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Who will step up, and pave the way for a glorious crusade for their PbP sisters and brothers? :)
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Playing the video game now... it would be interesting to play through the original version and try to spot the differences! :)
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Redelia wrote:
The variable rewards system is genius. Thank you PFS sanctioning team! Edit: to any GM willing to run this, I find myself suddenly available as a player... :P
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Game reported. Chronicle sheet is here. I will move this as inactive in a few days.
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Hi guys, I've decided to not even conclude Book 1, due to the perceived lack of interest, note-taking and cohesion within this group. Let's end on a high note right now instead of TPK. I'll be issuing chronicles in the next few days. Make sure your PFS info is up to date. Regards,
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The party retreats. After several minutes of fleeing back on the trail they were on, the group no longer hears any noises in the forest behind them. What do you do?
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Gents I'd like to give you all a heads up. At this time I have decided that after Book 1 is complete, I will not continue to GM the rest of this AP. Feel free to seek a replacement GM well in advance at this time. We are coming towards the end of Book 1 and assuming a daily post rate, should be done in two weeks or so. Regards,
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Everyone retreats except Arthur and Luke. Up ahead they hear the sound of multiple creatures moving through the forest in their direction. Round 1 - bold may go.
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Arthur
Map Updated; Dommer is off the map to the south (I assumed he double moved for a total of 60 feet
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"Zzzzzzzzzzip! zzzzzzzzzzip! zip-zzip-zip-zip! zzzzzzzzzzip-zip!" Eight more arrows land all around the heroes, some close, some dozens of feet away. Dommer can tell from the sound of them and the nigh perpendicular angle of landing that they've been shot from far away. The noise from the large group of hobgoblins ahead explode into shouts. One very deep voice can be heard above them all, shouting orders in the Goblin tongue. Arthur
GM Fuzzfoot wrote:
Not yet GM Fuzzfoot! if you're willing to pick one, my preference would be WftC end of Book 2; for Book 2, we completed Part 1 and nearly completed Part 2, so Part 3 would be a great place to start. Please PM me if you're interested.
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An arrow lands in the middle of all of you, near Luke's feet. The fletching is hobgoblin-made.
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Dommer waits a few moments for Grenwold to cast his spells. As soon as they begin to move towards the noise, Luke and Arthur begin to follow, and Luke steps over a large branch almost immediately. It breaks with a loud CRACK! In the canopy above, the sound of large warhorn follows! I may or may not need to roll initiative depending on your very next action... What do you do? you each have a standard and move action; talking is a free action. Shaman Vale
Map updated
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Grenwold begins to cast a series of spells, reciting incantations passed down to him by rangers and hunters and druids alike. @Grenwold: I will assume you start with Feather Step as per the order listed in your post above; @Dommer: is Dommer waiting for Grenwold to complete his spellcasting or jumping into the bushes immediately, heading forward stealthily as soon as he hears the hobgoblins?
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@Grenwold: this is the same day as the meeting with the leshys and the one-eyed brutes fight, if that matters in terms of spells per day. Please confirm you still had those spells available and you didn't use them in the previous encounters. Also, please roll Stealth and Perception as requested. You can take 10 whenever you, the player, initiates an action, but not in reaction to a GM request to roll or when danger is nearby, such as in the case of a large amount of hobgoblins ahead.
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No worries - the posts have been few and far between from my end in the last few months so a bit of confusion is understandable. Some of it stems from the fact that Herman was not - in game - with the rest of the party during the first hobgoblin battle. There was 6 hobgoblins in that fight. After the battle, the party looted four hobgoblin corpses while Grenwold started tracking a fleeing hobgoblin. The next day you found that hobgoblin dead, with tracks leading away from him. The rest is history... or at least, concealed more or less cleverly throughout the posts of this thread... alive within the words of various forest creatures, some of which may or may not be dumb, depending on who's asking... ;)
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Despite all the stomping around done by the brutes, the group amazingly manages to find the trail of the lone hobgoblin woman they have been after for the last two days. After a few more hours of tracking, the group notices that this is getting close to the end of the afternoon or evening as the sun has gone considerably lower. Around that time, Herman and Vale begin to notice several other tracks on the trail they're on... this is a well-worn trail at this point, and many humanoids seem to be using it on a daily basis. The reason why becomes apparent when begin to hear the noises of several hobgoblins and perhaps other creatures up ahead in the distance, beyond the trees. What do you do?
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Due to the depredations of the two brutes, the soil and surrounding forest is heavily disturbed, and you are having a hard time finding the trail of the lone hobgoblin you've been tracking. Perception or Survival check to find tracks please
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Intelligence DC15: You recall the leshies warning you of 'biguncanoes' or some other nonsense, and they probably meat these brutes...
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The dmg remains so it's not giant; someone with knowledge nature needs to make a check for in-game knowledge Dommer's arrows bring the large brute down with a crash! COMBAT OVER! Assuming you let LUKE CDG both the dying and sleeping brutes; otherwise please raise your hand in protest and I will re-insert the initiative tracker.
