Griffon

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Oh the crit failure comment was about crit failing exploit vulnerability (as Pirate Rob explained beautifully).

Good point about dubious knowledge - that gets forgotten too often and is a very useful and fun mechanic.


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GM Tiger wrote:

Can someone more experienced at playing Thaumaturges look at this please? Who's right? I always saw it as using Esoteric to do an RK using the listed DC. Since nobody's ever corrected me before, I just ran with it...

Exploit Vulnerability

The way I've played it for my thaumaturge (and those I have GMed) is to use the single roll for both the Exploit Vulnerability and the subsequent Recall Knowledge. So this is a rare case where the risk of a crit fail on the recall knowledge is minimal as they already know the roll is decent if the exploit succeeded.

I have had some GMs require the exploit roll to be secret - that's not really stated either way. I go open rolls for EV on my GM tables.


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6-00 also has the repeatable tag


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I've run the first 5 games of season 6 so far. The War of the Immortals comes out strongly.

In 6-02 you get to witness the Godsrain. 6-03 and to a lesser extent 6-04 and 6-05 deal with the impacts of that event. Looking at what's coming in the Year of Immortal Influence there will be plenty more of that story to be told.


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Demiplane has the Player Core 2 rules up and available for free - you need to use the "Game Rules" navigation rather that the Library one though to get the free access.

The revised classes are included in the >classes< section.


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I thought I would pop my feedback for B09 here as I am late and the table has been marked inactive.

Firstly, thank-you GM Frost for running the game. It is a fun bounty and I enjoyed the run through.

The game was run well by GM Frost, the pacing in the opening scene was great - leaving enough time for characters to interact and the team to form but not too much so that it dragged on. The rules of the competition were explained well and I appreciated the tracking of the character's actions in the previous round when setting out the next competition round. The unusual spells and abilities on some PCs were handled smoothly and this added to the table's atmosphere.


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I'll preface this self-assessment by saying that this table was the most challenging I've run in quite a few years. This was down to both the scenario and the PCs. Something I didn't see when running it for a home group is that with religious conflict at its heart the scenario has to be run carefully for a more diverse group. I'll probably not run it again in a public forum.

Do you think everyone at the table had "fun"? Why or why not?
- We had some rough patches along the way but I think by the end everyone was getting involved and hopefully had fun.
- The level of story involvement was higher than many games I have seen

What worked well?
- I think the NPC interaction with the players worked well. I was aiming to make sure the two kuthonists were in conflict to allow the final scene to play out in a way that the table could achieve the scenario success criteria. I was pleased that this worked.
- Everyone got a go, although often in different scenes. There was a risk with the table composition that some characters would be pushed to the back seat.

What could be improved?
- I hadn't scaled up the scenario beforehand for 5 players, so when we started the final encounter the stats for Teflar were incorrect. I made one post which was affected before I realised it was wrong. Fortunately it wasn't too late to correct.
- It would have been better to pause after the tracks were found and give the players another choice point - follow the tracks into the hills or go to one of the other locations

What specific challenges did the adventure/players/format pose to the GM?
1. Vingarrenn was a challenge - a PC on the edge of evil - favouring some pretty uncomfortable opinions - potentially interested in a different path to what the game expects and shining light on the more contentious aspects of the game
2. The scenario is light on details. It doesn't provide many descriptions or any dialog - so all characterisation is down to the GM

How were they handled?
1. As noted in GM Valen's post a bit further up I made contact early to make sure the risks to not completing the game were clear, and also to set out some bounds. This made it a lot easier when there was a complaint later on as the bounds were there and I had a framework to refer to. However, the fact another player got uncomfortable enough to reach out to me indicates perhaps that I should have stepped in a bit earlier in that intro part of the game.
2. I had prepared some extra descriptions for the intro and opening dialog for each scene. As it happened that dialog had to be heavily adapted so as to react to the party composition

What are other ways that these could have been handled? How, if at all, might those ways have worked better?
1. A more contentious option would be to refuse to have Vingarrenn at the table. Without alignment and the 'no evil PCs' rule this has to be managed with more nuance though and based on player actions, so I think would have been unfair.
2. a) I have used more artwork to set the scenes in VTT games (e.g. from the wiki or from image sites) and the players I have run have responded well to that.
b) I haven't really delved into presenting accents in text much - and perhaps this would have been a way to provide greater characterisation.

Could any of these specific challenges have been avoided? If so, how so?
1. Probably not as described above
2. Reviewing the adventure before hand and limiting selection to ones that do provide more description.


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I'll be a bit slow to respond in detail as I have a full schedule for the next couple of days but will address these on the weekend.


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And that about wraps it up for this game. The table has been reported and the chronicles are available here

Please let me know if there are any problems.

Thanks everyone for playing and for a fun and interesting game. I hope everyone has had fun and hope to catch up with each of you at another table in the future!


