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Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

FYI regarding Hardness: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object’s hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Electricity would do full damage (actually more than full) but the other energy types would be much less effective. You may redo your action Paloma, if you wish.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cashel identifies these entities as Constructs (robot). In addition to the usual *construct traits, these have a couple extra interesting abilities. They are intelligent, vulnerable to electricity (150% more damage) and vulnerable to critical hits (fort save if critted, failure = stunned 1 rd).

Jack discovers via experiential knowledge that these foes have hardness (10), but still manages to damage an arm.

These pathfinders are up!
Cashel
Paloma
Cortina
Sobek (AoO + Normal Action)
Paul

*Construct Traits:
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Constructs are not subject to ability damage, ability drain, energy drain, exhaustion, fatigue, or nonlethal damage. Constructs are not at risk of death from taking massive damage.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Nigel feigns that he had any interest in staying around, "Oh no, I couldn't leave... but... you make a good argument. I should probably head out and make my report to the family. Good luck!"

And before anyone can say differently, he bolts out of the garden and into the dark streets.

Heading around the museum (there are no back entrances), the group catches up with Jack and then allow Cashel to make his observations about the enemies inside. He and Paul responsibly check the door and declare it safe.

GM Screen:
Paul & Cashel: 2d20 ⇒ (1, 14) = 15

Jack pulls open the door and the mechanical sentries activate!

Initiative
Jack: 1d20 + 4 ⇒ (13) + 4 = 17
Paloma: 1d20 + 2 ⇒ (7) + 2 = 9
Paul: 1d20 + 3 ⇒ (1) + 3 = 4
Cashel: 1d20 + 2 ⇒ (16) + 2 = 18
Cortina: 1d20 + 4 ⇒ (4) + 4 = 8
Sobek: 1d20 + 4 ⇒ (3) + 4 = 7

Red: 1d20 + 1 ⇒ (2) + 1 = 3
Blue: 1d20 + 1 ⇒ (20) + 1 = 21

With a crackle of electricity, one of the statues' weapon crackles with electricity and it rushes forwards, swinging it (POORLY) at Sobek 1 Jack 2: 1d2 ⇒ 1 the monkish looking fighter!

Blue V Sobek: 1d20 + 10 ⇒ (1) + 10 = 11

With combat reflexes and a reach weapon out, this movement provokes from Sobek.

Round 1: Whirr-Chick-Clack ATTACK!
Buffs: NA

Blue
Cashel
Jack
Paloma
Cortina
Sobek (AoO + Normal Action)
Paul

Red

Bold May Go! Normal Light Conditions.

Trained Knowledge Arcana to ID the sentries


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cashel looks inside the entryway through a heavy thick glass window. There isn’t much to see really, torches (magical) on the walls providing steady illumination, fifteen foot high ceilings and two large statues flanking each side of the entry room.

He is about to look away when one of the statues seems to move. Did it move? His gaze watches it closely. Then it moves again, this time its weapon flashes with blue electricity for a moment before disappearing. The statue is eerily still again.

Anything done before entry?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Perception for anyone looking inside the windows.


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Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Nigel’s eyes go wide at this reminder, ”That was real?!? I’ve been working for years with my therapist to try to figure that dream out. I can’t believe it actually happened!”

He starts shivering, looking back at the museum. Finally he turns to Cashel and adds, ”Alright man, I’ll consider talking to Zarta. If you all can fix the current mess, obviously.”

Success on Cashel’s faction chronicle boon mission!

Jack has meanwhile wandered around to the other side of the building and is practicing leg sweeps at the front door.

Anything else or any prep before heading in?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

When asked about the cultists or numerian monsters, he replies, ”I believe they are called the Technic League, some secret society out of Numeria. Clearly they did not like my acquisition of their artifacts. I assure you, almost no one told me how fanatically devoted they were to keeping their technology a secret.”

When asked about robots he replies, ” It’s one of those Numerian machines, sort of a golem, but it runs on lightning and needs little nodules in its head to think and obey. So we pulled those nodules out and threw them in the hazard crate.”

