Signboy77's page

Organized Play Member. 590 posts (6,644 including aliases). No reviews. No lists. No wishlists. 13 Organized Play characters. 14 aliases.


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I know this is an old topic, but I'm still trying to find something that will work for me. Can't afford therapy, or medication - living paycheck to paycheck. A prescription means not enough food for my kids.

Been playing in PbP games, because can't find local,game, and it's been good, but hasn't been fun for the past few months. Can't explain why, except that NOTHING is fun.

The question for me - is it better for my kids to have a clinically depressed dad, or no dad?

Signboy77's PFS Scenario-rama

Sorry. Needed to choose my phrasing a little better.

Feelin' fine.

Signboy77's PFS Scenario-rama

Just a note for folks playing with Desmond, Maaarv or whatever other characters of mine that are out there...

I'm ending things a little sooner than I had originally expected. Life is just getting to be too much of a burden. The past two and a half years that I've participated in PFS have been fun. I've really had a lot of fun.

I wish I was a better person that didn't feel the need to commit an act of such finality, but that's what it is.

So long, and thanks for all the good times.

Signboy77's PFS Scenario-rama

"I didn't hear nothin'" Desmond continues his search of the room.

Signboy77's PFS Scenario-rama

I figured since they were both loans, you could just subtract the purchases from your chronicle, and theirs would be unaffected. Also, feel free to use a pdf editor to put in your full information on your chronicles, or print out and fill in by hand. I'll keep the the thread active for a few more days to give everyone a chance to access their sheets. The session has been reported, thanks again everyone.

Signboy77's PFS Scenario-rama

Ugh, I've been having computer/internet problems all day. I tried posting about 6 times, but it wouldn't take. Sorry for putzing out, but everyone that had started to turn bestial has their condition returned completely to normal - no more ability damage or bonus.

Kelsier Chronicle

Sam Chronicle

Beromir, Graxzos, Waki and Wilm Chronicle Sheet

You guys were great. I apologize - I've done a better job of running a PbP. It just ended up being a much busier month than what I was expecting. Thank you all for playing.

Signboy77's PFS Scenario-rama

nothing from Graxzos...I'll bot him.

Beromir's swing just barely misses the Druid. Graxzos loads and fires.

Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 ⇒ 1

The shot hits, though it's mostly a graze. However, it's enough to kill the Druid.

With the Druids dead, the energy surrounding the atavistic splinter dissipates. You are able to handle it safely to return it to the Venture Captain.

I don't have the chronicles saved on this computer. Will load them tonight. Sorry for delays.

Signboy77's PFS Scenario-rama

Sam magically stays safe from the druid's attack. (Sorry, forgot about shield) He tries to claw and bite the injured blue druid, but to no avail.

However, Wilm rides in on Max, and with a single swing of his ax, is able to kill the druid outright, leaving only the blue druid standing.

Beromir and Graxzos are up.

Blue druid is injured for 10 hp.

I'm going to be out today as well - day trip with the family. You guys pretty much have this in the bag, so you can expect chronicles sometime tomorrow.

Signboy77's PFS Scenario-rama

Beromir's greataxe does it's job and seriously wounds the blue cultist, but he stays standing.

The two remaining druids both begin to suddenly grow, becoming larger. They then attack their closest foes.

Blue vs. Beromir: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Black vs. Sam: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

The blue druid's efforts are futile, but the other one connects and hits Sam on the noggin.

Waki, Kelsier and Sam are UP

Then Round 2
Wilm, Beromir and Graxzos.

Signboy77's PFS Scenario-rama

Mini-update, but then I'm going to be unable to post for most of the day.

Wilm misses with his ax, but Max is able to put the badly burned druid out of his misery.

Graxzos rushes in and fires recklessly, but the shot hits (vs. flat-footed touch) causing a small, but noticable wound in the blue druid.