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So a quick review of what was happening:
* Teflar had been secretly sent to Rannan’s Ranch to root out a hidden cult of Desnans.
* Teflar brought an acolyte, Kareida, to spy on the ranch’s people. Kareida posed as a lone traveler looking for work, hoping to earn the heretics’ trust enough to get close to them.
* Kareida convinced one family that she was a Desnan and that family welcomed her as one of their own.
* When Kareida reported to Teflar that she had found suspected cultists, Teflar praised her, and asked her to honor Zon-Kuthon by torturing and interrogating the traitors.
* Kareida couldn’t bring herself to do this and so she fled around a month ago.
* Knowing she was no match for Teflar she donned a scarecrow disguise to throw Teflar off her trail and began sneaking into the village to spirit the followers of Desna away to safety in the nearby hills.
* In the final encounter, Teflar was aiming to kill the villagers and Kareida and blame the scarecrow.

The two encounters you skipped:
1. You would have been shown another set of footprints (made by shoes Kareina had crafted to leave 'scarecrow' footprints).
2. Met up with the family checking on the couple who went missing and potentially found evidence of their worship of Desna and heard that they were worried about being discovered. Although it is unlikely you would have learned much of this with a kuthonite in your midst.


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Kareida listens to the party's words, carefully weighing them up.

"Thank-you Navo, I will call them back and we can return with them to the village. Minister, I am glad that you have a less exclusive view of religion in these lands. I will happily tend to these people now."

Kareida then sets off after the villagers. She is gone for around an hour but returns with the four villagers as promised.

"Very well, let's get back to the Ranch. I think everyone will be keen to be reunited."

On the journey back, Kareida pulls Buzzmark aside and says "Yes you would have seen little evidence of the worship of Desna here - it is something people keep well hidden and only share with those they trust. The reasons should be apparent after this latest episode."

When you return to town, Rannan is delighted and relieved. After warmly greeting the returning people he turns to you "My thanks for resolving the mystery here and bringing peace back to my village." he hands each of you a pouch with coins totaling 4 gp "and here is your promised reward. You are welcome though to stay here as long as you want, but if you don't I wish you safe travels."

Adventure completed! Congratulations!


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"Ah, yes, dreamers is the name many followers of Desna in this land give to themselves. They are ... more common in these outlying areas than in Pangolais and the other cities. Even in the Atteran plains they are often hunted down as a threat to the rule of the Midnight Lord." she seems about to say more but decides to stop there.


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Kareida moves up to the group and also looks down on Teflar's body.

With a solemn expression she turns to Vingarrenn, takes a quick breath and responds "I... I have developed a connection with the community here and would like to serve it." she is silent for a few seconds, sighs and continues "I came originally as a spy working for her to root out the dreamers, but the community welcomed me. While I couldn't follow her directive to torture and kill these villagers, I can lead them, rebuild their trust and guide their faith."


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Vingarrenn delays.

Flat check DC 15: 1d20 ⇒ 4

Persistent damage: 1d4 ⇒ 4

Teflar fails to throw off the persistent damage and the final mental jolt from the minister's spell kills her.

Kareida pulls off her mask and looks on with confusion, keeping her distance and waiting to see what the party does.


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Siyokoy moves to the fallen priestess and tends to her (extra flat check before the persistent damage)

Alone now, Kareida watches as Teflar falls but does not intervene.

The villagers continue to flee along the cliff face, quickly moving out of sight.

❖❖ Scarecrow's Hideout Round 5 ❖❖
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
➤ Vingarren Stribe (AC 14 (+2 w/shield), 14/17 HP)
Teflar (-47 HP)flat check vs persistent dmg, 1d4 persistant mental dmg, prone, off-guard, unconscious
Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
Navo Visyrion (AC 17, 19/19 HP)Marked prey on Teflar
Saturnine Winter (AC 17, 17/17 HP)
Buzzmark Hardstone (AC 18, 16/19 HP)
Scarecrow/Kareida (- HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Masked Intentions :
(aura, mental, visual) 30 feet. Enemies that start their turn in the aura or enter it must succeed at a DC 16 Will save or become flat-footed to the scarecrow and take a –2 circumstance penalty to saving throw DCs against skill checks the scarecrow makes against them until the start of their next turn. On a critical success, the foe is temporarily immune for 1 minute.


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(Earlier)
Buzzmark takes a mighty swing as Teflar focuses on spell casting. The blow lands dealing a terrible wound, but Teflar still manages to cast the spell.

Then Teflar's spell bounces off the fighter's disciplined mind and he is unaffected by it.

(and now...)

Buzzmark swings his great pick, this time pulling the blow at the last minute. It strikes true and knocks the priestess unconscious. Teflar crumples to the ground and the threat is over.

Note: Teflar is still taking persistent damage so I will keep the combat open.

❖❖ Scarecrow's Hideout Round 4 ❖❖
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
Vingarren Stribe (AC 14 (+2 w/shield), 14/17 HP)
Teflar (-47 HP)1d4 persistant mental dmg, prone, off-guard, unconscious
➤ Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
Navo Visyrion (AC 17, 19/19 HP)Marked prey on Teflar
Saturnine Winter (AC 17, 17/17 HP)
Buzzmark Hardstone (AC 18, 16/19 HP)
Scarecrow/Kareida (- HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Masked Intentions :
(aura, mental, visual) 30 feet. Enemies that start their turn in the aura or enter it must succeed at a DC 16 Will save or become flat-footed to the scarecrow and take a –2 circumstance penalty to saving throw DCs against skill checks the scarecrow makes against them until the start of their next turn. On a critical success, the foe is temporarily immune for 1 minute.


