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Dax Thura

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  1.  

    Round 7  Menelas, Lavinia, and Kaeon May Act

    - If called, the lift will be able to return at the end of round 7. It can get you to the next deck at the end of round 8.

     

    * The Jangly Man does something.

    * Dmerilo casually swings at Green. Green's form dissipates and is no more.

    *

     

    Round 8 All PCs May Act

    - The lift returns at the end of this round. Everyone may get inside and start round 9 on the next level.

    *

     

    Round 9 All PCs May Act

    * The Jangly Man does something.

    *

     

     

     

     

     

     

    STATUS

    Light Level: Dark
    Terrain: Urban

     

    • Lavinia- SP 57/63 HP 58/58 RP 10/10 || Shaken
    • Dmerilo- SP 72/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold]
    • Kaeon- SP 40/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold]
    • Menelas- SP 72/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold]

     

    • Alleena- SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision
    • Seht- SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60';

     

    Jangly Man -71 hp

    Green -40 hp

     

    **** MAPS AND HANDOUTS ****

     

     

     

  2.  

    What remains of the ruins’s heart may have once been a shrine. Demolished walls encircle an ancient dais, atop which a shattered anvil-shaped altar lies defaced with dried blood, chalk markings, and other detritus. The bones of dozens of humanoid creatures are scattered about the building, along with the larger skeletal remains of what may be wyverns or drakes that are marred with deep claw marks. Behind the altar, a large stairwell stained with the blood of countless creatures descends into some dark vault below.

     

    I may have been unclear. Before combat begins, will you sneak onto the map and possibly gain a surprise round or just enter and begin round 1?

     

     

    STATS

    Perception: Normal

    Terrain: Jungle

    Cover: Normal

     

    Sorgath- 10/10 HP;

    Tanith- 8/8 HP;

    Vesal- 9/9 HP;

    Khan- 12/12 HP;

     

    Cyan

     

     

    *** MAPS AND HANDOUTS ***

     

     

     

  3.  

    Kyros Kuz"Arak needs to make a Diplomacy 24 or Nature 28 to gain control of her as she furiously bites and scratches at the tree. Do you speak goblin? If not, you get a -4 penalty.

    You need to make this check once a day for 10 days before she can be considered 'trained'. I'll try to have you do so at times like this for story. Also, at least at first, you can't be aided in this role. She has to come to respect you (at 7 successes). That -4 non-goblin penalty is because she pretends to not understand you. It goes down by 1 for every two successes. Crits count as 2 successes and crit fail subtract 1. Please remind me.

     

    B2

    The centerpiece of this room is a tall statue of a willow tree carved from pale marble. Six oversized roots around the base of the tree resemble stone beds radiating out from the trunk, with just enough room to climb into them beneath the statue’s stone branches. Exits lead out from opposite sides of the room.
     

    Religion 26; Desnan +4

    One can rest here in the hopes of having prophetic dreams. The indentation could hold a dreamstone. A dreamstone is a magical item that allows you to fall asleep easier and to require less sleep for full effect.

     

    Do you wish to take the time to heal up?

     

    The tree will reset once everyone has left the room.

     

     

     

     

    Status

    Visibility:
    Terrain:
    Cover:

    Kuz'Arak 98/98 HP 2/3 AP;
    Kajimara 83/96 HP;
    Drasil 91/102 HP 3/3 AP;
    Kyros 833/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
    Garion 71/89 HP 3/3 AP; False Life; Grabbed, Restrained
    Hamarr- 85/154 HP 1/3 AP;

    Nalah- 43/136 HP 1/3 AP; Darkvision; Grabbed

     

     



     

     

     

     

  4.  

    Round 7  All PCs May Act

    - If called, the lift will be able to return at the end of round 7. It can get you to the next deck at the end of round 8.

     

    *

     

     

     

     

     

     

     

    STATUS

    Light Level: Dark
    Terrain: Urban

     

    • Lavinia- SP 57/63 HP 58/58 RP 10/10 || Shaken
    • Dmerilo- SP 72/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold]
    • Kaeon- SP 40/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold]
    • Menelas- SP 72/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold]

     

    • Alleena- SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision
    • Seht- SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60';

     

    Jangly Man -71 hp

    Green -40 hp

     

    **** MAPS AND HANDOUTS ****

     

     

     

  5.  

