[Gameday XIV] GM Chadius 1-10: Tarnbreaker's Trail (Inactive)

Game Master chadius

>Slides<
>RPG Chronicles sign up<


101 to 150 of 247 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Father Emil is a man of the cold, and the ice does not slow him down as he reaches the ribbon and frees it.

I'm assuming you switched the Survival and Nature rolls in your post.

Wizel has no trouble reaching the ribbon but he can't free it without tearing it. The officials call him back after a few tries.

"Alright, 3 of you tried." Dahila collects the two ribbons. "Mahatmas? Heather? Tandang? Are you going on the ice?"

Verdant Wheel

[R] Male Strong-Blooded Dwarf Druid of the Animal Order 5 | Hunter | Animal Companion Kaibigang Oso | HP 70/70, AC 22 (24 w Hide Shield raised) Fortitude** +12, Reflex** +11, Will** +13, Perception** +13 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Tracker | ◆◇↺

Athletics: 1d20 + 9 ⇒ (13) + 9 = 22
Tandang slowly slides on the frozen pond until he reaches the location of the delicate ribbon.

Nature: 1d20 + 10 ⇒ (14) + 10 = 24
He then carefully sits and waits for the ice to melt underneath him before taking out the ribbon.

Survival: 1d20 + 10 ⇒ (2) + 10 = 12

Radiant Oath

2396852-2011 | Female Half-Elf | Herbalist | Ranger Lvl 4 | Hero Points: 1/3 | Focus Points: 1 | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P: 10/11/10/10 LL | 25 feet | Class DC 19 | Arrows: 23/30 | Medicine(E): +10, Acrobatics/Stealth/Thievery: +9, Athletics/Nature/Survival: +8, Lore (PFS, Herbalism): +6, Religion(U): +2 | Exploration: Scout

Heather ventures out over the ice, trusting her elven heritage to keep her upright as she skates across.

Athletics: 1d20 + 8 ⇒ (20) + 8 = 28

She then attempts to remove the ribbon.

Thievery: 1d20 + 9 ⇒ (10) + 9 = 19
I hope that works. I'll HP it if it doesn't

Vigilant Seal

Cursed Djinn 4 | HP 54/54| AC 21 | F +12 R +9 W +7 | Perception +5 Darkvision

Mahatma rolled, but it may be hiding at the end of the previous page.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Heather has no trouble crossing the ice. Even with the snow, she is just agile enough to get the ribbon.

Mahatma skates across the ice, propelled by a strong breeze. Then they use a torch to melt the ice around the ribbon.

"Good job, everyone." Dahila collects the 5 ribbons. "That's it for today. Everyone should rest up for tomorrow."

You have another opportunity to make a Diplomacy check to talk to the race officials about Day 3's activities. You can also make a Diplomacy check to try to improve the attitude of a single team.

Radiant Oath

Male Human Cleric of Erastil 1 AC 17 HP 22/28 F +6 R +4 W +10 Perception/Initiative +8 ◆◇↺

I thought the shovel was part of the ribbon retrieval test, but I think it was meant to be evidence of attempted sabotage along the route? Not sure but I'll pursue that angle.

Emil shows the shovel to one of the race officials and leads them to view the apparent building up of snow drifts, perhaps to impede progress. "Seems suspicious to be pilin' up that much snow in such a place. I thought ya'd like ta know about it."

Diplomacy: 1d20 + 4 ⇒ (5) + 4 = 9

Emil takes his food and tries to visit with the Without Trace or Fail team, just to chew the fat and learn something about their lives in such a hostile environment. "We get a blizzard mebbe once a year back home and we think that's a lot. I admire yer tenacity and grit to make a living up here."

Diplomacy: 1d20 + 4 ⇒ (18) + 4 = 22


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Father Emil talks to some of the race officials. They seem confused about a shovel, but they'll look into it.

He takes his food and heads towards the Without Trace or Fail team.

"Oh bother, the Pathfinders sent their scouts to spy on us." One of the humans moans before another teammate elbows him. "Don't make it obvious, Gruen. You talk to them!" She shoves the man towards Father Emil.