When asked about a key he replies, ”It wasn’t locked at the time they attacked as we were still setting up. It’s really just another gadget from Numeria, a large metal box painted in black and yellow. Doesn’t affect most magic, but it shuts down any Numerian relics placed inside.”

When asked about Pendleton he replies, ” Pendleton is my nephew—my wife’s sister’s middle son. Nice enough lad. Head in the clouds. Dhrami thought a season or two working in the museum might teach him a bit about foreign cultures before they actually let him roam the world and embarrass us all abroad.”

When asked about his staff he replies, ”Yes, yes. Of course! Save them too! I don’t have the time to track down a new museum staff before the opening!” He gives a basic description of what the staff wears.

I think I answered everything asked, let me know if I missed something. Any other aids for Cashel?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cheeper notices an injured humanoid body laying by the fountain! He smells... familiar. But no other scents jump out at her.

The group warily moves up towards the person, watching but not seeing any other threats.

A voice calls out in a loud whisper, "Keep your heads down fools! They could be anywhere!"

The male voice continues as you get closer and identify him as the illustrious Nigel Aldain.

"Are you Pathfinders? Did Dreng send you? It was... it was... it was in no way my fault! We took every precaution! Tomorrow was going to be such an event, unveiling the new museum, and absolutely nothing could go wrong! I personally inspected every artifact that came in, as both a scholar and a wizard. Everything was harmless as a newborn lamb! And anything the least bit suspicious went right into the lockbox! We even made sure those bizarre “robots” of theirs were neutralized!"

After he exasperatingly spits that out, his eyes start to roll back into his head until... Cashel gets there and quickly zaps him with a healing spell. Several party members notice a now fully healed scorch mark on Nigel's side. He had been clutching there until the healing.

He blurts out without even a thank you, "It was those vile cultists! They struck in the night like cowards! Oh, Abadar preserve my poor staff! None of us know how to fight. I went to find help and those Numerian monsters shot me in the back! I blacked out. Thought I’d gone on to the Boneyard, but when I awoke I called for assistance. I don’t know how many of my workers are still alive! Pendleton was in there! You have to do something. They could destroy the entire museum! Half of that exhibit belongs to you people!"

Questions? Responses? Punches in the face just for fun?

Cashel:
I almost forgot this! As you hurried out of the lodge, a young man bumped into you, quickly apologizing for his error. It seemed innocent enough until you later discovered a small slip of paper in a pocket that you don't remember having.

Greetings, my moldable little mind,

In light of our recent reorganization, knowing the right people is quite vital. A pet of mine couldn’t help but overhear your conversation with Dreng and Nigel Aldain’s pathetic cry for help. Sad though he is, the elf controls access to a wealth of knowledge I want access to, and he would make a delightful addition to the Dark Archive’s ranks. Persuade him to join us. It shouldn’t pose much of a challenge with his ego, but he is a fickle and self-important little man. If you can find any way to ensure his true and lasting loyalty know that I will owe you a favor.

-Zarta Dralneen


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Before the always dingy Dreng can respond, the pathfinders quickly recall a few tidbits of information about Numeria. None of them know much about the museum, its curator or its history other than the consistent society rumors that 'bad stuff happens here way too often'.

Jack recalls and shares that Numeria is a large wasteland to the north. It’s more of a wilderness of barbarian tribes than a real nation.

The new guy, Sobek, recalls that Stars fell on Numeria long ago, full of strange poisons and monsters. Its ruled by some barbarian king and his army of creepy mages.

Dreng watches Jack oddly as he attempts to give a potion to the silver raven after it lands on his desk. He quirks an eye, "You know it's... not alive, right? It's just a magical item."

He turns to the group, "Well, I always say it's better to be kind than wise." His tone reflects a wistful complement instead of a sarcastic insult.

He adds, "Anyway, Nigel is a… a friend. He curates the Blakros Museum. A curious sort, but not the kind of man to claim he’s dying unless someone’s actually stuck him. He’s a former member of the Society and gives us special access to research and artifacts when it suits him. Losing him would be a setback."

