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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Khargrom swings and hits but fails to penetrate.

Cayden takes a swipe at the thing.
MW Cold Iron Bastard Sword, str damage: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18, for damage, str damage: 1d10 + 6 - 1 ⇒ (6) + 6 - 1 = 11 damage.

Sobek is in a nice safe place and fires another arrow though it bounces off the hide harmlessly.
Mwk Comp. Longbow (+4 str): 1d20 + 6 ⇒ (11) + 6 = 17
piercing: 1d8 + 4 ⇒ (5) + 4 = 9

Wilbur waits for the druid to engage as they eye each other.

The swarm moves to attack Cayden.
1d6 ⇒ 6 damage; DC 11 fort save tor take 1d2 ⇒ 2 str damage; DC 11 fort save or be nauseated for 1 round.

The druid casts another spell as the vine moves to join her

❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Negative energy bogs, Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.

Sobek (-0 HP; greater luck charm; DC 12 reflex if turn ends in spell area or be entangled)
Khargrom (-25 HP; -1 str; -3 dex; DC 12 reflex if turn ends in spell area or be entangled)
Cayden Barleybrew (-12 HP; -2 str; entangled; DC 11 fort save tor take 2 str damage; DC 11 fort save or be nauseated for 1 round)
Wilbur Faust (-6 HP; greater luck charm; entangled)

❖❖❖ Round 8 ❖❖❖

seed pod (-28 HP; hardness 8)
humanoid (-0 HP; -1 AC, ST, to hit; buff spells 1 and 2)
vine plant (-0 HP; -1 AC, ST, to hit)
swarm of spiders (-0 HP)

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 0/1 (whistle), Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-2) | AC/Tch/FF 18/12/-- (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 moves back in and tries to finally do some damage.

+1 Warhammer: 1d20 + 7 ⇒ (13) + 7 = 20 for Bludgeoning/Magic: 1d8 + 4 ⇒ (4) + 4 = 8

Reflex DC 12 + Hardy: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

Come on! Four hits and I haven’t rolled above a 4 on damage. Crappity!!!

”Dangit, stupid seed don’t have no vitals to smack!”

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)

Fort: 1d20 + 4 ⇒ (2) + 4 = 6.
Fort: 1d20 + 4 ⇒ (20) + 4 = 24.

MW Cold Iron Bastard Sword, str damage, flank: 1d20 + 7 - 2 + 2 ⇒ (7) + 7 - 2 + 2 = 14, for 1d10 + 6 - 2 ⇒ (1) + 6 - 2 = 5 damage.

Feeling out of it, Cayden steps away.


Facepalm! Will that thing just die!

Sobek's turn to try...
Mwk Comp. Longbow (+4 str): 1d20 + 6 ⇒ (6) + 6 = 12
piercing: 1d8 + 4 ⇒ (1) + 4 = 5

Nope!

Wilbur waits for the druid to engage.

The swarm moves to attack Cayden again as she is closest.
1d6 ⇒ 2 damage; DC 11 fort save tor take 1d2 ⇒ 1 str damage; DC 11 fort save or be nauseated for 1 round.

The druid finally moves in to attack Wilbur while the vine moves closer.

to hit Wilbur shillelagh, Weakening Blight, bulls strength: 1d20 + 9 + 1 - 1 + 2 ⇒ (19) + 9 + 1 - 1 + 2 = 30
damage: 2d6 + 2 + 2 ⇒ (2, 3) + 2 + 2 = 9
And it is smackdown time. But Wilbur was ready and returns the favor
to hit scimitar: 1d20 + 6 ⇒ (19) + 6 = 25
confirm scimitar: 1d20 + 6 ⇒ (3) + 6 = 9
he uses his charm to reroll since it is only good for this encounter and confirms
confirm scimitar: 1d20 + 6 ⇒ (19) + 6 = 25
confirm scimitar: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11

druid reflex save to avoid getting entangled, Weakening Blight: 1d20 + 2 - 1 ⇒ (3) + 2 - 1 = 4
And he ends up entangled by his own spell. Justice?

❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Negative energy bogs, Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.