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Navo runs up to Teflar and strikes with sword and hatchet. The sword pings off her magical shield, but the hatchet slips below her guard and cuts deeply (10 dmg).

↺ Teflar shivers at the blow, breathes deeply, and says "Ah yes that brings things into clarity!"

Winter raises her shield and punches Teflar twice, the first hitting her shield and again it is the second blow that lands, winding the priestess (7 non lethal dmg)

The priestess is now looking quite wounded. (less than half hp left)

❖❖ Scarecrow's Hideout Round 4 ❖❖
ENCOUNTER MAP

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BEFORE YOUR TURN:
──────────
Buzzmark Hardstone: DC 20 Will save vs savor the sting

Characters in ➤ BOLD can act!
──────────
Vingarren Stribe (AC 14 (+2 w/shield), 14/17 HP)
Teflar (-26 HP)1d4 persistant mental dmg, shield spell
➤ Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
Navo Visyrion (AC 17, 19/19 HP)Marked prey on Teflar
Saturnine Winter (AC 17, 17/17 HP)
➤ Buzzmark Hardstone (AC 18, 16/19 HP)
Scarecrow/Kareida (- HP)

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CONDITIONS & EFFECTS REFERENCE
──────────

Masked Intentions :
(aura, mental, visual) 30 feet. Enemies that start their turn in the aura or enter it must succeed at a DC 16 Will save or become flat-footed to the scarecrow and take a –2 circumstance penalty to saving throw DCs against skill checks the scarecrow makes against them until the start of their next turn. On a critical success, the foe is temporarily immune for 1 minute.


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Vingarren lectures Kareida and then returns to Teflar and mentally strikes her.

Teflar will save DC 17: 1d20 + 12 ⇒ (4) + 12 = 16 so fails and takes 3 dmg plus 1d4 persistent dmg

Teflar flinches from the strike but then smiles "Ah the traditional ways, very good. I shall pass this one on" and turns to the Buzzmark and casts the same at him, 7 dmg plus potential persistent damage with a DC 20 Will save* then striking him once (3 dmg*) and calling forth a divine shield. She then takes 1d4 ⇒ 1 persistent damage flat check: 1d20 ⇒ 5

◆ Savor the Sting for mental damage: 1d4 + 4 ⇒ (3) + 4 = 7
spiked gauntlet (agile, free-hand): 1d20 + 9 ⇒ (18) + 9 = 27 for 1d4 + 2 ⇒ (1) + 2 = 3 piercing
◆ Cast shield

(* Note that if Buzzmark fails the save then the strike is a critical due to the spell's status bonus to strikes, plus the 1d4 persistent damage)

❖❖ Scarecrow's Hideout Round 4 ❖❖
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Buzzmark Hardstone: DC 20 Will save vs savor the sting

Characters in ➤ BOLD can act!
──────────
Vingarren Stribe (AC 14 (+2 w/shield), 14/17 HP)
Teflar (-9 HP)1d4 persistant mental dmg, shield spell
➤ Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
➤ Navo Visyrion (AC 17, 19/19 HP)Marked prey on Teflar
➤ Saturnine Winter (AC 17, 17/17 HP)
➤ Buzzmark Hardstone (AC 18, 16/19 HP)
Scarecrow/Kareida (- HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Masked Intentions :
(aura, mental, visual) 30 feet. Enemies that start their turn in the aura or enter it must succeed at a DC 16 Will save or become flat-footed to the scarecrow and take a –2 circumstance penalty to saving throw DCs against skill checks the scarecrow makes against them until the start of their next turn. On a critical success, the foe is temporarily immune for 1 minute.


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Vingarrenn is put off by the mask, despite knowing its nature.

Buzzmark strikes at Telfar three times, each time pulling his pick back to make it non-lethal. The first blow strikes hard, but not quite critically (5 dmg), Teflar just dodges the second and the third misses by a mile.

Siyokoy moves up and sends a blast of water towards Teflar that gushes past her without effect. He then forms a watery shield.

Navo fluidly draws his shortsword and hatchet, leaving his bow on the ground. He focuses on Teflar, designating her as his prey. ((Just to check though, Teflar is 35+ feet away from you - let me know if you want to change that action before she next acts))

Behind the scarecrow mask, Kareida is confused by the overbearing adventurers, one threatening her and the other close by but turned away from her. She turns to the villagers behind her and whispers "We can't trust these people, you must flee and find your own safety. RUN!" Then she takes a step forward and responds with a quavering voice to Vingarrenn "I am Kareida, I was ordered by Teflar to kill these villagers but I couldn't, so instead donned this disguise to cover their escape from her tyranny. I will not let you harm them!" and she readies her chain.

Behind her, the villagers start racing for the exit, squeezing between the boulder and the cliff face to reach safety.

