GM Frost’s Another Level 1–5 Pathfinder 2E PFS Scenario Marathon

Game Master Frozen Frost

Sign-Up Sheet (S99-02) | Slides and Maps | Macros | Chronicles
Current Game: S99-02 United in Purpose
Challenge Points: 12 (Low Tier, Level 1-2)


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Yaeger keeps trying to get out of the sickened condition to no avail. Rain also retches.
DC 17 Fortitude save: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14 (Fail)

It is not helping, so he helps allies by bombing spores to Blue, now that White is out of the combat.
Spore Pod - Sickened 1: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22 hit
Damage: 1d6 + 1 ⇒ (2) + 1 = 3 B damage plus Spores

The Blue Choker yanks Miel closer to it.
Athletics to Yank: 1d20 + 9 ⇒ (5) + 9 = 14 vs Miel's Fort DC 16 Fail

Miel is planted to the ground that he does not budge to move. Rain launches another and hits again.
Spore Pod - Sickened 1 - MAP: 1d20 + 8 - 1 - 5 ⇒ (13) + 8 - 1 - 5 = 15 Hit
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 B damage

⬤ CENTRAL CHAMBER ENCOUNTER Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

⚠️ BEFORE YOUR TURN ⚠️
❗ Miel Archembault: DC 17-1 basic Fortitude save vs 8 B damage ❗

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Dying 2 (Unconscious, Prone)
Red Grothlut (-22 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18+2 w Steel Shield raised) (16/21 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers of Blue | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-14 HP) | Sickened 1 | DV
Seven Coppers (AC 18) (12/16 HP) | Sickened 1; Wounded 1; Prone
White Weak Choker (-18 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | Sickened 2 | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (25/25 HP) | Sickened 1

⚠️ AFTER YOUR TURN ⚠️
❗ Blue Weak Choker: 1 persistent poison damage then DC 15 flat check ❗

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 0☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Piteous Moan (auditory, aura, emotion, mental, occult) 60 ft :
Each non-grothlut creature that enters or starts its turn within the emanation must succeed at a DC 17 Will save or become sickened 1 (sickened 2 on a critical failure); the creature then becomes temporarily immune for 1 minute.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Strangling Fingers :
Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Vigilant Seal

Neutral Good Skilled Human Guardian 1 | HP 21/21 | AC 18/20 | F +6 R +5 W +5 | Perc +3 | Stealth +0 | speed 25 ft. | Active Conditions: none | ◈ | ◇ | ↺ |

Miel will use his reaction to block the damage from the Blue Choker when he was hit.

Fortitude Save: 1d20 + 5 ⇒ (20) + 5 = 25


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Miel blocks damage and easily handles the choking.

Esskele is hanging by a thread. Will he recover before medical help arrives?

⬤ CENTRAL CHAMBER ENCOUNTER Round 3 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Dying 2 (Unconscious, Prone)
Red Grothlut (-22 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18+2 w Steel Shield raised) (21/21 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers of Blue | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-14 HP) | Sickened 1 | DV
Seven Coppers (AC 18) (12/16 HP) | Sickened 1; Wounded 1; Prone
White Weak Choker (-18 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | Sickened 2 | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (25/25 HP) | Sickened 1

⚠️ AFTER YOUR TURN ⚠️
❗ Blue Weak Choker: 1 persistent poison damage then DC 15 flat check ❗

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 0☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Strangling Fingers :
Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 21/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

Here goes...

Recovery Check vs. DC:12: 1d20 ⇒ 12


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Fortunately, Esskele breathing stabilizes but remains unconscious on the floor.

Meanwhile, the Red Grothlut turns its attention to other Pathfinders. It reveals itself into the light and spits something corrosive at Rain!
Digestive Spew (splash): 1d20 + 7 ⇒ (9) + 7 = 16 miss, 1d6 ⇒ 1 splash acid damage

Digestive Spew (splash) - MAP: 1d20 + 7 - 5 ⇒ (11) + 7 - 5 = 13 miss, 1d6 ⇒ 5 splash acid damage

Both spits land on the floor next to Rain, but he takes acidic splashes from them.

⬤ CENTRAL CHAMBER ENCOUNTER Round 3 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Wounded 1, Unconscious, Prone
Red Grothlut (-22 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18) (21/21 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers of Blue | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-14 HP) | Sickened 1 | DV
Seven Coppers (AC 18) (12/16 HP) | Sickened 1; Wounded 1; Prone
White Weak Choker (-18 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | Sickened 2 | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (19/25 HP) | Sickened 1

⚠️ AFTER YOUR TURN ⚠️
❗ Blue Weak Choker: 1 persistent poison damage then DC 15 flat check ❗

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 0☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Strangling Fingers :
Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Vigilant Seal

Neutral Good Skilled Human Guardian 1 | HP 21/21 | AC 18/20 | F +6 R +5 W +5 | Perc +3 | Stealth +0 | speed 25 ft. | Active Conditions: none | ◈ | ◇ | ↺ |

Does suffocating also mean that I'm unconscious? Please disregard the actions if so...

Miel attempts to escape from the choker's grasp.

Athletics: 1d20 + 5 ⇒ (10) + 5 = 15 HP reroll
Athletics: 1d20 + 5 ⇒ (16) + 5 = 21 Looks better, I guess?