Wilm, Beromir and Graxzos is UP!
Then Druids (Blue 2)
Then Waki, Kelsier and Sam

Signboy77's PFS Scenario-rama

4d20 ⇒ (1, 3, 2, 19) = 25

One of the druids, the red one, hears the sorcer's cry. He's able to keep his head about him and cast shillelagh on his quarterstaff.

Counting that as surprise round.

Red Ref: 1d20 ⇒ 18
Yellow Ref: 1d20 ⇒ 12

The yellow druid falls dead from Sam's flames, the red one looks badly burned, but is still standing.

Beromir: 1d20 + 2 ⇒ (18) + 2 = 20
Graxzos: 1d20 + 3 ⇒ (14) + 3 = 17
Kelsier: 1d20 + 3 ⇒ (5) + 3 = 8
Sam: 1d20 + 1 ⇒ (5) + 1 = 6
Waki: 1d20 + 6 ⇒ (4) + 6 = 10
Wilm: 1d20 + 5 ⇒ (19) + 5 = 24
Druids: 1d20 + 5 ⇒ (11) + 5 = 16

Wilm, Beromir and Graxzos are UP!
Then Druids (Red 9)
Then Waki, Kelsier and Sam

Signboy77's PFS Scenario-rama

The druids do not notice you - as they are in the midst of their ritual. Essentially, their eyes are closed in concentration/elation as part of the ritual. I don't think you need to roll Stealth unless you try to jump or climb or do something that has the potential to be loud like that.

So, I put Kelsier in charging position. Looks like we're still waiting for Graxzos, Sam and Waki to place themselves.

Signboy77's PFS Scenario-rama

I've placed two yellow ovals to show where you can approach from.

Signboy77's PFS Scenario-rama

You need to approach the room with the druids from either of the two entry ways. The eagle eye could have been used from any place within Briar Henge. You shouldn't be in the room yet, and you need to choose which entry you will use (or split and use both)

Signboy77's PFS Scenario-rama

Go ahead and arrange yourselves to prepare for the attack.

Signboy77's PFS Scenario-rama

The open air structure of Briar Henge allows for Beromir to use the wand of eagle eye to get a view of the last remaining room.

This wide area on the east side of Briar Henge has a roughly circular shape. Four tall, thin spires of ancient stone thrust up from the ground at irregular intervals like malformed teeth. To the west, two thicker stones are capped with a third horizontal stone, forming a crude gateway. A thick piece of charred bark is suspended in this gateway by a web of crackling energy. The crackling energy pulses outward from the bark into the dolmen stones, and from there into the ground.

Four half-elf druids circle each of the thin columns, seemingly entranced in their ritual. They carry simple quarterstaffs.

Signboy77's PFS Scenario-rama

As you step through the false canopy, you are faced with what seems to be a hedge maze. Taking a left, you come across what appears to be a makeshift barracks. Six hammocks hang suspended from the thorns here, crisscrossing along the thorny walls. Two oaks provide shade and shelter from wind and rain. A few clothes hang from the thorny walls. The hammocks and clothes seem simply made. Near one of the tree trunks is a large, sturdy chest. Near the other is a smaller chest, whose open lid reveals several scrolls and tomes. Gaps in the walls allow exit to the northwest, north, and northeast.

You spot a chest that is unlocked and find a birch wand of eagle eye with 12 charges remaining and a patterned leaf that acts as a scroll of grove of respite.

You also find a room with a large table, that seems to be strangely empty. This open space is roughly oblong, with three gaps in the thorny walls to the south, west, and north. To the east is a rough wooden table with a leather satchel lying atop it. The table is surrounded by six cut logs planed flat and turned endwise to serve as stools. Two stiff linen banners hang on stands placed along northwest and southwest walls, carefully placed a few inches away from the thorns to prevent tearing. As you enter this room, you can hear the soft sounds of chanting coming from elsewhere in the bramble.

Heading North, you come across another empty room. This long, wide area is partially roofed by a sheet of woven bark. Under the bark sheet rest several casks, boxes, and simple pieces of furniture. Gourds dangle from the thorny walls as though hung on hooks. Three breaks in the bramble walls lead west, south, and east.