"Grrr! This isn't over Signe!" He shakes his fist as she laughs and continues building her tent. "Yes, right. Well. Greetings. I'm Gruen Storval. That's Signe. Ostog and Hjeldr are around here somewhere. Good job on the ice. Beginner's luck pays off in one way or another." He grunts. "No, that's not it. I saw your technique. Risky to dress down that far. But you have to do what feels right..." He tugs on his bear skin coat.

"We've been training ever since last year's competition. A strict diet of raw nuts, leaves and berries. Snow runs from sunrise to sunset. If I were blessed like the rest of my family I'd turn into a bear and run through the moonlit sky." Gruen grumbles. "We'll win this year and keep this local. No way will some outsiders or some... Varki... take our crown."

"Faegrim's been getting complacent. Too much alcohol is slowing her down. Those Two Houses lovebirds are too distracted with each other to care about the race. And the Bluetongues? They just got to the checkpoint. No way are they going to catch up."

Gruen peers at Father Emil. "Ulfen are getting so weak, lately. Maybe you'll wind up in second and remind them of what we almost lost. I guess I'm saying good luck." Gruen sighs.

Father Emil feels he made some progress on them. They are still Unfriendly to the Pathfinders, but another meeting like this could make them Indifferent.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

With your conversations complete, you rest for the evening.

Day 3. More fog.

"The Whitegold River awaits!" Dahila calls as soon as the sunrises. "That's your next checkpoint. Come on slowpokes!"

Time to travel for another day. Pick a skill that will help you traverse the landscape for the rest of the day. Relevant skills might be Athletics, Nature, and Survival, but if you can explain other skills I’ll allow it.

Radiant Oath

2396852-2011 | Female Half-Elf | Herbalist | Ranger Lvl 4 | Hero Points: 1/3 | Focus Points: 1 | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P: 10/11/10/10 LL | 25 feet | Class DC 19 | Arrows: 23/30 | Medicine(E): +10, Acrobatics/Stealth/Thievery: +9, Athletics/Nature/Survival: +8, Lore (PFS, Herbalism): +6, Religion(U): +2 | Exploration: Scout

Heather whispers in Scout's ear.

"Be our eyes and ears, my friend. Head out and tell me what's going on, Scouty"

Scout Stealth(T): 1d20 + 9 ⇒ (9) + 9 = 18

If that doesn't work, she'll take to the trees again with Acrobatics (same mod). Just thought I'd change it up a bit

Verdant Wheel

Barbarian 5 / HP 90/90 (temp HP 0/8), Perc +13, AC 23, Fort +12 Ref +8 Will +13 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness, Sheltering slab

Athletics:1d20 + 12 ⇒ (16) + 12 = 28

Be careful with the bears around.

Verdant Wheel

Catfolk Monk 4 | Exploration Activity: Scout | ♥️ 52| AC 22 | F +9, R +12, W +7 | Perc +5 | Deception +12 |Acrobatics, Stealth, Thievery +10 | Athletics +9 | Underworld Lore +6 | ◆

Athletics: 1d20 + 9 ⇒ (5) + 9 = 14

Vigilant Seal

Cursed Djinn 4 | HP 54/54| AC 21 | F +12 R +9 W +7 | Perception +5 Darkvision

Trudge, trudge, trudge.

Mahatma does his best to keep his spirits up.

Athletics: 1d20 + 9 ⇒ (19) + 9 = 28


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Wizel and Mahatma waste no time clearing a path and leading the team. Heather is mostly able to keep up. Hadrimos isn't as used to the snow as he wishes. Father Emil and Tandang watch their teammates and feel inspired...

Radiant Oath

Male Human Cleric of Erastil 1 AC 17 HP 22/28 F +6 R +4 W +10 Perception/Initiative +8 ◆◇↺

As usual, Emil combines knowledge of the natural world with survival experience away from civilization.