IF MIEL ESCAPES

Miel closes in on the Blue choker and taunts the Red Grothlut.

◈Escape, ◈Step, ◈Taunt

IF MIEL IS STILL GRABBED

Miel continues to escape and retch in place.

Athletics MAP: 1d20 + 5 - 5 ⇒ (3) + 5 - 5 = 3

Fortitude DC 17: 1d20 + 5 ⇒ (1) + 5 = 6

◈Escape, ◈Escape, ◈Retch


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The monster's ability describes the effect of strangling as suffocating, and I think it is more like you can't breathe or holding your breath.

Miel manages to be unstrangled by the choker before he steps away and taunts to attack him.

Blue also advances to reach him out with its arm but misses.
Arm - Sickened 1: 1d20 + 9 - 1 ⇒ (9) + 9 - 1 = 17 miss
Arm - Sickened 1 - MAP: 1d20 + 9 - 1 - 5 ⇒ (11) + 9 - 1 - 5 = 14 miss

1 persistent poison damage then DC 15 flat check: 1d20 ⇒ 19 Success Blue Choker is no more afflicted by poison.

Rain launches another mushroom pod at Blue. All miss, unfortunately.
Spore Pod - Sickened 1: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10 miss
Spore Pod - Sickened 1 - MAP: 1d20 + 8 - 1 - 5 ⇒ (8) + 8 - 1 - 5 = 10 miss
Spore Pod - Sickened 1 - MAP2: 1d20 + 8 - 1 - 10 ⇒ (4) + 8 - 1 - 10 = 1 miss

⬤ CENTRAL CHAMBER ENCOUNTER Round 3 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Wounded 1, Unconscious, Prone
Red Grothlut (-22 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18) (21/21 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers of Blue | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-15 HP) | Sickened 1 | DV
Seven Coppers (AC 18) (12/16 HP) | Sickened 1; Wounded 1; Prone
White Weak Choker (-18 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | Sickened 2 | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (19/25 HP) | Sickened 1

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 0☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Strangling Fingers :
Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Grand Archive

Male Dragonkin (Shipborn) Investigator 1 (HP 19/19) (Fort +4) (Ref +8) (Will +5) (AC 16) (Perception Init +5)

Fort: 1d20 + 4 ⇒ (19) + 4 = 23.
Fort: 1d20 + 4 ⇒ (10) + 4 = 14.
Fort: 1d20 + 4 ⇒ (17) + 4 = 21.

After much effort (and no small amount of bile), Yaeger manages to shake off the sickness.


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Forgot to remove from previous post the Grabbed and Suffocating by Strangling Fingers of Blue from Miel's status. And Red is no more Concealed at Dim Light.

Yaeger finally recovers from sickness.

⬤ CENTRAL CHAMBER ENCOUNTER Round 3 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Wounded 1, Unconscious, Prone
Red Grothlut (-22 HP) | DV
Miel Archembault (AC 18) (21/21 HP) | Sickened 1 | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-15 HP) | Sickened 1 | DV
Seven Coppers (AC 18) (12/16 HP) | Sickened 1; Wounded 1; Prone
White Weak Choker (-18 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (19/25 HP) | Sickened 1

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 0☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Strangling Fingers :
Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺

Relieved that Miel had broken free from the choker’s grasp, Inhin takes aim and fires his clan pistol at the creature.

Clan Pistol+CA: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 Concussive, Fatal d10
Damage+CA: 1d6 + 1 ⇒ (6) + 1 = 7 Piercing

Realizing Rain is in danger, he commands his construct. “Bakal, attack!” The construct surges forward without hesitation and delivers a heavy punch to the acid-spitting monster.

Fist+CA: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage+Overdrive+CA: 1d8 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13 Bludgeoning

Inhin:
◆Strike Blue
◆◆Command Construct
Bakal
◆◆Stride
◆Strike Red


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Inhin puts a bullet between the choker's eyes and it drops dead. Blue out On the other hand, Bakal gives Red Grothlut a solid punch on its face. hit, 13 B damage

⬤ CENTRAL CHAMBER ENCOUNTER Round 3 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Wounded 1, Unconscious, Prone
Red Grothlut (-35 HP) | DV
Miel Archembault (AC 18) (21/21 HP) | Sickened 1 | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-22 HP)
Seven Coppers (AC 18) (12/16 HP) | Sickened 1; Wounded 1; Prone
White Weak Choker (-18 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (19/25 HP) | Sickened 1

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 0☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Strangling Fingers :
Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Envoy's Alliance

Awakened Octopus Commander 1 | HP 17/17 | AC 18 | F+4 R+8 W+6; +1 status vs fear self and allies 30-ft emanation | Perc +6 | Speed 20 ft, Swim 30 ft | Hero Points 1 | Exploration: Scout | Active Conditions: None

Wimsy moves towards Esskele, but she can't quite close the distance yet--the pillar is in the way. She pauses to signal to Bakal that there's an opening.

◆ Stride
◆◆ Strike Hard! Bakal's Fist: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 for bludgeoning damage: 1d8 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8


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Wimsy darts toward Esskele, and commands Bakal, slamming another solid punch into the slug-like enemy. hit, 8 B damage Red grothlut is tough.

Seven is up!

