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Witch's Winter Holiday
![]() Excellent work GM Baerlie! At this time, I'd like to ask everyone (including the GM) to reflect on this game - what went well, what was frustrating, what do you want to see again in the future, etc. Then let's write out two things (stolen shamelessly from here): 1. A star - something that happened here you'd love to see more of.
(Also apologies for not posting this sooner - I've been unpacking moving boxes for the last week. XD) ![]()
Witch's Winter Holiday
![]() GM Lantern wrote: From the look of it, Hillcross Roundup isn't sanctioned for PFS use. Either that or I am just blind. Check page 10 of the bounty. ![]()
Witch's Winter Holiday
![]() Excellent! GM Lantern mentioned wanting to run their game in the first "batch", and GM Warah wanted to run their game in the second. @GM Baerlie, @GM Takeyabue, since both of you said you had no preference, the first one to post here gets to decide whether to run their game in the first or second "batch". If neither responds in 24 hours, I'll roll the dice to decide. (Now to finish making profiles for my new characters for these adventures... XD) ![]()
Witch's Winter Holiday
![]() Yes, we will each need two different characters since the usual restrictions of “one character per game, one game per character” still apply. ![]()
Witch's Winter Holiday
![]() So the last thing the GM needs to do in a Society game is to create and distribute chronicle sheets. While I could write out all the instructions, that's already been done here much more eloquently and thoroughly than I would likely do on my own. XD Chronicle sheets for this game can be downloaded here - please let me know when you've gotten yours and had a chance to double-check the information on it. And if you have questions about filling out chronicle sheets at this time, feel free to ask here! ![]()
Witch's Winter Holiday
![]() "It's my grandmother's pot," Kupyn answers Ulfhild distractedly as she inspects the cauldron and its contents. "And it was her grandmother's before that, and her grandmother's, all the way back to Tulyn herself." She peers at Nhorri's spoonful for several seconds before letting it clatter back to its companions. "But yes, we should probably use the spare cauldron. Oh, that's very kind of you to help with the vegetables dear!" As Iput starts dicing the potatoes and chopping the scallions, celery, and carrots, Kupyn starts organizing everyone else. Two people are sent to pull another large iron cauldron from the fireplace to the doorway, another to fetch wood and kindling to stoke the fire since this one doesn't come with magical heating. When Farmer Greedle and his children and grandchildren arrive, the witch puts the whole pack to work moving tables and setting benches in place. Jaget Steim has to stay seated as his companions roll several kegs and barrels into position, but graciously offers to sample the first tap "to make sure it didn't go flat on the way here". And as darkness begins to fall and the smell of mutton and garlic fills the air, Nelia Starsister and her subjects likewise fill the air with laughter and twinkling lights. "My friends!" Kupyn raises her ladle and waits for everyone to quiet themselves (and for the brownies to stop weaving grass into Darb's fur). "Winter week is upon us once again - but once again we meet it not with fear and hunger, but with merriment, companionship, and full bellies. And let us thank those who showed us the true spirit of Winter week - strangers who came to us in our hour of need and helped us find a way past our differences and grievances, who brought us together tonight. Three cheers!" She raises her ladle to each of the Pathfinders in turn before hoisting it above her head. "And now, what everyone has been waiting for!" Kupyn takes a deep breath, then launches into a familiar song, using her ladle like a conductor's baton. "Rock stew for me, rock stew for you..." And that's all, folks! ![]()
Witch's Winter Holiday
![]() GM Hawthwile wrote:
So at this point, there's a few options available for bringing the adventure to a close. One method - the fastest - is to narrate things as described by the adventure's conclusion. If we're on a time crunch and folks need to get their characters to another game (or if this game has run longer than anticipated and folks seem like they're ready to be done), I'll pick that option. Another method would be to leave some room for roleplaying and trying to make the actions and choices made during the adventure have meaning to the narrative. This is the approach I'm taking here - how will Kupyn react to you disabling her cauldron rather than breaking it? Who will you get to see at the festival dinner tonight? This can feel more satisfactory than the first option, but also takes longer. ![]()
Witch's Winter Holiday
![]() Iput, Nhorri, and Ulfhild work together to finish turning the cauldron's magic off. There's a brief moment of worry as another wave of rocks seems poised to pour over the edge... and then they subside back into the pot. Upon closer examination, all the little rocks seem to have been petrified; little mouths frozen mid-bite as whatever force had been animating them evaporated. The quiet waits, and waits, and finally settles. Out of combat! Damage report:
"What in tarnation happened here!?" Kupyn stands shocked in the middle of the road, a basket of mutton dropped at her feet. Darb hides behind the old woman, not even licking the meat that has spilled onto the broken stones underfoot. "I thought I'd get the pot ready for supper so I could start right away when we all got back, but... this... what happened?" What do you do? ![]()
Witch's Winter Holiday
![]() Nhorri sees the bubbling pause momentarily before resuming - more tampering seems to be needed! Her electricity jumps to the metal cauldron rather than the rocks underfoot, and Ulfhild likewise struggles to land a blow or escape her stone-faced captors. But Iput lands a few good punches, and Xandian's seedpod crushes the few rocks that remain! Again the Pathfinders find themselves with a few moments to act freely. @Xandian, you can retcon your last action from Round 5 as your crit finished off the swarm. Stew Eat You!