❖❖ Scarecrow's Hideout Round 4 ❖❖
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
➤ Vingarren Stribe (AC 14 (+2 w/shield), 14/17 HP)Masked Intentions
Teflar (-6 HP)
Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
Navo Visyrion (AC 17, 19/19 HP)Marked prey on Teflar
Saturnine Winter (AC 17, 17/17 HP)
Buzzmark Hardstone (AC 18, 19/19 HP)
Scarecrow/Kareida (- HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Masked Intentions :
(aura, mental, visual) 30 feet. Enemies that start their turn in the aura or enter it must succeed at a DC 16 Will save or become flat-footed to the scarecrow and take a –2 circumstance penalty to saving throw DCs against skill checks the scarecrow makes against them until the start of their next turn. On a critical success, the foe is temporarily immune for 1 minute.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Winter's grip fails and Teflar slips free! "Losing your resolve there?" she laughs.


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The woman in the scarecrow mask stiffens as Vingarrenn approaches. (demoralize success)

Teflar grins as Vingarrenn moves off "Yes, maybe there is hope for you - kill the unworthy acolyte and the traitors to our faith." then she turns to Winter and smiles "Now to deal with you - you know why I like this gauntlet? Its perfect for a situation like this" and she tries to strike twice and then escape, but is ineffective in all three.

◆ Strike with the spiked gauntlet (agile, free-hand): 1d20 + 9 ⇒ (4) + 9 = 13 against Winter AC 17 for 1d4 + 4 ⇒ (3) + 4 = 7 piercing
◆ Strike with the spiked gauntlet (agile, free-hand), MAP: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16 against Winter AC 17 for 1d4 + 4 ⇒ (2) + 4 = 6 piercing
◆ Attempts to escape unarmed escape, MAPx2: 1d20 + 9 - 10 ⇒ (5) + 9 - 10 = 4 against Winter DC 16

❖❖ Scarecrow's Hideout Round 3 ❖❖
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Vingarren Stribe: Will save DC 16 vs Masked Intentions

Characters in ➤ BOLD can act!
──────────
Vingarren Stribe (AC 14 (+2 w/shield), 14/17 HP)
Teflar (-1 HP)restrained, off-guard, immobilized
➤ Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
➤ Navo Visyrion (AC 17, 19/19 HP)
➤ Saturnine Winter (AC 17, 17/17 HP)
➤ Buzzmark Hardstone (AC 18, 19/19 HP)
Scarecrow/Kareida (- HP)frightened 1

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Masked Intentions :
(aura, mental, visual) 30 feet. Enemies that start their turn in the aura or enter it must succeed at a DC 16 Will save or become flat-footed to the scarecrow and take a –2 circumstance penalty to saving throw DCs against skill checks the scarecrow makes against them until the start of their next turn. On a critical success, the foe is temporarily immune for 1 minute.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Racing forward, Buzzmark swings his pick twice at Teflar, the first is well wide, but the second only just misses.

Buzzmark:
You aren't able to tell much from the masked woman - the scarecrow mask is hiding most reactions

Navo lets fly two arrows at the priestess, the first edging past her raised divine shield to ping off her shoulder (1 dmg) and the second flying over her head.

GM Screen:
Buzzmark perception: 1d20 + 6 ⇒ (6) + 6 = 12

The woman with the scarecrow mask keeps her vigil at the cave entrance, facing the fight but otherwise hard to read.

❖❖ Scarecrow's Hideout Round 3 ❖❖
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
➤ Vingarren Stribe (AC 14 (+2 w/shield), 14/17 HP)
Teflar (-1 HP)shield spell, restrained, off-guard, immobilized
Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
Navo Visyrion (AC 17, 19/19 HP)
Saturnine Winter (AC 17, 17/17 HP)
Buzzmark Hardstone (AC 18, 19/19 HP)
Scarecrow/Kareida (- HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Masked Intentions :
(aura, mental, visual) 30 feet. Enemies that start their turn in the aura or enter it must succeed at a DC 16 Will save or become flat-footed to the scarecrow and take a –2 circumstance penalty to saving throw DCs against skill checks the scarecrow makes against them until the start of their next turn. On a critical success, the foe is temporarily immune for 1 minute.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Winter rushes in and expertly tackles Teflar, who is now restrained.

Vingarrenn shrugs off the worst of Teflar's spell. (3 void damage)

Siyokoy moves up to the clifftop overlooking the path.

❖❖ Scarecrow's Hideout Round 2 ❖❖
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
Vingarren Stribe (AC 14 (+2 w/shield), 14/17 HP)
Teflar (- HP)shield spell, restrained, off-guard, immobilized
Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
➤ Navo Visyrion (AC 17, 19/19 HP)
Saturnine Winter (AC 17, 17/17 HP)
➤ Buzzmark Hardstone (AC 18, 19/19 HP)
Scarecrow/Kareida (- HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Masked Intentions :
(aura, mental, visual) 30 feet. Enemies that start their turn in the aura or enter it must succeed at a DC 16 Will save or become flat-footed to the scarecrow and take a –2 circumstance penalty to saving throw DCs against skill checks the scarecrow makes against them until the start of their next turn. On a critical success, the foe is temporarily immune for 1 minute.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Teflar screams in rage and yells to Vingarrenn "Enough! I've had all I can take of your heresy." and ◆◆ casts Harm on the minister followed by ◆ raising a shield of divine energy.

