Vamir Zylven
|
DC 16 Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21
"They must be the winter goblins!" Vamir exclaims, now frustrated. Vamir runs in the direction of the escaping goblins as he slides on the ice while balancing himself.
"Get back to us the trains!"
GM Tiger
|
Blackfeather Jack almost lands on his gourd but manages to catch his balance at the last minute.
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CHASE TRACKER
Round: 1
Obstacle: MAIN HALLWAY
Skills:
DC 15 Nature to identify the least slippery patches of ice.
DC 16 Acrobatics to maintain balance
Successes: 3/5
Goblin Location: 1 obstacle(s) ahead
------------------
Those with ** may go
Blackfeather Jack
Vamir Zylven
**Nhorri
Ari Atilise
**Landon
**Dendri
Landon_220629
|
Landon reaches for his sword and takes up a defensive posture as the window shatters. Before he can react further, the goblins are already tearing down the hallway.
"It seems the want us to follow. I suppose we don't have much choice," he says as the group begins their pursuit.
Acrobatics, trained: 1d20 + 4 ⇒ (6) + 4 = 10
He tries to leap along with the others, but his new cloak gets in the way and he almost trips.
Unfortunately, I've used both my hero points. At least it wasn't a critical failure!
Nhorri Ephema
|
@GM Tiger: Can Nhorri use Four Winds to speed us along in this chase? It only targets four people, so she'd use it on the slowest people and alternate the remaining targets among the rest of the group.
"Whoop!" Nhorri yelps as her foot hits the first icy bit of floor. Her arms pinwheel as she tries to keep her footing.
DC 16 Acrobatics: 1d20 + 6 ⇒ (4) + 6 = 10
I also used up my Hero Point. Looks like Nhorri is going to try to make like a penguin and belly slide for a while.
GM Tiger
|
Nhorri - you're not really striding or moving per se. The chase subsystem is more like an obstacle course with skill checks (if that makes sense). So Four Winds won't really apply here. The "movement" is more figurative than literal.
Nhorri tries to balance on the ice but loses her footing and belly slides into a wall. Lande also tries to avoid the icy patches and joins Nhorri in a tangle of limbs. Dendri tries to find a safe path but doesn't succeed.
In case you'd like to hero point your initial checks (Nhorri, Landon and Dendri), you may do so. But please make the rerolls before making a new check! :)
You hear shrieks as the goblins make their way into one of the rooms.
------------------
CHASE TRACKER
Round: 2
Obstacle: MAIN HALLWAY
Skills:
DC 15 Nature to identify the least slippery patches of ice.
DC 16 Acrobatics to maintain balance
Successes: 3/5
Goblin Location: 2 obstacle(s) ahead
------------------
Those with ** may go
**Blackfeather Jack
**Vamir Zylven
**Nhorri
**Ari Atilise
**Landon
**Dendri
Nhorri Ephema
|
No Hero Point.
Nhorri groans as she struggles to her feet on the ice, trying to catch up with the rascally goblins. This time she tries pretending to ice skate instead of running.
Acrobatics DC 16: 1d20 + 6 ⇒ (18) + 6 = 24
"Oh, that's much better!" She declares, then shouts ahead at the fleeing scamps: "We're gonna get you! Wheee!"
Ari Atilise
|
Acrobatics DC 16: 1d20 + 4 ⇒ (12) + 4 = 16
Having identified the parts of the ice which are the most slippery, Ari skips over them. The end of the hallway is just out of reach...
GM Tiger
|
Nhorri and Ari manage to find a way across.
The once well-maintained sitting room appointed by fine furniture and expensive artifacts has been thoroughly ransacked. A lingering winter goblin picks up an expensive looking bejeweled and gilded egg while the staff that’s been cleaning the room are in hysterics, blocking most movement through the room.
With a cheeky grin, as he turns and runs off, he yells "CATCH!" and hurls the egg at you.