Environmental Effects:
What do you do? ![]()
Witch's Winter Holiday
![]() I’m in agreement with GM Lantern. The only other thing I’ve considered when naming a campaign is whether I want the game to be “grouped” with other games in someone else’s Campaigns list. Best example I have is a multi-table special for a convention: I might put “[Outpost ??]” before “GM Hawthwile’s King in Thorns [1-2]” so my game shows up next to any other game that starts with “[Outpost ??]”. That being said, that’s a very minor consideration and not one I’ve ever heard anyone actually talk about. XD ![]()
Witch's Winter Holiday
![]() My apologies for the confusion - it takes two actions to attempt a check to disable the cauldron. The rest of the Pathfinders rush to Kupyn's house just in time to see the cauldron heave and spill out another flood of over-aggressive rocks. The stones waste no time, immediately rolling under Ulfhild and Iput's feet and trying to bring them down to their level. Cobbleswarm Athletics vs Iput Fortitude DC 16, Ulfhild Fortitude DC 17: 1d20 + 10 ⇒ (12) + 10 = 22 Neither adventurer can keep their balance and they topple over into the hard and welcoming embrace of the rocks' tiny teeth. Both Iput and Ulfhild are Prone and Grabbed. Given the text in the adventure about how disabling the cauldron involves "adjusting the runes", I'd say those are Manipulate actions and thus require the DC 5 flat check if attempted while Grabbed. Stew Eat You!
Environmental Effects:
What do you do? ![]()
Witch's Winter Holiday
![]() No action needed to Seek. Kupyn does not appear to be in the house as Nhorri tries to find some sort of mechanism to stop the pot's boiling. Unfortunately, she doesn't find anything useful. Failure on the check. Stew Eat You!
Environmental Effects:
What do you do? ![]()
Witch's Winter Holiday
![]() Xandian and Ulfhild struggle to land a blow on the rocks, but even the new reinforcements cannot stand against Nhorri's lightning and Iput's fist! The swarm scatters, falling apart into something that looks like the aftermath of a wheelbarrow of gravel tipping over in the middle of the road. @Iput, the swarm died from your first attack - let us know what you want to do with your third action at the start of your next post! But as Xandian and Nhorri get closer to Kupyn's cottage, they see the cauldron bubbling and roiling with even more rocks inside. They haven't spilled over the cauldron's rim, but they surely will manage to do so soon - unless the Pathfinders can find some way to turn off the cauldron first! If you are adjacent to the cauldron (green square), you can use two (2) actions to attempt an Arcana, Crafting, or Thievery check to help disable to cauldron's malfunctioning magic. Alternatively, it probably would stop working if it was broken (though it is almost certain to have Hardness). Stew Eat You!
Environmental Effects:
What do you do? ![]()
Witch's Winter Holiday
![]() @Ulfhild, the swarm is no longer adjacent to you. Are you throwing the hammer, or did you want to change the second action to a Step to keep the Strike? I'm resolving the round as if you Stepped, but let me know if that's not the case and we'll retcon. Cobbleswarm Reflex vs DC 17: 1d20 + 12 ⇒ (19) + 12 = 31 Boo - crit success. Again Nhorri's cutting winds pass over the rocks harmlessly - but her lightning strikes, and stones fall motionless to the ground! Iput's sizzling bottle likewise leaves several holes in the swarm's formation (though not quite enough for Xandian to escape the clutch of the stones' tiny teeth). Ulfhild grabs her hammer, but can't quite find a good grip on its handle and smashes it down into one of the gaps left by the potent solvent. (Barely not a hit.) A rumble from the south catches Xandian's attention. The sound of something like a very small landslide catches even more of his attention as the cauldron bubbles and heaves out another wave of cobblestones that rush to join their fellows! At the end of Round 2, more cobblestones were spawned and restored 10 hitpoints to the swarm. With renewed vigor, the rocks pummel Xandian! Bludgeoning damage: 2d4 ⇒ (1, 3) = 4
Bludgeoning damage: 2d4 ⇒ (4, 3) = 7
Bludgeoning damage: 2d4 ⇒ (3, 4) = 7
Remember that you have hero points! If you want to use one retroactively, just put it first thing in your next post and I'll retcon. The wilderness warrior can't avoid all of the bruising, but at least he dodges the worst of the falling rocks - and finds that they were so caught up in beating him up that they forgot to keep ahold of him! Xandian is no longer Grabbed (though still Prone). Persistent Acid damage: 1d6 ⇒ 4
Stew Eat You!
Environmental Effects:
What do you do? ![]()
Witch's Winter Holiday
![]() Heads up folks - I might not get a post in today due to needing to get to the office early and not getting back home until late. I’ll try to update when I get home, but I cannot guarantee it. My deepest apologies for the inconvenience. ![]()
Witch's Winter Holiday
![]() Yeah, that’s a sensitive topic. If it is worth bringing up (and that’s not always the case), the best way I’ve found to approach the problem is to phrase it as a question. “Oh, I thought Ability X worked like this - is that not the case? I was basing my understanding off of…” and then link to the AoN page with the rules in question. This works for me because:
And then the hardest part is accepting the GM’s answer. Maybe they didn’t know and what to change a ruling they made. Maybe they’ll keep it in mind for the future, but don’t want to change things mid-session. Maybe they disagree with your interpretation of the rules. All you can do is accept their decision for the duration of the game (or withdraw if staying would cause you distress). But trying to argue the GM into accepting your interpretation during the game is no fun for anybody, least of all the other players. What have other folks done in similar situations? ![]()
Witch's Winter Holiday
![]() GM Screen:
1d20 + 5 ⇒ (20) + 5 = 25 Xandian:
You're not certain about rocks with teeth, but you've got enough experience with swarms of creatures like insects and rocks in general to make a few educated guesses. If that were a swarm of ants, it would be impossible to cut in any sort of vulnerable spot - one ant, yes, but not all of the countless ants at the same time. But one of the best ways to get rid of an overly-aggressive ant infestation is to use tools that affect areas rather than individuals (like a wizard's fireball) or that damage everything around their target (like an alchemist's bombs). And if those are like ordinary rocks, they'll be difficult to cut through or pierce into.