He then adds with wonderment, "Is it possible you’ve been with the Society this long and never had to clean up one of the messes at the Museum? It’s an ugly building in the Wise Quarter that holds all sorts of dangerous oddities the Society borrows from time to time. Last I heard, Nigel shut the place down a few weeks ago for some renovations and to bring in some new exhibit. As to why the men in black would be after the Numerian Exhibits? I have no clue, that would be something important to find out though."

I'll move ahead here to keep this excellent momentum, Cortina can post when she gets a chance.

The group heads quickly towards the section of town the Blackros Museum is located. Once near, it's easy to find as there are a bunch of signs and fliers promoting a new exhibit from Numeria.

The dark, blocky architecture of the Blakros Museum squats stubbornly between the more impressive government buildings of the Wise Quarter. One of the older buildings in Absalom, it remains unchanged and lacks the ornamentation of its newer neighbors. Imposing statues of armored men flank the entrance ahead, one partially obscured by a half fallen banner reading “Grand New Exhibition!” A blue flicker intermittently tints the dark windows, casting long, dull shadows over the groomed gardens and fountain. A crumpled figure in bloodstained robes lies against the fountain’s edge.

Map is up!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Fixed it, should work now. It defaults slide decks to super restricted and I just copied the link instead of checking it... like a dumb-dumb. :D


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

And we begin!

The group of pathfinders is issued a summons to head to the lodge... for paperwork. Drandle Dreng himself has ordered you to meet up, not for high adventure, but to settle accumulated paperwork. Ryul Dathana was given a pass as he is caught up on all of it. Dang elf wizard jerks.

“It is truly a pleasure to be back.” Venture Captain Drandle Dreng takes a seat at the head of the table and leafs through the papers set before him. “Some of you might have worked with me before my… furlough. And I look forward to reminiscing, but first it seems we need to spend the next few hours tidying up the paperwork you’ve accumulated overt the course of your adventures.” He wets his cracked lips. “First, we have this extradition order from Cheliax for... Oh my. Well, I’m sure the
Society can—“

A blue-grey shape crashes through the window and lands on the oak table with a metallic schwak! The tangle of wings and claws eventually stands, a gleaming silver raven, and opens its mouth.

“G—gods help me, Dreng, I’m dying,” a distant male voice sputters from the bird. “Men in black—came for Numeria exhibits. It’s Nigel... I’ve been shot! You owe me, you old bastard!”

Dreng’s lips crack and pop as they tighten. “Well Sounds like you lot need to head to the Wise District. That sounds like Nigel Aldain, so go to the Blakros Museum. If he lives through the night, I might be able to make something of this—” he waves a hand over the mound of parchment, “disappear.”

Any quick questions for Dreng? This is obviously an urgent mission.

And you may roll Knowledge Local OR Nobility to recall more about the Blackros Museum. You may also roll Knowledge Engineering OR Geography to recall more about Numeria.

Make sure to also do a basic description or reintroduction of your characters for Sobek's sake.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Whelp, I learned something today. Something annoying.

Apparently the new store has a separate password system from the forums. And it apparently didn't carryover my password. So when I went to buy the scenario, I couldn't log in. So I reset my password. Then I got in. But then I had two passwords for Paizo so... I tried to update my forums one too and dealt with issues there.

Fortunately the service desk got back to me and I eventually figured everything out and have the scenario AND updated all my passwords.

The scenario is up on the slides, update your characters if anything has changed. Sobek please get your reporting and basic character info in there (slides pages 1 & 2). If you don't wish to be 4th on the marching order, make your best plea to the other PCs to have one or more of them move.

See gameplay soon for our start!


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Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Alright, thanks all for playing. I’ll give 24 hrs for any more requests, then bump this game to inactive. Anything after that, PM me.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Rysam smiles and welcomes the group in, "Tea is the least I can do for saving our bacon! Let's get you all out of the cold and settled, our chef will get some food going while the other men and I put up the dogs, clean up these bodies and check out the fire damage."