Blackfeather Jack, if you have the skill, I'll let you keep the 12 you rolled
------------------
CHASE TRACKER
Round: 2
Obstacle: SITTING ROOM
Skills:
DC 13 Thievery check to catch the gilded egg.
DC 15 Diplomacy check to calm the panicked staff
Successes: 0/5
Goblin Location: 1 obstacle(s) ahead
------------------
Those with ** may go
**Blackfeather Jack
**Vamir Zylven
Nhorri
Ari Atilise
**Landon
**Dendri
Vamir Zylven
|
"Oh, no." Vamir goes to catch the egg.
DC 13 Thievery: 1d20 + 6 ⇒ (12) + 6 = 18
He then carefully places it back to its original place. "You stop that!" he exclaims at the one who did throw the egg.
Landon_220629
|
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Landon belatedly runs into the sitting room, still off balance from the ice. Seeing Vamir going for the egg, he instead attempts to calm the servants.
Diplomacy, trained: 1d20 + 3 ⇒ (16) + 3 = 19
"Don't worry, they're here to cause a commotion, not hurt anybody. They had a whole song about it."
GM Tiger
|
Apologies if I'm misunderstanding, but how does this chase thing work? Are the goblins in the same obstacle with us now?
You're effectively running after them in the house. They're one step ahead of you -- basically, while you're entering the sitting room, they're on their way out. It's really a skill check exercise.
Nhorri Ephema
|
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"Oh, great idea! I'll help too!" Nhorri is *super* enthusiastic about steadying the wobbly egg table.
Thievery DC 13: 1d20 + 2 ⇒ (3) + 2 = 5
*So* enthusiastic, in fact, that between her and Blackfeather Jack, the jeweled egg skitters and bounces in its stand as if there's an earthquake. Are they helping the household or helping the goblins? Who knows?
GM Tiger
|
Dendri and Landon manage to calm the staff. Blackfeather Jack and Vamir catch the egg and put it back but Nhorri misses and almost tips the table over.
I kept Blackfeather Jack's roll from the last obstacle (which is what I said I'd do) :)
------------------
CHASE TRACKER
Round: 3
Obstacle: SITTING ROOM
Skills:
DC 13 Thievery check to catch the gilded egg.
DC 15 Diplomacy check to calm the panicked staff
Successes: 4/5
Goblin Location: 2 obstacle(s) ahead
------------------
Those with ** may go
**Blackfeather Jack
**Vamir Zylven
Nhorri
**Ari Atilise
**Landon
**Dendri
When you get the 1 success you need for this obstacle, go ahead and open the spoiler to move along
The once well-maintained sitting room appointed by fine furniture and expensive artifacts has been thoroughly ransacked. A lingering winter goblin hurls a parting shot of a bejeweled and gilded egg while the staff that’s been cleaning the room are in hysterics, blocking most movement through the room.
[ooc]Skills:
DC 13 Athletics to climb over the tables
DC 15 Society check to realize which pieces are not fragile.
Vamir Zylven
|
Vamir continues to catch some if there are more eggs thrown at them.
DC 13 Thievery: 1d20 + 6 ⇒ (8) + 6 = 14
"Don't let them go away!"
GM Tiger
|
Vamir continues to remain vigilant in case more jeweled eggs are hurled at you.
An entertaining room filled with large tables and assorted games from across the Inner Sea. The maids from the previous room can be heard shouting not to damage any of the game pieces or disturb the layout.
As you enter the game room, you see the tail end of the goblin party exiting the other side.
------------------
CHASE TRACKER
Round: 3
Obstacle: GAME ROOM
Skills:
DC 13 Athletics to climb over the tables
DC 15 Society check to realize which pieces are not fragile.