DC 18 Perception:
You find hidden in one of the gourds, a large leaf folded around a dozen goodberries.

From your explorations, you've determined where the chanting is coming from. You have two choices - enter the room from the north or the south.

Go ahead and place yourselves where you want to be on the MAP.

Signboy77's PFS Scenario-rama

"Oh, I'd be spoiling the fun if I told you how many are waiting for you inside. But I'll tell you what, there's more than just the Druids waiting for you..."

Signboy77's PFS Scenario-rama

I think I'll push things forward a little.

Searching around the perimeter of Briar Henge, you notice that the brambles that make up the 'walls' of the fortress could be penetrated, but Beromir deduces that trying to push through would result in some nasty injuries.

Beromir does spot a place in the wall that seems to be thinner, and while it would certainly scratch up whoever made their way through, it wouldn't be as severe. (1d6 instead of 2d6)

The easiest way to enter is the doorway that was previously guarded by the atomie and her dog. It is a false front of brambles - able to be opened without causing injury.

Which way?

Signboy77's PFS Scenario-rama

Beromir's aim is true and hits the atomie, injuring the diminutive creature greatly. Suddenly, her laughing stops. "Ow, you guys play for keeps! This, this is getting to be too much for me. And Scruffy! Your wolf nearly killed him!"

The atomie flies down and lands on the prone dog, gingerly looking over the wound.

"Well, he's still alive. Looks like you guys one this game," the atomie takes to the air again.

"So, what do you say we call this a draw? Scruffy and I will go tend to our wounds elsewhere and you can join the druids inside. They've got that atavistic splinter thing and just about done with the little ceremony."

With that, she and the dog get ready to depart, unless you want to try and stop her.

Signboy77's PFS Scenario-rama

I'm currently in a day-long meeting. But Beromir's attack will end the combat. Will put a full post up later tonight.

Signboy77's PFS Scenario-rama

Sorry, busy weekend.

Wilm, that's fine with your AC attacking.

Mas, Wilm's trusty mount, takes a nasty bite out of the dog and manages to trip it!

From a few feet behind the dog, some high-pitched giggling is heard. Suddenly, the atomie pops back into view and points at Beromir, chanting some words.

Beromir, DC 15 Fortitude Save - reduce person

The dog remains prone on the ground and the atomie is flying and visible.

Waki & Wilm
fey creature
Beromir, Graxzos, Kelsier are UP!
dog (10, prone)

Signboy77's PFS Scenario-rama

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

The small fey creature spots Sam trying to be sneaky, but Waki gets away. (distance penalty and the fact that you're moving into the trees) As the others make ready for a fight, she orders her dog, "Sic 'em!" before turning invisible.

The dog moves forward menacingly.


Beromir: 1d20 + 2 ⇒ (8) + 2 = 10
Graxzos: 1d20 + 3 ⇒ (6) + 3 = 9
Kelsier: 1d20 + 3 ⇒ (6) + 3 = 9
Sam: 1d20 + 1 ⇒ (6) + 1 = 7
Waki: 1d20 + 6 ⇒ (16) + 6 = 22
Wilm: 1d20 + 5 ⇒ (8) + 5 = 13
dog: 1d20 + 2 ⇒ (7) + 2 = 9
??: 1d20 + 7 ⇒ (5) + 7 = 12

Waki & Wilm are up!
fey creature
Beromir, Graxzos, Kelsier

Knowledge (Nature) 11:
The creature that disappeared is an atomie. DR/cold iron.

Signboy77's PFS Scenario-rama

Continuing along the trail, you enter an eerily quiet wood. The stillness in the air seems almost unnatural. The trail leads through to a parting of the trees to what looks to be a fortress of shrubbery. Briar Henge is a bristling fortress. The compound is roughly circular and approximately 100 feet across. The walls are made of tangled thorn bushes twelve feet high, although the compound does not appear to have a roof. The only break in the prickly wall is a gap five feet wide and eight feet high. Hanging ivy covers this doorway and blocks the view of the interior of the compound.