Nature: 1d20 + 8 ⇒ (19) + 8 = 27

Although the conditions seem similar to the previous day, aspects of the new terrain that involve rivers are more familiar to Emil.

Verdant Wheel

[R] Male Strong-Blooded Dwarf Druid of the Animal Order 5 | Hunter | Animal Companion Kaibigang Oso | HP 70/70, AC 22 (24 w Hide Shield raised) Fortitude** +12, Reflex** +11, Will** +13, Perception** +13 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Tracker | ◆◇↺

Tandang presses on with the others, eyes sharp despite the fog that slows their advance toward the next checkpoint.
Survival: 1d20 + 10 ⇒ (18) + 10 = 28

Vigilant Seal

Cursed Djinn 4 | HP 54/54| AC 21 | F +12 R +9 W +7 | Perception +5 Darkvision

Mahatma shives a bit but seems in good spirits. "People don't think of deserts as cold, but they may have only seen the midday sun."


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

The Pathfinders have no trouble reaching the checkpoint. They even spot and catch up to the Fangs of the Rhemoraz. Ylva gives a wave as Marbin reminds her to watch out for the snow trap.

Steam and spray from the Whitegold River hangs in the air as the checkpoint draws near. The wet air carries a cold sting. The snow on the trees drips, plopping heavily to the ground and the snow and frost seem to be clinging only in shadowed nooks and slick patches, despite the frigid air. Race officials prepare fish caught from the banks of the river near the camp. South of the campsite, another official stands near the riverbank. Several long poles lean against a mossy rock. Across the river, the course stretches away from the river and through the thinning trees into the snow-dusted hills beyond.

Dahlia waves you over and gives all of you a once over, like a mother doe taking care of her calves. ”The first ones here... Are ya’ll okay? Make sure you stick to the path we made and you take a rest at the checkpoints each night.” She sweeps her gaze over all of you, trying to gauge your reaction. ”A patrol was attacked last night. No one died, but they were pretty injured. Clearly an attack by some kind of Beast. Maybe it's that bear you mentioned.”

Radiant Oath

Male Human Cleric of Erastil 1 AC 17 HP 22/28 F +6 R +4 W +10 Perception/Initiative +8 ◆◇↺

Father Emil thanks Dahlia for her concern and adds, "They don't call us Pathfinders fer nothin', although we can sure follow a trail. I'm prepared ta fight a bear ifin I have ta," he says, gesturing toward the bearskin cloak he fashioned from a bear he had to hunt down after it was raiding the farms of his community. "What's the challenge at this station?"


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

”Okay, take a deep breath and let’s talk about the race. This is the Whitegold river. Balgrid chased the linnorm across it. He wasn’t dumb enough to try to swim through the freezing river, of course. He cut down a tree and used it like a pole vault. He just leapt across the river in one shot and continued the chase.”

”The Whitegold river is about 15 feet deep, flows from North to South. Your goal is to cross it. I’d suggest against swimming, since you need to grab the edge of the other bank- it’s frozen over and we are close to the edge of a cascade. ” She shrugs. ”That hasn’t stopped other teams before!” She laughs and looks to the sky, waiting for its response.

”So instead I suggest one of these poles.” She gestures to a collection of 15 foot poles. ”Each of you can use one to vault across the river. All of you need to try.” Dahlia takes a step back. ”You’re halfway there, keep going’.”

Each of you will have to attempt to cross the Whitegold River. You'll have to cross the 15 foot gap here. The map shows a tree but the tree isn't there. This is a very common Pathfinder 2e map.

- With a pole, you can make an Acrobatics or Athletics check to vault it.
- You can try to swim. Make several Athletics + Fortitude checks. Your goal is to swim 20 feet. You’ll also need a Reflex Save to catch the edge.

Jumping and Swimming are the most common ways to get across the river. If you have other less conventional solutions go for it.

Verdant Wheel

Catfolk Monk 4 | Exploration Activity: Scout | ♥️ 52| AC 22 | F +9, R +12, W +7 | Perc +5 | Deception +12 |Acrobatics, Stealth, Thievery +10 | Athletics +9 | Underworld Lore +6 | ◆

Hadrimos backs up, takes a long drink of wine, and makes a long jump: 1d20 + 9 ⇒ (17) + 9 = 26 feet across the gap to the other side.

