Down the Blighted Path

Game Master Mustaparta


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Silver Crusade

Down the Blighted Path

When the winter’s cold releases the Five Kings Mountains and the spring rains wash away the snows that blanket the area, the residents of Davarn celebrate the return of songbirds and trade caravans with their annual Spring Festival. The event occurs a full week after the spring equinox to celebrate Davarn’s official reopening along trade routes to Druma, Isger, and Andoran. While some caravans arrive earlier, the town sends out engineering teams before the event to clear and repair any road damage caused during the winter months. Colorful banners decorate the public square surrounding the city reservoir, and the surface doors are thrown wide to flush out the stagnant winter air and replace it with mountain breezes and the smell of freshly baked pies and roasted meats. Traveling performers set up their stages to entertain the young and old alike with puppet shows, music, and death-defying stunts. Davarn’s residents build temporary stalls to display their finest handicrafts, worked metals, and raw materials mined deeper in the cave systems beyond the town.

The festival grounds begin to thin out as most attendees line up along the rope barrier surrounding the city reservoir. An angry-looking spur of granite pokes up from the water, carved into a spiraling obstacle course marked with poles, logs, and ropes.
The crowd bursts into cheers as the other semifinalist team and defending champions, the Davarn Chokers, approach the starting line. Their dwarven leader, Erna Stoneheart, waves to the crowd as they shout her name. Her teammates follow suit, waving and smiling as the chant of “Chokers! Chokers!” rises above the general cheering. The course is outfitted with climbing nets and towers, balance beams, swinging ropes over the river, and red flags. A large bat familiar hangs lazily from a perch near the starting line, clutching an additional red silk flag.

Character introductions next!

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

"Haha! I've missed this, it's been too long!"

Glorin watches the festivities with a look of pure joy and childlike nostalgia. It is a look you might not expect from the burly mountain of a man he is, tall, strong, and bearded. His huge brown beard makes him look much like a dwarf, himself, a longtime resident of the Five Kings, with only his height suggesting otherwise. Indeed, the make of his armor, and the urgrosh on his back, all are dwarven in manufacture as well.

He grabs an ale in one hand and a skewer of meat in the other, turning to the others. "You've got to try a skewer. The steaks are allowed to age underground in a cavern with dusk-cap mushrooms for a month before marinating and cooking. They're the food of the gods!"

Sovereign Court

Female Half Orc
Attacks:
Ranged +11 //1d8 Pistol or 1d12 Musket
Cavalier 1 (Spellscar Drifter) /Gunslinger 5 (Musket Master) (HP:52/52)(AC:20FF:15 T:15)(F:+10 R:+10 W:+4)(Init:+6)(Perception:+8)

"The Sovereign Court seems to always send me to the darndest of places." the female Dromaar dressed in leathers with a cowboy hat on her head and riding atop a horse says to no one in particular as she observes the festival preparations around her. "Stay with the caravan as a guard I was told. Protect it from raids along the way to this dwarven settlement they said. I bet it was for some huffy puffy higher up Pathfinder Agent doing one of the caravan side jobs I hear so much about. And the worst part is that nothing happened. No raid, no thievery, not even a wild animal...how boring." She says aloud.

She looks for a place to stable her horse Windrunner and takes the gear she can't bear to have stolen- her musket, pistol, gun-kit, bullets and her other weapons. "Might as well grab some grub while I'm here. Trail rations are good in a pinch but after 2 weeks of eating them and whatever mystery meat the 'trail spoon' cooked up I am ready for some good food in my gut."

She walks around the market stalls looking for some food, mead and anything she feels she can use in her job. "This looks promising..." she thinks as she hears the commotion of an athletic event down the row. She sees a few foreigners sprinkled in the crowd, a few may be even Pathfinder Agents like herself on mission or in-between jobs. She settles on a meat pie, grabs a bottle of the local ale, whips out her spoon and begins eating as she walks towards the crowd.


”Damiel” Male N Elf Alchemist 4 | HP 31/31 | AC 15 T 13 FF 12 | CMB +3, CMD 16 | F +6, R +8, W +2 | Init +3 | Perc + 9 | Speed 30ft | Bomb: 10/10 | Active conditions: None

An elf stands quietly at the edge of the bustling festival grounds, doing his best to remain unnoticed amid the sea of dwarves. That's your Pathfinder Society reinforcement — Damiel Morgethai — an alchemist by trade, though not exactly a social butterfly. His tall, slender frame and angular features stand out sharply among the stocky locals, and more than a few curious glances have been cast his way. He pointedly avoids eye contact with the locals, feigning intense interest in the sturdy stonework and clever engineering of Davarn’s architecture.