Successes: 0/5
Goblin Location: 1 obstacle(s) ahead
------------------
Those with ** may go
**Blackfeather Jack
Vamir Zylven
Nhorri
**Ari Atilise
**Landon
**Dendri
Ari Atilise
|
Athletics: 1d20 + 7 ⇒ (2) + 7 = 9
Ari tries and fails to get over the tables. For someone with really long legs, she sure seems unsure as to how to jump or climb properly...
GM Tiger
|
Ari tries to get over a table but stumbles. Landon, meanwhile, effortlessly vaults over a table and continues chasing the gobbos.
------------------
CHASE TRACKER
Round: 3-4
Obstacle: GAME ROOM
Skills:
DC 13 Athletics to climb over the tables
DC 15 Society check to realize which pieces are not fragile.
Successes: 2/5
Goblin Location: 1 obstacle(s) ahead
------------------
Those with ** may go
-4-
**Vamir Zylven
**Nhorri
**Ari Atilise
**Landon
-3-
**Blackfeather Jack
**Dendri
Nhorri Ephema
|
Half of her is enjoying the race, and Nhorri careens around the corner, trying to leap over tables with a little puff of air behind her.
Athletics: 1d20 ⇒ 20
"Woohoo!"
Ari Atilise
|
Ari tries again. This time, she actually clears the table without tripping over it. She chases after the goblins, now unsure if she'd be able to catch up to them in time.
Athletics: 1d20 + 7 ⇒ (14) + 7 = 21
Vamir Zylven
|
Vamir joins the climbing team.
DC 13 Athletics: 1d20 + 8 ⇒ (3) + 8 = 11
He has trouble getting himself over the tables
GM Tiger
|
Jack tries to get Smoke to catch him but Smoke pays no attention, causing Jack to face plant on the rug. Dendri manages to make it over the table and Nhorri hurdles a chair with ease.
The goblins continue towards a hallway leading to the back of the house.
The hallway leads to the rear of the house, ending in a large bay window. The goblins have disturbed the portraits of previous Winter Queens along the wall, including defacing a portrait of Queen Elvanna, triggering a magical trap that fills the hall with blinding sleet.
Ari manages to reposition the painting so that it once again hangs straight.
------------------
CHASE TRACKER
Round: 4
Obstacle: BACK HALLWAY
Skills:
DC 13 Arcana to deactivate the magical trap
DC 15 Crafting to quickly repair the painting
Successes: 1/5
Goblin Location: 2 obstacle(s) ahead
------------------
Those with ** may go
**Vamir Zylven
Nhorri
Ari Atilise
**Landon
**Blackfeather Jack
**Dendri
Vamir Zylven
|
"These paintings need fixing, or the Queen will be mad!" Vamir hurries to return the paintings on the wall in correct order. As for the defaced one, he carefully removes whatever is put on it by the goblin.
DC 15 Crafting: 1d20 + 11 ⇒ (13) + 11 = 24
GM Tiger
|
Vamir easily fixes one of the paintings.
------------------
CHASE TRACKER
Round: 4
Obstacle: BACK HALLWAY
Skills:
DC 13 Arcana to deactivate the magical trap
DC 15 Crafting to quickly repair the painting
Successes: 2/5
Goblin Location: 2 obstacle(s) ahead
------------------
Those with ** may go
Vamir Zylven
Nhorri
Ari Atilise
**Landon
**Blackfeather Jack
**Dendri
GM Tiger
|
Dendri, Jack and Landon manage to disable the trap. You rush to the back of the house to see the goblins crash through the back window.
The window here was damaged by the goblin’s escape, leaving broken glass along the frame.
1d6 Piercing damage due to broken glass if you fail the Acrobatics check
------------------
CHASE TRACKER
Round: 5
Obstacle: REAR WINDOW
Skills:
DC 13 Survival to find another route.
DC 15 Acrobatics to climb across the broken glass
Successes: 0/5
Goblin Location: 1 obstacle(s) ahead
------------------
Those with ** may go
**Vamir Zylven
**Nhorri
**Ari Atilise
**Landon
**Blackfeather Jack
**Dendri
Vamir Zylven
|
Vamir hops here and there, avoiding the broken glass as he continues to chase the goblins.