The sun is starting to set, dinner and a sleep would probably be wise.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Alright, Bella's chronicle and reporting has had a faction change. Khellek's chronicle is now in there. Should be good.

Any other update/change requests may take a little longer than those, I'm starting a two day work shift into a busy weekend with a wedding to go to and birthday party to host.

Chronicle note: There is an amulet of health listed on the sheet, I believe it was a hangover from dnd 3.5. Several things in season 0 are that way. You can't buy it, fyi, so just ignore it.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Chronicles are here!

Waiting to post Khellek's chronicle for him to reroll that dayjob. If others also have rerolls and get better results, I can quickly update them.

Also, everyone check their sheets over. I have been known to make a mistake here or there when filling them out.

Bella, just wanted to double check that your faction is Grand Lodge and not Liberty's Edge.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Anyone have rerolls and want to use them on their dayjob checks, get em done!

Ezren, are you applying this pregen credit to a level 1 PC or holding it for a lvl 7?


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Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

I'm gonna call this fight here. Even IF the enemy doesn't drop and even IF they get three confirmed crits, I don't think they could take one of you out. Maybe the stronger one could, but it's dead.

The last beastman falls to the ground under the combined attacks of the pathfinders. A familiar face (your dog sled coach) pokes his head through a cracked open cabin door, then throws it open wide, "AHAH! Oh man, I thought we were goners. Ya got back just in time. And ya didn't even die on the way up or back!?! Pretty good training I'd say."

Scenario Over!

I'll do a little more wrapup and y'all are welcome to RP with any of it. But I'll start working on chronicles.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The holy man HITS!

But doesn’t fell the final foe.

Will the beast get another attack against the group? Will he be uttering his final words in mere moments? Will the cabin spontaneously explode, killing everyone?!?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Miriel attacks with a flurry of slashes, weaving together combat strategy with brute force. Her first two strikes finish off the purple scarfed foe, so she turns her third to the last enemy.

But misses. However, the distraction opens up a shot for Khellek to land a bolt into its lower leg.

Purple is dead, Yellow at -4HP, Three pathfinders remain to act, finish it!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Fatigued or not, the pathfinders manage to dig deep and are carving and stabbing their way through this combat effectively. Red Reverend chops his target down with two swings. Bella drills a weakened foe, dropping it as well. Only two enemies remain, both focused on the hard to hit Miriel.

Yellow v M slam 1 + Flank: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 for B: 1d4 + 3 ⇒ (4) + 3 = 7
Yellow v M slam 2 + Flank: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 for B: 1d4 + 3 ⇒ (4) + 3 = 7
Yellow v M bite + Flank: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21

Two solid hits, the tide is turning!

Round Three: Last Combat, I swear!
Group Conditions: Haste, IC +2, Fatigued

Ezren
Miriel (-14 HP)
Khellek

Purple (-17 HP)
Bella
Red Reverend (-4 HP)
Yellow

Bold are up. Don’t forget everyone is still fatigued.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Red becomes synonymous with his name after two swings leave him in a bloody pool on the snow. His counterpart cheers and steps over towards purple scarf.

Moved RR and deleted Red from the map.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Khellek’s bolt misfires, almost snapping the string. Fortunately he is able to clear the jam with no harm to the weapon.

Miriel’s combat prowess against the remorhaz is seeming to maybe be a fluke, but she does get one decent slash against her target.

I added IC and Haste, then subtracted for no Precise Shot and fatigued for Ezren.

The wizard misses with his first shot, but switches targets and lands his second! It hits and burns and… keeps burning as his foe collapses to the ground, scorched to death!

The minions have fire vulnerability if y’all remember from the last fight, that helped there for sure.

The purple scarfed one howls with even more anger before stepping back into flanking and unleashing multiple attacks.

Slam 1 v Miriel + Flank: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Slam 1 v Miriel + Flank: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Bite v Miriel + Flank: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

But her armor easily deflects such pathetic natural attacks. Beauty is definitely winning against the Beast.

