PFS1 #8–99: The Solstice Scar - Version D, Tier 5-6 (GM Mike...R) [Outpost VIII]

Game Master Mike...R

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Previously in the Solstice Scar series...

Following an urgent call for assistance by Nigel Aldain, curator of the Blakros Museum, Pathfinder agents were sent to instigate intruders who had tripped the museum's many defences and then barricaded themselves inside the premises. After overcoming the various safeguards within the museum the Society's agents discovered the intruders to be a band of kellid warriors from the Twinhorn following, led by the tribes spiritual leader, a woman named Medda.

In conversation with Ambrus Valsin, Medda explained that her band came to the museum in pursuit of an important relic owned by their tribe, which had been stolen by museum agents after the tribe had refused to sell it to them. She went on to recount how the relic, the hilt of a dagger, once belonged to Ivvora a paladin of Vildeis. Following the defeat of dread lich Tar-Baphon at the conclusion of the Shining Crusade Ivvora had pursued one of the lich's lieutenants, a spirit named Eshimka, north into the Tusk Mountains. There she made contact with the Kellids of the Twinhorn following and together they lured the evil spirit to a circle of standing stones on the winter solstice where the Twinhorn druids used powerful magic in an attempt to bind Eshimka, while Ivvora battled the evil creature. The confrontation was long but eventually Ivvora, drove her dagger deep into Eshimka's body. The evil spirit tried to escape, but only succeeded in breaking off the blade of the dagger in its own flesh before collapsing at the centre of the stone circle, allowing the druids to complete their task.

Her foe vanquished, Ivvora eventually departed from the Twinhorns. However she remained concerned that evil may return to the place of Eshimka's defeat. To this end when she departed she left the hilt of her broken dagger with the tribe, along with instructions that every year they should bring the hilt back to the standing stones on the winter solstice in order to guard against the evil returning. Since that date the tribe have faithfully kept their promise to Ivvora, ensuring that the following’s nomadic circuit always brought them back to the stone circle in time for the winter solstice. They did this every year, however with the hilt stolen they urgently needed to retrieve the relic in order to bring it back to the stones in time for the rapidly approaching solstice.

Disgusted at the actions of the museum agents Valsin offered Medda the assistance of the Pathfinder Society in getting her band back to the Tusk Mountains in time for the solstice. After negotiating their way through the Hold of Belkzen the group arrived at the Twinhorn camp across the border in the Realm of the Mammoth lords. However upon their arrival they realised they were too late as at the standing stones a dark rift had opened, spewing forth undead horrors. Driving back the undead forces, the Twinhorns and Pathinders managed to close the rift. In doing so they discover that Eshimka was not entirely destroyed in the confrontation with Ivvora all those years ago and that the extraplanar scar created following the current incursion had left the area vulnerable to an even greater incursion on the next solstice.

In order to permanently end the threat, the Pathfinders resolved to discover all they could about Ivvora and the holy power she originally used to banish Eshimka, so that the following solstice they would be in a position to confront Eshimka and end her threat forever.

Already the Pathfinders have sought out the place where Ivvora died in battle with a powerful white dragon, fighting off the dragon's descendants and their kobold servants. There Medda communed with Ivvora's spirit in the afterlife and learned how the broken dagger could be reforged into a new weapon which could destroy Eshimka.

Now the expedition are preparing to head south from the Tusk Mountains to the Fangwood in the nation of Lastwall in pursuit of further details from Ivvora's story...


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.


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.

The outer edge of the blighted forest is overgrown with poisonous barbed plants, its thick foliage hiding venomous creatures among the many nooks and crannies. As such the party's first challenge as they get underway will be to navigate through this area safely. Doing this will require everyone to make a DC 24 skill check to avoid the perils found in this region of the forest.

Skills that can be used for this check are: Acrobatics, Climb, Handle Animal, Knowledge (nature), or Survival. Anyone with the wild empathy class feature can use this instead of one of the skills with the DC reduced to DC 20. Furthermore anyone with the woodland stride class feature (or a similar ability) receives a +4 bonus on their check.

If you fail the above check you will also need to make a Fortitude or Reflex save (the Reflex save DC is lower).