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Red WillDC17: 1d20 + 7 ⇒ (19) + 7 = 26 Herman's evil eye does not fully connect with the brute's single-minded focus, but the intensity is enough to momentarily distract it momentarily. Arthur moves far away from the remaining foe, shield up. Grenwold weaves a spell unto the creature. Red RefDC14: 1d20 + 7 ⇒ (7) + 7 = 14 Grenwold moves in to flank the creature, drawing his sword, taking advantage of the monster's distraction to do so safely and hoping his blindness trick worked. The brute takes a swipe at Ringo on his way in, indicating his one eye still works perfectly.
Ringo tangles his antlers within the brute's clothing, slowing it down further and piercing its legs. Luke walks in casually towards the foe, heaving his sword overhead with practiced ease and bringing it down on the brute's midsection, nearly eviscerating it. Dommer steps back and pincushions the easy to hit tangled, evil eyed foe! @Dommer please roll dmg for 3 of your attacks. Round 2 - Bold may go
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Grenwold Houtvester wrote: Gren also has defensive training, so if he gets attacked with an AOO his AC is also 4 higher. I forgot to mention that too! Source?
Looking for one or two replacement GMs for Book 1 of Shattered Star and Book 2 of War for the Crown (both near the end of the adventure; campaign mode). Two excellent - stellar, in fact, and that's not including my own modest contribution - group of players for these games; GM had to leave both campaigns for personal reasons. Any takers please PM me. {PF1E STANDARD}
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Blue WillDC17: 1d20 + 7 ⇒ (9) + 7 = 16 The one near Arthur and Luke suddenly falls to the ground and begins to snore loudly. Round 1 - Bold may go.
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Dommer reinforces his skin. The two brutes charge the warriors at the front, axes raised high! Red charges Dommer vs AC22: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
The brutes bury their greataxes deep into Dommer and Arthur, intent on killing them both before sundown, since supper is approaching! Round 1 - Bold may go.
I'm assuming the party was at full HP before this fight; however almost all of you are still showing some wounds still present in your header; if those are accurate, Dommer is at 0 HP (disabled) right now.
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The heroes depart the strange plant creatures and continue on the hobgoblin's trail. After a few hours, they stumble on two large creatures destroying a cottage. The two creatures are one-eyed, larger than ogres, and wield axes. They roar in rage upon seeing you. Knowledge Nature DC 20:
Hancanus are massive, brutal forest creatures that delight in destruction. Appearing as giant humanoids, hancanus are thick and powerfully muscled, with simian arms that reach nearly to the ground. Although hancanus have a single eye in the center of their foreheads, they are fey creatures and unrelated to the ancient cyclops race, and as such, they have an innate resistance to damage unless one uses weapons made of cold iron. For every 5pts. of exceedance over the DC 20 result, you may also know one additional bit on knowledge picked from the 'knowledge' list linked in the header right below my avatar. Init:
Luke Init: 1d20 + 1 ⇒ (5) + 1 = 6 Grenwold Init: 1d20 + 2 ⇒ (2) + 2 = 4 Arthur Init: 1d20 + 5 ⇒ (3) + 5 = 8 Dommer Init: 1d20 + 5 ⇒ (14) + 5 = 19 Herman Init: 1d20 + 8 ⇒ (9) + 8 = 17 Vale Init: 1d20 + 0 ⇒ (6) + 0 = 6 Large creatures Init: 1d20 + 6 ⇒ (12) + 6 = 18 Round 1 - Bold may go.
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The group of leshys appear friendly to the group now, and invite you to sit and rest your legs for a while so you can listen to Hessilda's performance.
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Herman: These are leshys. The roundish ones are of the lichen subspecies, and the one singing on the rock is of the snapdragon subspecies. They are all shapechangers that can adopt the look of regular plants through limited application of the tree shape druidic power. Various subspecies have special adaptations based on the climate or type of forest they live in. Beyond that you're not sure what exactly these two variants can do.
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GM rolls:
3d100 + 2d100 ⇒ (53, 21, 26) + (63, 67) = 230 The heroes manage to quickly find their quarry's footprints again and resume their tracking. After a few hours, they emerge into a clearing and witness an unusual sight. Three miniature plant persons with bodies composed of lichens and a rain cape woven from leafy growths are arranged in a circle before a boulder, listening intently to a singing performance by another plant creature. Verdant stalks entwine one another on this one, and create a humanoid shape with a giant snapdragon blossom for a head. The pitch of her voice is so high that it appears comical to some of you, but the three squat listeners are thoroughly enthralled and hang to her every word. The listeners and the performer are all distracted at the moment and have not noticed any of you. What do you do? Map Updated
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The rest of the night is uninterrupted. Gren and Arthur finish their guard shift, then wake Dommer and Shaman Vale up for the morning watch. A rain begins to fall during their morning feast, and once packed, the group continues to follow the tracks they've been following. Survival from you main tracker please.
