GM Frost's S07-09 The Chitterwood Walks, Part 1: Scrambling the Tribes [BtG 2026]

Game Master Frozen Frost

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Start Date: 22 May 2026
End Date: 14 August 2026


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Vigilant Seal

AC 19 , HP 35 Fort +8, Ref +7, Will +7 P +7 Expert

The man smirks with confidencie as the upcomings enemies, He looks at the red skeleton and tries to find the weak point of it Applying the same blessed water from the Lake of mistas and viels

Exploit Vulnerability: 1d20 + 11 ⇒ (15) + 11 = 26

Assiming the same, not natural weakness , Personal Anthithesis - This has manupulate, so it provockes. if this is interupted. he will try agaim. and then straike

Strike at Red Og: 1d20 + 9 ⇒ (14) + 9 = 231d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

This triggers custom weapkes sof 3

Then a secons strike at red OG

Strike at Red Og: 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 71d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Horizon Hunters

Male Elf CG Fighter / 3rd | HP:39/39 | AC:20 | DC: 18 | F:+6 R:+9 W:+4 | Init:+8 | Per: +8 | Hero: 1

Alandice]

Horizon Hunters

Male Elf CG Fighter / 3rd | HP:39/39 | AC:20 | DC: 18 | F:+6 R:+9 W:+4 | Init:+8 | Per: +8 | Hero: 1

Alanossë fires two blunt arrows at the red champion… (◆◆)

To hit: Base+DEX, Magic
Damage: Base, PBS, STR

Magic Shortbow: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
Magic/Bludgeoning Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Magic Shortbow: 1d20 + 11 + 1 - 5 ⇒ (19) + 11 + 1 - 5 = 26
Magic/Bludgeoning Damage: 1d5 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Crit?: 1d10 ⇒ 6


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Clarence attacks Red, critting at first, who blocks it. Crit, 30 S - 5 S res - Shield Hardness 5 = 20 damage; shield takes 30 - 5 damage which destroys the shield Another assault ends Red for good. Red out

Seeing Clarence's display of strength, the rest of the skeleton enemies flee from the fight!

COMBAT OVER! WELL DONE!

Party Health:
Hyphy (42/42 HP) [2☘️]
Cytomegaloviral Symbiont (20/20 HP)
Shiro Emiya (50/50 HP) [2☘️]
Saber (50/50 HP)
Andar Oterohermoso (26/35 HP) [2☘️]
Dakon Mossriver (46/46 HP) [1☘️]
Alanosse (39/39 HP) [2☘️]
Clarence the Hunter (56/56 HP) [1☘️] | Sniping Duo of Dakon

Horizon Hunters

LG Fungus Finadar Leshy Devourer of Decay Witch 4 | ◆◇↺ | Explore: Search w/ Root Reading (+1 vs Undetected) | AC 19 (mystic) | Saves @ 8*/8*/8** | Perception @ 6* w/ Darkvision | Speed 25 ♥️ 42 | ☘️ □□ | ☀️ □□ | ✋ empty | ⚕ none | Primal DC 20 @ 1□□□/2□□□

Treat Wounds w/ Medicine (T) w/ Assurance vs Andar Oterohermoso (DC 15): 16 = 162d8 ⇒ (4, 1) = 5

Hyphy dresses his ally's wounds with leaves and dirts "Perk you back up there"


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After eliminating some of the patrolling undead guards, the Pathfinders get back to helping the goblin's preparation for the meeting after Hyphy heals an ally.

Everyone is back to full health.

So far...
Influence Points: [/][/][ ][ ][ ]-[ ][ ][ ][ ][ ]
Favor of the Tribes: [ ] Bulbhead, [ ] Cinder Seekers, [/] People of the Swarm, [/] Spine Threshers, [ ] True Hoard

There are three activities that you can do for preparation: FORTIFY THE CAMP, PREPARE THE CELEBRATION, and READY FOR BATTLE. Each activity can be done in different types, which will be listed under spoilers below.