In truth, Damiel knows little of dwarven construction, but finds the cold precision of their stonecraft far more agreeable to study than the lively, boisterous dwarves celebrating around him. For now, he waits, patient and detached, until the Society’s business here requires his attention.

Maybe I should survey the food offered here, he thinks.

Grand Lodge

Dwarf 6| hp 49/69 + rage extras | AC 18 20 - t 13 - ff 18 | Fort +8, Ref +5, Will +3; various bonuses | Init +4, Per +15, darkvision

There are many dwarves at the festival; this one is standing a bit apart and seems perhaps ill-at-ease rather than festive. He gives anyone who passes too near him a somewhat wild stare and an awkward rictus smile that seems more like bared teeth than anything else. Occasionally he fingers the wayfinder that hangs around his neck, as if for reassurance. The most striking thing about him is not the multiple weapons strapped to his back-- typical for many dwarves and even some humans-- nor his armor, but rather his shaved head that sports scars that might make even the most battle-hardened veteran wince a bit. Dozens of lines, both thick and thin, crisscross his scalp and must indicate a number of grotesque past injuries.

Skirting the edges of the celebrating, he finds himself near an elf, one of the few at the gathering. He side-eyes him for several minutes before clearing his throat and finally managing a raspy, "You a 'Finder?"


”Damiel” Male N Elf Alchemist 4 | HP 31/31 | AC 15 T 13 FF 12 | CMB +3, CMD 16 | F +6, R +8, W +2 | Init +3 | Perc + 9 | Speed 30ft | Bomb: 10/10 | Active conditions: None

"Hail Drandle Dreng" Damiel whispers to Dorn

Silver Crusade

Down the Blighted Path

Spinebreaker Mountain (on slide 3 link, also be sure to fill character info on slide 2.) is an obstacle course run simultaneously by two teams. It begins at the waterline for the “mountain” itself in the city reservoir, and spirals upward until competitors reach the peak. Participants line up on the southwestern landing, and six obstacles block the way, each with its own red flag. Teams score points by getting as many members as possible to the peak and by capturing flags.
Each flag is worth 10 points, and each team member to reach the peak is worth 10 points. The first person over the finish line earns 10 bonus points for her team. The competition ends when all the members of one team reach the peak or are disqualified.

Important rules to keep the competition both safe and entertaining for the audience.:

• Each member of a team does not need to complete every obstacle. Some have even scaled Spinebreaker Mountain’s slick, steep walls (Climb DC 30, with 15 feet separating each tier) to reach the peak directly, but only competitors tackling an obstacle are allowed to reach that obstacle’s flag.
• Anyone falling into the water may climb out and rejoin the race anywhere they are able, though only the southwest and southeast outcroppings are level with the water.
• Any use of lethal force immediately disqualifies a competitor. Real weapons may not be carried or used during the race, though wooden practice versions of weapons that deal nonlethal damage are permitted (and are available for purchase at half the normal weapon price at several stalls in the town’s market), as are any weapons that deal nonlethal damage. Knocking an opponent unconscious is legal, but it’s considered poor sportsmanship, and unconscious team members do not need to reach the peak to end the competition.
• The use of magic is acceptable, so long as that magic aids or enhances competitors’ abilities, rather than circumvents the challenges. A competitor may transform herself into a monkey to better handle some of the obstacles, for example, but could not simply teleport to the peak. Any form of teleportation or flight immediately disqualifies a competitor.
• Competitors may steal flags from the opposing team using disarm and steal combat maneuvers, or simply claim them from unconscious competitors as a move action.
• Participants must stay on the mountain or within 15 feet of it if they fall into the reservoir below.

The first obstacle is A1, it can be crossed fastest by swimming.
Skill Check: A competitor can move through the water at half his speed as a full-round action, or at one-quarter his speed as a move action, with a successful DC 12 Swim check. Alternatively, a competitor may sidle along the adjacent stone wall at the same speeds with successful DC 12 Climb checks.
Failure: The character makes no movement progress. If he fails by 5 or more, he slips underwater and must hold his breath.

Grand Lodge

Male Human CG Cleric 6. HP 51/51, AC 22 T 14, FF 1 19, F +7, R +4, W +10, Initiative +1, Perception +7

i thought i dotted in to the game thread as greimdog73...but didn't...the delay is on me...sorry

A young man of Taldan descent meanders through the crowded market, seeking something to ward off the still present chill on the wind..Seeing others that don't look like inhabitants, he wanders over.