Sovereign Court

Male Human (Shoanti) AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3 Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

When the group of stalwart adventurers gathered to assist the Society, a Shoanti with a full head of hair entered, bearing intricate tattoos. "Welcome everyone, I am Altavan Kegdrainer of the Shundar-Quah, I bring voice to the dead." he said.

"Gather around so I might see what is in store for us." he said, pulling out a harrow deck and a piece of silk cloth. Laying the cloth on the ground, he started to place down a spread of cards. The Waxworks card for the first draw, drew a concerned look from his face. The Joke, The Liar, The Peacock, The Desert, The Demon's Ladder, The Tyrant, The Keep, and finally The Teamster joined the others.

Closing his eyes, he pondered a minute as take in the information. "It looks we will have a tough time of it, with many road blocks before us. The Desert card shows that it difficult for anyone to survive without help, so we must work together to achieve out goal. he said.

If you sat through the Blessing of the Harrow, gain +1 weapon damage.

Sovereign Court

Male Human (Shoanti) AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3 Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

The brambles and foliage proved to be rather painful for the shaman as he was tortured by it. "The Waxworks shows its face." he muttered, pulling out a thorn from his thigh.

Survival: 1d20 + 9 ⇒ (7) + 9 = 16
Reflex: 1d20 + 4 ⇒ (1) + 4 = 5

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/61 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +9 | Speed 20ft |

The tall half-elf, who had proven to be faithful servant of Abadar during all this time, looks at the shoanti. Not that he believed too much on these things, but in his time in different cities, he had learned to respect them, as often they would have one or two cards in their sleeves. When he human finsihes, he takes the lead.

I do not know exactly what the best path is, he says looking around. But, if you follow me, I can take all the thorns and clear the path.

Seltyel starts walking, hoping that someone will tell him what the best way is, as he cannot see anything in this thick forest.

I cannot succeed on a DC 24 check with any of those skills. So, I will directly roll for the saving throw.

Fortitude save: 1d20 + 13 ⇒ (12) + 13 = 25

Kegdrainer, is this for all of us? How long does it last?

Sovereign Court

Male Human (Shoanti) AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3 Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

Yes, as long as you stayed within 20 feet me for the 10 minutes when I did it. It lasts 24 hours.

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/61 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +9 | Speed 20ft |

Amazing. Thanks. I will try to remember.


I'll post the results of the checks once everyone in the party has made their skill check and then if necessary their Fortitude/Reflex save.

Sovereign Court

Male Tengu Cleric 6 hp 29/29 | AC 19/t13/ff17 CMD 18 | Fort 6, Ref 6, Will 11 (+1 vs. fear, +1 vs. charm and compulsion effects)| Init +2 | Spd 30 ft. | Perception +8, Sens.Mot +8 | Active:

Tengu man wearing tricorne hat looks with discreet interest as Kegdrainer draws cards. To-to walks the path behind Seltyiel as carefully as he could. After slipping he regains his footing in a moment.

Acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15
Reflex save: 1d20 + 6 ⇒ (20) + 6 = 26

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 21/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

A tall, heavily armored human man with brown hair stands stiffly next to the entrance of the meeting room. You can see a large sword on his back and a dagger in his belt, but no shield. A heavy backpack sits next to him on the ground.

If you look closer, you can see that he has a holy symbol of Sarenrae hanging around his neck. As far as you can tell he's quite young, too. He has well defined muscles and looks ruggedly handsome - but at the same time also quite intimidating. Maybe it's his height...

He silengly watches the Shoanti lay the cards. Afterwards, he introduces himself: "Kurik, paladin of Sarenrae, at your service."

Kurik cannot succeed on a DC 24 check with any of those skills, either.

Fortitude: 1d20 + 9 ⇒ (5) + 9 = 14 :-/


| HP 19/30 |AC 20 Incorp T 10 T 10 FF 20| CMB +8 CMD 17| F +6 R +1 W +3| PER +9 Darkvision 60', Tremor Sense 60' SM+0| Speed 20', Burrow 20', Earth Glide, Stealth +7|Active Conditions: Improved Evasion| Immune: Bleed, Paralysis, Poison, Sleep effects, Stunning, Critical Hits, Sneak Attack, Flanking or Precision Damage|Small Earth Elemental Familiar (Arcane Bloodline) N|Buffs:

RawkNRole offers to burrow a path under the brambles if possible for the party to follow otherwise he will use his earth gliding ability to bypass the hazard.