If you see your name next to the type of an activity, it means you already have done it. You proceed to doing another type of the same or another activity. Strikethroughed type of activity means no one can attempt to do it anymore.

FORTIFY THE CAMP:
The workers shoring up the camp’s defenses are mostly from the Spine Thresher tribe and accept offers of aid begrudgingly. A PC can fortify the camp in the following ways:
Bolster the Perimeter The roughly circular perimeter of the camp is set up with hastily stacked piles of rubble, pointy sticks, and other makeshift barricade components. More needs to be done to finish building the physical barrier (a DC 18 Crafting check) or at least to gather the requisite supplies (a DC 20 Athletics check). <[ ] Spine Thresher tribe> Clarence
Prepare Bombing Stations Nooks meant for specialist defenders to lob bombs at incoming attackers are carved into the perimeter at regular intervals. Raik, the self-appointed foreman of the work being done, needs advice on how to best scare away longshanks (a DC 18 Intimidation check) or place the bomb stations (a DC 16 Engineering Lore check). <[ ] Spine Thresher tribe>
Rearrange Seating It’s clear the seating was not set up with defense as a first thought. Someone should convince the tribal leaders that another arrangement would be better and work just as well for the discussion (a DC 20 Diplomacy or DC 23 Deception check). This activity may be attempted only once by one PC. <[/] Spine Thresher tribe> Shiro

PREPARE THE CELEBRATION:
The goblins are pleased to have extra hands around to prepare food, put final touches on the council seating, and otherwise complete the tasks that should be done before sunset. A PC can help prepare for the celebration in the following ways:
Finish the Feast Libgez hangs around at the edges of the makeshift kitchen while goblins from several different tribes trip over each other to finish their dishes. There are a few opportunities to either make an impressive and delicious dish (a DC 16 Cooking Lore check) or one specifically tailored to goblins’ unusual palates (a DC 15 Goblin Lore check). <[ ] True Hoard>
Build Council Seating A gruff female goblin named Awt from the People of the Swarm points at a few rough slabs of wood, gestures to the PC, and grunts, “Finish.” She doesn’t elaborate, but it’s clear this wood is meant to be worked into seats for the important tribe members and that the PCs are the ones Awt has selected to accomplish this task. A PC may attempt to create a sturdy and handsome set of benches (a DC 18 Crafting check) or arrange the slabs in a way that is conducive to a productive meeting (a DC 20 Society check). <[/] People of the Swarm> Hyphy
Assemble the Pyrotechnics A Cinder Seeker pyro worker named Grizzel introduces himself with more than a hint of suspicion. A PC may try to use their nimble fingers to expertly assemble the fireworks (a DC 20 Thievery check) or put together a spectacular show with a variety of pyrotechnical elements (a DC 23 Performance check). <[ ] Cinder Seeker> Dakon

READY FOR BATTLE:
While most of the tribe members focus on the council or the physical camp, a few have been sent out to monitor enemy movements. They won’t be back until much later, however, so it’s up to the Pathfinders to make their own preparations for a potential attack. A PC can get ready for battle in the following ways:
Scout the Area The PC notes the many paths that surround the clearing (a DC 18 Survival check). A PC can attempt this activity more than once. Alanosse
Set a Guard Eager goblins from the Spine Threshers, People of the Swarm, and the Bulbheads all volunteer to join the guard rotation, but they need someone to coordinate them (a DC 16 Warfare Lore check or a DC 20 Diplomacy check). <[ ] Spine Threshers / People of the Swarm / Bulbheads> Andar
Prepare Goblin Aid The goblins are wary of their surroundings, as being aboveground is always dangerous, but they aren’t particularly coordinated or brave. Someone might help prepare the goblins to defend their leaders in case a fight occurs (a DC 16 Warfare Lore check or a DC 18 Intimidation check).