◆◆ Harm 1d8 ⇒ 7 void damage on Vingarrenn

❖❖ Scarecrow's Hideout Round 2 ❖❖
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Vingarren Stribe: DC 18 fortitude save vs 7 void damage

Characters in ➤ BOLD can act!
──────────
Vingarren Stribe (AC 14 (+2 w/shield), 17/17 HP)
Teflar (- HP)
➤ Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
➤ Navo Visyrion (AC 17, 19/19 HP)
➤ Saturnine Winter (AC 17, 17/17 HP)
Buzzmark Hardstone (AC 18, 19/19 HP)
Scarecrow/Kareida (- HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Masked Intentions :
(aura, mental, visual) 30 feet. Enemies that start their turn in the aura or enter it must succeed at a DC 16 Will save or become flat-footed to the scarecrow and take a –2 circumstance penalty to saving throw DCs against skill checks the scarecrow makes against them until the start of their next turn. On a critical success, the foe is temporarily immune for 1 minute.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Siyokoy readies an attack in case he is attacked.

The scarecrow carefully steps back from Navo and joins the villagers at the cave entrance. She speaks quietly to the villagers "I'm not sure what is going on but take cover" and they shuffle back deeper into the cave.

❖❖ Scarecrow's Hideout Round 2 ❖❖
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
➤ Vingarren Stribe (AC 14 (+2 w/shield), 17/17 HP)
Teflar (- HP)
Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
Navo Visyrion (AC 17, 19/19 HP)
Saturnine Winter (AC 17, 17/17 HP)Masked Intentions
Buzzmark Hardstone (AC 18, 19/19 HP)
Scarecrow (- HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Masked Intentions :
(aura, mental, visual) 30 feet. Enemies that start their turn in the aura or enter it must succeed at a DC 16 Will save or become flat-footed to the scarecrow and take a –2 circumstance penalty to saving throw DCs against skill checks the scarecrow makes against them until the start of their next turn. On a critical success, the foe is temporarily immune for 1 minute.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Navo is unaffected by the scarecrow's aura but succeeds in intimidating the scarecrow. She stammers "You mean you are not working with her? You are not dream hunters? Teflar sent me to torture and kill these people, but I couldn't do it. Please defend us"


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Navo races up to the scarecrow covering the distance with practiced ease. He looms over the scarecrow and delivers his warning.

A few things I need from Navo:
* Will save (aura, mental, visual) DC 16 vs the scarecrow's aura
* Intimidation check for the warning
* Don't forget your free perception check - see the spoiler above if you succeed

Navo:
At this close range you realise that you are facing a woman (likely human) wearing a scarecrow mask.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Winter is left on the back foot by the appearance of the scarecrow's face now that she is a bit closer. (off guard and -2 to saves vs the scarecrow's skill checks, traits are (aura, mental, visual) but draws her shield.

Buzzmark draws his great pick (?) and strides forward but fails to make too much of an impression on the scarecrow. It calls back to him "No, I will not let you pass!"

❖❖ Scarecrow's Hideout Round 1 ❖❖
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
Vingarren Stribe (AC 14 (+2 w/shield), 17/17 HP)
Teflar (- HP)
➤ Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
➤ Navo Visyrion (AC 17, 19/19 HP)
Saturnine Winter (AC 17, 17/17 HP)Masked Intentions
Buzzmark Hardstone (AC 18, 19/19 HP)
Scarecrow (- HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Masked Intentions :
(aura, mental, visual) 30 feet. Enemies that start their turn in the aura or enter it must succeed at a DC 16 Will save or become flat-footed to the scarecrow and take a –2 circumstance penalty to saving throw DCs against skill checks the scarecrow makes against them until the start of their next turn. On a critical success, the foe is temporarily immune for 1 minute.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

((The seek wasn't needed in this case so you have an action remaining if you want))

Could I get a DC 16 Will save from Winter please?

The villagers in the cave look to be tired, grubby but unhurt. They just cower back and look confused as Winter addresses them.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

I want to reassure everyone that we are still on track. There are a couple of potential interactions that have been skipped, but that was because the majority were keen to follow the tracks. I'll be recapping the story at the end as I know as a player its always satisfying to know what was actually going on.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Vingarrenn:
Now that you look closely at the figure you realise that it is a woman (likely human) wearing a scarecrow mask. The mask does make it very hard to determine what she is doing and intending though.

Teflar stands up from where she was skulking and calls out "You have keen eyes for a heretic. I see you have tracked down my flock, much as I have finally been able to. Perhaps you can redeem yourself by destroying the scourge that has taken them?" and she moves a bit forward but waits to see what you do.

◇ Perception DC 15:
You note that the villagers recoil at the sight of Teflar and appear more afraid of her than the scarecrow.

❖❖ Scarecrow's Hideout Round 1 ❖❖
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
Vingarren Stribe (AC 14 (+2 w/shield), 17/17 HP)
Teflar (- HP)
➤ Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
➤ Navo Visyrion (AC 17, 19/19 HP)
➤ Winter (AC 17, 17/17 HP)
➤ Buzzmark Hardstone (AC 18, 19/19 HP)
Scarecrow (- HP)


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

((I think it might have been Hektril's holy symbol that Siyokoy saw))

The tracks are indeed strange. They look like a creature with poles for feet has walked, and at times run, across the ground. As you set off following the tracks, Hektril wishes you good luck and returns to his house.

The tracks fade on the harder ground and also occasionally join up with more humanoid tracks. However, Winter and Navo working together are able to follow them into the hills.