DC 15 Acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24
Ari Atilise
|
Acrobatics DC 15: 1d20 + 4 ⇒ (16) + 4 = 20
Ari follows after the Aiuvarin inventor, her steps less acrobatic than his but no less effective. She seems to be finding her land legs...
GM Tiger
|
Vamir, Ari, Jack and Landon charge through the window frame and catch up to the goblins!
Dendri and Nhorri, you can each make a DC 18 Athletics/Thievery check to try to grab a train model back from the gobbos
Nhorri Ephema
|
"Uhhhh..." Now that she's caught up with the little blighter, Nhorri realizes that getting the model back without damaging it will be the real trick. She catches the eye of her fellow Pathfinders and tries to help steal the train model out of the scoundrel's hands by making a feint to pop it out of the goblin's hands.
Thievery to Aid the next person who rolls Thievery: 1d20 + 2 ⇒ (9) + 2 = 11
GM Tiger
|
Dendri attempts to grab a train model from the last goblin. It sticks its tongue out at her and easily avoids the grab. The goblins disappear into the woods behind the manor.
Callix catches up to you outside the house. "Pathfinders, " he says, slightly breathless, "Please try to follow them and get the models back. They can be recreated, but they will take time. We don't know why the goblins did this so it would help if you could also find out. If you can, please try not to kill anyone..."
The yard behind the estate is strangely quiet after the ruckus inside. A thin layer of snow and frost covers the ground, marred by the recent passage of small feet. The trail leads past a modest guest house apart from the main building and through underbrush to the Hoarwood's evergreen trees beyond. A set of long icicles hang lazily from the guest house's roof, a steady drip of ice melt sliding down their lengths.
You move along the side of the guest house when something suddenly lashes out at you.
Blackfeather Jack's Initiative using Scout: 1d20 + 7 ⇒ (17) + 7 = 24
Vamir Zylven's Initiative using Defend: 1d20 + 6 ⇒ (13) + 6 = 19
Nhorri's Initiative using Search: 1d20 + 6 ⇒ (16) + 6 = 22
Ari Atilise's Initiative using Investigate: 1d20 + 4 ⇒ (17) + 4 = 21
Landon's Initiative using Defend: 1d20 + 7 ⇒ (11) + 7 = 18
Dendri's Initiative using Detect Magic: 1d20 + 6 ⇒ (8) + 6 = 14
Red Init: 1d20 + 7 ⇒ (7) + 7 = 14
Blue Init: 1d20 + 7 ⇒ (14) + 7 = 21
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain: Trees are difficult terrain
------------------
Those with ** may go
**Blackfeather Jack - AC 18 33/33
**Nhorri - AC 18 32/32
Blue
Ari Atilise - AC 18 19/19
Vamir Zylven - AC 19 (21 w/shield) 38/38
Landon - AC 18 (20 w/shield) 17/17
Red
Dendri - AC 17 20/20
Blackfeather Jack
|
A fire ignites inside Jack’s head, lighting up his eyes and mouth. He opens his arms wide, and a dozen blackened wicker crows with flaming eyes fly out of his sleeves. They circle around him, cawing and wheeling.
”FACE YOUR DOOM AND TREMBLE!”, he cries. Several crows break away from the flock, and dive at their attackers.