Every round, choose an activity above, open the spoiler, select the type of activity you want to do, roleplay and roll the appropriate skill check. A PC can’t perform the same type of activity twice unless otherwise noted.

Everyone is up for Round 2.

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Clarence walks up to the goblin camp. "You need to set guard!" he booms.

Warfare Lore: 1d20 + 6 ⇒ (15) + 6 = 21

Horizon Hunters

LG Fungus Finadar Leshy Devourer of Decay Witch 4 | ◆◇↺ | Explore: Search w/ Root Reading (+1 vs Undetected) | AC 19 (mystic) | Saves @ 8*/8*/8** | Perception @ 6* w/ Darkvision | Speed 25 ♥️ 42 | ☘️ □□ | ☀️ □□ | ✋ empty | ⚕ none | Primal DC 20 @ 1□□□/2□□□

All shred of harmlessness quickly fades as our Finadar Leshy grows suddenly in size, flushes his green skin vibrantly red, and raises his soft voice into an abyssal howl!

"FALL IN LINE GOBLINS"

Ready for Battle w/ Prepare Goblin Aid w/ Intimidation (T) vs DC 18: 1d20 + 7 ⇒ (7) + 7 = 14

Verdant Wheel

L Centaur "Ranger" 3 HP 35/35 | AC 20| F+6 R+10 W+9 | Perception +9 (Lowlight)

Dakon joins Clarence in attempting to get the goblins to properly set guards but goes for the nice convincing angle.

Diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11

Vigilant Seal

AC 19 , HP 35 Fort +8, Ref +7, Will +7 P +7 Expert
Coenocytic Hyphae Rapport wrote:

[dice=Treat Wounds w/ Medicine (T) w/ Assurance vs Andar Oterohermoso (DC 15)]16; 2d8

Hyphy dresses his ally's wounds with leaves and dirts "Perk you back up there"

Thank you, those did a good number on me. but we won in the end

Vigilant Seal

AC 19 , HP 35 Fort +8, Ref +7, Will +7 P +7 Expert

A bit more into the task, Andar moves again to the battle preparations,

Well then Goblins, we had enough of this, if we want to win we need to turn you in an elite and formidable foe, and we want to win, or esle all you have done will be for nothing

Intimidation DC18: 1d20 + 9 ⇒ (12) + 9 = 21


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Clarence volunteers to be a guard with the goblins, with some even followin him wherever his post is. Success, 1 IP

Hyphy grows big and scary, but the goblins remains unfazed by the intimidating act. Fail, 0 IP

Dakon joins Clarence, but the goblins hide behind trees before he can even approach them. Fail, 0 IP

Andar shows Hyphy how it must be done with the goblins, because the goblins starts following Andar's lead. Success, 1 IP

Shiro/Saber and Alanosse are still up for Round 2!

Radiant Oath

”Shiro Emiya and Saber” | Male Medium (Skilled) Human Summoner 4 and devotion phantom eidolon | HP 50/50 | AC 17 | Saber AC 18| F +11 R +7 W +9 | Perception 7 | Acrobatics 7, Deception 10, Diplomacy 10, Geneology Lore 6, Intimidation 10, Medicine 9 (Assurance), Performance 10. | Speed 25 ft | Active Conditions: None. Saber primary attack: 1d6+3, deadly d8, finesse. Secondary 1d6+3 fire, agile, finesse.

Shiro looks at the goblin bombers. "Think of it this way," he begins. "If I throw a rock at you, you're going to try to dodge the rock, right? So the trick is to hit where I am going. So if you want to get invaders, you need to drop bombs in close succession, so the ones who dodge the first bomb jump right into the second." He goes into messy details with the goblins, hoping to drive the point home.
Intimidation: 1d20 + 10 ⇒ (6) + 10 = 16

Radiant Oath

”Shiro Emiya and Saber” | Male Medium (Skilled) Human Summoner 4 and devotion phantom eidolon | HP 50/50 | AC 17 | Saber AC 18| F +11 R +7 W +9 | Perception 7 | Acrobatics 7, Deception 10, Diplomacy 10, Geneology Lore 6, Intimidation 10, Medicine 9 (Assurance), Performance 10. | Speed 25 ft | Active Conditions: None. Saber primary attack: 1d6+3, deadly d8, finesse. Secondary 1d6+3 fire, agile, finesse.