Winding through the hills you eventually reach a rocky hillside where you see the scarecrow figure with your own eyes. Huddled behind it in the entrance to a cave are four villagers, alive but cowering in fear.

The creature seems to have the head of a scarecrow but the body of a human and holds a spiked chain by its side. Spotting you, it calls out in an angry high pitched voice "No, you can't take them away from me!"

Vingarren and Buzzmark:
You also see that Teflar is sneaking up the pathway trying to stay hidden. She is in the U part of the path near the middle of the map. The others have not yet spotted her.

❖❖ Scarecrow's Hideout Round 1 ❖❖
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
➤ Vingarren Stribe (AC 14 (+2 w/shield), 17/17 HP)
➤ Siyokoy Sa Lupa (AC 17 (+1 w/Hyd def), 20/20 HP)
Navo Visyrion (AC 17, 19/19 HP)
Winter (AC 17, 17/17 HP)
Buzzmark Hardstone (AC 18, 19/19 HP)
Scarecrow (- HP)

GM screen:

Vingarren Stribe, Detect Magic: 1d20 + 8 ⇒ (20) + 8 = 28
Buzzmark Hardstone, Search: 1d20 + 7 ⇒ (2) + 7 = 9
Siyokoy Sa Lupa, Search: 1d20 + 6 ⇒ (13) + 6 = 19
Winter, Search: 1d20 + 7 ⇒ (3) + 7 = 10
Navo Visyrion, Scout: 1d20 + 6 ⇒ (10) + 6 = 16
Scarecrow, Search: 1d20 + 7 ⇒ (2) + 7 = 9
Teflar, Stealth: 1d20 + 5 ⇒ (12) + 5 = 17


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Navo:
The tracks quickly fade away but you feel there is enough still there that you could follow them back to where they came from

(apologies Navo, I didn't look back far enough to catch that one - thanks for the reminder)


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

"These the ones Teflar found? Yeah I can show you those, just follow me."

and as he walks he chats a bit "So I guess you know my wife Nema is missing. I was with Teflar when she was abducted. Teflar immediately
started searching for Nema as soon as she heard. Since then she has been combing the nearby hills, and she told me she found these strange tracks in the Sullivan paddock at the top of my property."

As you walk with him you'll notice a small holy symbol of Zon Kuthon visible on a necklace every now and again.

"Ah here we are - see there - really strange eh?" and indeed where he points there are strange tracks looking like a series of holes in the ground.

Winter:
The tracks quickly fade away but you feel there is enough still there that you could follow them back to where they came from

GM screen:
Winter Survival (Trained): 1d20 + 6 ⇒ (15) + 6 = 21


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Navo finds the horse challenging, but through his gentle approach is able to calm him down. Then the cool wind from Winter's spell quickly closes up the gash in the horse's side.

With the horse calmed and cured, Hektril's temperament also eases, although worry is still etched on his face as he turn to you. "Thank-you friends, I really wasn't in the mood to deal with this one but he needed treatment." and he shakes his head "Its been a rough few days." Then he casts an eye over your group and continues "But enough about me, what brings you to my farm? You don't look like you are here for horse trading or the like?"


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You make your way back through the village and take the track that leads east out of Rannan's Ranch. Before long you come to a small holding which has a shingle by the wooden gate announcing Hektril's Horse Healing.

The main house is a simple log cabin but a path leads from the gate to a small set of stables to the left of the cabin. In a yard at the front of the stable a tall human male dressed in sturdy working clothes and carrying a set of healers tools faces a wild eyed chestnut horse, one of the famed nidarrmar horses. As it rears up you see a nasty gash on its side and can hear him curse in frustration "Just settle down damn it. Things are difficult enough as it is without damn horses acting up. Why can't you just calm down and let me help you."


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺
Navo Visyrion wrote:
"That..." pointing at the spiked gauntlet "...looks very painful."

Well, that's the point now isn't it." she says with a worrying grin.

Buzzmark Hardstone wrote:
"Right, right. Well, I try to stay out of theological conflicts as a rule," Buzzmark assures the agitated priest. "We could help find those missing townsfolk, though. Where did you most recently spot its tracks?"
Navo Visyrion wrote:
"Tracks? Tracks! That's something worthwhile pursuing." Navo redirects his attention elsewhere.

The priestess nods and replies "Well, if you want tracks have a talk to Hektril, the tracks I found were on his land so he will be able to direct you better to them."

Vingarrenn Stribe, Minister wrote:

"The glory of the Midnight Lord is all around. The presence of pain is nigh universal." Vingarren explains. "As a true kuthite, it is not my calling to bring others to belief, but to provide proper context to the pain already being experienced by believers and unbelievers alike and, when necessary, to expand upon that experience."

GM Brenael wrote:

"She had no commitment to the path of the Midnight Lord - disgusting!' she says shaking her head

"The scarecrow is probably just some silly story from the villagers. I doubt there is any such thing. I've found some strange tracks sure, but its a big jump from there to some scarecrow monster!"

"As for any lack of 'commitment' on the part of your former acolyte," he continues, attempting to give a verbal twist to the piercing words of his metaphorical knife, "It may be that she never received proper training in the faith in order to adequately understand its full allure and power."