Round Two: Last Combat, I swear!
Group Conditions: Haste, IC +2, Fatigued

CABIN ON FIRE!!! (-0 HP)
Ezren
Miriel
Khellek
Purple (-17 HP)
Bella
Red Reverend (-4 HP)

Red
Green (-11 HP)
Yellow

Bold are up. Don’t forget everyone is still fatigued.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Bella attempts to put out the roof, the roof, the roof that’s on fire.

Waters: 7d4 ⇒ (4, 2, 3, 4, 3, 3, 1) = 20

She does so!

Red Reverend attempts to prove his god is better than Miriel’s. It isn’t, but so far it isn’t worse.

The brutes move up to tactically take positions and attack!

Blue Double Moved so no attack. Green 5-footed so it gets a full attack.

Red v RR slam + Flank: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 for B: 1d4 + 3 ⇒ (1) + 3 = 4
Green v M slam 1 + Flank: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Green v M slam 2 + Flank: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Green v M Bite + Flank: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Yellow v M slam: 1d20 + 6 ⇒ (6) + 6 = 12

RR takes a solid body shot but Miriel’s battle prowess and armor give her a strong advantage against the wild brutes.

Round Two: Last Combat, I swear!
Group Conditions: Haste, IC +2, Fatigued

CABIN ON FIRE!!! (-0 HP)
Ezren
Miriel
Khellek

Purple, aka the bigger leader enemy
Bella
Red Reverend (-4 HP)
Red
Blue
Green (-11 HP)
Yellow

Bold are up. Don’t forget everyone is still fatigued.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Khellek Hastes and Inspires and then hopes. Hopes that this is the last fight of the day!

Miriel charges (flavor) and swings and hopes too. Hopes that her horrid tired swing hits!

It doesn’t.

Ezren calmly peppers his foe with magical force. Bones crack from the percussive energy.

The leader looking one with a nice purple scarf rushes around the building roaring an angry challenge (rage) and swings an arm at the paladin.

Slam + Rage: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17

But his heart isn’t really into it. Just didn’t really want to leave the cave this morning.

Round One: Last Combat, I swear!
Group Conditions: Haste, IC +2, Fatigued

CABIN ON FIRE!!! (-13 HP)
Ezren
Miriel
Khellek
Purple, aka the bigger leader enemy
Bella
Red Reverend

Red
Blue
Green (-11 HP)
Yellow

Bold are up. Don’t forget everyone is still fatigued.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

No luck on any of that (these bones aren’t magical) and the society isn’t going to need your help with the ritual, which will be done later. Yeah, they are jerks like that sometimes.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Anyone have faction journal card questions as we near the end of this scenario?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Oh yeah, it’s been more than three hours. Good question.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The pathfinders rush down the mountain. Maybe the dogs that survived will break free and wander home. Maybe not. But those drums are constantly getting louder.

It seems like even while booking it, they can’t outpace the sounds. Drums echo around and in front and behind. It feels like every turn could be an ambush. Stress, anxiety, fatigue, everything is going against the group right now. But somehow, you all finally see the smoke from the waystation up ahead.

But… that’s a little too MUCH smoke! Bursting over a small rise, the mentally and physically exhausted society members see half the roof of the cabin engulfed in flames!

Beastmen/yeti are dancing around cackling with glee.

Initiative
Khellek: 1d20 + 1 ⇒ (17) + 1 = 18
Ezren: 1d20 + 2 ⇒ (19) + 2 = 21
Bella: 1d20 + 5 ⇒ (4) + 5 = 9
Miriel: 1d20 + 7 ⇒ (11) + 7 = 18
The Red Reverend: 1d20 + 1 ⇒ (3) + 1 = 4

Enemy Purple: 1d20 + 2 ⇒ (14) + 2 = 16
Enemy RBGY: 1d20 + 2 ⇒ (1) + 2 = 3

The cabin burns a bit 3d6 ⇒ (4, 4, 5) = 13 Water or cold spells may help put it out.