Immunity to precision damage, resistance to piercing and slashing, weakness to area effects and splash damage. If knowing all that would change your actions (such as switching to a different weapon), let me know and we'll retcon accordingly. Xandian has a flash of insight, but unfortunately that doesn't translate to immediate results as his scythe leaves only a faint scratch on a few of the animated rocks. (Strike hits, but does no damage due to resistance.) Iput's bottle lands squarely in the middle of the stones, eliciting strange grinding sounds and gnashing of teeth as the potent solvent begins its work. The solvent bottles function as lesser acid flasks, so 1 acid splash damage and 1d6 persistent acid damage.) The wide spray of fluid seems particularly effective against the stones, but some of it also splashes onto Xandian and sizzles painfully on the leshy's skin. Ulfhild also finds that her sword is ineffective against the rocks, clanging harshly without leaving a mark. (It ran into resistance - but since you'd know from Xanidan's attack that it had resistance to slashing, let me know if you'd have switched to a different weapon and we'll retcon as needed.) Nhorri's sudden burst of lightning grounds itself too early and crashes into the road, making all of Darb's hair stand on end as the hound bolts for safety. Her howling winds cut through the rocks... Cobbleswarm Reflex vs DC 17: 1d20 + 12 ⇒ (11) + 12 = 23 ...but they are too low to the ground and emerge from the storm unscathed. Successful save means 1 slashing damage, weakness to Area effects increased it to 4 slashing damage, but we've seen that their resistance to slashing is at least 4, so no damage got through. Boo! Cobbleswarm target: 1d3 ⇒ 3 Perhaps possessing some sense for wounds, the swarm of cobblestones turns its attention to Xandian. They rumble and roll underfoot, biting at the leshy's toes and legs! Cobbleswarm Athletics vs Xandian Fortitude DC 16: 1d20 + 10 ⇒ (9) + 10 = 19 Xandian can't keep his balance and is overturned by the pummeling gravel! All their little teeth bite into his skin and clothes, trying to hold him in place. Xandian is Prone and Grabbed - he'll have to Escape (DC 20) before he can stand or move. Persistent Acid damage: 1d6 ⇒ 1
Stew Eat You!
Environmental Effects:
What do you do? ![]()
Witch's Winter Holiday
![]() GM Hawthwile wrote:
Alright, we're in initiative. My thoughts on setting up an encounter: - Initiative is rolled in a spoiler just to cut down on the amount of text on the page. It's a personal preference, and I don't think it's a big deal one way or the other. - I strive to be very clear about who is currently "active" because few things in life are as frustrating as waiting for someone to post only to find out they didn't know it was their turn. - The turn tracker is also an excellent place to track individual statuses (like hitpoints) and conditions. For things that affect multiple actors, I like to use the Environmental Effects section below the tracker. Enemies are in italics to help them stand out from PCs or allies. Are there any questions or thoughts folks have? This is probably the most technical part of GMing. (Well, aside from chronicle sheets. XD) ![]()
Witch's Winter Holiday
![]() Nhorri and Iput make Xandian's work of securing the logs in place much easier - as does the distraction of Darb, who sits happily and lets the brownies coo and fuss and pamper him rather than offer "helpful" suggestions to the Pathfinders. The only criticism Nelia can offer when the work is done is, "It should have a flag. Golden. Like His Grace the Darbinious." But even the wolfhound can't distract the fey forever, and when the Pathfinders are finished they cheer and move into their new lodging with great gusto. Above the hubbub, from what could be considered a balcony near the top (which is about eye-level for the taller Pathfinders), the Alliumic Empress calls for silence. "We decree- I am speaking! Yes, we decree that Kupyn and her ilk are forgiven. We are graciously allowing you to take the scallions you require for a festival - no more than what you need! - and we will be in attendance. That is all." Success! -------------------------------------------------------- The sun is just starting to set below the Hollow Hills as the group - the Pathfinders with a bundle of fresh onions and Darb with only a few extra knots in his fur - makes their way back to town. Kupyn’s cottage is easy to spot, with its brightly colored walls, thatched roof, and a tall chimney merrily puffing smoke into the brisk air. Yet as the Pathfinders get close, the house begins to rumble and quake. Based on that description, I would say that folks have enough time to get weapons out should they wish. The front door spills opens. Numerous tiny cobblestones pour out - but these are no ordinary rocks! They all have open mouths with gleaming sharp teeth! Initiative - Feel free to open!:
Iput Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Nhorri Perception: 1d20 + 4 ⇒ (6) + 4 = 10 Ulfhild Perception: 1d20 + 6 ⇒ (4) + 6 = 10 Xandian Perception: 1d20 + 7 ⇒ (9) + 7 = 16 Cobbleswarm: 1d20 + 9 ⇒ (13) + 9 = 22 The cobblestones are quicker to act than one would expect from a bunch of rocks, bumping and rolling awkwardly along the dirt path. But even with the element of surprise, they are unable to close the gap and reach the Pathfinders before they can react! It Strides three times, but it's rather slow. XD Stew Eat You!