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Both Herman and Grenwold know that they will keep healing until burned by fire or acid. Luke and Arthur turn the troll into paste, but the bloodied carcass still clings to life, healing itself! Out of Combat: I am no longer tracking its hit points as it is severely into the negatives; if one of you keeps poking at it each round that's all that's required to keep it unconscious until you do something about its regeneration.
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Yep, they have regen like normal trolls, evident by the way its wounds are already closing (and the fact that he jumped off a branch 45 feet off the ground, not caring about broken bones) Luke nearly cuts the small troll in half. Herman: no need to waste that spell The trolls falls unconscious, amazingly still alive as the two halves begin to reconnect with one another! Out of Combat, unless you wait around for 4 or 5 rounds and do nothing about this... ;)
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troll will save: 1d20 + 2 ⇒ (19) + 2 = 21 The small troll's anger is too great for sleep at the moment... Ringo and Gren both stick pointy things into it. Round 1/2 - Bold is up!
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10% chance of picking right square, 01-10 is success: 1d100 ⇒ 6 Luke prepares himself for battle while Arthur shoots an arrow in the darkness, unable to see a moving target. Amazingly, the shot results into a screech of pain, the arrow having met its mark! The small troll races down along the nearest tree trunk, intent of taking revenge on Arthur! halfway across the tree it jumps on top of Arthur! Begins at 75 feet altitude, climb speed 30 downwards, then jumps the rest of way down towards Arthur!
The small troll's oversized arms pound and lash out at Arthur in a flurry, attempting to gain a hold and squeeze the warrior's neck! improved grapple vs. Arthur CMD 19, attacking from high ground: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 ---> Fail! The small troll is unable to establish a chokehold, and rolls off Arthur's back unto the ground! Round 1/2 - Party is up!
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Handle Animal DC 25 to 'Push' him could work; I believe it's a move action though, so you could try if you want to keep your sword sheathed.
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Botting as per instructions on Discord; in the future please indicate in Discussion if you're going to be unavailable especially during combats. I will make my best efforts to bot you appropriately; to this effect, feel free to include botting instructions under your alias. Grenwold casts a light spell, unsatisfied at his bat-vision's short range. The forest floor is bathed with sudden light, and the sound of his spellcasting further stirs some of his friends from their sleep. DC 10 to wake up considering the light, Gren's voice, and the quiet nighttime forest Luke Perc.: 1d20 + 4 ⇒ (17) + 4 = 21
All heroes awaken. Those with low-light vision can see a small-sized creature swinging from branch to branch up 75 feet within the forest canopy. Prominent tusks and unruly green fur mark this fearsome creature as a troll despite its small size. It hangs overhead, swinging between its oversized forearms and lashing, claw-tipped tail. After hanging from its tail for a moment, it decides to land on a branch to look down at the sudden noise and light, and bares its teeth at the sight of the group. pic has been inserted on slide Round 1 [Bold may go]
Knowledge Local DC 18: One of the most ravenous dangers of the Fangwood
are the arboreal canopy trolls, who bound through the treetops in great troops, scavenging fruit and nuts and descending on much larger prey to tear it limb from limb. They share the legendary durability of larger trolls, and plummet fearlessly from great heights to take prey by surprise, often breaking bones only to heal by the time they begin to feed. These injuries rarely set properly, leaving most canopy trolls in constant pain, worsening their already vicious attitudes. Often underestimated, canopy trolls rely on great numbers and their ability to coordinate en masse, overwhelming prey by sheer numbers as they drag it kicking and screaming into their chaotic, howling maws. Canopy trolls stand 3-1/2 feet tall, and have prehensile tails nearly twice that length. Their densely muscled bodies weigh as much as 150 pounds. As per the rangers' intelligence report earlier, the tail has a poisonous barb on it.
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Both Ringo and Grenwold see nothing to the edge of the darkvision. The canopy is higher than 60 feet. On the branches, leaves, vines and bushes between the ground the canopy, you do not see anything moving. The noise is clearly coming from the canopy, which is quite a few feet above the 60 feet mark you now realize. Gren and Ringo are up
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1d3 + 1d6 ⇒ (2) + (1) = 3 The party goes to sleep when the sun goes down, weary and tired. Around midnight when Grenwold and Arthur are on watch duty, they both hear branches cracking in the overhead canopy. Something bigger than a bird or raccoon is moving up there. To Gren, Ringo and Arthur the noise is obvious and above the ambient sound of the forest, but it's faint enough that it hasn't awakened anyone sleeping yet... It's pitch black in the forest right now, as you are under the canopy and getting no light from the moon or stars. Initiative
Surprise Round
Round 1 [Bold may go]
DARKNESS/BLINDED: In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.
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