Sobek (-0 HP; greater luck charm; DC 12 reflex if turn ends in spell area or be entangled)
Khargrom (-25 HP; -1 str; -3 dex; DC 12 reflex if turn ends in spell area or be entangled)
Cayden Barleybrew (-12 HP; -3 str; entangled; DC 11 fort save or take 1 str damage; DC 11 fort save or be nauseated for 1 round)
Wilbur Faust (-15 HP; entangled)

❖❖❖ Round 9 ❖❖❖

seed pod (-28 HP; hardness 8)
druid(-11 HP; -1 AC, ST, to hit; shillelagh; bull's strength; entangled)
vine plant (-0 HP; -1 AC, ST, to hit)
swarm of spiders (-0 HP, 3 rounds active)


Please FINISH THIS!

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)

Fort: 1d20 + 4 ⇒ (6) + 4 = 10.
Fort: 1d20 + 4 ⇒ (1) + 4 = 5.

Nauseated, Cayden can do nothing but flee.

Just checking, but how long is the swarm going to stick around? If he used Summon Swarm, it usually disappears two rounds after you stop concentrating...?

*fingers crossed*

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 0/1 (whistle), Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-2) | AC/Tch/FF 18/12/-- (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 gives a dry chuckle as the enemy gets chopped up bad, then tiredly swings again.

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

Reflex DC 12 + Hardy: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24


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@Cayden
you are spot on. The swarm is going away.

Comon guys 2 more points of damage on the pod!

Sobek attacks.
Mwk Comp. Longbow (+4 str): 1d20 + 6 ⇒ (10) + 6 = 16
piercing: 1d8 + 4 ⇒ (2) + 4 = 6

Another lackluster attack leaves the pod laughing... on the inside.

Wilbur attacks
to hit scimitar: 1d20 + 6 ⇒ (14) + 6 = 20
damage scimitar: 1d6 + 3 ⇒ (1) + 3 = 4

The swarm dissipates
The druid attacks
to hit Wilbur shillelagh, Weakening Blight, bulls strength: 1d20 + 9 + 1 - 1 + 2 ⇒ (6) + 9 + 1 - 1 + 2 = 17
damage: 2d6 + 2 + 2 ⇒ (4, 1) + 2 + 2 = 9
The vine moves clambers over the log
climb, Weakening Blight: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
reflex, Weakening Blight: 1d20 + 1 - 1 ⇒ (13) + 1 - 1 = 13

❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Negative energy bogs, Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.

Sobek (-0 HP; greater luck charm; DC 12 reflex if turn ends in spell area or be entangled)
Khargrom (-25 HP; -1 str; -3 dex; DC 12 reflex if turn ends in spell area or be entangled)
Cayden Barleybrew (-12 HP; -3 str; entangled)
Wilbur Faust (-24 HP; entangled)

❖❖❖ Round 8 ❖❖❖

seed pod (-28 HP; hardness 8)
druid (-15 HP; -1 AC, ST, to hit; shillelagh; bull's strength; entangled)
vine plant (-0 HP; -1 AC, ST, to hit)

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 0/1 (whistle), Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-2) | AC/Tch/FF 18/12/-- (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

*Swing*

+1 Warhammer: 1d20 + 7 ⇒ (12) + 7 = 19 for Bludgeoning/Magic: 1d8 + 4 ⇒ (1) + 4 = 5

Reflex DC 12 + Hardy: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12

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 moves back and desperately tries to finish-off the pod.

MW Cold Iron Bastard Sword, str damage: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23, for 1d10 + 6 - 1 ⇒ (4) + 6 - 1 = 9 damage.

*Sigh* if only I did not have strength damage...

Scarab Sages

NG m human Fighter (Core) 3 | HP 27/27 | AC 19/21, 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: Burning Radiance, Shield of Faith (2/2)

Sobek frowns as his arrows miss or just bounce off the pod.
Determined, he keeps firing (if new round)...
Mwk Comp. Longbow (+4 str): 1d20 + 6 ⇒ (11) + 6 = 17
piercing: 1d8 + 4 ⇒ (2) + 4 = 6

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)

Come on, just 1 more point of damage!


I know, right! You all are just getting so unlucky.

Wilbur will withdraw, realizing that the druid is better prepared than him.
strength: 1d20 + 2 ⇒ (15) + 2 = 17

The druid tries to shake off the entanglement.

reflex, Weakening Blight: 1d20 + 1 - 1 ⇒ (2) + 1 - 1 = 2

Which he does, which allows him to catch up with Wilbur.

reflex, Weakening Blight: 1d20 + 1 - 1 ⇒ (10) + 1 - 1 = 10

And then promptly get all entangled again.