Environmental Effects:
What do you do? ![]()
Witch's Winter Holiday
![]() Xandian spies several logs in a heap that might have once been some sort of structure. The Grand Garlicia returns Iput's and Nhorri's bows with an appropriate amount of regal disdain, though her large eyes keep drifting away from the two Pathfinders and towards Darb instead. "I see you have brought Lord Darbington the Golden with you," she says at last. "He is welcome among us, for we love him very much and only wished to make his golden hair more noble and regal by adding bows and braids and ribbons. When Kupyn came to visit, we were certain that she too would appreciate our hard work and the newfound majesty of Sir Darbious the Glorious. But instead! She huffed and puffed and knocked down our most steadfast castle!" She gestures broadly to the pile of logs with her scepter, eyes still fixed on the hound. "We demand an apology from Kupyn! And restitutions! For we have been wounded most deeply by her actions." You could try to explain the situation and that Kupyn meant no harm with Diplomacy. Alternatively, rebuilding the "castle" with Athletics might go a long way towards restoring goodwill. This is once again one person taking the lead and others Aiding if they so wish. What do you do? ![]()
Witch's Winter Holiday
![]() Iput, Ulfhild, and Xandian mash leaves and a few roots from the nearby plants, making a nice minty-fresh poultice. Several of the other dwarves carefully help Jaget pop his back, which elicits a cry of pain from the patriarch before he breathes a sigh of relief. As the other Pathfinders apply their concoction, Jaget stiffens back up before carefully relaxing once more."Blimey, that all's nothing like Kupyn's treatment. Can't say it's not effective though! I'll go get tho- Ah! I'll, hmm, stay put for a moment more. Jergen, could you grab the potatoes for the festival?" As another dwarf nods and heads into the building, Jaget sighs once more. "Ah, that's much better. Think I'll be able to attend the celebration after all. You'll be there too, right? Oh, I really should thank you with something more than words. Hmm... Ah, how about these?" He pulls two glass bottles out from under the table, each filled with a clear liquid. "This here is ore solvent. We distill it from the potatoes, see, and it eats away at the rock like acid. Good for delicate work - or not so delicate if you drop the bottle, eh Jiffen?" Laughter fills the porch and spills out on the surrounding hillside. Success! We have the potatoes and we have two bottles of solvent that act like lesser acid flasks. Who wants to hold onto them? With only the scallions left to retrieve, the Pathfinders head north into the woods - with Darb trotting happily at their side. The trees quickly grow large enough to block out the sun, casting cool shade beneath their branches. As the group approaches a clearing, a multitude of twinkling lights begin dancing about in the shadows beneath the ancient trees. Giggles and whispers fill the air, but nothing can be seen. Upon reaching the center of the grove - where scallions, garlic, onions, and chives grow in thick clumps amid the dark soil - the whispering stops, and the twinkling lights fade. Several diminutive fey wearing leaves and flowers emerge from their hiding places from within the wood. One, taller than the rest, wearing a crown of woven scallions and holding a purple onion flower (several times her height) like a scepter, steps forward. "I am Nelia Starsister, the Grove's Grand Garlicia and Alliumic Empress. Who are you to set foot in our domain?" What do you do? ![]()
Witch's Winter Holiday
![]() Nice work GM Lantern and GM Baerlie! We'll be running two bounties at a time once we finish this one and do all the classwork Redelia has for us. @GM Warah, this unfortunately means that I don't have a solid timeline for when your game would happen - only "sooner" vs "later". Do folks have a preference for running their game in the first pair or the last pair of games? ![]()
Witch's Winter Holiday
![]() "Geriatric? Hah!" Jaget puts his hands on his knees to steady himself as he joins in the laughter, but his chuckles cut off abruptly in a wince of pain. "Ack, my back. But if Kupyn sent you, then you've brought the tincture, right? I won't even be able to make it into town for the festival without it." Back pain might not be something most Pathfinders have to deal with on a regular basis, but you might be able to mix up your own tincture with Crafting, Medicine, or Nature. Alternatively, you might know enough about chiropractic treatments to work on the problem directly with Medicine. Lastly, the same healing potions, elixirs, and spells that keep agents on their feet in hard times might be enough to stave off Jaget's pain until Kupyn can make another tincture herself. What do you do? ![]()
Witch's Winter Holiday
![]() Then it is decided. The road west is easy to follow, and the sun has barely moved overhead by the time the Pathfinders reach a small mining compound at the foot of what must be the Hollow Hills. Several dwarves sit outside eating lunch. Hanging above the entrance is the sign Steim Mine: Our Roots Run Deep. At the head of the table sits a venerable dwarf with a flowing white beard spilling over his mining leathers. "Hello there. Here for ore or potatoes? If it’s the former, you’re in luck. If it’s the latter, there might be a problem. I only have one sack left, and it's already earmarked for Kupyn. Oh, where are my manners - must have left them underground." As his fellows guffaw, he pushes a hand forward to Ulfhild. "Jaget Steim, at your service." What do you do? ![]()
Witch's Winter Holiday
![]() Xandian wrote:
Agreed, but what surprised me was how well spoilering the rolls worked to mimic the expectation of "Aid checks roll first, then the primary check" while not forcing the primary roller to wait for everyone else to post. ![]()
Witch's Winter Holiday
![]() Redelia wrote: We will be working soon in GM school on how you can get things set up for the bounty you will be running, so please use your mentor's table's discussion thread to make sure everyone knows what adventure they need to prepare. I'll be making the next assignment as soon as it looks like all the tables have done this; my table of PF1 GMs has already done so. Some folks have listed pairs of adventures they could run, but it is time for us to pick one adventure each and post it here! ![]()
Witch's Winter Holiday