The Exchange

Female NG Half-Orc Bloodrager(Metamagic Rager) 6 |Buffs: Rage, Blur.
Resources:
Re-roll 1/1,Rage 18/21,Scabbard of Vigor 1/1, Knight Pennon 1/1, Rune stone 1st level 2/2|Spells 1st: 1/2
Currently Raging AC 17 (20% Miss chance), CMB +12, HP 50/73, F+12 W+6 Str 22 Con 19 HP 38/61 |AC 19 T 12 FF 17|Uncanny Dodge|CMB+10 CMD 22|F +10 R +7 W +4|INIT +9|PER +15 Darkvision 60', SM+1|Speed 30'|

If possbile Rogarch attempts to follow RawkNRole underground but if this is not possible the Bloodrager will attempt to climb past the obstacle.

Climb check if burrowing is not possible: 1d20 + 10 ⇒ (13) + 10 = 23

Fortitude save if necessary: 1d20 + 10 ⇒ (3) + 10 = 13


Thanks everyone for filling in the information on the slides. As its been over 24 hours I'll move things forward and let Bael do his skill check and save as part of his next post to keep things moving. Just as a reminder, I'll need to bot anyone who hasn't posted within 24 hours of an action being requested. Although please let me know in advance if you are not going to be able to post, as repeatedly having to wait 24 hours to bot PCs can start getting really tough in terms of running the game.

The pathfinders work their way through the unforgiving foliage. Kegdrainer looks to use his survival skills to make it through, but the strange nature of the local flora proves too much for him and he is rewarded by some nasty looking scratches and lacerations each surrounded by areas of red inflamed skin. Seltyiel is next to go, simply choosing to power his way through the undergrowth and successfully relying on his physical fortitude to stave of any ill effects. To-to makes use of his acrobatic ability in an attempt to twist an leap his way through the thicket, it doesn't quite work but he is at least agile enough to avoid any of the wicked looking thorns and biting creatures. Seeing Seltyiel's success, Kurik looks to replicate his fellow paladin's tactics, but doesn't quite manage to pull them off and is rewarded with similar bites and scratches to Kegdrainer. Finally Rogarch and his familiar attempt to make it to the other side unscathed, RawkNRole burrows through the earth using his tremor sense to follow the rest of the party and avoid the danger, while Rogarch looks to climb between the trees and rocks, but doesn't quite manage to avoid all of the thorns and ends up with some nasty looking scratches (as the burrow ability doesn't leave a permanent tunnel it wouldn't be possible to follow RawkNRole).

Seltyiel, To-to and RawkNrole make it through unharmed but Kegdrainer, Kurik and Rogarch end up being sickened until the end of the next encounter.


The party emerge from the thicket of barbed plants to find themselves in the forest proper. The woodland 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.

As the pathfinders push their way through another mass of brambles the owners of the glowing eyes finally make their move, emerging from the cover of the undergrowth they attempt to surround the party. Luckily Rogarch, Bael and Seltyel have keen eyes and are all able to spot the threat while there is still a little distance between the party and the dangerous looking creatures.

GM Rolls:
Initiative:
Init(Toto): 1d20 + 2 ⇒ (19) + 2 = 21
Init(Bael): 1d20 + 0 ⇒ (9) + 0 = 9
Init(A. Keg): 1d20 + 2 ⇒ (16) + 2 = 181d20 + 2 ⇒ (7) + 2 = 9
Init(Seltyel): 1d20 + 1 ⇒ (5) + 1 = 6
Init(Kurik): 1d20 + 0 ⇒ (14) + 0 = 14
Init(Rogarch): 1d20 + 9 ⇒ (15) + 9 = 24
Init(Green): 1d20 + 2 ⇒ (11) + 2 = 13
Init(Yellow): 1d20 + 2 ⇒ (1) + 2 = 3

Perception / Survival:
Perc(Toto): 1d20 + 8 ⇒ (6) + 8 = 14
Perc(Bael): 1d20 + 22 + 1d6 ⇒ (4) + 22 + (5) = 31
Perc(A. Kegdrainer): 1d20 + 9 ⇒ (6) + 9 = 15
Perc(Seltyel): 1d20 + 9 ⇒ (15) + 9 = 24
Perc(Kurik): 1d20 - 2 ⇒ (7) - 2 = 5
Perc(Rogarch): 1d20 + 15 ⇒ (17) + 15 = 32
Perc(RawkNRole): 1d20 + 8 ⇒ (4) + 8 = 12

The reptilian creatures have eyes which glow faintly purple and the same eerie flowers that blanket the forest floor also grow on their bodies. To identify the creatures would be a knowledge (arcana).