You can see, standing at what looks to be the entrance, a dog and a small winged creature, hovering in the air. They spot your group, but make no move.

Briar Henge Map

Signboy77's PFS Scenario-rama

"Killing lycanthropes brings in the coin," the woman snaps back at Beromir in druidic. "Woman's gotta eat, right?"

Suddenly, she looks down into the river. "Where's my croc? What happened to Jumblegrin?" this time in common. She looks around at the pathfinders.

"JUMBLEGRIN!" She stands, not paying the pathfinders any mind. "There's a mess of druids that took over Briar Henge - if that's what you mean. Can't miss it, just up the trail a bit..." "Now, if you ain't gonna kill me, I need to find my Jumblegrin..."

With that she takes off down river, seeking after her beloved animal companion.

In her haste, she has dropped a case of scrolls containing 4 scrolls of cure light wounds.

Signboy77's PFS Scenario-rama

One charge is enough.

As Beromir heals the elf, she wakes up with a start. "What? You mangy dog-men! I'll get you!"

Still convinced that you're lycanthropes, the elven woman thrashes around on the ground, not wanting to be held down.

So, she's written basically as a murderhobo that has no idea what is going on. If you'd rather not deal with her, I'm willing to call a mulligan on the wand use and you can leave her be. If you want to RP something, then we can play it like that and I'll adjust.

If you want to RP, roll Intimidate to try and calm her down.

Signboy77's PFS Scenario-rama

The pistol shot rings out, echoing off the trees in the forest. Graxzos's aim is true, and wounds the croc further. Luckily for the reptile, the shot is not as bad as it could have been.

Waki's efforts prove to be fruitless, as he is unable to concentrate enough in the midst of battle to disarm the trap.

The roll was high enough to not trigger the trap, so you can try again.

The crocodile, though bleeding profusely, is still alive. However, it's natural survival instincts kick in and it submerges into the water, attempting to swim away.

Since you're interested in saving Tavariel...

Stabilize: 1d20 - 2 ⇒ (18) - 2 = 16

The elf's bleeding seems to be naturally being staunched. Though she's still unconcious, her injuries are holding steady.

She's still at -2. Beromir, if you want to heal her, feel free.

Out of Combat. (unless you want to chase down the crocodile)

Signboy77's PFS Scenario-rama

If none of you had been transformed into beast-mode, she wouldn't have been so aggressive. But she thinks you're lycanthropes, and she loves to hunt lycanthropes. Kelsier's got the javelin skills that put her down to -2 hp.

Beromir rushes to the elf's side. She has lost a significant amount of blood.

Signboy77's PFS Scenario-rama

I'll say it's shallow enough on the bank that you don't need a swim check, but give me a Climb Check (DC 10) to make it up the bank.

Signboy77's PFS Scenario-rama

Update so Graxzos can have a better idea of what to do.

Kelsier's javelin flies true and strikes the elven woman squarely in the chest, impaling her body clear through. The elf collapses from the strike and the blood loss.

Meanwhile, Sam takes aim at the crocodile in the water, hitting it with two magic missiles and severely injuring the reptile. Wilm's stone simple bounces off the croc's tough hide.

Beromir, you can change your action if you would like, since the elf is no longer a threat.

Graxzos up!

Crocodile (8)

Signboy77's PFS Scenario-rama

While crossing the logs, Beromir spots a trap. Though, before he can make a move to disable it a female elf springs out of the trees.