![]() Ulfhild Westergaard wrote: But another question: I intentionally did not explain more to the farmer than our introduction and wanted to give our main talker Xandian a chance to jump in. Did you go further with your post to push things? How long does a PbP GM usually wait for other characters to post before pushing the story along? So I touched briefly on this a few posts back in this channel: GM Hawthwile wrote: So this is murky territory. This part of the adventure could be as quick as "You get to this location, here's some exposition, roll this check" all in one post. It can also be an opportunity for a lot of back-and-forth roleplay that showcases the NPC's personality and lets players showcase their characters'. But given that PbP doesn't lend itself well to the latter (on account of the asynchronous posting), I'll be leaning closer to the former style: with this post, a chance for introductions and for a player to make the request needed by the narrative, and then putting the possible checks after the NPC's response. If this were an AP-style adventure, where we aren't in a time crunch and I knew from experience that both players and GM would be able to post quickly and consistently (like multiple times a day), I'd only respond to what players have said in-character and wait for one of them to explicitly make the request. But Society games are a bit different - players might be waiting to join another game with this character, folks don't (necessarily) know each other well enough to know what to expect, and there's a must-finish-by date for games run as part of a convention. So in situations like this, I use a two-post approach: one post to set the scene and introduce the character(s) and problem(s), and the second to respond to characters and describe the checks in a mechanical sense. Does that help answer your question? ![]()
Witch's Winter Holiday
![]() Ooo, lovely job putting those rolls in spoilers folks! Brilliant! Greetle hems and haws, seeming unwilling to back down in front of his watching grandchildren. But Iput's distracting antics and Nhorri's Success! With the carrots and celery - and Greetle's promises to attend the festival and admonishings that they'd better be there too - the Pathfinders consult on where to head next. Both locations seem to be a little ways outside Scallion's Wrap - the mines to the west and the brownies to the north. Two votes moves the party! What do you do? ![]()
Witch's Winter Holiday
![]() Normally yes - but in this format that could mean waiting one day for the aid and then a second day for the primary check, so I opt for both at the same time. ![]()
Witch's Winter Holiday
![]() "Oh, you know me already? See Phyllis, that's what happens when you find the lucky rock in your stew." Greetle bends down to pinch one of the children's cheeks before straightening back up and continuing. "I remember it well - I was only six years old, just lost my first tooth, and then I lost my second. Tell you what, that sure wasn't a potato on my spoon, hah!" But as the Pathfinders describe their request, the farmer's face darkens. "Oh, so Kupyn sent you? Couldn't even be bothered to do her part for the festival, is it? You know, I put so much into this community! Ain't nobody ever been out of a job on account of a broken arm on this farm, by Erastil. You see all those farmhouses out that way? Windstorm blew 'em over, I paid to get them back up! But Kupyn! I heard her complaining about Winter Week, like she done forgot the whole point of the festival!" He crosses his arms, looking remarkably similar to the toddler sulking at his feet. "So that's why I'm charging her for the veggies. And you, if you're working for her." Since it seems that Greetle's complaint is that Kupyn doesn't enjoy Winter Week, you might be able to convince him with a Diplomacy check. Alternatively, Kupyn did teach you the song - so Performance can be used as well (and might even be easier). To avoid overwhelming Greetle, only one (1) character may attempt this check at a time. Other players are welcome to Aid using an appropriate skill (such as the two listed above, Farming Lore, or something you can justify in your post). As PFS is using Remaster rules, the DC to Aid is 15. What do you do? ![]()
Witch's Winter Holiday
![]() GM Hawthwile wrote:
So this is murky territory. This part of the adventure could be as quick as "You get to this location, here's some exposition, roll this check" all in one post. It can also be an opportunity for a lot of back-and-forth roleplay that showcases the NPC's personality and lets players showcase their characters'. But given that PbP doesn't lend itself well to the latter (on account of the asynchronous posting), I'll be leaning closer to the former style: with this post, a chance for introductions and for a player to make the request needed by the narrative, and then putting the possible checks after the NPC's response. ![]()
Witch's Winter Holiday
![]() I think it was in the application to the GM school, but I'll admit that my memory is fuzzy on the topic. The idea being that we'll all have a chance to practice what we've been learning in a controlled environment before we're ![]()
Witch's Winter Holiday
![]() Then it is decided. The Pathfinders bid Kupyn farewell - though not before the witch asks who will be taking care of Darb in her stead - and head towards the farmhouse on the southwest side of town. From the new paint and fine wooden carvings of the farmers' god Erastil lining the gate, it's evident the farmer has been doing well. Bunwol Greetle, an elderly human, sits on the front porch with what are probably his grandchildren. All of them are shelling peas together and singing a familiar song about rock stew. Far from unfriendly, Farmer Greedle sees the group approaching and a smile breaks over his face. "Hail and well met, strangers! What can I do for you on this fine day?" What do you do? ![]()
Witch's Winter Holiday
![]() GM Hawthwile wrote: We've got three locations to visit - two votes in agreement moves the party. My rule-of-thumb on "where do we go next?" is "half the party (rounded down) in agreement". In something as time-sensitive as a multi-table special, I'll even ask for a "Top Three Preferences" and then tabulate votes in the Discussion thread to minimize time spent waiting for folks to be able to post. GM Hawthwile wrote: This is also an excellent time to remind folks that everyone has one (1) Hero Point! If we have anyone here with GM Glyphs, this is the perfect time to distribute those as well! And don't forget to pick out your Pathfinder Provision - just include what you're selecting in your next post. Like character introductions, I like to put this part at the shift into the action of the adventure. It also helps that that's where most scenarios and bounties remind the GM about it. XD ![]()
Witch's Winter Holiday
![]() I've gotten no guidance on how students should be picking their bounty, so I'd say just post here which one you want to run. There's nothing wrong with some overlap, but do remember that we'll all be playing all these adventures and folks might not be able to give their best player experience if they're burnt out on a particular story. XD ![]()
Witch's Winter Holiday