"More likely, I suspect, is that she--like I--has found a more faithful manner in which to pursue her devotion. If--as you suggest--she is responsible for the monster's presence, then she has already enhanced the presence of fear and, one would presume, the level of mental, if not physical, pain existing within this commmunity." The Minister of Pain nods. "Already, such have made this community stronger and driven its members to action."

"If Kareida is the one responsible for the present circumstance, you had best hope for your own sake that the monster merely is 'a silly story'," Vingarren warns the priestess. "If she is a summoner or otherwise can dominate such a creature,...

"I understand the level of your hubris now" she says nodding again but this time with a grim look "you'd let the following of the Midnight Lord wither and die so long as you are able to indulge yourself. Don't let me stop you, but I have my flock to tend. Goodbye!"

and with that she shoulders her pack, turns her back on you all and sets off. You do note a frown of concern as she turns though - perhaps the ominous warning has hit home?

((So what next? Still ok to set off to see Hektril next? I'll move there tomorrow unless there are requests otherwise in the meantime, and if there are two votes to continue I'll try to do so later tonight))


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺
Siyokoy Sa Lupa wrote:

Siyokoy sheepishly raises his hand, as if in a recitation class. "I don't know, maybe your acolyte didn't like how things are done here, maybe? I think she is not used to your pain exercises here." he says while he wanders his eyes around the shrine. "I think it was too much for the acolyte."

"Anyway, do you happen to know more about this scarecrow that you just mentioned?" he asks, diverting the topic from the acolyte back to their investigation.

"She had no commitment to the path of the Midnight Lord - disgusting!' she says shaking her head

"The scarecrow is probably just some silly story from the villagers. I doubt there is any such thing. I've found some strange tracks sure, but its a big jump from there to some scarecrow monster!"

Navo Visyrion wrote:
"What does this former acolyte have to do with the scarecrow?" Navo looks weirded out completely by the sight of the spiked gauntlet.

"Well nothing. You mark my words though, that silly girl is behind this. She's bent on punishing me and taking it out on the villagers. I won't have it!" then looking back at Navo "And what's that look for?"


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

"Ah the voice of the self indulgent, never tending the flock, never bringing Zon Kuthon's glory to the unbelievers" and she shakes her head.

"But you ask of the very question that vexes the faithful here - the disappearances and the scarecrow. I was just preparing to seek the poor townfolk out." she says gesturing towards an open pack on the table next to her.

Then her expression turns serious "And yes I have my suspicions on what is going on. My former acolyte, Kareida, is the culprit I am sure of it." she says as her face twists into a snarl "I sent the silly girl away a month ago because her faith wasn’t strong enough, she couldn't meet the standards I set for her, and she was setting a poor example for the youngfolk of the village. I fear she is seeking vengence for that and taking it out on the poor villagers." she says returning to her former calm expression. She then pulls on her spiked gauntlet and shoulders the pack "Now I must find my missing flock members."

DC 18 Perception check:

You suspect Teflar’s recounting isn’t fully accurate: Kareida probably ran away from her training, something Teflar didn’t take well. The priestess is most likely looking for her former acolyte instead of the missing people, and certainly won’t let the missing villagers’ safety take precedence over punishing Kareida.
Crit success:
Spoiler:
You realize that the way Teflar speaks about her standards for Kareida suggests that she trained her acolyte in one of the more demanding doctrines.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You leave the rancher and walk out to the shrine of Zon Kuthon on a hillside above the village. It is a low black building with the symbol of the chained skull above its door.

A pale wiry woman dressed in black leather and with many apparent piercings kneels on rocks in front of the shrine, working on a leather gauntlet.

As you approach, she speaks without breaking her work or looking at you. "Travellers? May the pains of the road keep you ever alert." but then she puts down her whetstone, stands and looks at you. "Ah a fellow priest, this is an honour." she says in a sharp tone. "I'm Teflar, priestess of this village. Have you come to pay homage to the Midnight Lord?"


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺
Navo Visyrion wrote:
"For how long were you without a priest?"

"Well as your ah.." and he hesitates as he tries to work out your group "...well as the minister would know, a village like this is not normally big enough to have a priest staying all the time. In the past we've had to make do with hosting traveling holy people when they are able to spend some time here."


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Rannan coughs, looking startled at the question "Well, umm she arrived maybe six months ago. We'd been without a priest for a while before that. It might, ah, be best to ask her about the congregation. And she has been out searching for that scarecrow thing a bit from what I have heard."


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Could everyone nominate the order (1-4) they'd prefer to visit the various scenes and witnesses please?

a) Hektril at his and Nema's horse clinic to the east;
b) Etendon's parents herding up in the hills;
c) Lieraka and Maredine's place up behind the village (where Litrial and Ruiha may be at the moment); and
d) Teflar, at the local shrine to the Midnight Lord

Note the order is not set in stone once decided - it will just help with a smooth transition unless/until you decide to change it :)


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺
Buzzmark Hardstone wrote:
"Well, we wouldn't want to pry, but if folks need help..." Buzzmark assures the nervous rancher. "Were there any witnesses?"
Saturnine Winter wrote:

Winter nods to Buzzmark, adding "To either of the abductions that happened in the last couple of weeks (Nema, a rancher from up yonder), from their one more recently (Lieraka and his wife Maredine), or yesterday (Etendon, one of my farmers)?"