Hero Point Intimidation: 1d20 + 10 ⇒ (20) + 10 = 30

I forget- in SF1, you get to add +1 for each Nova you have. Do you do the same in PF2? I do have 1 Glyph.

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Glyphs give extra hero points before the game starts.

Horizon Hunters

Male Elf CG Fighter / 3rd | HP:39/39 | AC:20 | DC: 18 | F:+6 R:+9 W:+4 | Init:+8 | Per: +8 | Hero: 1

I don’t think there’s an area where Alanosse can perform a check now…I think the only one left requires Cooking Lore or Goblin Lore and I can’t do either…

Vigilant Seal

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AC 19 , HP 35 Fort +8, Ref +7, Will +7 P +7 Expert

My understanding is that you cannot try one your character did before, not what others characters have tried. , so for you its only licked the ones your character performed in the first two rounds if this is not then Andars should not have taken set guard last round , since was taken by someone else on that same round

Horizon Hunters

Male Elf CG Fighter / 3rd | HP:39/39 | AC:20 | DC: 18 | F:+6 R:+9 W:+4 | Init:+8 | Per: +8 | Hero: 1

Thanks, Andar!

Alanosse will help bolster the perimeter next…

Athletics: 1d20 + 7 ⇒ (4) + 7 = 11


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I'm sorry, I forgot about this.

Shiro gets them to learn the right way of throwing bombs, not just aimlessly throwing them when needed. Crit Success, +2 IP

Alanosse focuses on improving defenses in the perimeter, but it makes him get tired easily and finishes nothing. Fail, 0 IP

So far...
Influence Points: [/][/][/][/][/]-[/][ ][ ][ ][ ]
Favor of the Tribes: [/] Bulbhead, [ ] Cinder Seekers, [/] People of the Swarm, [/] Spine Threshers, [ ] True Hoard

-----

EVERYONE IS UP FOR ROUND 3 AND 4!

There are three activities that you can do for preparation: FORTIFY THE CAMP, PREPARE THE CELEBRATION, and READY FOR BATTLE. Each activity can be done in different types, which will be listed under spoilers below.

If you see your name next to the type of an activity, it means you already have done it. You proceed to doing another type of the same or another activity. Strikethroughed type of activity means no one can attempt to do it anymore.

FORTIFY THE CAMP:
The workers shoring up the camp’s defenses are mostly from the Spine Thresher tribe and accept offers of aid begrudgingly. A PC can fortify the camp in the following ways:
Bolster the Perimeter The roughly circular perimeter of the camp is set up with hastily stacked piles of rubble, pointy sticks, and other makeshift barricade components. More needs to be done to finish building the physical barrier (a DC 18 Crafting check) or at least to gather the requisite supplies (a DC 20 Athletics check). <[ ] Spine Thresher tribe> Clarence
Prepare Bombing Stations Nooks meant for specialist defenders to lob bombs at incoming attackers are carved into the perimeter at regular intervals. Raik, the self-appointed foreman of the work being done, needs advice on how to best scare away longshanks (a DC 18 Intimidation check) or place the bomb stations (a DC 16 Engineering Lore check). <[/] Spine Thresher tribe> Shiro
Rearrange Seating It’s clear the seating was not set up with defense as a first thought. Someone should convince the tribal leaders that another arrangement would be better and work just as well for the discussion (a DC 20 Diplomacy or DC 23 Deception check). This activity may be attempted only once by one PC. <[/] Spine Thresher tribe> Shiro

