up, Cayden futilely tries to disengage from the vines, and Khargom gives white wolf another swat (it does not drop). He continues to nimbly avoid getting snagged by the brambles.

    ❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
    Ongoing effects not mentioned below: Any player that ends its turn within 5 feet of the thickets must succeed at a DC 13 Reflex save or become entangled. Entangled creatures can attempt to break free as a move action, succeeding with an DC 17 Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 6. This effect is treated as a plant for the purpose of class features such as resist nature’s lure. Any area of effect that specifically harms plants or deals at least 3 × APL points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter. In addition to actively ensnaring the PCs, the denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.

    Bold may go.

    Sobek (-0 HP)

    Black Wolf (-13 HP; entangled: -4 dex and -2 attacks)
    White Wolf (-20 HP)

    ❖❖❖ Round 5 ❖❖❖

    Cayden Barleybrew (-0 HP; sickened: -2 attacks, damage, saves, skill rolls; entangled: -4 dex and -2 attacks)
    Khargrom (-7 HP)
    Wilbur Faust (-20 HP; prone: -4 attacks, -4 AC; total defense: +4 AC)

    Scarab Sages

    NG m human Fighter (Core) 3 | HP 27/27 | AC 19, t13, ff17 | F +4, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +0 | Init +4 | speed 20' | CMB +7 (+2 trip) CMD 19 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: bless +1

    "I am trying to get this wolf off of you, Wilbur." the Osirion warrior says calmly between blows with his polearm.
    Determined to help his adventuring companion, Sobek continues to hack away at the black wolf.

    +1 Guisarme & Power Atk.: 1d20 + 7 ⇒ (10) + 7 = 17
    slashing & PA: 2d4 + 9 ⇒ (4, 3) + 9 = 16


    The black wolf FALLS to the deep biting guisarme.

    The white wolf continues to attack its nemesis, but it just can't get it together.

    to hit on Khargrom by White: 1d20 + 7 ⇒ (2) + 7 = 9

    ❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
    Ongoing effects not mentioned below: Any player that ends its turn within 5 feet of the thickets must succeed at a DC 13 Reflex save or become entangled. Entangled creatures can attempt to break free as a move action, succeeding with an DC 17 Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 6. This effect is treated as a plant for the purpose of class features such as resist nature’s lure. Any area of effect that specifically harms plants or deals at least 3 × APL points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter. In addition to actively ensnaring the PCs, the denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.

    Bold may go.

    Sobek (-0 HP)
    Cayden Barleybrew (-0 HP; sickened: -2 attacks, damage, saves, skill rolls; entangled: -4 dex and -2 attacks)
    Khargrom (-7 HP)
    Wilbur Faust (-20 HP; prone: -4 attacks, -4 AC; total defense: +4 AC)

    White Wolf (-20 HP)

    ❖❖❖ Round 6 ❖❖❖

    The Concordance

    LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: -1 str, -3 dex, Trap Spotter (talent), Step Up (feat) | HP 38 (-35) | AC/Tch/FF 18/12/-- 17/11 (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

    The dwarf steps first this time and waits for a flank opportunity before swinging away, ”Good work, finish this one now!”

    5-ft, ready to strike when enemy is flanked.

    +1 Warhammer + Flank: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 for Bludgeoning/Magic + SA: 1d8 + 4 + 2d6 ⇒ (7) + 4 + (6, 3) = 20

    Nimble Moves Feat allows 5-ft step into difficult terrain.

    ———

    Reflex: 1d20 + 7 ⇒ (20) + 7 = 27 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon)


    Khargrom eliminates the remaining wolf with a mighty swing that crushes the things side in. The forest opens to a small clearing that is free of the dark flowers that seem to permeate the rest of the landscape. A ring
    of tall grey trees circles the clearing, their branches reaching toward each other to form a ceiling of black leaves. A chorus of whispering voices echoes within the clearing as countless faces form out of tree bark only to meld back in, flowing from tree to tree. Three of the faces remain in place and speak out in unison. “Who wanders these forlorn paths? Do you seek to join us? Join us!”

    Three spirits confront the pathfinders, but members from other groups than yours step forward and placate them, leading to an alliance of sorts. The helpful spirits boon mentioned before was other groups solving this encounter and we were instructed to skip it.

    As the PCs travel toward the blight’s heart, the spirits leading them suddenly halt, as a burly middle-aged man with the ears and legs of a goat steps out from behind a tree. He grins and waves his hand. “Ho there, adventurers! I got bored waiting, so I think we should have some fun! Don’t worry, this won’t take long. I wouldn’t want you to miss the main event, and I plan to have a front-row seat. Oh, where are my manners? The name’s Grimpfkin. So, what do you say? Do you choose to test your speed or might?”

    You may heal up in between the last encounter and this one if you wish. Just make your rolls and post the resulting HPs.

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