I've added a map for this encounter to slide 4 in the maps and handouts. The thick canopy of the forest keeps any outside light from passing through, but the glowing flowers provide dim light throughout the entire area. The bushes on the map represent the 'impenetrable thickets' containing vines which curl around anyone getting too near. The vines have a 5 foot reach so will attempt to grab anyone who gets within 5 feet of them. These thickets additionally count as 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 in these areas but does not ignore the cover.

I've added everyone's token to the map, if you want to change your starting position you can do so at any time before the first of the creatures has their turn, so long as that starting position remains within the orange square. Also remember that the party has an aid token that you will want to either use in this combat or boost and pass on. It is a free action to use the token.

Initiative wrote:

-- ROUND 1 --

Rogarch (sickened)
To-to
A. Kegdrainer (sickened)
Kurik (sickened)
Creature (green)
Bael
Seltyel
Creature (yellow)

(Bold may act)

Sovereign Court

Male Human (Shoanti) AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3 Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

Altavan Kegdrainer was not having a good time of things as he earlier meal kept trying to exit after getting torn up by the brush. With the alert from the others. he tried to identify what was rapidly approaching.

K:Arcana: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Saves (Worse to best), Special defenses, special attacks please

At the creatures headed in, he was ready for them.

Ready action. Whichever one gets to 30' from him Slumber hex, DC 18 Will save.


Altavan recognises the two creatures as Hodags (N Large magical beasts), although ones which have infected by the malign blight which covers this area of the forest. He knows that they have a strong constitution and good reflexes but their mental defenses are not as strong (Worst save is Will, with Fort and Reflex being equal best). He knows that they have a ferocious will to keep fighting (They have the ferocity monster ability). They have a tail which is unusually effective (Their tail attacks count as primary weapons and can do both bludgeoning and piercing damage). They can also toss opponents into the air if they are able to charge them (If they are able to make a charge with a movement of at least 20 feet they can throw smaller opponents 10 foot into the air, either straight up or laterally. This movement can damage thrown opponent if they are thrown into another object or if they are thrown straight up and land on the ground. They will also land prone).

Sovereign Court

Male Tengu Cleric 6 hp 29/29 | AC 19/t13/ff17 CMD 18 | Fort 6, Ref 6, Will 11 (+1 vs. fear, +1 vs. charm and compulsion effects)| Init +2 | Spd 30 ft. | Perception +8, Sens.Mot +8 | Active:

Glancing quickly at large creatures facing the party, To-to casts Stunning barrier spell. AC now 20

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 21/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

Kurik moves forward (towards yellow), drawing his adamantine Nodachi, and takes a defensive stance. "Stop right there!"

move action: move and draw weapon
standard action: Total Defense (+4 dodge bonus to AC)

current AC: 23 touch 14 flat-footed 19


As its been over 24 hours I'll bot Rogarch and have her delay.

As the Pathfinders are readying themselves for the coming attack, the closer of the two beasts lunges forward towards Seltyiel seemingly able to move through the think undergrowth unimpeded. As it comes within range Altavan assails the creature's mind with his supernatural powers...

green will save vs slumber (DC17): 1d20 + 5 ⇒ (15) + 5 = 20

...but it manages to shake off the hexes soporific effects and continues its charge looking to bite Seltyiel...

green bite vs Seltyiel flat footed + charge: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24

...unfortunately for the hodag its intended target is just to well protected and its jaws fail to strike the paladin with sufficient power to damage him.

Initiative wrote:

-- ROUND 1 --

To-to
Kurik (sickened)
A. Kegdrainer (sickened)
Hodag (green)
Rogarch (sickened)
Bael maybe sickened - skill check and save needed to resolve the trip through the brambles.
Seltyiel
Hodag (yellow)

(Bold may act)

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/61 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +9 | Speed 20ft |

What a big lizard you are!