Stealth: 1d20 + 6 ⇒ (12) + 6 = 18


Beromir: 1d20 + 2 ⇒ (5) + 2 = 7
Graxzos: 1d20 + 3 ⇒ (1) + 3 = 4
Kelsier: 1d20 + 3 ⇒ (17) + 3 = 20
Sam: 1d20 + 1 ⇒ (15) + 1 = 16
Waki: 1d20 + 6 ⇒ (10) + 6 = 16
Wilm: 1d20 + 5 ⇒ (4) + 5 = 9
Elf: 1d20 + 3 ⇒ (18) + 3 = 21
Aligator: 1d20 + 2 ⇒ (1) + 2 = 3

Suddenly, a female elf steps out of the woods on the north side of the river and fires an arrow at Sam. (She thinks you're a lycanthrope, and your the closest to her)

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

But the arrow flies wide! And a crocodile appears in the river!

Round 1
Elf (already went)
Kelsier, Waki, Sam, Wilm, Beromir, Graxzos

BOLD may act (actually, that's the whole party)

Kelsier, post if you can. Or, I'll GMPC you by tomorrow morning.

Also, there is a trap that Beromir is aware of at the end of the log. - The red T


Signboy77's PFS Scenario-rama

Sorry, no - you don't need to roll for the AC, Wilm. And yes, you do get increased HP due to +2 Con.

As the stalwart halfling feels himself succumbing to the strange ritual, the group decides to press forward. Graxzos' words push the pathfinders forward. With every step, they can see the influence of the strange ritual in the slightly warped nature surrounding them.

A deep, placid river interrupts the path to Briar Henge. A few large logs have been placed across the river, providing a crude bridge to access the other side. Sunlight dapples the surface of the murky water, the result of branches crisscrossing the river high overhead.

Crossing the river via the felled log requires no special check.

The first one crossing the log, please roll Perception.

River Crossing Map

Signboy77's PFS Scenario-rama

Kelsier, sending good thoughts your way. And I am a praying man - I hope you don't mind if I include you and your family. I lost my dad about 2 1/2 years ago - it's not easy. I wish you the best.

I just rolled your fort save for you pre-emptively. I hope that's alright. I rolled a 19, so if you don't let me use it on you, I'll just have it apply to a a sneak attack by a rogue/magus that also applies shocking grasp, or something. ;-)

Signboy77's PFS Scenario-rama

Sorry, I didn't realize that my phone would post as an alias.

As the final beastman bleeds out, you quickly search the bodies only to find that they are only equipped with chain shirts and ragged, soiled trousers.

A search of the buildings finds that they are all empty. A few books seem to have survived ransacking, but they don't hold anything interesting. As the light of day begins to fade, you decide to hold up in what seems to have been the town's constabulary.

The next morning, you arise from a fitful night of sleep. Though Beromir seems fine as ever, the rest of you are once again assaulted by the influence of the strange ritual.

Sam and Graxzos both worsen, growing more beast-like. (Another -2 to INT and CHA)

Everyone but Sam, Graxzos and Beromir, please make a DC 12 Fortitude Save.

If you Fail that Save:
So, it turns out Falbin didn't know what he was talking about. You are in danger of being affected by the strange ritual. You have succumbed to the ritual and grow more bestial. You gain the following properties:
2 claw attacks (1d3 damage for medium creatures, 1d2 for small)
1 bite attack (1d4 damage for medium, 1d3 for small)
+2 bonus to Constitution
-2 Damage to Intelligence
-2 Damage to Charisma

At the start of each day, a bestial creature takes an additional 2 points of Int and Cha damage to a minimum of 2. A bestial creature whose Int or Cha reaches 2 cannot remove the template except with a break enchantment spell, and all ability damage becomes permanent. Such a character is removed from play in the Pathfinder Society Organized Play campaign at the conclusion of the scenario.

Kelsier Fort: 1d20 + 4 ⇒ (19) + 4 = 23

Signboy77's PFS Scenario-rama

I took the liberty of moving you, Sam. I hope you don't mind. I noticed you hadn't moved yourself last round.

Sam's spear finds its mark and the red beastman falls down, gushing blood. Meanwhile, the rest of the party cannot seem to hit the remaining wily creature. It dodges all of their attempts to bring it down.

With a feral scream, the remaining beastman lashes out at Kelsier with both claws and a nasty bite.