![]() Xandian wrote: "...Are they expecting us? Or at least expecting someone to come by asking for vegetables?" "Well, they're expecting me, but..." Kupyn's smile falters. "I... well... You see, every month I give Jaget Steim - he's the head miner - a tincture to help with aching joints. Only this month... well, my own joints were aching and I didn't make enough for more than one person. I don't suppose any of you folks knows something in the way of medicine? Jaget might be a bit grumpy, but I'm sure that's just the pain talking. Either way, I think it best I avoid them until the celebration." "And the brownies... I caught them knotting poor Darb's hair. As a joke! I, uh... might have responded rashly though. Didn't think I'd actually be able to knock over that hut of theirs. So better that someone else does the asking, wouldn't you agree?" Her face starts to redden. "Suppose you might want to bring Darb with you, though - those brownies love him." "But as for Greetle?" The flush in her cheeks seems less likely to be from embarrassment now and much more likely to be anger. "Why, that stingy old git tried to charge me for vegetables this year. Don't know why - he always gave them to me free before! If I set foot on his farm again and see his smug face, why... I don't know that I could control my temper!" The old woman's fists clench and she has to take several deep breaths before she can manage to smile again. "I can't imagine anyone else will ask for payment - they understand that this is tradition." "But, it's almost Winter Week. Wouldn't do to offend anyone, best to ask nicely. Hence why I'm hoping you all can help me." Kupyn checks Iput's notes and waits for any other questions before heading to the east for the mutton. We've got three locations to visit - two votes in agreement moves the party. Looks like we've already got one vote for Farmer Greetle. This is also an excellent time to remind folks that everyone has one (1) Hero Point! If we have anyone here with GM Glyphs, this is the perfect time to distribute those as well! And don't forget to pick out your Pathfinder Provision - just include what you're selecting in your next post. What do you do? ![]()
Witch's Winter Holiday
![]() Kupyn chuckles. "Perhaps you've passed this way before?" she asks Nhorri with a smile. "But for those of you who've never heard of such a thing as rock stew... Well." "After the town of Scallion’s Wrap lost all their crops and sheep to a roving band of wolves, the townsfolk met in the village green to figure out where they should move now that they had no food. Their witch - my great-grandmother, Tulyn Baro - questioned why moving was necessary. 'What would you have us do,' the mayor asked, 'eat rocks from the Hollow Hills?' Some laughed at that, but Tulyn picked up a gray rock and said, 'Do you not know this little rock is magic? Why, with it I can make a stew that would feed the whole of Scallion’s Wrap through Winter Week!' The villagers allowed Tulyn the chance to prove her boast. Thus began Tulyn’s plan. As she poured water into her cauldron, she began to wheedle small things from various folks in the area, 'just to help the magic of the rock along.' From the farmers, she finagled carrots and celery. From the dwarf miners in the Hollow Hills, she received bags of deep-root potatoes. From the brownies in the surrounding glade, she procured five bundles of scallions. After this, Tulyn grimly left the town to see about meat for the stew, bouncing the 'magic rock' in her hand. Where she found the meat, none dared ask, but wolves never troubled Scallion’s Wrap again. Upon returning, Tulyn placed the rock into her cauldron. And that is why we have rock stew every year for Winter Week!" Kupyn sighs as she finishes her tale. "And every year the village witch is responsible for making the stew. Every year I place a special rock in the stew. The one who finds the rock is said to have good luck throughout the coming year and leads everyone else in singing the Rock Stew song." Her expression perks up with both delight and devious glee, and she grabs Nhorri's hands in her small ones. "Now, everyone claps along like this..." She starts to clap the taller woman's hands, then gestures for the other Pathfinders to join. "And then the words go like this:" "Rock stew for me, rock stew for you!
If you want to make it, you need a few things,
Rock stew for me, rock stew for you!
Some salt, some pepper,
Rock stew for me, rock stew for you!
As the song finishes, the old woman leans heavily on Darb. "Now I can handle the mutton, but I needs some help with the other ingredients." She starts ticking things off her fingers. "You can get carrots and celery from Farmer Greetle, on that side of the village." She waves to the south-west. "Then further out that way, at the foot of the Hollow Hills, the dwarves at Steim Mine should have a bag of deep-root potatoes set aside for this. And then the last thing we need is a bundle of scallions from the brownies - they live just north of town, in the grove. Can't miss it." Kupyn scratches her pup behinds the ears, reducing him to a smiling puddle of golden fur. "Everything clear?" What do you do? ![]()
Witch's Winter Holiday
![]() GM Hawthwile - Starting the Adventure post wrote:
This adventure doesn't do a lot to set the stage, so I've added scenic descriptors and such. I've also linked to the Google Slides document - ideally to the exact page where the NPC artwork is displayed, but at the very least I should be able to expect Google to make me a link to get folks to the document itself. Lastly, I end each of my posts with "What do you do?" to let players know the ball is in their court now - they don't have to wait for me to post something else before they can resume play. ![]()
Witch's Winter Holiday
![]() GM Hawthwile - Initial Post wrote:
I shamelessly copied this idea from another GM I've played with. Some sort of poetry or song lyric that either matches the adventure thematically (like this one) or helps set the tone for the adventure. Bonus points if it manages to do both (like using part of Poe's Masque of the Red Death for the Night of the Grey Death module)! If this were an adventure that involved pre-mustering before gameplay started (such as a multi-table special), I would include a setting description and try to create a little place for characters to introduce themselves and interact with each other while we all wait. Sometimes I'll also do that for a "regular" adventure - but if there's a good opportunity for the group to introduce themselves to an NPC near the beginning of the game, I'll use that instead. But in that case, I'll (usually) put a "Please dot in here" in the initial post as well so folks can make sure the game shows up in their Campaigns list without feeling like they need to post something as their character in a void. My apologies for doing that to y'all. XD ![]()
Witch's Winter Holiday
![]() I'm going to be writing my thoughts on each of my Gameplay posts here, trying to pull back the curtain on how and why I've done certain things. Please ask any questions you might have - this game is for you and your enrichment. ![]()
Witch's Winter Holiday
![]() We're all checked in, so let's get started! Pathfinders get sent on all sorts of missions during their careers with the Society. Some are great adventures that inspire epic ballads. Some become tales told around a tavern table to the delight of both old and new friends. Some are written into the Chronicles themselves, to be studied by future generations. Some are simply walking from one city to another to verify that a map is still accurate. But Nirmathas is hardly the worst place for such an assignment. The crisp air accentuates the scent of the pine trees lining the sides of the dirt road, and a soft breeze carries a trace of woodsmoke as if to announce the presence of a nearby village. As the group rounds the next bend, they find a hamlet of straw-thatched houses and small farms. On the porch of the closest building, a golden-haired dog perks up as they notice the Pathfinders' arrival. A friendly "Boof!" startles the dog's companion - a short older woman in bright clothes whose expression quickly turns from a concerned grimace to a welcoming smile as she looks up at the visitors. "Well look who it is, Darb - visitors!" Carefully she gets up from her rocking chair and approaches the group, evaluating them with her hands on her hips and a glint in her eye. "Welcome to Scallion's Wrap!" she say cheerfully. "I don’t suppose you're looking for any work, by chance?! If you are, I have just the task. Doesn’t pay much I'm afraid, but you’ll get full bellies and a place to stay for the night - along with the joy of helping an old woman on Winter Week!" She fishes a small cobble stone out of one of her pockets and holds it with both great reverence and a slightly crooked facial expression. "My name is Kupyn Baro. Me and my pup Darb need your help to make this rock into a stew that will feed our village. What do you say?" What do you do? ![]()