The vine does what the fine does.

❖❖❖❖❖❖ Combat Card Round 8 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Negative energy bogs, Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.

Sobek (-0 HP; greater luck charm; DC 12 reflex if turn ends in spell area or be entangled)
Khargrom (-25 HP; -1 str; -3 dex; DC 12 reflex if turn ends in spell area or be entangled)
Cayden Barleybrew (-12 HP; -3 str; entangled)
Wilbur Faust (-24 HP; entangled)

❖❖❖ Round 9 ❖❖❖

seed pod (-29 HP; hardness 8)
druid (-15 HP; -1 AC, ST, to hit; shillelagh; bull's strength; entangled)
vine plant (-0 HP; -1 AC, ST, to hit)

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.

Retcon: since we had Wilbur stand and wait for the druid, he had time to cast Bull's Strength on himself. That could add an extra 6 damage we have done and help if he needs to do more melee.
Concentration: 1d20 + 8 ⇒ (3) + 8 = 11


Forgot to roll to see if the vine is now entangled.

reflex: 1d20 + 2 - 1 ⇒ (2) + 2 - 1 = 3

Yep, entangled.

@Wilbur
Sure, I will allow that casting.

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.

I think he failed, since that was a level 2 spell.


Wilbur Faust wrote:
I think he failed, since that was a level 2 spell.

Oh well, that would have been nice! How about this round, what would you like to do? I was thinking you would slip through the portal if you can make it there.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 0/1 (whistle), Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-2) | AC/Tch/FF 18/12/-- (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

*Tired Swing*

+1 Warhammer: 1d20 + 7 ⇒ (16) + 7 = 23 for Bludgeoning/Magic: 1d8 + 4 ⇒ (6) + 4 = 10

Reflex DC 12 + Hardy: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25

Haha!


Kaplooie! The pod FINALLY splits open. On the dark side, it explodes for 4d6 ⇒ (1, 4, 4, 1) = 10 negative energy damage to Cayden and Khargrom (DC 13 will save for half).

Sobek (-0 HP; greater luck charm; DC 12 reflex if turn ends in spell area or be entangled)
Khargrom (-30 HP; -1 str; -3 dex; DC 12 reflex if turn ends in spell area or be entangled; DC 13 will save or take 5 more damage)
Cayden Barleybrew (-17 HP; -3 str; entangled; DC 13 will save or take 5 more damage)
Wilbur Faust (-24 HP; entangled)

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 0/1 (whistle), Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-2) | AC/Tch/FF 18/12/-- (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

Will: 1d20 + 4 ⇒ (8) + 4 = 12 (+1 vs. Traps, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon)

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)

Will: 1d20 + 7 ⇒ (15) + 7 = 22.


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

Medda’s voice carries over the battlefield. ”Shamans! To the fallen seed pods! Attack the flower through its children!” A few of the Twinhorn shamans, chanting in unison as they move, make their way to the remains of the destroyed seed pods and begin to gesture over them. White incandescence streams from their hands into the pods, extending from them in a delicate tracery across the blighted land before settling on the monstrous black flower at the heart of it. Dr. Vitruvian, Amwari, Katswiri, Undiana, Eric, and Jules have a clear view of what happens next: the filaments of white light constrict around that hideous bloom, burning through its branches and petals. Mother Bloodleaf screams in fury as she rushes to the flower, but for naught: her attackers had held her attention for critical seconds, and it was too late. The flower withers and burns under the onslaught and the orc witch doctor is caught in the pyre, dying with her peculiar patron. Strands of purple energy whip across the battleground and begin to swirl above the remains of the giant flower. The continuous chant of the Twinhorn shamans reaches a fever pitch and then suddenly stops. After a breathless moment of silence, a loud reverberating boom echoes across the swamp as a column of purple energy pierces through the clouds, dissipating into the sky above. Shouts of celebration begin to sound across the field as Medda makes her way to the heart of the blight. The clouds part, and a shaft of moonlight shines on the site as she rips through the withered roots of the blighted flower. Medda reaches in and draws out the shriveled remains of a female crusader. In stark contrast to the rest of the remains, her silvery breastplate glimmers in the moonlight. A grievous blow has scarred its surface where a golden engraved figure spreads out her wings. Trails of blood seep out from scars running across the figure. Medda lowers the remains gently upon a white cloak that a Twinhorn warrior has placed on the ground.