Grand Archive

Human Bard (maestro) 1 | ♥️ 12/16 | ⛨ 18 | F +5 R +6 W +5 | Resist (none) | Perc +5 | Stealth +3 | 25 ft | ☘️ 0/3 | ♬ 2/3 | ✨ 1: 1/2 | ◆ | ◇ | ↺ | Active Conditions: - -

"Uhh!" Seven Coppers groans and crawls over the choker's corpse into the light. He whistles a tune and makes a gesture with one hand. Seven ghostly coins bearing grinning skulls circle the worm-beast before streaking into the creature's body. "Take. That."

◆ Crawl
◆◆ Cast (c/m) Void Warp (✨) @ Grothlut; Basic Fortitude (sickened) vs. DC 16-1=15: 2d4 ⇒ (3, 3) = 6 (CF: enfeebled 1 until start of my next turn)


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DC 16 basic Fortitude save: 1d20 + 11 ⇒ (8) + 11 = 19 vs Void Warp (Sucess, 3 void damage)

Seven crawls away and whisks ghostly coins at Red.

Esskele remains unconscious but stable. Meanwhile, Red claws at Bakal.
Claw: 1d20 + 11 ⇒ (3) + 11 = 14 miss
Claw - MAP: 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23 hit
Damage: 1d10 + 8 ⇒ (3) + 8 = 11 S damage
Claw - MAP2: 1d20 + 11 - 10 ⇒ (5) + 11 - 10 = 6 miss

Rain promptly retreats and attacks with spore pods at Red.
Spore Pod - Sickened 1: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24 hit
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 B damage plus Spores

DC 16 Fortitude save: 1d20 + 11 ⇒ (6) + 11 = 17 vs Spores (Success)

Spore Pod - Sickend 1 - MAP: 1d20 + 8 - 1 - 5 ⇒ (5) + 8 - 1 - 5 = 7 miss

⬤ CENTRAL CHAMBER ENCOUNTER Round 4 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Wounded 1, Unconscious, Prone
Red Grothlut (-49 HP) | DV
Miel Archembault (AC 18) (21/21 HP) | Sickened 1 | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-22 HP)
Seven Coppers (AC 18) (12/16 HP) | Sickened 1; Wounded 1; Prone
White Weak Choker (-18 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (7/18 HP) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (19/25 HP) | Sickened 1

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 0☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Strangling Fingers :
Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Grand Archive

Human Bard (maestro) 1 | ♥️ 12/16 | ⛨ 18 | F +5 R +6 W +5 | Resist (none) | Perc +5 | Stealth +3 | 25 ft | ☘️ 0/3 | ♬ 2/3 | ✨ 1: 1/2 | ◆ | ◇ | ↺ | Active Conditions: - -

Seven Coppers climbs shakily to his feet. He pulls out a handful of coins and then whistles a tune. The coins stretch into long needles that dart toward the grothlut.

◆ Stand
◆◆ Cast (c/m) Needle Darts (✨), Sickened @ Grothlut: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
Piercing: 3d4 ⇒ (4, 2, 2) = 8

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺

“Bakal, you alright?” Inhin calls out after the worm creature’s attack lands.

He exhales, then mutters to himself, “This next move may be too risky. But high risk, high reward, right?”

Pulling out a small remote with a red button, he gives it a decisive press. Bakal’s core begins to glow, heat building up until the construct erupts in a burst of blazing energy that engulfs the nearby enemies.

Explode+CA vs Basic Reflex Save to all creatures in a 5-foot emanation around Bakal: 2d6 + 1 ⇒ (5, 2) + 1 = 8 Fire Damage

DC15 Flat Check vs Unstable Action: 1d20 ⇒ 10
Fail = Unstable Action cannot be used again

The remote sputters and crackles, sending sparks flying from its circuitry. “Excellent output… minimal unintended consequences.” Inhin quickly adds.

He then commands the construct to disengage carefully and pull back from the target.

Inhin:
◆◆Explode
◆Command Construct
Bakal:
◆Step
◆Stride


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Seven launches darts that pierces Red. 8 P damage

DC 17? basic Reflex save: 1d20 + 5 ⇒ (8) + 5 = 13 vs Explode (Failure, 8 fire damage)

Bakal goes kaboom that burns Red, but before Bakal could get away, Red disgustingly explodes into death with acid and ruptured digestive organs to anyone within 30 ft (that includes Rain, Bakal, Wimsy, Miel, Seven, and Esskele)! DC 19 Fortitude save or take 2d6 ⇒ (2, 3) = 5 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure)

Rain: DC 19 Fortitude save: 1d20 + 8 ⇒ (12) + 8 = 20 vs Disgusting Demise (Success, 2 acid damage)

⬤ CENTRAL CHAMBER ENCOUNTER Round 4 and 5 ⬤
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

⚠️ BEFORE YOUR TURN ⚠️
❗ Esskele: DC 19 Fortitude save or take 5 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure) ❗
❗ Miel Archembault: DC 19 Fortitude save or take 5 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure) ❗
❗ Seven Coppers: DC 19 Fortitude save or take 5 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure) ❗
❗ Bakal: DC 19 Fortitude save or take 5 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure) ❗
❗ Wimsy: DC 19 Fortitude save or take 5 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure) ❗