Round One: Last Combat, I swear!
Group Buffs: NA

CABIN ON FIRE!!! (-13 HP)
Ezren
Miriel
Khellek

Purple, aka the bigger leader enemy
Bella
Red Reverend
RBGY

Bold are up. Don’t forget everyone is still fatigued.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The other Aspis are definitely not stopping to do anything, they split off and are running away a different direction. It appears only one of you wish to stop, is that correct?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The Red Reverend fires a bolt into a snow bank. Belladonna starts freaking out and forgets how to control her dogs. The dogs just keep running.

The closest sled curls off, with the rider directing the musher to ‘get the heck out of here!’

The final sled rider thinks about it for a second, then glances back at the wreckage and realizes they are the only ones left before ordering the same course of action.

Moral conditions weirdly kicked in when half of the enemies were wiped out in one single spell, lol.

Combat Over! There is, frustratingly, one more encounter still. I’ll take a look at it tonight and try to get it started up tomorrow.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |
The Red Reverend wrote:

The Reverend looks toward the carnage, wondering whether the Aspis were more dangerous before or after the fireball.

Not sure there's a target left to act on, or if we're just going to have another, possibly more disgusting, avalanche to avoid.

Two sleds left in range, if you had something to use at range.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

A tiny speck of flame shoots out from the finger of the wizard, heading towards the north group of sledders. It seems like such an insignificant thing until... it isn't. A massive fireball washes over the two sleds, almost reaching the southern group. Snow is instantly melted, scorched away revealing rocky ground below.

But what happens to the people and dogs is much much worse.

DC 20 is our target.

yellow reflex: 1d20 + 6 ⇒ (13) + 6 = 19
blue reflex: 1d20 + 8 ⇒ (5) + 8 = 13
musher 1 reflex: 1d20 + 1 ⇒ (15) + 1 = 16
musher 2 reflex: 1d20 + 1 ⇒ (1) + 1 = 2
dog 1 reflex: 1d20 + 5 ⇒ (20) + 5 = 25
dog 2 reflex: 1d20 + 5 ⇒ (19) + 5 = 24
dog 3 reflex: 1d20 + 5 ⇒ (9) + 5 = 14
dog 4 reflex: 1d20 + 5 ⇒ (13) + 5 = 18
dog 5 reflex: 1d20 + 5 ⇒ (17) + 5 = 22
dog 6 reflex: 1d20 + 5 ⇒ (5) + 5 = 10
dog 7 reflex: 1d20 + 5 ⇒ (2) + 5 = 7
dog 8 reflex: 1d20 + 5 ⇒ (8) + 5 = 13
dog 9 reflex: 1d20 + 5 ⇒ (2) + 5 = 7
dog 10 reflex: 1d20 + 5 ⇒ (16) + 5 = 21
dog 11 reflex: 1d20 + 5 ⇒ (18) + 5 = 23
dog 12 reflex: 1d20 + 5 ⇒ (14) + 5 = 19

The only positive out of that is the lack of smell. Not because there isn't any burning flesh, hair, fur or other things. But because the group is quickly outpacing the wreckage of two sleds as they keep bolting down the mountain.

But in their rearview mirrors they see the full cataclism caused. Riders and mushers blasted to oblivion and tumbling to the ground as the sleds flip and explode (why did they explode?!?). The dogs, scorched and knocked down, pile up into an agonizing mess of burned harnesses. Painful howls of pain remind everyone that a few of them survived, but are quickly left behind.

Round 1: ASPIS AMBUSH OMG NO ONE EXPECTED THIS!!!
Group Buffs: NA

Miriel (heroism)
Green (readied bolas)
Red (readied spell)
Khellek (heroism)
Ezren
Bella (heroism)
Red Reverend

Purple, aka Aspis drivers and dogs and this is when their sleds will move

Bold May Go!