Claw 1: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Claw 2: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Bite: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Confirm: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

With all the wailing and gnashing of teeth and claws, Kelsier only takes one slash, drawing some blood. 5 damage to Kelsier

Party UP!

Green feral logger. (no damage yet)

Signboy77's PFS Scenario-rama

The beastly figures make their move. The one south of the party comes around the corner of the house and rushes as fast as he can at the party. However, Wilm charges on his wolf and sticks the beast man with a devastating blow, killing it out-right.

The other (green) beastman scrambles through the small row of shrubbery, swiping a claw at Kelsier.

Claw: 1d20 + 3 ⇒ (4) + 3 = 7

However, the fighter easily dodges the attack. The third (red) beast emerges from the shadows and makes a bee-line for Beromir. Graxzos fires a shot and his aim is true, but the beast still stands.

Graxzos, Waki, Wilm, Sam, Kelsier
Green, Red (5)


Sorry for the silence the past couple of days. I've been going through a little personal thing and life got in the way. Also, I've fixed the map link at the top of the thread.

Signboy77's PFS Scenario-rama

And yes - the increase in CON does give you the accompanying boost to HP.

Kelsier moves up and chucks a javelin, but it misses.

Beromir rushes forward, as do Waki and Graxzos. The tengu readies to slice into the first of the beast men to get close, and Graxzos plans to put a bullet in one.

Bold can act.

Surprise Round: Sam

First Round: Sam and Wilm

Beast men


Sam and Wilm are up.

Signboy77's PFS Scenario-rama

Sorry, been in a meeting most of the day. I don't have time for a real post right now. You should be able to edit the map now, so if you moved during your turn, but didn't move yourself on the map, please do so. I'll be able to post in a few hours - I'm really sorry for the delay.

Signboy77's PFS Scenario-rama


Beromir: 1d20 + 2 ⇒ (6) + 2 = 8
Graxzos: 1d20 + 3 ⇒ (19) + 3 = 22
Kelsier: 1d20 + 3 ⇒ (6) + 3 = 9
Sam: 1d20 + 1 ⇒ (13) + 1 = 14
Waki: 1d20 + 6 ⇒ (13) + 6 = 19
Wilm: 1d20 + 5 ⇒ (14) + 5 = 19
?: 1d20 ⇒ 9

Sam: 1d20 + 4 ⇒ (18) + 4 = 22

Kelsier, Waki, Sam, and Beromir notice strange movements throughout the seemingly abandoned village. Suddenly, three bestial men appear and move in to attack!

Surprise Round: Waki, Sam, Kelsier, Beromir


First Round: Graxzos, Waki, Wilm, Sam, Kelsier
Feral Loggers

New Map!

Signboy77's PFS Scenario-rama

"Well...I mean, when I sent the first report to Brackett, I did think that we were dealing with standard werewolves. Sorry..."

Falbin gives you a fond wave as you travel on the path to Briar Henge. After most of a day's journey, the path runs through a small collection of buildings deep in the forest. This place appears to be a successful lumber camp — nearly a small village — but seems abandoned. A few open doors bang softly in the wind, hanging askew on their hinges.

Everyone except for Beromir (he has the Wild Empathy class feature) please make a DC 12 Fort Save.

Failed the Save?:
So, it turns out Falbin didn't know what he was talking about. You are in danger of being affected by the strange ritual. You have succumbed to the ritual and grow more bestial. You gain the following properties:

2 claw attacks (1d3 damage for medium creatures, 1d2 for small)
1 bite attack (1d4 damage for medium, 1d3 for small)
+2 bonus to Constitution
-2 Damage to Intelligence
-2 Damage to Charisma

At the start of each day, a bestial creature takes an additional 2 points of Int and Cha damage to a minimum of 2. A bestial creature whose Int or Cha reaches 2 cannot remove the template except with a break enchantment spell, and all ability damage becomes permanent. Such a character is removed from play in the Pathfinder Society Organized Play campaign at the conclusion of the scenario.