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Round 5
Esskele (AC 18) (0/22 HP) | Wounded 1, Unconscious, Prone
Red Grothlut (-65 HP)

Round 4
Miel Archembault (AC 18) (21/21 HP) | Sickened 1 | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-22 HP)
Seven Coppers (AC 18) (12/16 HP) | Sickened 1; Wounded 1
White Weak Choker (-18 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (7/18 HP) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (17/25 HP) | Sickened 1

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 0☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Strangling Fingers :
Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Verdant Wheel

1 person marked this as a favorite.
m Bakuwa Lizardfolk Barbarian/1 [HP: 21/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

Fortitude vs. DC: 19: 1d20 + 7 ⇒ (20) + 7 = 27

My last action on jan. 31 before I went down was to get out the minor healing potion from provisions Is it still intact and is it near me?

Vigilant Seal

Neutral Good Skilled Human Guardian 1 | HP 21/21 | AC 18/20 | F +6 R +5 W +5 | Perc +3 | Stealth +0 | speed 25 ft. | Active Conditions: none | ◈ | ◇ | ↺ |

DC 19 Fort Save: 1d20 + 5 ⇒ (13) + 5 = 18

Grand Archive

Male Dragonkin (Shipborn) Investigator 1 (HP 19/19) (Fort +4) (Ref +8) (Will +5) (AC 16) (Perception Init +5)

Yaeger staggers over to Esskele, and attempts to feed them their healing potion.

MHP: 1d8 ⇒ 1 healing.

"Huh. Must have been past its best before date..."

Grand Archive

Human Bard (maestro) 1 | ♥️ 12/16 | ⛨ 18 | F +5 R +6 W +5 | Resist (none) | Perc +5 | Stealth +3 | 25 ft | ☘️ 0/3 | ♬ 2/3 | ✨ 1: 1/2 | ◆ | ◇ | ↺ | Active Conditions: - -

Fortitude (E): 1d20 + 5 ⇒ (16) + 5 = 21

Seven Coppers shields himself with his arms as the disgusting creature explodes in the throes of death. At least the burning offal does not get in his mouth or eyes.

Envoy's Alliance

Awakened Octopus Commander 1 | HP 17/17 | AC 18 | F+4 R+8 W+6; +1 status vs fear self and allies 30-ft emanation | Perc +6 | Speed 20 ft, Swim 30 ft | Hero Points 1 | Exploration: Scout | Active Conditions: None

Wimsy mostly manages to duck down under the edge of her tank. She flicks a few specks out of her water, but it seems mostly okay.
Fortitude: 1d20 + 4 ⇒ (16) + 4 = 20

She continues towards Esskele, though now that he's conscious and there are no enemies around to threaten him it seems like she can take her time and not rush.

Treat Wounds, though if we're interrupted she'll quickly do Battle Medicine instead. So either way:
Medicine: 1d20 + 7 ⇒ (5) + 7 = 12
Ouch, okay. Hero Point: 1d20 + 7 ⇒ (16) + 7 = 23 success for Healing: 2d8 ⇒ (2, 5) = 7

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺

Fortitude Save vs DC 19: 1d20 + 5 ⇒ (3) + 5 = 8
Crit Fail = Bakal is Broken 2

Bakal takes severe damage from the acidic blast, its metal plating partially melted and sparks flickering from exposed components.

Inhin rushes to its side and begins hurried repairs, tools moving quickly as he tries to stabilize his companion.

Administer First Aid using Crafting: 1d20 + 7 ⇒ (9) + 7 = 16

Despite his efforts, the damage proves too much. Frustration creeping into his voice, he looks up at his allies. “Anyone here good with repairs, or miracles? I could use a hand getting Bakal back online.”

To stabilize Bakal, you need to Administer First Aid using Crafting Skill vs DC 17 (since Bakal is Broken 2). I'm not sure though if you need a repair kit but Inhin can lend his. If attempts to repair him fails, Inhin will use his downtime to fix it. However, it's unclear to me what DC to use since it states that "If your companion is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level." Can someone help me with this? Thank you!

Inhin:
◆Stride
◆◆Administer First Aid (Crafting)


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Esskele, somewhat miraculously, remains untouched by the spewed acid while unconscious.

Miel takes the full brunt of the attack and gets sick. Yaeger rushes to administer the potion to Esskele as Seven raises his arm, shielding himself from the acid spray. Wimsy narrowly avoids the explosion, then moves in to provide additional healing for Esskele.

In contrast, Bakal suffers severe damage after being splashed with acid at close range. Inhin scrambles over to his companion to perform a quick repair, but ultimately resigns himself to the fact that Bakal will require far more time before it can be returned to operational status.

Rain gives the pillar another look and plants a palm against his forehead in frustration.

"I should have noticed this earlier! I got too excited, my mistake. This pillar is surrounded by summoning runes. I think we should deactivate it before we leave this place, or monsters will just keep pouring out and spreading beyond this area. This could be what’s causing the monsters to appear in the enclave. What do you think?"

DC 17 Thievery (trained) to erase the rune, or DC 19 Athletics to remove enough stones from the pillar to disrupt the magic, or dispel magic (1st level; counteract DC 15) to counteract the rune. I only need one Success.