Blessings of the Dawnflower be upon you...I am Therin...have any of you found a place that sells coffee or tea? The stronger the better...a nice Mwangi blend would do the trick. His outfit clearly shows him to be a worshipper of Sarenrae, but carries a finely crafted sword instead of a more traditional weapon.

Grand Lodge

Dwarf 6| hp 49/69 + rage extras | AC 18 20 - t 13 - ff 18 | Fort +8, Ref +5, Will +3; various bonuses | Init +4, Per +15, darkvision

I'm assuming that the listing of the competition rules means that the Pathfinder team has already been enrolled in this competition and knows that ICly.

The dwarf squint-grimaces at the Taldan man and scratches at his short and rather unkempt beard.

"Tea? Neh. Cof? If spiked."

He spots a very tall dwarf -- oh wait, no, that's a human doing a good impression of a dwarf-- and a half-orc. That must be the rest of the team the Society mentioned. The dwarf touches at his wayfinder again.

"'m Dorn. T'others there? We should......." a vague gesture in mid-air, "get over to t' line. For t'game. Competition. Yeh?"

He catches the eye of the half-orc and the human who is waving around a meat skewer and waves them over in a half-hearted fashion. The team eventually makes its way to the starting area, barring any obstacles, and has a chance to look over the rules.

Dorn reads them slowly, squinting, then makes a face. He slowly and reluctantly unbuckles an adamantine waraxe, another waraxe of cold iron, a silvered warhammer, a dagger, and a sling, putting them wherever the contest judges are holding participant weapons. He does stare into the face of the weapons attendant and say raspily, "They not there later? I hurt you."

When it's pointed out to him he can buy non-lethal versions of his weaponry, the dwarf pauses for a long moment, as if trying to decide if this is better or worse. In the end, he mutely goes to purchase a wooden waraxe.

With his new 'weapon' in hand, he returns to the others, frowning. "Who is good at what? I... good to climb. Good to hit. Good eyes. Not good much else."

Seems like we should discuss some tactics here. Also, I assume my shield is okay to carry with me, but if not, I'd take it off as well.


”Damiel” Male N Elf Alchemist 4 | HP 31/31 | AC 15 T 13 FF 12 | CMB +3, CMD 16 | F +6, R +8, W +2 | Init +3 | Perc + 9 | Speed 30ft | Bomb: 10/10 | Active conditions: None

Damiel will stores his daggers and grabs a few non-lethal club for free.

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

Glorin, looking at the challenge, places his urgrosh and armor with Dorn's. "I can climb and swim," he replies to Dorn, "And I know my way around an armory."

With a grin, he goes over to the practice weapon stalls, and picks up a net, a wooden sickle, and a long wooden pole with a hook on the end (practice guisarme).

Grand Lodge

Male Human CG Cleric 6. HP 51/51, AC 22 T 14, FF 1 19, F +7, R +4, W +10, Initiative +1, Perception +7

Well, I'm not the most athletic, but I'll do my best. Looks like I'll have to leave you behind, Gamin...watch over my things, will you? Therin says as he sets his sword down by the others' gear. He then picks up a wooden mace and shield.


Do be careful, Therin... the sword says.

Sovereign Court

Female Half Orc
Attacks:
Ranged +11 //1d8 Pistol or 1d12 Musket
Cavalier 1 (Spellscar Drifter) /Gunslinger 5 (Musket Master) (HP:52/52)(AC:20FF:15 T:15)(F:+10 R:+10 W:+4)(Init:+6)(Perception:+8)

Kaleena sees other newcomers she attributes as possible Society members/agents and walks towards them.
"Well howdy to yall. I figure wees from the same group. Yall needing help?" she says. After listening to the instructions and observing preparations for the competition she adds "I may be fairly handy in some of these tests. Now where do I get one of them wooden replicas?"
Kaleena looks around and spots a vendor selling weapons and gets a wooden short sword and small shield. She practice swings it a few times to get the feel for the sword. "Closest thing I could find for a machete plus I don't think I'm gonna find wooden versions of my boomsticks. Do you think we'll be needin rope?" She then lays down all non competition gear she has with the others. "Is our stuff gonna be safe here alone?" she asks to no one in particular.

GM do you want us to roll the checks now?

Silver Crusade

Down the Blighted Path
Kaleena Boomstick wrote:

GM do you want us to roll the checks now?