Vigilant Seal

Cursed Djinn 4 | HP 54/54| AC 21 | F +12 R +9 W +7 | Perception +5 Darkvision

When their turn arrives Mahatma uses their bracelet of dashing and unleashes their air gate.

Taking a pole Mahatma runs up and uses it to vault.

Athletics to Jump: 1d20 + 9 ⇒ (3) + 9 = 12

Radiant Oath

Male Human Cleric of Erastil 1 AC 17 HP 22/28 F +6 R +4 W +10 Perception/Initiative +8 ◆◇↺

Father Emil volunteers to try last and provide divine guidance just before each Pathfinder makes the jump.

Guidance Cantrip.

'May Erastil lift you up like a bridge over troubled waters," he says and prays as each attempt is made.

He also watches, ready to attempt to help anyone who might fail the jump with a rope and if necessary to swim himself to help.

Then he takes a pole, offers the same prayer for himself before making his own attempt.

Athletics, guidance: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

Radiant Oath

Male Human Cleric of Erastil 1 AC 17 HP 22/28 F +6 R +4 W +10 Perception/Initiative +8 ◆◇↺
Mahatma, the Desert Sage wrote:

When their turn arrives Mahatma uses their bracelet of dashing and unleashes their air gate.

Taking a pole Mahatma runs up and uses it to vault.

[dice=Athletics to Jump]1d20+9

Add one to that result from Emil's Guidance spell.

Verdant Wheel

[R] Male Strong-Blooded Dwarf Druid of the Animal Order 5 | Hunter | Animal Companion Kaibigang Oso | HP 70/70, AC 22 (24 w Hide Shield raised) Fortitude** +12, Reflex** +11, Will** +13, Perception** +13 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Tracker | ◆◇↺

Tandang takes out the hemp rope and ties it around Oso. Once secured, he tells Oso to stay put for now, as he will cross the river first before the bear. He grips one of the poles firmly, planting it against the ground to vault himself across the river.
Tandang: Athletics: 1d20 + 9 ⇒ (9) + 9 = 18

Once he gets to the other side, he calls Oso to do a long jump across the river.
Oso: Athletics to Long Jump: 1d20 + 10 ⇒ (15) + 10 = 25

Radiant Oath

2396852-2011 | Female Half-Elf | Herbalist | Ranger Lvl 4 | Hero Points: 1/3 | Focus Points: 1 | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P: 10/11/10/10 LL | 25 feet | Class DC 19 | Arrows: 23/30 | Medicine(E): +10, Acrobatics/Stealth/Thievery: +9, Athletics/Nature/Survival: +8, Lore (PFS, Herbalism): +6, Religion(U): +2 | Exploration: Scout

Heather takes a pole, sets herself and makes a running start. She plants the pole and then...

Acrobatics(T), Guidance: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Scout Acrobatics(T), Guidance: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28

She watches, envious, as Scout makes the jump effortlessly.

Verdant Wheel

Barbarian 5 / HP 90/90 (temp HP 0/8), Perc +13, AC 23, Fort +12 Ref +8 Will +13 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness, Sheltering slab

Athletics:1d20 + 12 ⇒ (15) + 12 = 27

The dwarf jumps on the other side of the river.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Wizel and Hadrimos seemingly fly across the river without a problem. Scout and Oso make the trip easily. "Oops. I should have mentioned the animal companions don't need to jump, but..."

Tandang barely makes it, managing to stumble on the edge.

Heather and Father Emil start the jump, but realize they won't make it if they continue, so they abort the jump. Mahatmas also decides the angle is bad and aborts.

"Heather, Father Emil, Mahatmas. Keep trying until you cross."

The DC is 18. You can keep retrying until you succeed. Don't critically fail!