Grand Archive

Human Bard (maestro) 1 | ♥️ 12/16 | ⛨ 18 | F +5 R +6 W +5 | Resist (none) | Perc +5 | Stealth +3 | 25 ft | ☘️ 0/3 | ♬ 2/3 | ✨ 1: 1/2 | ◆ | ◇ | ↺ | Active Conditions: - -

"I think you're probably right," Seven Coppers says. "I'm not the strongest Pathfinder around, but I'll move what I can. Hopefully before it summons more monsters."

Athletics (T): 1d20 + 4 ⇒ (19) + 4 = 23


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Seven removes the summoning runes the best that he can as Rain points them out one by one. Once taken out, the pillar is no more glowing. Rain reads the script on the pillar once more before they leave the place.

Rain confirms that the column is a series of pleas to ancient Azlanti deities, including many active in ancient eras, like Acavna, Lissala, and Zura. With this information, they have undeniable proof of an ancient Azlanti settlement that survived the fall of old Azlant and made it to the shores of Taldor.

"This is a great discovery! Let's go back to the enclave and tell the chief what happened here. She will thrilled!" Rain tells them. "And then we can report back to the Grand Lodge for my Confirmation."

They return to the enclave, and having learned what happened, they’ve earned a trusted ally in the Tskikha Enclave and its chief.

"How about Rain and you all Pathfinders stay for the night to rest before you go back? I will have your group escorted to Cassomir to ensure your safety in the Blackwood Swamp." the chief tells them.

Grand Archive

Human Bard (maestro) 1 | ♥️ 12/16 | ⛨ 18 | F +5 R +6 W +5 | Resist (none) | Perc +5 | Stealth +3 | 25 ft | ☘️ 0/3 | ♬ 2/3 | ✨ 1: 1/2 | ◆ | ◇ | ↺ | Active Conditions: - -

"If I have my choice of resting in your enclave or hiking through the swamp in my current state, then I choose your hospitality," he replies to the chief.

Grand Archive

Male Dragonkin (Shipborn) Investigator 1 (HP 19/19) (Fort +4) (Ref +8) (Will +5) (AC 16) (Perception Init +5)

Yaeger nods agreeably.

"I find your suggestion quite tempting, thank-you."

Provided that doesn't mean we will run out of time on our mission, of course!

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 21/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

Esskele says "I think a nights rest is a good idea."


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Rain and the Pathfinders spend the night resting before they return to Cassomir.

When they return to the Three-Legged Frog in Cassomir, Janira Gavix meets them in the tavern. Janira is the Head Initiate of the Pathfinder Society, responsible for helping initiates survive and thrive during their years of training. She headed to Cassomir shortly after hearing about what happened to Rain in Cloudy Day from the masters at the Grand Lodge. She enthusiastically greets them and hears their tale before explaining that she’s already arranged their transportation back to the Grand Lodge. The vessel is already chartered and is ready to leave as soon as they are, as Kreighton Shaine promised.

Following their journey back to Absalom, the PCs quickly find themselves (along with Rain in Cloudy Day) in front of the three masters in the same meeting room where their mission began.

“Well done!” exclaims Kreighton Shaine as he finishes reviewing the various chronicles assembled about the recent adventure in Taldor. “This is truly a marvelous find, and one that could well shape the lives of many Pathfinders in the future. Well done indeed!”

Sorrina Westyr gives a brief nod of her head, her circlet of floating aeon stones dipping in unison. “Though there were some stumbles early on, it appears that everything has worked out in the end. Not only did Rain complete his Confirmation, but each of you also assisted in ensuring his safety and completing the mission. One of the Society’s three main tenets is to cooperate, and I can think of no better example than the results of this mission.”

Marcos Farabellus slaps a meaty arm onto Rain in Cloudy Day’s cap, producing a distinct squelching sound from the leshy’s head. “Absolutely! Now, we just need to keep this little fungal boy from getting too excited now that he’s a Pathfinder!”

Both Kreighton and Sorrina immediately turn to their peer with stern expressions. Marcos chuckles and hunches slightly before continuing sheepishly, “Oh, yeah. I guess I kind of blurted it out... but congratulations, you’re all now recognized as Pathfinder field agents. Congratulations!”

Kreighton Shaine presents each Pathfinder with a wayfinder for their accomplishments in the field and in recognition of their new rank within the Society. Each of the masters goes on to personally thank each of the them. Rain in Cloudy Day, overcome with excitement and pride, offers squishy hugs to each of the them too while providing ecstatic thanks. Janira, who has been quietly looking on with pride, laughs joyfully at Rain’s exuberance and joins in to offer handshakes and hugs.

Before the Pathfinders depart, Sorrina Westyr casually mentions that their actions have led to the establishment of a new Pathfinder Society base camp near the newly discovered ruins of Nacar-Azen. She follows this up by explaining that the leaders of the Society’s numerous factions are interested in meeting with them, and they have a variety of interesting missions they need the Pathfinders’ help with.

-FIN-


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

S99-02 United in Purpose

Thanks to the Pathfinders, the recent discovery of Azlanti ruins beneath the monster-infested Blackwood Swamp has provided the Society's newest generation of factions’ leaders with perfect opportunity to try their new strategy: prepare agents for the field and active duty and develop joint operations in which new agents gain not only much-needed field experience, but also a deeper understanding of each faction’s role and how to better work together in times of need.