No take 10 during combat on handle animal checks. Casters (conc check DC 10 + spell level) and Ranged attacks (-4 to hit) while on a moving sled. If some jump off and some stay on the sleds, the groups may be quickly separated, fyi. At the end of the round I will adjudicate movement, adjusting positioning based upon speed differences.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

I really don’t want to bot such a major possible action as a fireball. But we also need to keep moving. Ezren, you there?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The group is blessed with Haste and Khellek’s dogs speed up a little bit.

Ezren is up!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |
Khellek the historian wrote:
If I am make a map suggestion. If we keep ourselves still on the map and just move the Aspis up by the difference between their speed and ours, that may be much simpler. When we start falling out, that won't work any more, but in the meantime...

That should work well, I will pull Miriel back and adjust everyone when I move the Aspis at the end of the round. Max speed is 10, fyi.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Miriel skips her earlier plan of jumping off and challenging any enemies, instead hoping to outrun the Aspis. Her dogs respond to the urgency in her voice and speed up.

Moved her and her sled forward 6.

The two lead Aspis enemies move up and the riders ready bolas. An Aspis in a red cloak readies to cast.

Round 1: ASPIS AMBUSH OMG NO ONE EXPECTED THIS!!!
Group Buffs: NA

Miriel (heroism)
Green (readied bolas)
Yellow (readied bolas)
Red (readied spell)
Khellek (heroism)
Ezren

Blue
Bella (heroism)
Red Reverend
Purple, aka Aspis drivers and dogs and this is when their sleds will move

Bold May Go!

This is a really tough fight to articulate on this map, due to the very fast speed. However, it is suggested that I focus more on the difference between the sled's speeds instead of trying to draw out the massive movements. Therefore, your speed is the number of squares the sleds will move. The pathfinder sleds are currently going to be moving five spaces each round. The Aspis sleds will move eight spaces. No take 10 during combat on handle animal checks. Casters (conc check DC 10 + spell level) and Ranged attacks (-4 to hit) while on a moving sled. If some jump off and some stay on the sleds, the groups may be quickly separated, fyi.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Some things could very reasonably be done while driving, instead of taking a driving action. I’d think one could do about anything as long as they kept one hand on the reigns. So inspire courage, spellcasting, one hand weapon stab at adjacent enemy, etc… But if you take both hands off the reigns, your sled would go out of control.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

A majority of the pathfinders very easily recognize that the drums and yells are NOT that of friendship, but of war. The group moves quickly to the sleds and the last bit of thought of friendship vanishes as a volley of spears flies through the air out of the fog, landing just where the pathfinders had walked.

Quickly hopping onto their sleds and turning them around, the group starts moving as another volley of spears flies out of the fog. This time a little closer to being accurate.

Finally, as they get up to a slow speed, four abominable humanoids burst from the fog and hurl another flurry of spears. Due to the speed and range, the spears fall short and the humanoids fall out of sight from the speeding dogsleds.

The drums do not lessen though, actually increasing and spreading. Now it sounds like they are all around and even in front of the group as they speed down the mountain. They remain distant, but it's obviously a concern.

_____________________

The group passes through the eye and heads down into the wings.

A chorus of yowling dogs echoes from atop the surrounding hills. Suddenly, from out of the snow-covered brush shoot four teams of dogsleds. They barrel down the hills at breakneck speed.

The four dogsleds pull in behind the pathfinders and a man on the third sled laughs, "I told you they would get it for us! And probably all out of spells after fighting to it. Easy pickings, get em!"

Initiative
Khellek: 1d20 + 1 ⇒ (14) + 1 = 15
Ezren: 1d20 + 2 ⇒ (11) + 2 = 13
Bella: 1d20 + 5 ⇒ (4) + 5 = 9
Miriel: 1d20 + 7 ⇒ (19) + 7 = 26
The Red Reverend: 1d20 + 1 ⇒ (3) + 1 = 4

Enemy Red: 1d20 + 4 ⇒ (14) + 4 = 18
Enemy Blue: 1d20 + 4 ⇒ (6) + 4 = 10
Enemy Green: 1d20 + 3 ⇒ (19) + 3 = 22
Enemy Yellow: 1d20 + 3 ⇒ (18) + 3 = 21

Round 1: ASPIS AMBUSH OMG NO ONE EXPECTED THIS!!!
Group Buffs: NA

Miriel
Green
Yellow
Red
Khellek
Ezren
Blue
Bella
Red Reverend
Purple, aka Aspis drivers and dogs and this is when their sleds will move

Bold May Go!

