Ezren

Dungeon Master S's page

20,385 posts. Alias of Chris Marsh.


Current Campaigns


Cottonseed PFS PbP (2E)


A part of the Flaxseed Pathfinder Lodge for the Pathfinder 2E.

Important links
Society Guide for second edition

Pregens formatted for use in a BBC code forum like this one.

Dungeon Master S's "The Extinction Curse"


TACTICAL MAP |STRATEGIC MAPS |GAZETTEER |HANDOUTS |CAMPAIGN RECORDS |NPCs | Circus Acts | CIRCUS OF WAYWARD WONDERS | Running the Show |The Story Thus Far

Default Exploration Mode:

Charlie is Scouting
[dice=Hostiles]d20[/dice]
[dice=Charlie]d20+9+1[/dice] (Scout)
[dice=Chark]d20+13+1[/dice] (Search)
[dice=Dendillion]d20+9+1[/dice] (Detect Magic)
[dice=Haldan]d20+8+1[/dice] (Seek, Keen Eyes)
[dice=Tiny]d20+12+1[/dice] (Search)

*If you do not make a specific post (with referenced skill and modifier) this will be the assumed action and initiative roll.

Perception:

[dice=Chark]d20+13[/dice] (T, LLV)
[dice=Charlie]d20+9[/dice] (T)
[dice=Dendillion]d20+10[/dice] (E)
[dice=Tiny]d20+9[/dice] (T)
[dice=Haldan]d20+8[/dice] (T)

Door Protocol:

The party stops 5ft away from the door. Dendillion moves to the front of the party and checks the door for traps.
[dice=Perception (Expert) to Seek]1d20+8[/dice]
If he finds a trap, he attempts to disarm the trap, warning everyone to move 10ft back.
[dice=Thievery (Trained) to Disable a Device]1d20+8[/dice]
Repeat this if multiple checks are required
Once he's satisfied that the door is safe he checks to see if it's locked. If it is, he puts tools to work to pick the lock (assuming we don't have a key that fits)
[dice=Thievery (Trained) to Pick a Lock]1d20+8[/dice]
Repeat this if multiple checks are required, or until he breaks his picks (will use a Hero point on a crit fail though)
With the door ready to open, Dendillion moves back and lets Tiny open the door.

Dungeon Master S's "War for the Crown" AP


Roll20 Tactical Map | Strategic Maps | Campaign Tracker | Handouts | Places | Dramatis Personae | Items of Power
| Relics | The Story Thus Far

Quickposts:

DOOR PROTOCOL
Kenton and Leo each check the door.

[dice=Kenton Perception]d20+7[/dice]
[dice=Leo Perception]d20+7[/dice]

If found to be locked or trapped, Kenton steps back and Leo attempts to deal with the problem.

[dice=Leo Disable Device]d20+5[/dice]

After he is finished, Leo steps back and Xavien opens the door with a quick spell. Open/close.

INITIATIVE:
[dice=Enemy]d20[/dice]
[dice=Aurelia]d20+0[/dice]
[dice=Corran]d20+1[/dice]
[dice=Ianthe]d20+6[/dice]
[dice=Kenton]d20+2[/dice]
[dice=Leo]d20+2[/dice]
[dice=Xavien]d20+3[/dice]

Perception:
[dice=Aurelia]d20+0[/dice]
[dice=Corran]d20+5[/dice]
[dice=Ianthe]d20+4[/dice]
[dice=Kenton]d20+5[/dice]
[dice=Leo]d20+6[/dice]
[dice=Xavien]d20+5[/dice]

Sene Motive:
[dice=Aurelia]d20+0[/dice]
[dice=Corran]d20+[/dice]
[dice=Ianthe]d20+3[/dice]
[dice=Kenton]d20+[/dice]
[dice=Leo]d20+[/dice]
[dice=Xavien]d20+10[/dice]

Raen's Unfinished Business


Old Tracker | Map

Previous Campaigns