With a heavenly glow, the ghostly form of Ivvora appears in the clouds above. Her voice, though, sounds as if she stood next to each of you, murmuring quietly in your ear. “She was my sister-in-arms against the vile Tar-Baphon. I now know that her sacrifice spared me so many years ago, as it will all of you in the days to come. Go with Vildeis’ grace and use this blessed plate to vanquish my hated adversary. Hurry back north, for the moment of Eshimka’s reckoning draws near!”

Medda looks up to the sky as the vision of Ivvora dissipates, the red phantom hand of Anok floating above her shoulder. After a moment, she kneels next to the crusader’s remains and carefully wraps them up in the white cloak, which is slowly soaking through with red. She looks at the crowd gathered around her and speaks up. “We stand here triumphant, having rid this land of corruption. But this is a mere hint of the darkness that awaits us at the Solstice Scar! Fear not, for Vildeis’ blessing will guide our weapons to strike true and eradicate Eshimka for good!” Medda motions for the Twinhorn warriors to raise the bundled remains on their shields as one of the honored dead. “Pathfinders, you have done much for my tribe and our lands, but I ask you once more to lend us your weapons so that we might end the evil that haunts Solstice Scar. What say you?”

Any dissenting voices are lost in the roar of approval from the assembled Pathfinders.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 0/1 (whistle), Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-2) | AC/Tch/FF 18/12/-- (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, barely standing and dripping blood into the swamp, gives a moderate shrug to the question and replies, "I guess so."


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

Inspired by the events in the Fangwood, the Pathfinders and Twinhorn warriors have at last returned to the Kellid following’s territory. The scattered woodlands that once stood in the Tusk Mountains are now cast in perpetual shadow despite it being only a few hours after noon. The trees are bare, the grass crumbles at a touch, and even the accumulated snow of midwinter is melting in the freezing air as if surrendering to entropy.

Medda confers with some of the Twinhorn following who stayed behind, then she addresses the crowd. “The winter solstice does not peak here until tonight, yet already Eshimka’s vanguard has escaped the Negative Energy Plane. They now control the area around the planar scar for several miles in each direction. If we’re to stop them, we need to break through these outer forces, regroup at the center, and take control of the rift. If that doesn’t draw Eshimka out, a few brave souls will need to pass through the rift to crush her lieutenants, destroy whatever is keeping the rift open, and draw her into our world. When they do, we need to ensure there are no reinforcements, and that means eliminating any commanders who have already broken through. That includes a corrupted dragon that has our scouts worried.”

She smiles grimly. “When the paladin Ivvora faced the beast Eshimka here centuries ago, she fought with Vildeis’s blessing and banished the fiend. Tonight, Eshimka would return to our world, but we are not one paladin; we are many!” She pricks her finger on her spear and paints a set of bloody wings upon her forehead. The Twinhorns follow suit. “And we too carry Vildeis’s favor!” With these words, the painted wings blaze with light.

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)

((Just checking, but I assume this is several days later, and we have had a chance to heal?))


Correct, you are all healed. Well done! That was a tough, though battle.

It also showcases that every player should have a wand of CLW and some source of lesser restorations by this point. Just saying!

Each of you may chose one of the following 3 boons because of the blessing of Vildeis:

  • Burning Radiance
  • Healing Sacrifice
  • Unstoppable Wrath

    as show in the slides here. Please post your choice.


  • You all need to get past the undead patrols and to the rift if you are to prevent Eshimka from entering this world. You may either borrow some canoes from your allies and bypass the main forces (you guessed it, skill checks), slip through the hoards using evasion (what, more skill checks? Yes, skill checks), or just smash your way through. First two PCs to agree on a choice wins the day. So to speak.

    The Concordance

    LN Dwarf Rogue 4 | 2 Star Reroll 0/1 (whistle), Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-2) | AC/Tch/FF 18/12/-- (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

    Healing Sacrifice chosen and ready to go. Correct re: wand (he has one but can’t cast it himself) and lesser resto (which I just realized he has a scroll with five casts). However, before using those, did we get to sleep to heal while traveling and if so how many nights? Canoes.