Vigilant Seal

Cursed Djinn 4 | HP 54/54| AC 21 | F +12 R +9 W +7 | Perception +5 Darkvision

Mahatma backs up, gathers his air around him, and goes for another pole vault across the river.

More Jump: 1d20 + 9 ⇒ (12) + 9 = 21

Radiant Oath

Male Human Cleric of Erastil 1 AC 17 HP 22/28 F +6 R +4 W +10 Perception/Initiative +8 ◆◇↺

Emil sheepishly moves back so he can get a good running start, makes another prayer for Erastil to guide him, and sprints at the river.

Athletics, guidance: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15

His feet slip, robbing him of momentum, so he tries once more.

Athletics, guidance: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25

Finally it comes together. He bends over, huffing and puffing for a moment before recovering and congratulating the others and apologizing for having so much trouble.

Radiant Oath

2396852-2011 | Female Half-Elf | Herbalist | Ranger Lvl 4 | Hero Points: 1/3 | Focus Points: 1 | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P: 10/11/10/10 LL | 25 feet | Class DC 19 | Arrows: 23/30 | Medicine(E): +10, Acrobatics/Stealth/Thievery: +9, Athletics/Nature/Survival: +8, Lore (PFS, Herbalism): +6, Religion(U): +2 | Exploration: Scout

Heather mistimes her first jump and is lucky to not go into the water. She tries again and see Scout growling across the water. Buoyed by her friend cheering her on, at least, she hopes he's cheering her on and not laughing at her, she tries again...

Acrobatics(T): 1d20 + 9 ⇒ (15) + 9 = 24

... and makes it across.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Dahila claps as the team makes their way across. "Alright, Balgrid would be proud. We'll ferry you back to camp."

"Hey, they look pretty dry to me." Ylva points at you when you return to camp. "So nothing to worry about, Olin." The droomar shudders anyway as they stand up and follow the officials to cross the river.

During the day, you have the opportunity to talk to the teams and the officials. You can make a Diplomacy check for the officials, and a Diplomacy check to improve the attitude of a single team.

Bluetongue's Brawlers are quite blue indeed. Most of them come soaking wet and freezing from the river jump while Dahila leads them to the central campfire. "You could have jumped across the river, you know."

Radiant Oath

Male Human Cleric of Erastil 1 AC 17 HP 22/28 F +6 R +4 W +10 Perception/Initiative +8 ◆◇↺

Diplomacy: 1d20 + 4 ⇒ (11) + 4 = 15
Emil asks one of the officials, "Anymore evidence of bears or other big critters?"

Diplomacy: 1d20 + 4 ⇒ (15) + 4 = 19
Emil approaches the Varki team once they are past the river activity. "Greetings! How did you fare? Any problems?"


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

"Nothing yet, Father Emil." One official lowers his binoculars. "Hopefully the bear noticed how big the crowd is and won't mess with us." Father Emil fails to get any hints from them, but it was worth a shot.

As Father Emil approaches the Fangs of the Rhemoraz. He sees Ylva and Marbin trying to calm Olin down. Runa leans against a tree, keeping watch. They turn to him. "Hail, Father Emil. We were able to cross quickly, but Olin almost fell backwards into the river. He's... terrified of water." They say embarrassed.

"No, I'm afraid of running water. We're at the edge of a waterfall. I'd freeze down there, or even worse!" Olin shudders while Marbin tosses another layer on him.

Runa sighs. "Other than that, no problems." they turn back to Father Emil. "One event remains. Best of luck."

Father Emil thinks the Fangs of the Rhemoraz are still Indifferent to him, but another conversation like that will make them Friendly again.

Radiant Oath

2396852-2011 | Female Half-Elf | Herbalist | Ranger Lvl 4 | Hero Points: 1/3 | Focus Points: 1 | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P: 10/11/10/10 LL | 25 feet | Class DC 19 | Arrows: 23/30 | Medicine(E): +10, Acrobatics/Stealth/Thievery: +9, Athletics/Nature/Survival: +8, Lore (PFS, Herbalism): +6, Religion(U): +2 | Exploration: Scout

Father Emil:

Just a heads up for future reference, you can only benefit from Guidance once per hour


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

As the evening falls, the teams settle around the campfire. "Tomorrow, you have one more event. Then you have a push for the finish line." Dahila calls out to the other teams. "So if you're falling behind, pick up the pace."