Signboy77's PFS Scenario-rama

Falbin shakes his head slowly. "It's two days by foot. With all the craziness going on, you'd be hard-pressed to find someone that's got enough horses to spare for all of you."

To Graxzos, "Well, they'll still hurt, won't they? But no, I don't think yer silver would be of any special use against those that have been turned by this ritual." He answers Sam, "And no, I don’t think you'll have to worry about being changed. Only people that have been in the area for a prolonged period of time seem affected. If you go to Briar Henge quickly, you shouldn’t have anything to worry about.”

Let me know if you are ready to move forward, or have more questions.

Signboy77's PFS Scenario-rama

Falbin answers Graxzos, "Belladonnas are helpful with the treatment of lycanthropy. But, the druids out there at Briar's Henge ain't makin' regular old werewolves with that atavistic splinter."

He then addresses Wilm's inquiries, "Well, Briar's Henge is about two days' travel south of here, so you’d best hurry if you want to catch the druids before the ritual ends. The trail is fairly good for the first day, and there’s a small logging camp you could rest at. The loggers there are no friends of the druids, so you’re likely to receive a warm welcome if you mention you’re working against Briar Henge. Briar Henge is another day further southeast along some narrow - but passable - trails.”

Falbin walks around his garden, kicking dirt over some embers that are fighting against dying down. "See, the druids intend to transform everyone in the surrounding area into feral animal-men as a perverted way of returning them to ‘nature.’ The ritual is slow but powerful. The druids have been performing the ritual for weeks, and it seems to affect the area for miles around Briar Henge. Exactly how far out, I couldn’t say. I’ve done a lot of research, though, and I’ve learned two important points. First, the effects of the ritual are reversed only if the Atavistic Splinter is removed from Briar Henge before the entire ritual is complete—then all the affected animal-men would return to normal. Second, the ritual will end at sundown the day after tomorrow. That is, the ritual will only last two more days. As it takes almost two days to get to Briar Henge, you’d better get moving.”

Signboy77's PFS Scenario-rama

"Would you mind checking the bags? One of 'em has it, but I can't tell. You humans all look the same..."

You find a satchel of belladonna flowers in one of the dead men's bags. "That's it! Oh thank you!" He reaches out and clutches the satchel to his chest.

Falbin then roots around in his garden and plucks up a single flower with large, pink petals. "I can't let any of the belladonnas go, but take this. It's a litheria blossom. I think you'll find it quite useful."

Litheria Blossom:
The litheria blossom is a rare but naturally occurring flower
with large, pink petals. The pollen of the litheria blossom
bridges the gap between life and death, functioning like
an elixir, though inhaled rather than imbibed. A creature
that inhales the pollen gains the benefit of the death ward
and deathwatch spells. Both effects last for 10 minutes.
If plucked, the flower remains vibrant and alive until the
pollen within the flower is inhaled, at which point the
flower wilts and dies. The pollen remains potent only so
long as it held within the flower or immediately thereafter.
One round after the pollen is removed from the flower,
both the pollen and the flower become nonmagical.

Signboy77's PFS Scenario-rama

Though Wilm misses his charge at the thug, the man realizes he won't be able to outrun a wolf and immediately surrenders. "...place is gonna burn down anyway..." he mutters under his breath.

Meanwhile the gnome continues to shout, "I'd like to save my garden, you silly dwarf!"

Kelsier spots a heavy canvas tarp draped over a box next to the outhouse. He grabs it and rushes to the closest fire.

With Wilm keeping guard over the thug, the rest of the pathinders are able to work together to save the farm.

As the last embers are snuffed out, the gnome walks over and feebly kicks at the captured man.

"You stupid fool! You stole my belladonna! Burn down my garden for nothin'! I ought to let these folks here put you out of your misery!"

He takes a step away and greets the party. "Thank you for that. You must be the lot that Brackett said was comin'. You've all got the look of Pathfinders about you, you do. I'm Falbin." He holds up a hand in greeting.