    The trip was long enough such that you were able to heal up both stat and HP damage without resorting to depleting your supplies. You do have a cleric with you :) You can thank Wilbur.

    Khargrom

  • vote: canoes
  • boon: Healing Sacrifice

  • 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 chooses the Healing Sacrifice boon, but does not vote. I don't know what skills we need, but I am betting I don't have them, and I want to save the vote for somebody who can succeed at something.


    Khargrom

  • vote: canoes
  • boon: Healing Sacrifice

    Wilbur

  • vote: abstain
  • boon: Healing Sacrifice

  • Scarab Sages

    NG m human Fighter (Core) 3 | HP 27/27 | AC 19/21, 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: Burning Radiance, Shield of Faith (2/2)

    Canoes!


    @Sobek, what is your choice in boons>

    Canoes it is! And with that I can move on to the encounter. Seasonal rivers and lakes crisscross the Twinhorn following’s territory, and the Kellids stash long canoes made of wood and hides at various landmarks to catch fish and move materials easily. In winter, these waterways are typically frozen, but the entropic influence of the Negative Energy Plane is causing the ice and snow to melt and flow for miles around. Dark water rushes around jagged rocks and down toward frothing rapids.
    You didn't think this would be easy, did you?

    By piloting the canoes, the PCs can swiftly bypass the wandering undead. The route is hazardous, though, and the PCs must survive the trip. Any number of PCs can be paddlers, and there are two optional roles—lookout and navigator—each of which a single PC can fill.

  • The paddlers propel the canoe, dodging obstacles or powering past them. (requires Strength, Dexterity, or Constitution checks).
  • The lookout is in charge of spotting rocks and other hazards is in charge of steering the canoe and picking out an optimal course. If successful, he doubles the number of successes earned by the paddlers {requires perception}.
  • The navigator is in charge of steering the canoe and picking out an optimal course. If successful, he doubles the number of successes earned by the paddlers (requires Knowledge (nature), Survival, or relevant Profession}.

    Choose your role and make your first skill roll! Your first hazard will be to get through a narrowing of the river in high water without banging up the canoe.

  • Scarab Sages

    NG m human Fighter (Core) 3 | HP 27/27 | AC 19/21, 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: Burning Radiance, Shield of Faith (2/2)
    miteke wrote:

    @Sobek, what is your choice in boons>

    Burning Radiance.

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

    Sobek paddles around rock formations with all of his might, hoping to avoid the whirlpools forming around them...
    Strength Check: 1d20 + 4 ⇒ (12) + 4 = 16

    The Concordance

    LN Dwarf Rogue 4 | 2 Star Reroll 0/1 (whistle), Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-2) | AC/Tch/FF 18/12/-- (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

    I think Cayden should be lookout with +15 Perception. Khargrom will take rowing at +3 strength. And Wilbur either does Navigator at +4 Survival or also paddles at +2 Strength. I would say three paddlers plus our exceptionally perceptive scout may be the best way to go.

    Khargrom grabs a paddle and digs in, ”Keep er straight!”

    Str: 1d20 + 3 ⇒ (13) + 3 = 16

    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 indeed is happy to be a lookout.

    Perception: 1d20 + 15 ⇒ (17) + 15 = 32.


    You guys crush the rapids, easily avoiding the rocks and other obstacles. Between the two paddlers pounding the water and Cayden's eagle eye, you sail through without a scratch. But Cayden shouts out a warning that you are fast approaching some cascades. Will you be able to navigate your way through this particular mess?

    Make your stat/skill checks again.

    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.

    Sure, I will paddle.
    pStrength: 1d20 + 2 ⇒ (3) + 2 = 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.

    Well, crud. Round two.
    Strength: 1d20 + 2 ⇒ (13) + 2 = 15

    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)

    Once again, Cayden plays look-out.

    Perception: 1d20 + 15 ⇒ (15) + 15 = 30.

    The Concordance

    LN Dwarf Rogue 4 | 2 Star Reroll 0/1 (whistle), Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-2) | AC/Tch/FF 18/12/-- (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 digs in hard, arms pumping frantically, ”Get enough speed we can jump em!”

    Str: 1d20 + 3 ⇒ (14) + 3 = 17


    @Wilbur, only the first roll counted. The team already made it past the first challenge.