PREPARE THE CELEBRATION:
The goblins are pleased to have extra hands around to prepare food, put final touches on the council seating, and otherwise complete the tasks that should be done before sunset. A PC can help prepare for the celebration in the following ways:
Finish the Feast Libgez hangs around at the edges of the makeshift kitchen while goblins from several different tribes trip over each other to finish their dishes. There are a few opportunities to either make an impressive and delicious dish (a DC 16 Cooking Lore check) or one specifically tailored to goblins’ unusual palates (a DC 15 Goblin Lore check). <[ ] True Hoard>
Build Council Seating A gruff female goblin named Awt from the People of the Swarm points at a few rough slabs of wood, gestures to the PC, and grunts, “Finish.” She doesn’t elaborate, but it’s clear this wood is meant to be worked into seats for the important tribe members and that the PCs are the ones Awt has selected to accomplish this task. A PC may attempt to create a sturdy and handsome set of benches (a DC 18 Crafting check) or arrange the slabs in a way that is conducive to a productive meeting (a DC 20 Society check). <[/] People of the Swarm> Hyphy
Assemble the Pyrotechnics A Cinder Seeker pyro worker named Grizzel introduces himself with more than a hint of suspicion. A PC may try to use their nimble fingers to expertly assemble the fireworks (a DC 20 Thievery check) or put together a spectacular show with a variety of pyrotechnical elements (a DC 23 Performance check). <[ ] Cinder Seeker> Dakon

READY FOR BATTLE:
While most of the tribe members focus on the council or the physical camp, a few have been sent out to monitor enemy movements. They won’t be back until much later, however, so it’s up to the Pathfinders to make their own preparations for a potential attack. A PC can get ready for battle in the following ways:
Scout the Area The PC notes the many paths that surround the clearing (a DC 18 Survival check). A PC can attempt this activity more than once. Alanosse
Set a Guard Eager goblins from the Spine Threshers, People of the Swarm, and the Bulbheads all volunteer to join the guard rotation, but they need someone to coordinate them (a DC 16 Warfare Lore check or a DC 20 Diplomacy check). <[/] Spine Threshers / People of the Swarm / Bulbheads> Andar, Clarence
Prepare Goblin Aid The goblins are wary of their surroundings, as being aboveground is always dangerous, but they aren’t particularly coordinated or brave. Someone might help prepare the goblins to defend their leaders in case a fight occurs (a DC 16 Warfare Lore check or a DC 18 Intimidation check). Hyphy, Andar

Every round, choose an activity above, open the spoiler, select the type of activity you want to do, roleplay and roll the appropriate skill check. A PC can’t perform the same type of activity twice unless otherwise noted.

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

"You need to defend your leaders. Here, take up these positions when the talking starts."

Prepare Goblin Aid; Intimidation(T): 1d20 + 6 ⇒ (1) + 6 = 7
Intimidation, HP, T-shirt: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
At least it's not a crit fail

Annoyed at himself, Clarence heads out to patrol the area.

Scout, Survival: 1d20 + 7 ⇒ (17) + 7 = 24

Horizon Hunters

LG Fungus Finadar Leshy Devourer of Decay Witch 4 | ◆◇↺ | Explore: Search w/ Root Reading (+1 vs Undetected) | AC 19 (mystic) | Saves @ 8*/8*/8** | Perception @ 6* w/ Darkvision | Speed 25 ♥️ 42 | ☘️ □□ | ☀️ □□ | ✋ empty | ⚕ none | Primal DC 20 @ 1□□□/2□□□

"Double, double toil and trouble;
Fire burn and caldron bubble.
Fillet of a fenny snake,
In the caldron boil and bake;
Eye of newt and toe of frog,
Wool of bat and a whole goblin dog,
Adder's fork and blind-worm's sting,
Lizard's leg and howlet's wing,
For a charm of powerful trouble,
Like abyss-broth boil and bubble."