The team has a chance to talk about their ambitions for the night. Or go to sleep early.

Perception DC 15:
Just outside of the checkpoint perimeter you notice a four-legged animal over 10 feet tall, at the tree line. As soon as you see it, it flees into the woods.

Make a DC 20 Nature check to see if you can identify it. You can read the spoiler below if you make the check.

Spoiler:
This is the same bear that killed the caribou at the caribou crossing event.

Verdant Wheel

Barbarian 5 / HP 90/90 (temp HP 0/8), Perc +13, AC 23, Fort +12 Ref +8 Will +13 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness, Sheltering slab

Perception: 1d20 + 11 ⇒ (13) + 11 = 24

Nature: 1d20 + 9 ⇒ (7) + 9 = 16

Oh have you seen the creature over there?

Radiant Oath

2396852-2011 | Female Half-Elf | Herbalist | Ranger Lvl 4 | Hero Points: 1/3 | Focus Points: 1 | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P: 10/11/10/10 LL | 25 feet | Class DC 19 | Arrows: 23/30 | Medicine(E): +10, Acrobatics/Stealth/Thievery: +9, Athletics/Nature/Survival: +8, Lore (PFS, Herbalism): +6, Religion(U): +2 | Exploration: Scout

Perc: 1d20 + 10 ⇒ (20) + 10 = 30
Nature(T): 1d20 + 8 ⇒ (7) + 8 = 15

"Wha-" Heather says, "Over there! There's something there! Looks over 10 feet tall, with 4 legs over by the tree line! It made a run for it! Scouty, to me!"


RAWR! | Male Cat(Tiger) | Animal Companion to Heather | Minion | HP 32/32 | AC 19 | F/R/W/P: 7/9/8/8 LL | 35 feet | Acrobatics/Stealth +9, Athletics +8

"Rawr!" Scout moves to Heather's side, poised for action. "Rrrrr..." he growls.

Radiant Oath

2396852-2011 | Female Half-Elf | Herbalist | Ranger Lvl 4 | Hero Points: 1/3 | Focus Points: 1 | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P: 10/11/10/10 LL | 25 feet | Class DC 19 | Arrows: 23/30 | Medicine(E): +10, Acrobatics/Stealth/Thievery: +9, Athletics/Nature/Survival: +8, Lore (PFS, Herbalism): +6, Religion(U): +2 | Exploration: Scout

Is it too early for Heather to mark the critter as prey?


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Go ahead and mark the target as your prey, Heather. Several officials stand up and form a scouting party, heading off in the direction you indicated.

Heather and Wizel give a quick physical description that may seem familiar...

You can attempt a DC 20 Nature check to see if you can identify it. You can read the spoiler below if you make the check. Wizel and Heather already tried it.

Spoiler:
This is the same bear that killed the caribou at the caribou crossing event.

Vigilant Seal

Cursed Djinn 4 | HP 54/54| AC 21 | F +12 R +9 W +7 | Perception +5 Darkvision

Nature: 1d20 + 5 ⇒ (10) + 5 = 15

Mahatma listens to the description but it doesn't ring any bells.

Radiant Oath

Male Human Cleric of Erastil 1 AC 17 HP 22/28 F +6 R +4 W +10 Perception/Initiative +8 ◆◇↺

Father Emil looks in the direction others are pointing.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Does this mean Emil cannot spot the creature people are talking about or is the perception check unnecessary to see it once pointed out? If the nature check is allowed, Emil is +8 in case the GM wants to roll it for Emil to save time.

Verdant Wheel

[R] Male Strong-Blooded Dwarf Druid of the Animal Order 5 | Hunter | Animal Companion Kaibigang Oso | HP 70/70, AC 22 (24 w Hide Shield raised) Fortitude** +12, Reflex** +11, Will** +13, Perception** +13 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Tracker | ◆◇↺

Nature: 1d20 + 10 ⇒ (7) + 10 = 17

"Whatever that is... I have no idea." Tandang struggles to gather his thoughts, unable to make sense of what the creature might be.