Wherever the Pathfinders are at the moment, each of them receive a letter from Ambrus Valsin, venture-captain of the Grand Lodge.

Ambrus Valsin wrote:

Pathfinders,

Thanks to you, the recent discovery of ancient Azlanti ruins beneath the Blackwood Swamp, outside the port city of Cassomir in Taldor, has caught the Society’s attention. Leaders of the Society’s internal factions have already sent word that they need help with a variety of missions. Since you’re all newer members to the Pathfinder Society, it makes sense for you to go and gain some much-needed field experience. You can also learn more about the factions and their primary interests.

I suggest you begin by speaking with Fola Barun, leader of the Envoy’s Alliance. She has been working to find local allies and this seems like a wise first step. Otherwise, use your own judgement, of course, and seek out the faction leaders in any order you wish.

I know there is much to remember as new Pathfinder Society agents, so here is a reminder: Gorm Greathammer is the leader of the Grand Archive, a faction dedicated to finding and preserving knowledge. Calisro Benarry leads the Horizon Hunters in their efforts to explore new places. Eando Kline is the leader of the Vigilant Seal and is deeply dedicated to finding and containing dangerous items and artifacts. I am sure each of them will have something important for you to undertake.

Explore, Report, Cooperate!

—Ambrus Valsin
Venture-Captain of the Grand Lodge

While we wait for others to confirm that they are ready to go, I posted the intro for our next scenario.


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

The Pathfinders arrives at the Pathfinder field base in the Blackwood Swamp.

A thick, low fog shrouds the early morning landscape of the Pathfinder field base atop a low hill in a clearing of the Blackwood Swamp. People busily move between several brightly colored tents. A dark-skinned half-elf with several silvery tattoos decorating her face smiles widely and steps close to shake hands.

“Pathfinders,” she says, “thank you for coming! My name is Fola Barun, and I am the leader of the Envoy’s Alliance. Do I correctly understand you are new to the Pathfinder Society? Please, tell me about yourselves. So far, I know that, thanks to you, you helped Rain in Cloudy finish his Confirmation that led to the discovery of the Azlanti ruins that we are further exploring.”

GM Screen:
Wimsy's Society (T): 1d20 + 7 ⇒ (6) + 7 = 13
Miel Archembault's Society (T): 1d20 + 4 ⇒ (6) + 4 = 10
Yaeger Ignatius Thomas Hawkins's Society (T): 1d20 + 7 ⇒ (10) + 7 = 17
Inhin Yero's Society (T): 1d20 + 7 ⇒ (11) + 7 = 18

Miel Archembault's Diplomacy (T): 1d20 + 5 ⇒ (9) + 5 = 14
Seven Coppers's Diplomacy (T): 1d20 + 6 ⇒ (20) + 6 = 26
Yaeger Ignatius Thomas Hawkins's Nature (T): 1d20 + 3 ⇒ (1) + 3 = 4
Wimsy's Society (T): 1d20 + 7 ⇒ (18) + 7 = 25
Yaeger Ignatius Thomas Hawkins's Society (T): 1d20 + 7 ⇒ (5) + 7 = 12
Inhin Yero's Society (T): 1d20 + 7 ⇒ (8) + 7 = 15

Yaeger, Inhin:
Azlanti, the ancient empire related to the ruins that you are about to further explore, was an ancient empire known for its magical achievements. It for thousands of years in the now-lost continent of Azlant in the Arcadian Ocean. Scholars believe their social, technological, and magical learning were more advanced than what is commonly found in Golarion today.

Seven, Wimsy:
You know that Blackwood Swamp is once a massive, ancient forest that covered this area long before it became a swamp. Human settlers cut down the forest to make way for the city of Cassomir and constructed a massive moat to guard the city. As the lands became increasingly treacherous, they also built a raised causeway through the swamp to allow trade.

Moreover, The Blackwood Swamp surrounds the Taldan port city of Cassomir on all sides except where the city faces the bay. The swamp is filled with dangerous wildlife ranging from carnivorous plants, groups of violent humanoids, and the much-feared hydra.

Inhin:
You remember that the Blackwood Swamp surrounds the Taldan port city of Cassomir on all sides except where the city faces the bay. The swamp is filled with dangerous wildlife ranging from carnivorous plants, groups of violent humanoids, and the much-feared hydra.

Yaeger:
Wildlife in the Blackwood Swamp, even dangerous predators, flee at the first sign of the dreaded hydra. The most experienced Blackwood travelers occasionally imitate that beasts’ loud roar while moving through the swamp, to keep other predators at bay. This works especially well when several people roar at once to imitate the cry of the many-headed monster.

Fola Barun

Grand Archive

Male Dragonkin (Shipborn) Investigator 1 (HP 19/19) (Fort +4) (Ref +8) (Will +5) (AC 16) (Perception Init +5)

Yaeger nods politely.

"Fairly new, it is true, but eager to explore!"

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 21/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

"I am called Esskele. I was born in the Xa Hoi region of Tien Xia. One of the hunters/protectors of my tribe. I have come to the Pathfinders to learn more about the world we live on."