If you're ready go ahead and roll


”Damiel” Male N Elf Alchemist 4 | HP 31/31 | AC 15 T 13 FF 12 | CMB +3, CMD 16 | F +6, R +8, W +2 | Init +3 | Perc + 9 | Speed 30ft | Bomb: 10/10 | Active conditions: None

When the team is ready, Damiel will chug a extract of Expeditious Retreat and get wet...
"Can't believe I sign up for this..."

A whole minutes of trying not to drown:
10d20 ⇒ (8, 16, 20, 17, 3, 17, 13, 2, 9, 4) = 109 All full round action, +0 on Swim check, 60ft land speed for 30ft swim

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

Glorin laughs and jumps into the water.

Swim Checks:

1d20 + 9 ⇒ (3) + 9 = 12
1d20 + 9 ⇒ (6) + 9 = 15
1d20 + 9 ⇒ (14) + 9 = 23
1d20 + 9 ⇒ (8) + 9 = 17
1d20 + 9 ⇒ (2) + 9 = 11
1d20 + 9 ⇒ (10) + 9 = 19
1d20 + 9 ⇒ (4) + 9 = 13

He makes it across with little problem, and stands triumphant. He pulls out his hook and sticks it out. "Here, grab hold if you need an assist!"

Grand Lodge

Male Human CG Cleric 6. HP 51/51, AC 22 T 14, FF 1 19, F +7, R +4, W +10, Initiative +1, Perception +7

Therin holds his breath and hops in then starts "swimming"...or something vaguelky resembling it.

swim: 1d20 + 1 ⇒ (6) + 1 = 7
swim: 1d20 + 1 ⇒ (17) + 1 = 18
swim: 1d20 + 1 ⇒ (9) + 1 = 10
swim: 1d20 + 1 ⇒ (8) + 1 = 9ugh...5 ft progress after 4 rolls...lol

Sovereign Court

Female Half Orc
Attacks:
Ranged +11 //1d8 Pistol or 1d12 Musket
Cavalier 1 (Spellscar Drifter) /Gunslinger 5 (Musket Master) (HP:52/52)(AC:20FF:15 T:15)(F:+10 R:+10 W:+4)(Init:+6)(Perception:+8)

Kaleena rolls her eyes as the others jump in and reluctantly follows then in the drink...

Swimming:

Swim: 1d20 + 5 ⇒ (11) + 5 = 16
Swim: 1d20 + 5 ⇒ (3) + 5 = 8
Swim: 1d20 + 5 ⇒ (6) + 5 = 11
Swim: 1d20 + 5 ⇒ (13) + 5 = 18
Swim: 1d20 + 5 ⇒ (10) + 5 = 15
Swim: 1d20 + 5 ⇒ (7) + 5 = 12
Swim: 1d20 + 5 ⇒ (12) + 5 = 17
Swim: 1d20 + 5 ⇒ (4) + 5 = 9

Kaleen makes it across after Glorin, takes off her hat and rinses it of water. She then looks back to see how the others are doing to see if they need any help.

Grand Lodge

Male Human CG Cleric 6. HP 51/51, AC 22 T 14, FF 1 19, F +7, R +4, W +10, Initiative +1, Perception +7

huh...i swore i edited in a second batch of rolls...

swim: 1d20 + 1 ⇒ (9) + 1 = 10
swim: 1d20 + 1 ⇒ (1) + 1 = 2
swim: 1d20 + 1 ⇒ (14) + 1 = 15
swim: 1d20 + 1 ⇒ (16) + 1 = 17

therin makes some headways after going under once

Grand Lodge

Dwarf 6| hp 49/69 + rage extras | AC 18 20 - t 13 - ff 18 | Fort +8, Ref +5, Will +3; various bonuses | Init +4, Per +15, darkvision

Aaaaand some of those swim rolls would be why I said we might want to discuss tactics.

Dorn pauses, staring at the others who have jumped into the water and are now struggling to make further progress. "...."

He shrugs after a second then begins to rummage in his pack. After a moment he retrieves his rope with its attached grappling hook.

"GLORIN," he calls, to the warrior that has reached the far side already. He starts spinning the hook end to get it some momentum before letting it fly towards the other shore. "Here!"

GM, I don't know what check you would like for throwing the grappling hook to try and cross the 40 feet. STR? Ranged attack?

1d20 ⇒ 13 (+4 if raw STR, +8 if attack roll)

"Finders, grab rope. Glorin pull you," he rumbles. Much easier than trying to swim for those who struggle with such. Explore, report, cooperate.