This is a really tough fight to articulate on this map, due to the very fast speed. However, it is suggested that I focus more on the difference between the sled's speeds instead of trying to draw out the massive movements. Therefore, your speed is the number of squares the sleds will move. The pathfinder sleds are currently going to be moving five spaces each round. The Aspis sleds will move eight spaces. No take 10 during combat on handle animal checks. Casters (conc check DC 10 + spell level) and Ranged attacks (-4 to hit) while on a moving sled. If some jump off and some stay on the sleds, the groups may be quickly separated, fyi.


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Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Miriel doesn’t feel cursed, so that’s good. Red Reverend doesn’t know what the shiny magical pebble is, though Khellek suggests it is a ion stone of some sort. Those are neeeever cursed. Certainly not one that ended with its owner dissolved inside the gullet of a remorhaz.

The group gets to the slick slope. The drums sound closer.

How do they proceed down it?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

This scenario isn't the best organized, so I just found a lot of stuff that should have been part of earlier encounters... in a later part. Khellek would have known and shared the Remorhaz detail.

Remorhaz are well known for ingesting shiny objects and any adventurer that kills one is recommended to check its stomach. Assuming someone does so (RR probably) in the time it takes to collect the bones, you find a glowing magical stone.

Also, Miriel, did you put on that necklace Khellek gave you earlier?

As the group starts heading back to the sleds, they hear noises from the mountain all around them.

Dozens of shaggy beastmen (were) howl(ing) from the fog-enshrouded precipices, their chants (earlier) seemingly silenced by the death of monstrous worm-creature. Then slowly, the drums start beating. The tempo rises furiously, followed by an enraged chorus of violent, howling screams.

We will start with actions right after collecting the bones. Are you all rushing to the sleds? Doing anything else?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

I have hope that two weeks is it, but this group/game goes slow periodically.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Fyi, we will definitely not finish before the start of game day on September 4th.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

And as quickly as the angry ‘kill the grave robbers’ curse washes over the Paladin, it fades away. Shelyn seems to still be on Miriel’s side, this time.

The stone seals a small chamber filled with a bed of charcoal. Atop the charcoal sits a rolled up leather blanket tied closed with knotted silk rope. The leather blanket is lined with red and orange silks that bind together a collection of bones, intricately scrimshawed with fine calligraphy and rubbed with gold leaf, to make the runes stand out.

Mcguffin acquired! What next?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Miriel leans down into the ice pit and prepares herself to remove the lid. She grasps the edges and then thinks, was the trap trigger removing the lid or just touching it?

She quickly finds her answer as the curse discharges and floods through her system.

FORT SAVE!

This is a curse effect.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Bella quickly recognizes that the bone container is (magically) trapped! Now, where is that pesky rogue the group brought along, this thing needs disabled.

Probably not much the group can do without a rogue other than just trigger it and hope for the best. Or abandon the mission and leave it. I won’t say exactly what the trap is, but it will require a save to avoid the effects.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

That soon? Eesh. Hadn’t paid attention. A week is unlikely.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Khellek notices the red amulet the group saw earlier on one of the beastmen is magical.

Miriel is still down 4 hp if that needs addressing.

The Paladin manages to wedge out a couple of ice chunks and then the rest are easy to grab. In the excavated hole is a large flat stone engraved with a spiraling ring of primal looking
pictographs. It appears to be the lid of some sort of container.

Perception Checks!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

About a little over halfway. But you have also cranked through the first two combats very efficiently. So we might get there?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

And falls to the ground, twitching!

Miriel is able to extricate herself from the body after a few moments and all seems well again.

Combat Over!

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