Grand Archive

Human Bard (maestro) 1 | ♥️ 12/16 | ⛨ 18 | F +5 R +6 W +5 | Resist (none) | Perc +5 | Stealth +3 | 25 ft | ☘️ 0/3 | ♬ 2/3 | ✨ 1: 1/2 | ◆ | ◇ | ↺ | Active Conditions: - -

"My mother named me Seven Coppers," Seven Coppers says to Fola with a unpracticed bow. "I grew up in the Puddles envying the adventurers who lived in the Grand Lodge, so I became one. After the last and first trip to the Blackwood, I have a new respect for what Pathfinding is about. All the classes never prepared me for what we faced." His eyes open wider and wider as he speaks.

Envoy's Alliance

Awakened Octopus Commander 1 | HP 17/17 | AC 18 | F+4 R+8 W+6; +1 status vs fear self and allies 30-ft emanation | Perc +6 | Speed 20 ft, Swim 30 ft | Hero Points 1 | Exploration: Scout | Active Conditions: None

"Ms. Barun," says the octopus with a nod. "I am Wimsy. I was a performing animal with a circus as before my awakening, and then stayed on with the circus for a while as an administrator. I find my organizational and observational skills serve well in dangerous situations, and am working to improve my tactical acuity. Situational awareness is always important, especially keeping an eye out for potential threats."

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺

Inhin greets Ms. Barun warmly, giving a quick bow.

“I'm Inhin, an inventor, salvage enthusiast, and occasional explosion survivor. I turn junk into useful things... usually.”

He gestures proudly at his construct companion beside him. “And this here is Bakal, newly repaired, slightly upgraded, and mostly stable. Say hello, Bakal.”

The large construct gives a slow, deliberate nod toward Ms. Barun, then raises and gently waves his metallic arm.

Turning to the party, Inhin's expression shifts to cautious seriousness. “Also, a quick reminder to everyone, as you probably all know too, this swamp isn’t exactly a relaxing stroll. Carnivorous plants, hostile locals, hydras, the usual swamp hospitality. So, eyes open, weapons ready, and if something looks harmless, it probably isn’t.”

Vigilant Seal

Neutral Good Skilled Human Guardian 1 | HP 21/21 | AC 18/20 | F +6 R +5 W +5 | Perc +3 | Stealth +0 | speed 25 ft. | Active Conditions: none | ◈ | ◇ | ↺ |

"Bonjour! I am Miel Archembault. Former servant of household Vortane, now Pathfinder agent."

He gives a courteous bow at Fola.


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Fola nods as they introduce themselves.

"It is good you have come. Members of the Envoy’s Alliance faction seek cooperation as our primary way to further the goals of the Pathfinder Society. This means cooperation within our own ranks, but also with allies and potential allies throughout the world.

“You know that Rain in Cloudy Day recently established contact with a remote iruxi enclave in the Blackwood Swamp, called the Tskikha enclave. I would like to help grow that relationship. According to rumor, they recently had some sort of trouble. This is where you come in.

“I want you to go to the Tskikha enclave and meet again with their leader, Chief Thakik. Tell her that you wish to aid them in whatever way you can. Your primary mission is to build trust and prove that Pathfinders are worthy allies.”

Fola pauses a moment, and her face fills with concern. “If you’re asked to undertake dangers on behalf of the Tskikha, please be careful. While alliances are important, the safety of our agents is worth more to me. Too many Pathfinders have been lost, heedlessly charging into danger.

“What questions do you have?”

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺

Inhin tilts his head slightly, curiosity lighting up his eyes as he glances between the group before focusing on Fola.

“Alright, you’ve got my attention, what kind of trouble are we talking about exactly?” he asks, tone half-serious, half-intrigued.

He rests a hand on Bakal’s frame, already looking eager rather than worried. “Because if it involves danger, mystery, or questionable engineering decisions, I’d rather know before we walk straight into it.”

Envoy's Alliance

Awakened Octopus Commander 1 | HP 17/17 | AC 18 | F+4 R+8 W+6; +1 status vs fear self and allies 30-ft emanation | Perc +6 | Speed 20 ft, Swim 30 ft | Hero Points 1 | Exploration: Scout | Active Conditions: None

Wimsy nods. "We'll have a good idea after we talk to Chief Thakik."


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

"I’ve only heard that there’s trouble in their enclave. As for what exactly is happening, I do not know." Fola tells Inhin.

A kobold assistant arrives, straining slightly under the weight of a large crate of provisions. "Ah, perfect timing." Fola says as the kobold carefully sets the box down, offers a quick bow, and quietly takes her leave.

Turning back to the Pathfinders, Fola gestures to the crate. "Before you depart, make sure to take your provisions. Once you’ve completed your mission, return to me to make your report. After that, you’re free to take on another assignment from a different faction leader."

----------

The trip from base camp to the enclave takes only 30 minutes. Upon their arrival, they find that past a ring of sharpened stakes stands a cluster of low mounds that rise above the rest of the swamp. Smoke curls from holes in the top of each mound. A few iruxi curiously peer out from behind flaps in the entrances.

The iruxi point them to where the chief and Kazuuk are.

An imposing iruxi woman sits atop a throne crafted from the bones of several swamp animals. “So, you are the ones sent? It is good to see you again."

“There is a hill nearby, topped with an ancient structure. It’s of little interest to us, but two days ago, a scout of our enclave, Igix, disappeared near there. We were about to send Kazuuk,” the chief points to another iruxi, “to see what he can learn. But with you here, we can test the quality of the Pathfinders, yes?