    You are on a roll and shoot the waterfalls with precision, weaving left and right to catch each one where the water pours through a gap in the rocks. Then the river broadens but becomes shallower, exposing the canoe to sharp rocks and frothing rapids that jostle everyone.

    I need everyone to roll skills again. Well, unless you crush it again and it only takes 2 of you to pass the challenge.

    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 stays the course, attempting to warn the paddlers about the most egregious hazards.

    Perception: 1d20 + 15 ⇒ (3) + 15 = 18.

    Scarab Sages

    NG m human Fighter (Core) 3 | HP 27/27 | AC 19/21, 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: Burning Radiance, Shield of Faith (2/2)

    Oh, no! Sharp rocks and frothing rapids appear ahead!
    "Hang on, everyone!” Sobek calls out as he tries to keep the canoe out of danger with Khargrom paddling on the other side.
    Strength Check: 1d20 + 4 ⇒ (13) + 4 = 17

    The Concordance

    LN Dwarf Rogue 4 | 2 Star Reroll 0/1 (whistle), Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-2) | AC/Tch/FF 18/12/-- (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’s overconfidence shows as he takes it easy, ”This ain’t hard.”

    Str: 1d20 + 3 ⇒ (1) + 3 = 4


    This was one of the few challenges that gave you a break for having only 4 characters (reducing the required successes from 3 to 2), and, it turns out, you all were well suited to beating them. So...

    When you make it past the last rock, the flow gentles and you continue on for a bit until you reach your destination. After beaching the canoe, you may congratulate yourselves on bypassing the hoard without incident.

    Having bypassed the outer patrols, you have reached the standing stones where Ivvora fought Eshimka so long ago. A dark tear ripples at the center of the snow-covered monument, and the pale moon struggles to pierce the supernatural gloom. Twinhorn mystics are a short distance from the rift, conversing and distributing items. As you approach, an owlbear intercepts you and speaks to you rapidly in plain common. "We need your aid. If you could protect the sages performing the ritual from the stream of undead that seem to be appearing, that would be great, and they should be able to close this rift."

    Sure enough, the rift flares and turns a black deeper than any you have ever seen. You get the feeling that this darkness is not of the natural world and you can feel a tingling and vague tiredness as a wave of un-energy passes over you.

    Place yourselves in the red square on This map

    Scarab Sages

    NG m human Fighter (Core) 3 | HP 27/27 | AC 19/21, 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: Burning Radiance, Shield of Faith (2/2)

    Sobek cocks an eyebrow as the owlbear speaks.
    "I shall protect the sages with my life." he says as he hefts his polearm.
    "May I ask... Who are you? Are you a druid in beast form?"


    "I am a companion, able to speak because of this ring." Indeed, the creature sports a ring on one of its taloned hands as well as some extra armor and an amulet.

    I placed Wilbur for you. Knowledge religion rolls to identify the creatures. The white one is a little different from the others, so two rolls with the roll for the white one first.

    inits:

    init (Sobek): 1d20 + 4 ⇒ (14) + 4 = 18
    init (Wilbur Faust): 1d20 + 10 ⇒ (20) + 10 = 30
    init (Khargrom): 1d20 + 4 ⇒ (2) + 4 = 6
    init (Cayden Barleybrew): 1d20 + 3 ⇒ (1) + 3 = 4

    init (white z): 1d20 + 2 ⇒ (2) + 2 = 4
    init (red z): 1d20 + 0 ⇒ (16) + 0 = 16
    init (green z): 1d20 + 0 ⇒ (4) + 0 = 4
    init (black z): 1d20 + 0 ⇒ (6) + 0 = 6


    ❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
    Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
    Bold may go.

    Wilbur Faust (-0 HP)
    Sobek (-0 HP)

    red z (-0 HP)

    Khargrom Shadowband(-0 HP)

    black z (-0 HP)

    Cayden Barleybrew (-0 HP)

    white z (-0 HP)
    green z (-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 double-moves and looks at the enemies. May I roll Knowledge: Religion to learn about them?

    Scarab Sages

    NG m human Fighter (Core) 3 | HP 27/27 | AC 19/21, 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: Burning Radiance, Shield of Faith (2/2)

    With polearm gripped tight, Sobek hustles down the trail behind Wilbur.
    Double move.

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