Seltyel can see the big creature, but he is not scared of the first monsters that he comes across in this forest. Without hesitation, the half-elf wields with sharp cold iron sword against the beast.

I take a 5-foot step. If we are allowed to have weapons ready in this dangerous forest, then it would be a full attack. Otherwise, move action to draw my bastard sword and just one single attack.

first attack: 1d20 + 12 ⇒ (3) + 12 = 151d10 + 5 ⇒ (9) + 5 = 14
second attack: 1d20 + 7 ⇒ (14) + 7 = 211d10 + 5 ⇒ (2) + 5 = 7


I'm happy to assume that everyone started the encounter with their weapons out as they spotted that they were being watched from the undergrowth before they were attacked.

Seltyiel swings twice at the foe who charged at him through the foliage. The first blow bounces of the creature's scaly hide, but the second one finds its mark and digs into the beast's flesh.

Just to double check, do the party have a source of light? If not then there would be a 20% miss chance due to the dim light for anyone without darkvision. I'm good with assuming that if anyone wanted to use magic light that they would have cast that before entering the gloom of the forest.

Initiative wrote:

-- ROUND 1 --

To-to
Kurik (sickened)
A. Kegdrainer (sickened)
Hodag (green) -7
Rogarch (sickened)
Bael maybe sickened - skill check and save needed to resolve the trip through the brambles.
Seltyiel
Hodag (yellow)

(Bold may act)

The Exchange

Female NG Half-Orc Bloodrager(Metamagic Rager) 6 |Buffs: Rage, Blur.
Resources:
Re-roll 1/1,Rage 18/21,Scabbard of Vigor 1/1, Knight Pennon 1/1, Rune stone 1st level 2/2|Spells 1st: 1/2
Currently Raging AC 17 (20% Miss chance), CMB +12, HP 50/73, F+12 W+6 Str 22 Con 19 HP 38/61 |AC 19 T 12 FF 17|Uncanny Dodge|CMB+10 CMD 22|F +10 R +7 W +4|INIT +9|PER +15 Darkvision 60', SM+1|Speed 30'|

Rogarch focuses her arcane energy and begins to blur as her rage begins. She steps forwards and attempts to strike green twice with her lucerne hammer.

To hit, Rage, Power Attack, Sickened: 1d20 + 11 + 2 - 2 - 2 ⇒ (15) + 11 + 2 - 2 - 2 = 24

Bludgeoning, Cold Iron, Power Attack, Rage, Sickened: 1d12 + 6 + 6 + 3 - 2 ⇒ (6) + 6 + 6 + 3 - 2 = 19

To hit, Rage, Power Attack, Sickened, Iterative Attack: 1d20 + 11 + 2 - 2 - 2 - 5 ⇒ (16) + 11 + 2 - 2 - 2 - 5 = 20

Bludgeoning, Cold Iron, Power Attack, Rage, Sickened: 1d12 + 6 + 6 + 3 - 2 ⇒ (12) + 6 + 6 + 3 - 2 = 25

Blur (20% miss chance) is now in effect for Rogarch due to Arcane Bloodrage


| HP 19/30 |AC 20 Incorp T 10 T 10 FF 20| CMB +8 CMD 17| F +6 R +1 W +3| PER +9 Darkvision 60', Tremor Sense 60' SM+0| Speed 20', Burrow 20', Earth Glide, Stealth +7|Active Conditions: Improved Evasion| Immune: Bleed, Paralysis, Poison, Sleep effects, Stunning, Critical Hits, Sneak Attack, Flanking or Precision Damage|Small Earth Elemental Familiar (Arcane Bloodline) N|Buffs:

RawkNRole moves up and attempts to punch Green.

Slam, Earth Mastery, Power Attack: 1d20 + 10 + 1 - 2 ⇒ (15) + 10 + 1 - 2 = 24

Bludgeoning, Earth Mastery, Power Attack: 1d6 + 4 + 1 + 6 ⇒ (1) + 4 + 1 + 6 = 12


Both of Rogarch's blows strike the Hodag, each landing with a sickening crunch. As RawkNRole moves in the Hodag attempts to bite at the elemental...

green AoO bite vs RawkNRole: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d8 + 4 ⇒ (7) + 4 = 11

...successfully sinking its teeth into Rogarch's rocky companion, who returns the favour by knocking the monster unconscious.