“Accompany Kazuuk to the ruin and learn what happened to our scout. Overcome any trouble you find. Kazuuk will see what you are capable of. Impress him, and you will have my trust.”

"I know we have met before, but I seek more evidence that a long-term association with the Pathfinder Society is in my tribe’s best interest." she says bluntly before Kazuuk meets them with enthusiasm.

"Good to see, everyone again! If you have questions, you can ask them to me." he says.

Kazuuk begins with a Friendly attitude toward each of you individually. Each PC can improve it with a DC 16 Diplomacy check to Make an Impression on Kazuuk.

Grand Archive

Male Dragonkin (Shipborn) Investigator 1 (HP 19/19) (Fort +4) (Ref +8) (Will +5) (AC 16) (Perception Init +5)

Yaeger attempts to make an impression...

Diplomacy: 1d20 + 0 ⇒ (7) + 0 = 7.

...and whilst he doesn't manage to improve Kazuuk's attitude, at least manages not to worsen things.

Envoy's Alliance

Awakened Octopus Commander 1 | HP 17/17 | AC 18 | F+4 R+8 W+6; +1 status vs fear self and allies 30-ft emanation | Perc +6 | Speed 20 ft, Swim 30 ft | Hero Points 1 | Exploration: Scout | Active Conditions: None

"Good to see you, Kazuuk," Wimsy says as she brings her bow, briefly stowed after entering the enclave, back out. "Do you have any theories, or are there any particular that's you expect to encounter?"

She hopes to impress by seeking properly prepared and equipped to handle the situation.

Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺

Inhin tries his best to come across friendly toward Kazuuk, offering a polite smile and a few earnest words.

1d20 + 0 ⇒ (13) + 0 = 13

Charm has never been his strong suit, though, and much like Yaeger, his effort doesn’t quite land and Kazuuk’s attitude toward him remains unchanged.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 21/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

Esskele looks Kazuuk up and down sizing him up.."So how long have you been a scout? I was one in my village in Xa Hoi."

Diplomacy (U) vs. DC: 16: 1d20 + 0 ⇒ (18) + 0 = 18

Wow. Was half expecting a 2 or something.

Vigilant Seal

Neutral Good Skilled Human Guardian 1 | HP 21/21 | AC 18/20 | F +6 R +5 W +5 | Perc +3 | Stealth +0 | speed 25 ft. | Active Conditions: none | ◈ | ◇ | ↺ |

Miel politely bows to them and introduces himself. "Have you any idea what dangers we might encounter in the ruins?" he asks.

Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7

Grand Archive

Human Bard (maestro) 1 | ♥️ 12/16 | ⛨ 18 | F +5 R +6 W +5 | Resist (none) | Perc +5 | Stealth +3 | 25 ft | ☘️ 0/3 | ♬ 2/3 | ✨ 1: 1/2 | ◆ | ◇ | ↺ | Active Conditions: - -

Diplomacy (T): 1d20 + 6 ⇒ (16) + 6 = 22

"Of course, good to see you again, too," Seven Coppers says to the iruxi scout. "We might have been wandering the swamp for days trying to track Rain down if not for your diplomatic assistance."


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Kazuuk remains Friendly to Yaeger, Inhin, and Miel. Each of you gains a +1 circumstance bonus on checks to Recall Knowledge while attempting to impress Kazuuk.

Kazuuk improves attitude to become Helpful for Wimsy, Esskele, and Seven. Each of you gains a +1 circumstance bonus on all checks to impress Kazuuk.

Along the way, Kazuuk, jovially converses with Yaeger, Inhin, and Miel, while he is easily impressed by Wimsy, Esskele, and Seven.

"I knew that Pathfinders are really well-mannered, just like Rain. Now, show me what you can do, like any skills or talents that can help strengthen our enclave's alliance with your Society." Kazuuk, dares them to show some skills.

At this point, each PC can attempt 2 checks to impress Kazuuk with etiquette, knowledge, or skill, with the following results:
Critical Success The PCs gain 2 Impression Points.
Success The PCs gain 1 Impression Point.
Failure The PCs do not gain Impression Points.
Critical Failure The PCs lose 1 Impression Point.

Describe what you are doing and roll the appropriate checks for the task:
Impress with Etiquette: The PC speaks politely to Kazuuk, demonstrating cultural sensitivity and diplomatic skill. The PC can attempt a DC 15 Diplomacy, Performance, or Society skill check to impress Kazuuk.
Impress with Knowledge: The PC explains some obscure or useful bit of information Kazuuk doesn’t know or is surprised the PC knows. The PC can attempt a DC 15 check to Recall Knowledge using Arcana, Lore (any kind), Nature, Occultism, or Religion check to impress Kazuuk. Alternatively, the PC can attempt a DC 15 Deception check to invent an interesting-sounding bit of “knowledge.”
Impress with Skill: The PC demonstrates an impressive ability or technique that Kazuuk finds useful. The PC can attempt a DC 15 Acrobatics, Athletics, Crafting, Medicine, or Survival skill check to impress Kazuuk.

Don't forget your bonuses from Kazuuk for being Friendly or Helpful to you.

Everyone is up!

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