Rannan grimaces and lets out a breath "Well, how I hear it no one directly saw any of the folk go missing, just noticed them gone. That even goes for Hektril, Nema's husband. He's right messed up I hear. But if you want to hear from those closest then Hektril is at their horse clinic to the east, and Etendon's parents are likely herding up in those hills there. Oh and Evan here mentioned that it sounds like Litrial and Ruiha are out looking for clues at Lieraka and Maredine's place up behind the village. Litrial is Lieraka's brother." and he points in the direction of each place.

Then turning to face Vingarren he continues, "But the other person you could talk to is our local priestess of Zon Kuthon, Teflar. She's been out searching around the plains for a bit since folk started going missing. You'll find her up at the Midnight Lord's shrine up on the hill." and he waves towards a low black building on a nearby hillside.

Then he frowns "Now I don't need to tell your minister here, but mind how you go around her though, Zon-Kuthon is the patron deity of Nidal, and your actions in the village could have consequences for everyone who lives here yeah."

Navo Visyrion wrote:
Navo looks around the area described by Rannan and checks the 'strange tracks' mentioned.

((It might take a bit to get to the right spot, so we'll hold on to that tracking check for now))


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

I should have posted this right at the top, but please read over my GM expectations in my profile. A couple of key points

Expectations:
* We will all follow the Pathfinder Society Community Standards and Expectations and the Paizo Organized Play Code of Conduct
* We treat fellow players and GMs with respect. Let's maintain a positive and inclusive environment.
* If anything in the game or table makes you feel uncomfortable or unwelcome, please contact me via private message so we can work to resolve it.

I ask that there be no further posts on the current conflict between PCs and we all move on with the scenario. Please be considerate of everyone at the table, particularly as there are some potentially difficult themes to the scenario. As we progress there may well be differing opinions on key decisions to be made but I hope that we can all navigate those amicably and with respect for each other.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

I'm going to run this a bit slowly until Frost gets back, as he is the other GM School student. So we won't move off the current scene until Wednesday. After that I'll get back to the normal pace.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

"You folk interested in helping out eh? Great!" the rancher says in response to Buzzmark but then looks startled as Vingarrenn steps up.

His casual manner evaporates and he seems to be on guard now, perhaps even on edge "Oh minister, sorry I didn't see you there. Well, I ah haven't seen the violence myself. I'm just back from Blake's ranch up the way" and waves vaguely to the west.

"I'm just catching up on the news. A few folk have gone missing in the last couple of weeks. First there was Nema, a rancher from up yonder, " and he points off to the east, "then Lieraka and his wife Maredine were both abducted from their home one night, and I've just heard that Etendon, one of my farmers, was taken while working his pasture yesterday. The way I have heard it, they each disappeared but some have seen strange tracks left behind, and there has been a scarecrow figure seen moving from afar through the foothills. Mighty strange and I can tell you my people are scared."

Vingarren:
You have heard much talk that the Atteran Ranches act subservient to Nidal’s leadership and Zon-Kuthon, but many shelter followers of Desna, known as Dreamers. You also remember that many Kuthite priests as well as mercenary "dream hunters" try to root out these dissidents.

Buzzmark:
You know the Atteran Ranches act subservient to Nidal’s leadership and Zon-Kuthon, but many shelter followers of Desna, known as Dreamers. You also recall that Kuthite priests and mercenary "dream hunters" try to root out these dissidents.

GM screen:

Vingarren Stribe's Religion (T): 1d20 + 7 ⇒ (15) + 7 = 22
Buzzmark Hardstone's Religion (U): 1d20 + 1 ⇒ (20) + 1 = 21
Siyokoy Sa Lupa's Religion (T): 1d20 + 5 ⇒ (6) + 5 = 11
Navo Visyrion's Religion (U): 1d20 + 1 ⇒ (12) + 1 = 13

Vingarren Stribe's Society (T): 1d20 + 3 ⇒ (18) + 3 = 21
Buzzmark Hardstone's Society (U): 1d20 + 0 ⇒ (17) + 0 = 17


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The parchment flutters in a dry gust of wind and you can easily discern that it is both a warning and a call for help.

All eyes turn to you as your group approaches the square. The man in riding leathers pushes himself up from the hitching post he was leaning against and saunters over towards you. "Welcome to the ranch, I'm Rannan Atteran. What can we do for you folk?"


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The road brings you to one of many small villages dotted around the plains. A rough wooden sign on the outskirts tells you that this one is called Rannan’s Ranch.

As your group trudges into the village, you spy a short human man wearing worn riding leathers, hammering a piece of parchment onto a post in the village square. He lingers in the square chatting with the half dozen villagers there.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Alright we have a quorum now, and great to see everyone mingling on the road! We still have a few tasks to finish before we can get too far in though:

Vingarrenn Stribe, Minister - Marching order on the slides
Siyokoy Sa Lupa - Slides, marching order, macros
Buzzmark Hardstone - Marching order on the slides
Saturnine Winter - Slides, marching order, macros
Xyntryx - Character details and intro, slides, marching order, macros

Also, is anyone openly wearing a holy symbol?

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