Initiative wrote:

-- ROUND 1 --

To-to
Kurik (sickened)
A. Kegdrainer (sickened)
Hodag (green) -63 (unconscious)
Rogarch (sickened)
RawkNRole -11
Bael maybe sickened - skill check and save needed to resolve the trip through the brambles.
Seltyiel
Hodag (yellow)

(Bold may act)

The Exchange

Human ( Tadlan ) HP : 42/42 AC : 21 (24 with shield )/ Touch :11 / Flat: 21, Fort: 4 Ref: 5 Will : 5 Insp: 7/7

Bael has a Wayfinder, and a Gray aeonstone for Light source

Readyng the text i don't find the saves and the skill needed to resolve this, So I assume that he sickehed is fort, which i roll inmediatelly . For the skill check will roll a d20 and see where taht lead us

Fort Save: 1d20 + 4 ⇒ (16) + 4 = 20

Skill: 1d20 ⇒ 17 Skills should be on his character, can clairfy if pointed out.

K.ARcana : 1d20 + 9 + 1d6 ⇒ (1) + 9 + (1) = 11

The man moves north towards the green enemy he needed to think quicky, so no time to explore the Weakeness yet, he needed to strike it dowm

Onward !!

Move action to get to reach, Standard to attack Green
Attack PA w/Furious focus: 1d20 + 9 ⇒ (10) + 9 = 191d8 + 13 ⇒ (2) + 13 = 15

Of course this movement might provocke


The skill check and save were from this post, but Bael successfully passed both of them so isn't sickened.

Bael doesn't know any more about the hodags, but his attack is enough to kill foe that RawkNRole had knocked unconscious.

The remaining hodag steps forward and launches a flurry of attacks on Kurik...

yellow bite vs Kurik: 1d20 + 11 ⇒ (18) + 11 = 29
damage: 1d8 + 4 ⇒ (4) + 4 = 8
yellow claw vs Kurik: 1d20 + 11 ⇒ (1) + 11 = 12
yellow claw vs Kurik: 1d20 + 11 ⇒ (8) + 11 = 19
yellow tail vs Kurik: 1d20 + 11 ⇒ (6) + 11 = 17

...connecting with its bite, but failing to penetrate the paladins determined defences with its remaining attacks.

Initiative wrote:

-- ROUND 2 --

To-to
Kurik -8 (sickened)
A. Kegdrainer (sickened)
Hodag (green) -78 (dead)
Rogarch (sickened)
RawkNRole -11
Bael
Seltyiel
Hodag (yellow)

(Bold may act)


Thinking about it, as green is now dead everyone is able to act before yellow's next turn.

Initiative wrote:

-- ROUND 2 --

To-to
Kurik -8 (sickened)
A. Kegdrainer (sickened)
Hodag (green) -78 (dead)
Rogarch (sickened)
RawkNRole -11
Bael
Seltyiel
Hodag (yellow)

(Bold may act)

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/61 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +9 | Speed 20ft |

With one beast dead, Seltyel turns and heads to help Kurik.

Double move in diagonal for 35 feet.

Sovereign Court

Male Tengu Cleric 6 hp 29/29 | AC 19/t13/ff17 CMD 18 | Fort 6, Ref 6, Will 11 (+1 vs. fear, +1 vs. charm and compulsion effects)| Init +2 | Spd 30 ft. | Perception +8, Sens.Mot +8 | Active:

The tengu moves closer to enemy and prepares to strike if it attacks.

ready attack:

+1 longsword: 1d20 + 6 ⇒ (15) + 6 = 21
slashing: 1d8 + 2 ⇒ (3) + 2 = 5

Sovereign Court

Male Human (Shoanti) AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3 Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

Altavan moved forward to join the others to deal with the remaining foe, and proceeded to yawn.

Slumber hex. DC 17 Will


As his allies advance Altavan turns his supernatural powers on the second hodag...

yellow will save vs slumber (DC17): 1d20 + 5 ⇒ (5) + 5 = 10

...who unlike its companion proves to be somewhat weaker willed against the hexes somniferous powers, dropping to the ground fast asleep.

As yellow is now helpless, I'll take us out of initiative as there are no more immediate threats. Once the combat is over those members of the party who were sickened finally manage to shake of the effects of the condition.