"See their silver blades? All this business with 'beast-men' has brought a scourge of lycanthrope hunters. These ones here were part of a group that stole my belladonna and then, obviously, tried to burn down my garden. Thanks for saving it." He wipes his hands of soot. "So, how can I help you?"

The lycanthrope hunter sits still and grumbles under his breath.

"Actually, I've got some rope. Would one of you mind tying that fella up?"

Signboy77's PFS Scenario-rama

Also, the map link up at the top should work for editing. I apologize again.

Signboy77's PFS Scenario-rama

Sorry about that, I thought I had copied the 'editable' link.

Wilm courageously gallops his wolf into the garden, landing a solid blow with his axe. His steed, however, is unable to bite into the ruffian. With a blast from his pistol, Graxzos fells the man.

Meanwhile, Kelsier draws out a javelin and hurls it at the hunter near the house, the javelin finds a home in the man's chest, but he still stands! That is, until Sam conjures up a magic missile that puts the thug out of his misery.

Seeing his two comrades easily killed by the arriving Pathfinders, the last of the brutish men drops his weapons and flees as quickly as possible.

Double move, if you want to try and catch him. However...

The flames begin to spread!

Flame rolls...:

Flame 1: 1d2 ⇒ 2
Flame 1: 1d2 ⇒ 1
Flame 1: 1d2 ⇒ 2
Flame 1: 1d2 ⇒ 1

Flame 2: 1d2 ⇒ 2
Flame 2: 1d2 ⇒ 1
Flame 2: 1d2 ⇒ 2
Flame 2: 1d2 ⇒ 1

Flame 3: 1d2 ⇒ 2
Flame 2: 1d2 ⇒ 2
Flame 2: 1d2 ⇒ 2
Flame 2: 1d2 ⇒ 1

The gnome, seeing the hunters leave, begins frantically shouting, "The fire! My crops!" He rushes forward with a shovel and begins trying to tamp out the fire closest to him.

Standard action to put out a fire using an appropriate tool. Water or cold spells will work as well.

Pathfinders UP!

Blue Thug: fleeing. Red & Green: Dead

Signboy77's PFS Scenario-rama

No difficult terrain issues.

Signboy77's PFS Scenario-rama

As you draw closer to the house, you cannot help but notice that the flickering light that you had spotted is being produced by three fires that have been started in the garden.

At the far end, a gnome is cowering beneath a statue. Three rough-looking men, each with two silvered short swords drawn, stop their yelling as you approach.

"You think these fellas will protect you, Falbin?"

Their demeanor suggests that hostilities are about to commence.

Beromir: 1d20 + 2 ⇒ (19) + 2 = 21
Graxzos: 1d20 + 3 ⇒ (3) + 3 = 6
Kelsier: 1d20 + 3 ⇒ (2) + 3 = 5
Sam: 1d20 + 1 ⇒ (8) + 1 = 9
Waki: 1d20 + 6 ⇒ (11) + 6 = 17
Wilm: 1d20 + 5 ⇒ (9) + 5 = 14
Men: 1d20 + 2 ⇒ (1) + 2 = 3

Beromir, Waki, Wilm, Sam, Graxzos and Kelsier are UP! (yes, everyone)


Each round the fires have the chance to spread. It is a standard action to put one out using an appropriate tool (waterskin, blanket, etc.)

Signboy77's PFS Scenario-rama

Sorry for the delay today. Hit a couple of snowstorms on the drive back home from Wendover.

Wispil is a bustling town built on a small scale—although humans and elves walk the streets, most buildings are built to accommodate the gnomes who live and work in Wispil. The scent of fresh-cut lumber wafts through the town. Falbin’s home is not difficult to find. It is situated on the south edge of the town, with a large garden spreading out behind it. Most of the garden is obscured by high growth, but the sound of a violent argument carries into the street. Although it is not yet dark, firelight glimmers from within the garden walls.

Do you investigate?

Signboy77's PFS Scenario-rama

I will be on the road for most of the day today. I will have a post up in a few hours.

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