Witch's Winter Holiday
![]() Nhorri Ephema wrote: Should we purchase cold weather clothes? Only if you want to have them for role-playing reasons. Their presence or absence does not have a direct impact on the adventure. ![]()
Witch's Winter Holiday
![]() GM Lantern wrote:
Correct - this is a game for level 1 characters. If you’ve got a new character idea you’ve been wanting to try out, this is an excellent opportunity to do so! Otherwise, feel free to pick one of the pregen characters and assign the credit to a to-be-created future character. And my apologies for not clarifying that earlier! XD ![]()
Witch's Winter Holiday
![]() Would the following agents please check in here for your regularly-scheduled team-building enrichment activity in Nirmathas:
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Witch's Winter Holiday
![]() Player Name:
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Witch's Winter Holiday
![]() First off, thank you all for being willing to come on an adventure with me! Now, to business. Expectations - I will post every day. I hope everyone can post every weekday and at least once over the weekend, but stuff happens - which leads me to:
If you have an ability that allows you to re-roll something (such as a Hero Point), feel free to use it:
We’ll be using block initiative during encounters. Actions will be resolved in the order that they were posted in. While this can do some weird things (such as a single character acting "twice" before another), it is easier for both players and GM to track the sequence of events this way. I highly encourage tactics such as: Example wrote:
I will happily calculate the final result in these cases. This helps us work effectively as a team even if posting schedules don’t line up in a beneficial way. If your post is entirely out of character (OOC), let’s put it here instead of in the Gameplay thread. About Me: I’ve done a bit of PFS and PbP GMing, but I am certainly not perfect. If you have ideas for how I could do something better, a disagreement with a decision, or confusion over what I’m saying, please let me know via the Discussion thread or PM. For your first post here, please use the Reply option on the following post, delete the [quote'] tags, and fill in the provided fields. And be sure to pop over to the Gameplay thread and introduce your character! ![]()
Witch's Winter Holiday
![]() Double, double toil and trouble,
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Witch's Winter Holiday
![]() And that's all, folks! Chronicle sheets can be found here, and keep an eye on your email inboxes as door prizes will be drawn and distributed at the end of the convention. If there are any questions or concerns with the sheet, please let me know right away and I'll get them fixed. Thank you again for playing, and see you around the forums again sometime!
About Tymythy-son-of-StywyrtBuild:
Human Ranger (Skirmisher) 2 / Fighter 2 NG medium humanoid Init +4 Senses Perception +8 -------------------- Defense -------------------- AC 17 (+3 armor, +4 Dex), touch 14 (+4 Dex), flat-footed 13 (+3 armor) CMD 15 HP 37 (4d10 + 8) Fort +8 (+2 Con), Ref +6 (+4 Dex), Will +1 (+1 Wis) Social Maneuver Defense 15 +1 Will saves vs Fear --------------------
Melee, dual-wielding
Ranged AB Damage Crit Type Range
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Feats Exotic Weapon Proficiency (Combat) Usriev Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. Spear Dancing Spiral (Combat) While using Spear Dancing Style, you gain the benefit of Weapon Finesse with the chosen weapon if it is appropriately sized for a creature of your size category. In addition, you can use any feat or ability that functions with a quarterstaff with your chosen weapon. Spear Dancing Style (Combat, Style) Choose one weapon from the polearm or spear fighter weapon groups (Usriev). While using this style, you grant the chosen weapon the double special weapon feature, using the weapon’s normal statistics for its main-hand end and the statistics of a light mace for its off-hand end. A weapon wielded in this way loses the brace and reach special weapon features. Two-Weapon Fighting (Combat) Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting. Weapon Finesse (Combat) With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Weapon Focus (Combat) Usriev Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon. Traits
Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. Improvisational Equipment You have an uncanny knack for turning equipment to new and unexpected uses. When using an item for anything other than its intended purpose — such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound — reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc. Overprotective In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally. Talented You are a virtuoso musician, actor, or storyteller. Benefits: You gain a +1 trait bonus on checks with a single Perform skill (dancing), and all Perform skills are always class skills for you. Skills 10 (16 (class) + 4 (int) + 4 (race) + 2 favored + 8 (hobby))
Acrobatics +6 (+4 Dex, +2 ranks)
Languages Aerthane, Hlewmylani, Orcish --------------------
Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Combat Style Feat (Ex) (Two-Weapon Combat) At 2nd level, a ranger must select one combat style to pursue. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Favored Enemy (Ex) Humanoid (Human) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Track (Ex)A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Gear:
Encumbrance: Light 0-50lbs / Moderate 51-100lbs / Heavy 101-150lbs Ku'bara'sigi's Sword-spear Kizu'gina 7lbs
Studded leather armor 20lbs Backpack 2lbs
Ondugal’s holy symbol -
89g1s8c Appearance & Personality:
Tymythy is a tall, lightly built warrior 19 winters of age, two inches over 6 feet in. His eyes are dark green and his hair brown bordering on black, worn long in a braid and shaved off around his ears. The braid, pride of the warriors of his clan, is decorated with two small rings – one silver for reaching the status of a bloodied warrior, and one iron one for the enemy he has killed in the raid that claimed his cousin’s life. Far from his home, Tymythy travels light, trusting in his natural knack of making do with what he has at hand. His clothes and armor both are dyed in a mixture of browns and yellows and greens, so as to blend into the natural terrain. Background:
Tymythy-son-of-Stywyrt was the second-born son of Stywyrt-son-of-Lywys and Sarleyan-daughter-of-Alahnah, in the Bastarnae clan of the proud Hlewmylani people. Tymythy’s mother was the clan’s Keeper of Histories, an important title yet one that came with little in the way of power, while his father’s Calling was that of a warrior – a vocation he had performed well enough to earn more than his fair share of honor, earning the champion’s portion at many a feast night. And as Tymythy’s elder brother had chosen to follow his mother in memorizing the oral history of their clan, Tymythy saw it as his duty to follow in his father’s footsteps. Tymythy proved an able student in the ways of the spear and war, and a promising hunter, earning praise for his steady hand and lightness of his steps – it was one thing to kill and enemy in battle, after all. Any idiot could slay by luck alone. But to slip in unseen into a rival clan’s hold, to steal the clan’s banner and leave unseen, to cut the laces of the clan’s fiercest warrior’s boots while he slumbered undisturbed an arm’s length away… such things took true skill and courage, and Tymythy might just have the makings of a proper raider in him, his elders believed. Unfortunately, his first actual battle proved almost his unmaking. His cousin had taken a number of the clan’s younger warriors on a patrol to the North, towards lands where the accursed Aerthanians had been seen extending patrols even deeper into the lands of the clans who had yet to bend a knee to their foreign ways. Tymythy, almost a fully trained warrior by that time, had been invited to accompany them, to gain what no amount of training could offer – real experience. The war party had moved swiftly and on the third night had spotted the light of a campfire, boldly lit, with no apparent effort to shield it from observation. A plan had been quickly decided on, after some initial scouting – a diversionary attack to draw out the sentries, while few of their numbers crept closer unseen to steal the invaders’ horses. Yet the northerners had not been quite as lax as Tymythy’s cousin had thought, and what had been intended as a diversion, a quick rush in followed by retreat before the main forces could engage them had turned into almost a rout, with the Aerthanians following doggedly after the clan warriors. Tymythy’s cousin decided to lead a quick counterattack, to make the pursuers flinch back and called for Tymythy to guard his flank. Yet, faced with the bloody reality of true battle for the first time, Tymythy… froze. Only for a moment, but that moment was enough for an Aerthanian trooper to skewer his kinsman with his sword. Horrified, Tymythy snapped back into the present and, with the help of other clansmen, managed to drive the Aerthanians back long enough for them to flee with the bodies of their fallen. Back in the safety of the clan hold, the return of the young raiders was shadowed by grief for those lost to the enemy. And none mourned more than Tymythy himself, shamed by his failure and its terrible cost. The fact that none of the clan’s older warriors laid the blame on him didn’t console him – after all, no-one could tell how a warrior responded to his first real battle. Some lost the control of their bowels, others fainted dead at the first sight of blood spilled in anger. Others became clouded of mind and might forgot their own names and the faces of their loved ones. No, the measure of a warrior was in how one overcame the shock of his first battle, and Tymythy had done so. If there was a failing there, it had been of his cousin’s, who had unwisely chosen an unbloodied warrior alone to guard him. In the end, it was the words of an outsider who freed Tymythy from the shackles of his grief. Haytham Arnaout, a traveling merchant who had for years and years visited the clan lands every spring and autumn to peddle his wares and bring in news from the world outside the clan lands took Tymythy under his wing, distracting him with stories about faraway lands to slowly break him out of his shell. Eventually, the youth broke his own silence and having told his tale, his healing could begin. Even though he had finally accepted the truth of his elders’ judgement, for a time Tymythy seriously reconsidered his Calling – the choice was not cast in stone, for the hearts and mind of men and woman did change over time, but still, a chance was not lightly made. In the end, Tymythy did pick up his spear once more. But he forevermore carried the scar of having lost someone so close to him, due to what he still saw as a failing of his own. Something needed to be done to make amends for his failure, but what? A string of victories in battle seemed the obvious solution, but Tymythy found that answer lacking. Then one evening at twilight, as he lay out under the stars, lost mind lost in somewhere between dream and waking, he spied a starling flying to the west, towards the sunset, as if to grasp the falling sun with her claws. Am avatar of the Raven Lord, he became convinced as he struggled to free his mind from the dreamlike stupor. It was known, after all, that a starling was a master of mimicry, bearer of all the voices of those who rode the winds. What better a herald the Black-winged Lord would send to bring a vision to a mortal man? Come morning, Tymythy approached the clan’s Keeper of Wisdom, bringing with him the traditional gifts of mare’s milk, and spoke of his vision. The ancient oracle listened patiently and pronounced Tymythy’s interpretation of the vision true – by the fickle will of the Raven Lord, he had been given a task, a quest to redeem himself in his own eyes. Or that was the answer she gave the young warrior – she was wise enough to know Tymythy required a penance of some sort to properly accept what in his pride he perceived as his failure, and a vision quest was a honorable reason for one to set out into the world, to find his own answers to doubts and questions plaguing one’s mind. Thus he set out on a journey of self-discovery, following his vision to the west. He wasn’t so rash as to rush into his quest, but took some time to prepare, as this allowed him to join Haytham, as the time for the merchant’s departure was drawing near. To act as a guard, Tymythy insisted, but in the silence of his mind he admitted he would welcome the company, and even though he knew he’d soon part ways with the outlander, he could take the time to earn what he could of the strange places his quest might take him. Friend: Haytham Arnaout, a traveling peddler. Has known Tymythy since the young warrior was a mere babe in his mother’s arms, and has always been ready to share his tales of strange wonders with the clan’s youths. What he kept to himself was his true reason for traveling the Divolgatia – he was an agent for the Sons of Ahmar, an order shrouded in mystery that had for generations sought to tug at the tapestry of fate… but whether to protect humanity from some cataclysmic threat in the far future prophesied generations ago by the order’s founders or to seek worldly power for its own sake… who could tell? Only the inner circle of the order would be privy to the full truth. Enemy: … Goal: Complete his vision quest to his own satisfaction, to find whatever he believes the Black-winged Lord intends for him to accomplish, then return home to live the rest of his days with his clan. Fear: Losing another person near and dear to him, due to his own lack of skill or talent or bravery. |