Finish the Feast w/ Cooking Goblin Lore (U) vs DC 15: 1d20 + 4 ⇒ (15) + 4 = 19

Hyphy calls out the ingredients to his witch's broth, tasking the nearby goblins with procuring them upon calling, and stirs with his wand of healing.

Vigilant Seal

AC 19 , HP 35 Fort +8, Ref +7, Will +7 P +7 Expert

He moves towards the extermal area of the camp to and strat to put up some barricades around

R3 .- Bolster the Perimeter

Athletics DC20: 1d20 + 8 ⇒ (3) + 8 = 11

Hero Point

Athletics DC20: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19

Verdant Wheel

L Centaur "Ranger" 3 HP 35/35 | AC 20| F+6 R+10 W+9 | Perception +9 (Lowlight)

Dakon uses their superior size to help build the tops of barricades that the goblins would have trouble reaching.

Athletics: 1d20 + 5 ⇒ (1) + 5 = 6
Hero Point: 1d20 + 5 ⇒ (1) + 5 = 6

Vigilant Seal

AC 19 , HP 35 Fort +8, Ref +7, Will +7 P +7 Expert

For the fourth round he moves toward the Pyrokintic area, and start to work with the wires and other mechanisms .

Thievery DC20: 1d20 + 5 ⇒ (13) + 5 = 18

Radiant Oath

”Shiro Emiya and Saber” | Male Medium (Skilled) Human Summoner 4 and devotion phantom eidolon | HP 50/50 | AC 17 | Saber AC 18| F +11 R +7 W +9 | Perception 7 | Acrobatics 7, Deception 10, Diplomacy 10, Geneology Lore 6, Intimidation 10, Medicine 9 (Assurance), Performance 10. | Speed 25 ft | Active Conditions: None. Saber primary attack: 1d6+3, deadly d8, finesse. Secondary 1d6+3 fire, agile, finesse.

I need to check- while we can't redo things we've already done, can we do things others have already succeeded at? Somebody has already succeeded at all of my skills.


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Apologies, I have been busy lately.[ooc]

[ooc]I am adding few more activities that everyone can do, which I should have included in the first place after the fight.

The chaos of the camp teeters between tension and celebration. While food is prepped and defenses reinforced, occasional shrieks of laughter rise as some goblins compose raucous songs. Groups form, disperse, and re-form as individuals issue challenges and boasts. A sense of camaraderie overrides the tribes’ usual antagonism, but that doesn’t preclude the occasional friendly fistfight. In the center of the camp, goblins work to construct an enormous bonfire that remains surprisingly stable despite the constant scrabble of daring goblins trying to climb to its top.

The following activities are available for PCs who wish to participate in the tribal games.

EATING CONTEST:
Not a scrap of food can go to waste, and what better way to salvage those leftover morsels than to stage an impromptu eating contest? Libgez’s unhinged grin stretches wide across his face as he challenges the entire camp with a mischievous glint in his eye. “No one can beat me in an eating contest! Not even you, Pathfinders!” Several notable True Hoard members join in, salivating at the feast before them.

Each contestant is offered a plate piled high with offals, root vegetable tops, and other (technically) edible bits from the evening’s feast preparation. A PC who attempts to keep up with the voracious goblins must try to keep the off-putting meal down (a DC 18 Fortitude save) or slyly get rid of most of their plate’s contents (a DC 22 Deception check).

BONFIRE CONSTRUCTION:
The bonfire is the central figure of the council meeting, and its enormous size indicates its importance. While it appears haphazardly built, it’s remarkably sturdy. In a show of unity, each tribe has been tasked with building a portion of the large central bonfire, yet though it can be constructed in whatever way they see fit, it must be integrated and ultimately stabilizing to the whole. The Cinder Seekers are overseeing the fire’s construction.