Dorn brings up the rear in the water-- if anyone else is still having trouble swimming, he will grab them and then do a one-armed stroke for the far shore.

I'm assuming that would in fact be feasible?

Swim check, round 2 full round action: 1d20 + 7 ⇒ (16) + 7 = 23 15' progress
Swim check, round 3 full round action: 1d20 + 7 ⇒ (19) + 7 = 26 30' progress
Swim check, round 4 full round action: 1d20 + 7 ⇒ (9) + 7 = 16 Fully across, unless helping other teammates takes more time.

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

Glorin shrugs, jumping back into the water to retrieve the rope, should it be insufficient to reach shore or hook with the guisarme. Once back on shore, he holds the rope firm and helps everyone out by reeling everyone in.

"Dorn's right, we should consider our strategy together more. It's a good thing we had each other back there."

Sovereign Court

Female Half Orc
Attacks:
Ranged +11 //1d8 Pistol or 1d12 Musket
Cavalier 1 (Spellscar Drifter) /Gunslinger 5 (Musket Master) (HP:52/52)(AC:20FF:15 T:15)(F:+10 R:+10 W:+4)(Init:+6)(Perception:+8)

Kaleena helps Damien and Therin out of the water as Glorin pulls the rope. "You two are all wet..." she says as they get out. She then pulls the wooden short sword out and stands guard as the others get ready.

Grand Lodge

Male Human CG Cleric 6. HP 51/51, AC 22 T 14, FF 1 19, F +7, R +4, W +10, Initiative +1, Perception +7

Well, that went well... Therin says with a sheepish grin as he gets hauled out of the water.

Tactics is good...

Silver Crusade

Down the Blighted Path

Eventually you cross the small pond. I'd say grappling hook would be ranged attack. Missed the flag being located 20 feet below the surface midway through the crossing, this was mentioned on next page after rules.

local team checks:

Erna's climb (+10): 4d20 ⇒ (15, 12, 5, 17) = 49
Gerherd's climb (+2): 6d20 ⇒ (3, 4, 16, 12, 17, 17) = 69
Mavin's climb (+2): 7d20 ⇒ (3, 14, 17, 6, 12, 2, 20) = 74
Targrenon's climb (+6): 5d20 ⇒ (20, 8, 10, 4, 11) = 53

The competing team also makes it to other side. Their leader tries to snatch the flag from you, but her attempt is unsuccessful.
Cmb to steal vs. Dorn: 1d20 + 7 ⇒ (6) + 7 = 13

A2: Stone columns, each slightly taller than the next, jut up from the water here, forming a sort of stairway to the next level.
Skill Check: A competitor can leap to an adjacent column with a successful DC 10 Acrobatics check, or to a column 10 feet away with a successful DC 20 Acrobatics check.


”Damiel” Male N Elf Alchemist 4 | HP 31/31 | AC 15 T 13 FF 12 | CMB +3, CMD 16 | F +6, R +8, W +2 | Init +3 | Perc + 9 | Speed 30ft | Bomb: 10/10 | Active conditions: None

Damiel easily jumped 40ft worth of columns
Acrobatic to Jump: 1d20 + 12 ⇒ (16) + 12 = 28
Acrobatic to Jump: 1d20 + 12 ⇒ (13) + 12 = 25
Acrobatic to Jump: 1d20 + 12 ⇒ (16) + 12 = 28
Acrobatic to Jump: 1d20 + 12 ⇒ (14) + 12 = 26
I don't know how many is enough...

Grand Lodge

Dwarf 6| hp 49/69 + rage extras | AC 18 20 - t 13 - ff 18 | Fort +8, Ref +5, Will +3; various bonuses | Init +4, Per +15, darkvision

"Don't even think about it," Dorn rasps at the other dwarf, grinning a bit savagely as he yanks the flag back from her attempt. He secures it on his person, stuffing it down the front of his shirt, beneath his armor.

Judging by the map, it looks like it's at least 7 columns if you go for the lower DC.