Initiative wrote:

-- END OF COMBAT --

To-to
Kurik -8
A. Kegdrainer
Rogarch
RawkNRole -11
Bael[
Seltyiel
Hodag (yellow) (asleep)

(Bold may act)


There is nothing of special interest in the location where the party fought with the hodags, so I'll move things on to the next area. Feel free to do any healing or anything else you wanted to do following the combat. Also if you want to boost the aid token and pass it on to another table, let me know which benefit you want to boost and which of the other tables you want to pass the boosted token to, then perform the appropriate boost action.

After another half hour of travel through the dim and disorientating forest the Fangwood opens up 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!”. The three faces all appear to have different demeanors, one looks rather confrontational, the second has a playful disposition, while the third seems much calmer than the others. They do not appear to be overtly hostile and seem to be genuinely curious about the newcomers, potentially open to a conversation.

There is a picture of the three faces on slide 4 in the handouts.

What does everyone want to do?


The party get the impression that there may be value in speaking with the faces in the trees. Perhaps they may be able to provide some assistance or information?

Sovereign Court

Male Tengu Cleric 6 hp 29/29 | AC 19/t13/ff17 CMD 18 | Fort 6, Ref 6, Will 11 (+1 vs. fear, +1 vs. charm and compulsion effects)| Init +2 | Spd 30 ft. | Perception +8, Sens.Mot +8 | Active:

"We are just humble travellers, but how long would you like us to stay here? Our mission obliges us to defeat great evil being." To-to proudly states

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 58/61 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +9 | Speed 20ft |

Seltyel is surprised by the sudden appearance on the trunk of the tree.

We are Pathfinders. Who are you? And, mmm, sorry, what are you? I've never seen a tree with faces.

Ok. Let us boost the token in case another table. I would say the higher tier table. Unless someone objects, I would go for "Allied Offensive". That additional damage might be useful.

boost Allied Offensive: 1d20 + 12 ⇒ (15) + 12 = 27

Sovereign Court

Male Human (Shoanti) AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3 Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

Altavan pondered at the sight, trying to figure out what he was seeing.

K:Arcana: 1d20 + 9 ⇒ (12) + 9 = 21
If it is not K:Arcana, most of his knowledge skills are +9 or +14 (Dungeoneering/Engineering are +6)

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 21/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

Does RawkNRoll need healing? Kurik can use Rogarch's CLW wand, just roll the dice yourself, please.

After being bitten, Kurik - having sworn an oath of vengeance - has no problem with putting the dangerous creature to a permanent rest.
He then draws his healing wand to cure his wound.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7


Seltyiel has successfully boosted the aid token and I've passed it on to the tier 10-11 table.

In terms of working out what the faces are, I'd say it would be knowledge (religion) check so it looks like Altavan has a +14 bonus for that.

Studying the faces Altavan thinks that they may be spirits who have become trapped by the corrupted nature of this area of the forest. He does not think the spirits themselves are corrupted, just trapped by the corruption. As best he can tell they are a mixture of nature spirits, mortal souls and the memories of those who have died within this area of the Fangwood. While the faces probably recall little of their mortal lives, it is likely that these beings would have a good knowledge of the surrounding forest due to their ability to move from tree to tree in the area.

The three faces who have taken the most interest in the party listen to To-to and Seltyiel's questions with interest, while the other spirits within the grove shift from tree to tree, observing and whispering among themselves.

The calmer of the three spirits is the first to speak "We are the spirits of this forest, trapped here by the blight which afflicts it and the machinations of Mother Bloodleaf who has caused it to spread. Do you come here to defeat Mother Bloodleaf?".

The more confrontational spirit then interjects "Why would they come here to defeat that old crone, and even if they where here to do that, why should we help them?".

The more jovial of the faces then cuts in and quips "Are we sure they are pathfinders? It looks to me like they have lost the path and have ended up wandering into our wood! Of course I jest and we are happy to see some new faces, but perhaps it would be dangerous for you to stay here too long?".

After speaking with the faces for a short while, the Pathfinders get the impression that maybe the spirits could be persuaded to aid them in some way, although they may need to tailor their arguments to each ones motivations. As a first step everyone has the opportunity to study one of the spirits as it is speaking and attempt to gain some insight into its motives (i.e. perform a Sense Motive check). Everyone can pick one of the three faces (The calm face, the aggressive face or the jovial face) and can then make a Sense Motive check against it to gain some further insight. Each party member can only pick one face to make their check against.