Radiant Oath

2396852-2011 | Female Half-Elf | Herbalist | Ranger Lvl 4 | Hero Points: 1/3 | Focus Points: 1 | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P: 10/11/10/10 LL | 25 feet | Class DC 19 | Arrows: 23/30 | Medicine(E): +10, Acrobatics/Stealth/Thievery: +9, Athletics/Nature/Survival: +8, Lore (PFS, Herbalism): +6, Religion(U): +2 | Exploration: Scout

Heather marks the critter as prey.

Usually, rolling a Natural 1 (aka a crit failure) means you get erroneous (and often hilarious) information. Usually in my tables, I normally just say that Father Emil notices that everyone has feet...


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Father Emil: The Perception roll wasn't needed and it would have been a Nature check instead.

Father Emil is certain it must have been an elephant. Or something.

The officials increase patrols throughout the night to ensure you get a chance to rest. Good thing too, as the night wind grows loud.

A storm hits the trail during day 4, creating Sever Cold that blinds your vision. "Finally!" Marbin yells, bundled from top to bottom in coats and scarves. "I've been melting down here over the last few days! No idea how these southerners deal with the heat..."

Dahila looks at Fangs of the Rhemoraz bitterly as they prepare to hike to the next checkpoint. "As for the rest of us, be careful in this storm. Make your way to the next checkpoint."

Time to travel for another day. Pick a skill that will help you traverse the landscape for the rest of the day. Relevant skills might be Athletics, Nature, and Survival, but if you can explain other skills I’ll allow it.

Everyone's geared up against Severe Cold, right? If you have Winter Clothing you should be all set.

Radiant Oath

2396852-2011 | Female Half-Elf | Herbalist | Ranger Lvl 4 | Hero Points: 1/3 | Focus Points: 1 | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P: 10/11/10/10 LL | 25 feet | Class DC 19 | Arrows: 23/30 | Medicine(E): +10, Acrobatics/Stealth/Thievery: +9, Athletics/Nature/Survival: +8, Lore (PFS, Herbalism): +6, Religion(U): +2 | Exploration: Scout

Acrobatics: 1d20 + 9 ⇒ (9) + 9 = 18

Heather takes to the trees again.

Verdant Wheel

Barbarian 5 / HP 90/90 (temp HP 0/8), Perc +13, AC 23, Fort +12 Ref +8 Will +13 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness, Sheltering slab

Athletics: 1d20 + 12 ⇒ (16) + 12 = 28

He continues to advance with the same style.

Verdant Wheel

[R] Male Strong-Blooded Dwarf Druid of the Animal Order 5 | Hunter | Animal Companion Kaibigang Oso | HP 70/70, AC 22 (24 w Hide Shield raised) Fortitude** +12, Reflex** +11, Will** +13, Perception** +13 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Tracker | ◆◇↺

"Colder than usual, great." Tandang murmurs. Good thing he has winter clothing, but still envies Oso for having a thick fur against the current weather.
Survival: 1d20 + 10 ⇒ (11) + 10 = 21

Vigilant Seal

Cursed Djinn 4 | HP 54/54| AC 21 | F +12 R +9 W +7 | Perception +5 Darkvision

Athetics: 1d20 + 9 ⇒ (13) + 9 = 22

"Is it just me, or is the weather getting worse?" quips Mahatma.

Verdant Wheel

Barbarian 5 / HP 90/90 (temp HP 0/8), Perc +13, AC 23, Fort +12 Ref +8 Will +13 / Active conditions: Darkvision, Resist fire 1/2 lvl, Toughness, Sheltering slab

We'll have to warm up the weather.

101 to 150 of 247 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [Gameday XIV] GM Chadius 1-10: Tarnbreaker's Trail All Messageboards

Want to post a reply? Sign in.