Seeing that Damiel has made it across quite well, Dorn once again swings the rope and the hook. "Oi! Elf! Secure it off over there, if we fall we can climb out with it." Round 1: drawing grapnel and tossing it to Damiel if I can

Ranged attack: 1d20 + 8 ⇒ (8) + 8 = 16

Then he makes his own attempts. Stowing my quickdraw shield as a swift so I can get rid of its -1 ACP

Round 2 Acro, adjacent column -dc 10: 1d20 + 5 ⇒ (12) + 5 = 17
Round 3 Acro, adjacent column -dc 10: 1d20 + 5 ⇒ (6) + 5 = 11
Round 4 Acro, adjacent column -dc 10: 1d20 + 5 ⇒ (17) + 5 = 22
Round 5 Acro, adjacent column -dc 10: 1d20 + 5 ⇒ (20) + 5 = 25
Round 6 Acro, adjacent column -dc 10: 1d20 + 5 ⇒ (16) + 5 = 21
Round 7 Acro, adjacent column -dc 10: 1d20 + 5 ⇒ (12) + 5 = 17
Round 8 Acro, adjacent column -dc 10: 1d20 + 5 ⇒ (18) + 5 = 23
Round 9 Acro, adjacent column -dc 10: 1d20 + 5 ⇒ (7) + 5 = 12

Electing for slow and steady, given his heavy armor, the dwarf nevertheless makes it through seven columns without incident, and then one last jump to make it to solid ground.

Do we have to do anything special to get the flag for this obstacle?

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

"I'm better at swimming and climbing anyway. Before I head across, will anyone else need me to carry them up?"

I have a 20 Str, so a medium load is 117 and a heavy load is 234. I am not doing this run with my armor or regular weapons.

Once everyone has let him know, he starts by jumping across carefully.

Acrobatics checks:

Acrobatics, DC 10: 1d20 + 2 ⇒ (5) + 2 = 7
Acrobatics, DC 10: 1d20 + 2 ⇒ (8) + 2 = 10
Acrobatics, DC 10: 1d20 + 2 ⇒ (15) + 2 = 17
Acrobatics, DC 10: 1d20 + 2 ⇒ (2) + 2 = 4
Acrobatics, DC 10: 1d20 + 2 ⇒ (13) + 2 = 15
Acrobatics, DC 10: 1d20 + 2 ⇒ (7) + 2 = 9
Acrobatics, DC 10: 1d20 + 2 ⇒ (15) + 2 = 17

Landing in the water after trying to jump to the third post, he swims the rest of the way to the rope.

Swim checks:

Swim, DC 12: 1d20 + 9 ⇒ (7) + 9 = 16 Enough for 15' movement to the rope

He grabs a hold of the rope and climbs.

I have +12 to Climb, so I can climb a rope with a heavy load (up to 350) at DC 11, so I should be able to just fish at least two others out of the water before there's a roll that's needed.

Sovereign Court

Female Half Orc
Attacks:
Ranged +11 //1d8 Pistol or 1d12 Musket
Cavalier 1 (Spellscar Drifter) /Gunslinger 5 (Musket Master) (HP:52/52)(AC:20FF:15 T:15)(F:+10 R:+10 W:+4)(Init:+6)(Perception:+8)

Kaleena looks at the other team member who tried to steal the Pathfinder flag with scorn...

She looks over at the next obstacle and ponders how to negotiate it...

Acrobatics:

Acrobatics: 1d20 + 11 ⇒ (1) + 11 = 12
Acrobatics: 1d20 + 11 ⇒ (18) + 11 = 29
Acrobatics: 1d20 + 11 ⇒ (4) + 11 = 15
Acrobatics: 1d20 + 11 ⇒ (8) + 11 = 19

Kaleena looks back at the others to see how they are fairing.

Silver Crusade

Down the Blighted Path

The flag is tied to the northernmost column (marked with white X). Slightly taller than the others, this column requires a successful DC 23 Acrobatics check to reach, but the added height provides a +2 circumstance bonus to any character leaping from this height to either of the two
closest columns. Dorn had enough successes to get the flag

Sovereign Court

Female Half Orc
Attacks:
Ranged +11 //1d8 Pistol or 1d12 Musket
Cavalier 1 (Spellscar Drifter) /Gunslinger 5 (Musket Master) (HP:52/52)(AC:20FF:15 T:15)(F:+10 R:+10 W:+4)(Init:+6)(Perception:+8)

Did Dorn already grab the flag at the X spot? Just wondering if Kaleena needs to roll acrobatics to snag it.

Silver Crusade

Down the Blighted Path
Kaleena Boomstick wrote:
Did Dorn already grab the flag at the X spot? Just wondering if Kaleena needs to roll acrobatics to snag it.