PCs interested in contributing to the construction are offered a part of
the bonfire to build. The PC can either stack the wood in a pleasing and
stable way (a DC 18 Crafting check) or haul the logs to an impressive height
(a DC 21 Athletics check).

SONGWRITING:
Each tribe has put forth their best performers in a bid to have the most exciting commemorative tune showcased at the opening ceremony of this evening’s historic council. While the other performers aren’t likely to select a Pathfinder’s song as the best, they’re interested in hearing what strange music these longshanks have to offer.

A PC can compose a short, preferably obnoxious, song (a DC 18 Performance check, DC 20 Diplomacy check, or DC 23 Intimidation check).

For those who have rolled already for Round 3 and 4, I will let you redo your activity, if you wish. Don't forget to indicate what activity you are doing.

Activities that have been successfully done by others can still be performed by anyone, unless they are strikethroughed or it has a note that says "This activity may be attempted only once by one PC."

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Redoing Rd 3 (and hopefully getting that hero point back)

Clarence sits at the table and begins shoveling food into his mouth.

Fortitude(E): 1d20 + 10 ⇒ (11) + 10 = 21

It looks terrible and tastes a whole lot worse but he keeps it down. "Delicious!" he roars.

Vigilant Seal

AC 19 , HP 35 Fort +8, Ref +7, Will +7 P +7 Expert

Andar approaches very akwardly to the songwritting contest, he had suffered the opera in Galt, would this be much worse who knows?

He starts to improvise a song, about one goblin that found at some point while hunint in Ustalav, he lived alone in a cave, , but was getting sheep and other cattle from the closer settlements , Turned out he espaed from a mad sceitnist who somehow made mutated into a bigger version of himself. A medium size goblin if you believe such tales

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

Horizon Hunters

LG Fungus Finadar Leshy Devourer of Decay Witch 4 | ◆◇↺ | Explore: Search w/ Root Reading (+1 vs Undetected) | AC 19 (mystic) | Saves @ 8*/8*/8** | Perception @ 6* w/ Darkvision | Speed 25 ♥️ 42 | ☘️ □□ | ☀️ □□ | ✋ empty | ⚕ none | Primal DC 20 @ 1□□□/2□□□

Hyphy uses magic to ignite a few cinders, and nurses them into a roaring flame.

Bonfire Construction w/ Crafting (T) vs DC 18: 1d20 + 10 ⇒ (3) + 10 = 13

Verdant Wheel

L Centaur "Ranger" 3 HP 35/35 | AC 20| F+6 R+10 W+9 | Perception +9 (Lowlight)

Dakon instead works on a limerick.

"There was was a Longshanks from Cheliax
Who who had a big ole heard of yacks...
They liked them a lot
even when they got caught
"doing this they shouldn't with backs.

R3 Perform songwrite: 1d20 + 9 ⇒ (5) + 9 = 14

Dakon then gourges themselves.

R4 eating contest fort save: 1d20 + 6 ⇒ (4) + 6 = 10

Radiant Oath

”Shiro Emiya and Saber” | Male Medium (Skilled) Human Summoner 4 and devotion phantom eidolon | HP 50/50 | AC 17 | Saber AC 18| F +11 R +7 W +9 | Perception 7 | Acrobatics 7, Deception 10, Diplomacy 10, Geneology Lore 6, Intimidation 10, Medicine 9 (Assurance), Performance 10. | Speed 25 ft | Active Conditions: None. Saber primary attack: 1d6+3, deadly d8, finesse. Secondary 1d6+3 fire, agile, finesse.

Shiro tries his hand at singing. He chooses one he learned from a friend in the Horizon Hunters.
"Find a girl and build a home, son,
so my father said to me.
But the waves, they bear me onward,
and they call me to the sea.
Not for me the plow and furrow.
not for me the feather bed.
Not for me the farmer's daughter.
To the waves my heart is wed.
If it's down, it's down together.
If it's up, it's up as one.
So sail on, friends, through stormy weather.
Soon the journey will be done.
Lift your hearts to the horizon,
leave your fears upon the shore.
This one life is for the living,
and we ask for nothing more.
If it's down, it's down together.
If it's up, it's up as one.
So sail on, friends, through stormy weather.
Soon the journey will be done."