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 21/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

Before approaching the faces, Kurik draws and uses his newly bought wand of Honeyed Tongue.
He then stows the wand and approaches the faces empty handed.

"Greetings, my name is Kurik, paladin of Sarenrae. As my companions said, we are just humble travellers - Pathfinders on a mission to defeat great evil being. May I ask: who are you?"

Diplomacy to improve attitude: 1d20 + 11 ⇒ (18) + 11 = 29
Diplomacy to improve attitude: 1d20 + 11 ⇒ (6) + 11 = 17
(take the highest roll)

Edit because of crossposting:

"Well, if defeating Mother Bloodleaf would free you, we certainly can help! Who or what is she and where do we find that creature?"

1) Kurik has a terrible Sense Motive skill. Should he try anyway? Or are there possible negative consequences for a bad roll?
2) Are the Diplomacy rolls above currently used? If not, can Kurik keep the results for later?


Kurik wrote:

1) Kurik has a terrible Sense Motive skill. Should he try anyway? Or are there possible negative consequences for a bad roll?

2) Are the Diplomacy rolls above currently used? If not, can Kurik keep the results for later?

There is no penalty for failing the Sense Motive roll, so everyone should roll Sense Motive against one of the three faces as there is a chance of getting useful information which could help with further negotiation. As Diplomacy will likely become relevant later in the discussion with the faces, I'm happy to take your Diplomacy roll as the roll you will be making for Diplomacy at that point.

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 21/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

Thank youfor letting me keep the rolls! :-D

Ok, here goes nothing:

Sense Motive at aggressive spirit: 1d20 - 2 ⇒ (18) - 2 = 16

Not bad! :-o :-)


Actually thinking about it, as the DCs for the Sense Motive check are a little on the high side for someone with a low bonus to the skill, I'm good with people using their rolls to aid other members of the party instead of being one of the main rolls. So if Kurik wanted his roll to be an aid for someone else I'm happy for him to decide to for that to be the case. That said there are three faces who all have different motives, so to cover them all the party will need at least 3 people making main rolls.

Sovereign Court

Male Human (Shoanti) AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3 Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

Sense motive: 1d20 + 5 ⇒ (12) + 5 = 17
Harrow feat: 1d6 ⇒ 21d10 ⇒ 6
Altavan reached into his bandoleer and pulled out his deck as he pondered the spirits stuck in the tree. Giving it a rough shuffle, he drew the Rabbit Prince. Giving it another shuffle, he placed the deck back in its proper spot.

Spirits of the forest, we seek to put an end to the blight. Your help would go towards ended this and free you so your spirits can go where you wish. he said.

Harrow feat, Key suit. +2 to a d20 dex based roll (Init, save, etc.) Add after roll but before results to one of my rolls

Sovereign Court

Male Tengu Cleric 6 hp 29/29 | AC 19/t13/ff17 CMD 18 | Fort 6, Ref 6, Will 11 (+1 vs. fear, +1 vs. charm and compulsion effects)| Init +2 | Spd 30 ft. | Perception +8, Sens.Mot +8 | Active:

To-to tries studying the aggressive one, but can't make any conclusions.

Sense motive aid: 1d20 + 8 ⇒ (1) + 8 = 9

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 21/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

@GM Mike...R: Aid another (on the aggressive one) it is, then! Thanks.


I'll wait until everyone has done their Sense Motive rolls to reveal what the party are able to ascertain about the spirits.

The Exchange

Human ( Tadlan ) HP : 42/42 AC : 21 (24 with shield )/ Touch :11 / Flat: 21, Fort: 4 Ref: 5 Will : 5 Insp: 7/7

Bael tries to measure the anger of the aggresive spirit, sometimes anger comes from frustration, and its a good merchant abilty to turn this anger into opportunity

But of course we are Pathfinders, here we are finding the path on this hostile land, seripusly enough. we are used to deal with any kind of probems, even if at times life throws diferent hardships

He threw the joke, and then the serious tome. trying to create a reaction on the aggresive spirit, insight, was important

Sense motive: 1d20 + 21 + 1d6 ⇒ (20) + 21 + (6) = 47

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