Drew the line to better understand which route Dorn actually went. Number of checks depend on if you take longer (and lower DC) or shorter (DC 20) route. Kaleena you can roll to grab the flag

When Kaleena advances near the flag, competing team (the T on cyan) decides to give you really serious chase. Three of them hop closer.

initiative rolls:

Damiel: 1d20 + 3 ⇒ (9) + 3 = 12
Dorn: 1d20 + 4 ⇒ (9) + 4 = 13
Glorin: 1d20 + 2 ⇒ (3) + 2 = 5
Kaleena: 1d20 + 6 ⇒ (7) + 6 = 13
Therin: 1d20 + 1 ⇒ (2) + 1 = 3
Erna Stoneheart: 1d20 + 2 ⇒ (19) + 2 = 21
Gerherd Roderson: 1d20 ⇒ 6
Mavin Marbeket: 1d20 + 1 ⇒ (15) + 1 = 16
Targrenon Raedad: 1d20 + 2 ⇒ (18) + 2 = 20

local team's acrobatics:

Erna: 1d20 + 3 ⇒ (7) + 3 = 10
Mavin: 1d20 + 3 ⇒ (8) + 3 = 11
Targrenon: 1d20 + 9 ⇒ (7) + 9 = 16

Grand Lodge

Male Human CG Cleric 6. HP 51/51, AC 22 T 14, FF 1 19, F +7, R +4, W +10, Initiative +1, Perception +7

ugh...the downside of being a slow cleric...lol

Sovereign Court

Female Half Orc
Attacks:
Ranged +11 //1d8 Pistol or 1d12 Musket
Cavalier 1 (Spellscar Drifter) /Gunslinger 5 (Musket Master) (HP:52/52)(AC:20FF:15 T:15)(F:+10 R:+10 W:+4)(Init:+6)(Perception:+8)

"Imma go for the flag... watch my back... these are some pesky critters..." Kaleena says to Dorn regarding the other team.

Acrobatics: 1d20 + 11 ⇒ (16) + 11 = 27

Kaleena makes her way up the pole to grab the flag.

Grand Lodge

Dwarf 6| hp 49/69 + rage extras | AC 18 20 - t 13 - ff 18 | Fort +8, Ref +5, Will +3; various bonuses | Init +4, Per +15, darkvision

"Good on yeh, lass," Dorn says to Kaleena. He eyes the incoming opposing team with a bit of a feral smirk and reaches into his pack once more....

I know Initiative was rolled there but I currently have very little sense of where we are in terms of actions, rounds, how many things we should be rolling at once, whose 'turn' it is, etc. It might be helpful, GM, if you included information like 'how many checks ahead should we be rolling' or similar. If we are in standard combat rounds at this point, Dorn would like to draw a flask of oil (he's carrying one) and throw it at the top of the stone column I marked on the map with the cloud symbol.

It would probably also be helpful if everyone else in the party were to add their icon to the map so we know where we each are. Right now, only Dorn and Kaleena are on the map.

Ranged attack vs the top of the column (AC 5?): 1d20 + 8 ⇒ (3) + 8 = 11

"Enjoy yer landin'!" he calls at the opposing team.

Silver Crusade

Down the Blighted Path

I think its simplest to roll just one check per round. I agree that all should have their tokens on map. It would help a lot. Damiel can act next.

"The dwarf on their team threw something. Can you see what it was?" asks one of the opposing team members

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

Where am I, at this moment?


”Damiel” Male N Elf Alchemist 4 | HP 31/31 | AC 15 T 13 FF 12 | CMB +3, CMD 16 | F +6, R +8, W +2 | Init +3 | Perc + 9 | Speed 30ft | Bomb: 10/10 | Active conditions: None

Acrobatic to jump: 1d20 + 12 ⇒ (15) + 12 = 27
This is very confusing to be honest

Grand Lodge

Male Human CG Cleric 6. HP 51/51, AC 22 T 14, FF 1 19, F +7, R +4, W +10, Initiative +1, Perception +7

acrobatics: 1d20 + 1 ⇒ (20) + 1 = 21it worked!

Silver Crusade

Down the Blighted Path
Glorin Too-Tall wrote:
Where am I, at this moment?

I think you're at correct spot now

Gerherd fails miserably to jump and is left behind of his team mates.

Acrobatics: 1d20 ⇒ 7

Bolded can act, hope this makes it easier
Erna S
Targrenon R
Mavin M
Kaleena
Dorn
Damiel
Gerherd
Glorin
Therin

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]
Mustaparta wrote:
Glorin Too-Tall wrote:
Where am I, at this moment?
I think you're at correct spot

I'm sorry, I have no idea if I'm still jumping between pillars, swimming under them, climbing up the rope, or on the ledge.