Performance: 1d20 + 10 ⇒ (19) + 10 = 29


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Clarence impresses the goblins he is competing against with how much of their food he can devour. You can have your Hero Point back. Success, 1 IP. He patrols the area, making sure no undead scouts get too close without being noticed. Success, 1 IP.

Andar wins over the goblins with his extemporaneous song about a goblin hero, leaving every listener wishing they were the goblin from the story. You can have your Hero Point back. Success, 1 IP. He also helps wire the pyrotechnics so they explode on time in the air. Success, 1 IP. The Cinder Seekers are fairly impressed with his work.

Dakon tries to write a song, but the lyrics fail to appeal to the goblins; they might be too formal for their tastes. Fail. The goblins are also unimpressed by his performance in the eating contest. Fail.

Hyphy cooks for the goblins and, with a song, gets them singing along as well. +2 bonus, and still a Success, 1 IP. Hyphy becomes so excited while tending the bonfire that it goes kaboom! Fail.

Shiro performs a song that captures the goblins' hearts, leaving them all emotional. Critical Success, 2 IP.

You have earned enough Influence Points to gain the favor of all the goblin tribes you helped!

Tribes in favor of each PC:
• Spine Thresher: Shiro, Andar, Clarence
• True Hoard: Hyphy
• People of the Swarm: Hyphy, Andar, Clarence
• Cinder Seeker: Dakon, Andar
• Bulbheads: Andar, Clarence


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

As the afternoon dips into the evening and the sun begins to set, the goblins’ preparations are nearly complete. Several scouting parties trickle back in, including a pair of gourd-masked Bulbheads who dismount their goblin dogs and cautiously approach the party.

The pair of goblins lift their decorative gourd masks as they step up. The older of the two stares with cool confidence, while the other seems to be an apprentice.

“Longshanks! Pathfinders,” says the younger goblin. “This is Bilia, I’m Zyk. They scout. They have news. You should listen.” Bilia signs a few words. “Dangers,” says Zyk, interpreting the signs. “Big, scary-looking longshank types with spiky black armor.” With a concerned look, she replies with a sign back, and Bilia nods firmly, signing the same word again. “Undead scary longshanks,” Zyk reports. “Beware!”

Vigilant Seal

AC 19 , HP 35 Fort +8, Ref +7, Will +7 P +7 Expert

Whoch way they are comming? How are their numbers?

The Varisian "man" asks, getting the chainsword ready for the defense of the camp.

Radiant Oath

”Shiro Emiya and Saber” | Male Medium (Skilled) Human Summoner 4 and devotion phantom eidolon | HP 50/50 | AC 17 | Saber AC 18| F +11 R +7 W +9 | Perception 7 | Acrobatics 7, Deception 10, Diplomacy 10, Geneology Lore 6, Intimidation 10, Medicine 9 (Assurance), Performance 10. | Speed 25 ft | Active Conditions: None. Saber primary attack: 1d6+3, deadly d8, finesse. Secondary 1d6+3 fire, agile, finesse.

"Undead in spiky black armor," Shiro muses. "Well, it sounds like times for our actions to match our words." He blinks, thinking that sounded wrong. "I mean, now that we've won the goblins over with trust, let's use some violence. Keep to keep them safe."

Verdant Wheel

L Centaur "Ranger" 3 HP 35/35 | AC 20| F+6 R+10 W+9 | Perception +9 (Lowlight)

Dakon begins humming a jaunty tune to inspire the party to go deal with the undead.

Repeating Courageous Anthem

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Clarence pulls his sword out and raises his shield. His face breaks into a feral grin.

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