Channel Elements (free 1-action Elemental Blast [wood] at Blue), Cast flourishing flora (crow attack) in 5’ burst
Attack: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 ⇒ 7B
Ref save 19: 2d4 ⇒ (4, 2) = 6P
GM Tiger
|
Red Ref: 1d20 + 9 ⇒ (15) + 9 = 24
Blue Ref: 1d20 + 9 ⇒ (16) + 9 = 25
Jack hurls a wood chunk at the ice creature and sics a bunch of crows at both creatures. Both manage to avoid the worst of the attacks, however.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain: Trees are difficult terrain
------------------
Those with ** may go
Blackfeather Jack - AC 18 33/33
**Nhorri - AC 18 32/32
Blue (-10; AC <= 21)
Ari Atilise - AC 18 19/19
Vamir Zylven - AC 19 (21 w/shield) 38/38
Landon - AC 18 (20 w/shield) 17/17
Red (-3; AC <= 21)
Dendri - AC 17 20/20
Nhorri Ephema
|
| 1 person marked this as a favorite. |
"Whoa! Hey! We don't have time for this!" Nhorri exclaims with perky exasperation. Quickly she Channels Energy, shooting off an Elemental Blast in the same smooth motion.
Elemental Blast vs. Red: 1d20 + 8 ⇒ (20) + 8 = 28
Slashing damage: 1d6 ⇒ 4 Crit for 8 damage total.
Whipping her arms around, she sends powerful eddying gusts of air to the backsides of Landon, Blackfeather Jack, Dendri, and Ari, which boosts them along. Each of you can Stride or Fly up to half your speed, per Four Winds.
◆ Channel Elements, ◇ Elemental Blast, ◆◆ Four Winds
GM Tiger
|
Red gets dealt an ugly slash from Nhorri's elemental attack. Her allies get a small push to help them.
Blue strikes at Landon.
Jaws vs Landon AC 18: 1d20 + 9 ⇒ (19) + 9 = 28 for Piercing: 1d6 + 1 ⇒ (3) + 1 = 4
Jaws vs Landon AC 18, MAP: 1d20 + 4 ⇒ (7) + 4 = 11
Jaws vs Landon AC 18, MAP 2+: 1d20 - 1 ⇒ (7) - 1 = 6
Landon's arm gets a painful chomp. He watches as ice starts forming around the wound.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain: Trees are difficult terrain
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold: Landon
------------------
Those with ** may go
Blackfeather Jack - AC 18 33/33 (Four Winds)
Nhorri - AC 18 32/32
Blue (-10; AC <= 21)
**Ari Atilise - AC 18 19/19 (Four Winds)
**Vamir Zylven - AC 19 (21 w/shield) 38/38
**Landon - AC 18 (20 w/shield) 9/17 (Four Winds; 1d6 Persistent Cold)
Red (-11; AC <= 21)
Dendri - AC 17 20/20 (Four Winds)
Ari Atilise
|
Thanks to Lt Surzskin's warning, Ari knows that there's a fight to be had here and prepares accordingly. Her Gleaming blade glows with divine power!
Nhorri's strange winds propel Ari forward. She nearly slips and falls on the slippery ground, unused to being propelled along by this unknown force. Her momentum is stopped by the Icy snake in front of her.
With her blade raised high in the air with both hands, the spiritual energy flowing out of it forms into ethereal slices. These fly forward and crash into the red snake in front of her.
FSS Strike 1: 1d20 + 7 ⇒ (12) + 7 = 19
2-handed Katana, Spirit damage: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8
FSS Strike 2, - 2 to hit: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
2-handed Katana, Spirit damage: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15
The divine spark powering Ari flows into her medallion (Wreath). With her job of damaging the snakes done, she tries to Recall Knowledge as to what these creatures could be - and what their lowest defense is.
Arcana +6, Crafting +6, Lore: Plane of Fire/Pathfinder Society +6, Nature +3, Occultism +6, Religion +3, Society +6 are my relevant skills. I want to know its lowest defence.
◇ Shift Imminence (Blade), ◇ Four Winds (10 feet Stride), ◆◆ Flowing Spirit Strike, ◇ Shift Imminence (Wreath), ◆ Recall Knowledge
Edit: Just an explicit reminder that Ari's spark is in her Wreath. Everyone within 15 feet of Ari gets a +1 to attack rolls.