Silver Crusade

1 person marked this as a favorite.
M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

Glorin falls off the post and swims to the rope (see above dice rolls).

Silver Crusade

Down the Blighted Path

Glorin swims back to post next turn you may climb up while competitors in other team laugh cheerfully "Yer eventually make it if try hard!" one shouts

Erna (added picture of her to slide) falls to reservoir when her jump is bit too short. Gnome on their team casts a spell (spellcraft DC 16) on herself and grabs a rope from her backpack while one of three leaps exceptionally long jump forward.

A3: A net is draped over this 20-foot-tall cliff face. A competitor can ascend the net at onequarter her normal speed with a successful DC 12 Climb check, or at half her normal speed with a successful DC 17 Climb check.

The flag is located atop a 20-foot-tall pole at the top of the net, which requires additional successful DC 15 Climb checks to scale. Carved from flexible wood, this pole wobbles and sways as more weight is added; increase the Climb check DC by 2 for every additional Small or Medium creature on the pole.

Erna's acrobatic: 1d20 + 3 ⇒ (6) + 3 = 9
Targrenon's acrobatic: 1d20 + 9 ⇒ (16) + 9 = 25

Bolded can act
Erna S
Targrenon R
Mavin M
Kaleena
Dorn
Damiel

Gerherd
Glorin
Therin


”Damiel” Male N Elf Alchemist 4 | HP 31/31 | AC 15 T 13 FF 12 | CMB +3, CMD 16 | F +6, R +8, W +2 | Init +3 | Perc + 9 | Speed 30ft | Bomb: 10/10 | Active conditions: None

Climb: 1d20 ⇒ 2 Nope

Sovereign Court

Female Half Orc
Attacks:
Ranged +11 //1d8 Pistol or 1d12 Musket
Cavalier 1 (Spellscar Drifter) /Gunslinger 5 (Musket Master) (HP:52/52)(AC:20FF:15 T:15)(F:+10 R:+10 W:+4)(Init:+6)(Perception:+8)

Kaleena continues to use her nimbleness for her Pathfinder teams advantage over the other team...

Climb: 1d20 + 5 ⇒ (14) + 5 = 19

Grand Lodge

Dwarf 6| hp 49/69 + rage extras | AC 18 20 - t 13 - ff 18 | Fort +8, Ref +5, Will +3; various bonuses | Init +4, Per +15, darkvision

"Doin' good there!" Dorn shouts up to Kaleena. "You get that flag, I'll keep others offa the pole!"

He climbs up to the top of the net...

Climb: 1d20 + 12 ⇒ (9) + 12 = 21 15/20 progress
Climb: 1d20 + 12 ⇒ (1) + 12 = 13 20/20 progress

Next round

If I can, I will ready an action to try and shove any enemy team member that gets to the top of the net, a Bull Rush combat maneuver with a +10

Silver Crusade

Down the Blighted Path

Damiel falls while Kaleena succeeds at getting near the flag.

Gerherd casts Bull's strength on himself before trying to climb back up. He is back on top of stone pillar.
Climb: 1d20 + 4 ⇒ (19) + 4 = 23

Bolded can act. Dorn: they won't be close enough next turn.
Erna S
Targrenon R
Mavin M
Kaleena
Dorn
Damiel
Gerherd
Glorin
Therin

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

"Just get on my back, Damiel!" Glorin shouts, as he grabs the rope to climb out.

Climb +12, climbing a rope and wall is DC 5, heavy encumbrance is -6, at Strength 20 is 234-350 lbs, so I can carry Damiel and still climb with an automatic success.

Silver Crusade

Down the Blighted Path

Botting Therin: Therin tries to jump next pillar, but his luck isn't as good as last time.
acrobatics: 1d20 + 1 ⇒ (8) + 1 = 9

Gnome lowers his rope to Erna and she climbs back up. Their most athletic member doesn't wait for his teammates, instead trying to close your lead.

acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12

Bolded can act
Erna S
Targrenon R
Mavin M
Kaleena
Dorn
Damiel

Gerherd
Glorin
Therin

Sovereign Court

Female Half Orc
Attacks:
Ranged +11 //1d8 Pistol or 1d12 Musket
Cavalier 1 (Spellscar Drifter) /Gunslinger 5 (Musket Master) (HP:52/52)(AC:20FF:15 T:15)(F:+10 R:+10 W:+4)(Init:+6)(Perception:+8)

Kaleena tries to get higher on the pole to grab the flag...

Climb: 1d20 + 5 ⇒ (20) + 5 = 25

and looks good doing it...

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