    Round 6  Lavinia May Act

    - If called, the lift will be able to return at the end of round 7. It can get you to the next deck at the end of round 8.

     

    * Dmerilo's swipe at the passing Blue discorporates it. He then goes to the closed lift. Green takes a swipe as he does so, but it misses.

    * Menelas is finally able to leave the room. He goes to the lift.

    * Kaeon also goes to the lift.

    * Lavinia gets together with the group.

    * Green strikes out at Dmerilo. Lavinia's protection mitigates the worst of the damage.

    * The Jangly Man does something.

     

     

     

     

     

     

     

    STATUS

    Light Level: Dark
    Terrain: Urban

     

    • Lavinia- SP 57/63 HP 58/58 RP 10/10 || Shaken
    • Dmerilo- SP 72/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold]
    • Kaeon- SP 40/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold]
    • Menelas- SP 72/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold]

     

    • Alleena- SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision
    • Seht- SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60';

     

    Jangly Man -71 hp

    Green -40 hp

     

    **** MAPS AND HANDOUTS ****

     

     

     

  6. I've not found it to be a problem. I fully admit that retcons have to happen, but, usually only for the latest round. Any discrepancies can then be adjudicated and the game keeps going.

     

    Some GM's styles can make this situation more or less pronounced. You can mitigate this by adding contingencies into your posts.

  7.  

    Round 6  Lavinia May Act

    - If called, the lift will be able to return at the end of round 7. It can get you to the next deck at the end of round 8.

     

    * Dmerilo's swipe at the passing Blue discorporates it. He then goes to the closed lift. Green takes a swipe as he does so, but it misses.

    * Menelas is finally able to leave the room. He goes to the lift.

    * Kaeon also goes to the lift.

    *

     

     

     

     

     

     

     

    STATUS

    Light Level: Dark
    Terrain: Urban

     

    • Lavinia- SP 57/63 HP 58/58 RP 10/10 || Shaken
    • Dmerilo- SP 74/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold]
    • Kaeon- SP 40/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold]
    • Menelas- SP 72/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold]

     

    • Alleena- SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision
    • Seht- SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60';

     

    Jangly Man -71 hp

    Green -40 hp

     

    **** MAPS AND HANDOUTS ****

     

     

     

  8.  

    With focused and fatal intensity, you bring the beast down.

     

    The rest of the team takes care in making their way across the rickety bridge. Two of the weapons in the hands of the statues at the bridge are actual weapons. One holds a masterwork long spear and the other a masterwork light hammer bearing a cut onyx on its pommel.

     

     

    After you cross the bridge, you can see more and more of the kobolds' influence and presence, from the repurposed art to sprung traps to occasional glimpses of patrols far off through the trees. While the kobolds have done their best to deface the ruins, you can still find many carvings and inscriptions that match the style of the one in Venture-Captain Sharrowsmith’s office.

    What remains of the ruins’s heart may have once been a shrine. Demolished walls encircle an ancient dais, atop which a shattered anvil-shaped altar lies defaced with dried blood, chalk markings, and other detritus. The bones of dozens of humanoid creatures are scattered about the building, along with the larger skeletal remains of what may be wyverns or drakes that are marred with deep claw marks. Behind the altar, a large stairwell stained with the blood of countless creatures descends into some dark vault below.

    Knowledge (religion) 12

    The defaced alter was once dedicated to Torag.

     

    Perception 15

    You notice that most of the skeletal remains littering the ruin were slain by a creature with powerful claws, for marks from its savage attacks are etched deep into the bones.

     

    Heal 20

    You can date the wyvern bones as being centuries old, whereas the humanoid skeletons are much more recent.

     

    Several kobolds are in the temple proper, painting the remaining five captive miners (two are already dead) with red and white patterns with a single yellow wing upon each human’s forehead. Others are nearby, singing and chanting Draconic paeans to their golden god. The captives are in and around the stairwell with their wrists bound.

     

    Knowledge (religion) 12 or Sense Motive 15

    The captives are being prepared for sacrifice, but there’s no recognizable deity associated with this particular ritual.

     

    The religious focus and fervor allows you to make it close to the temple. If you intend to move onto the map without notice, a Stealth check is required.

     

     

    STATS

    Perception: Normal

    Terrain: Jungle

    Cover: Normal

     

    Sorgath- 10/10 HP;

    Tanith- 8/8 HP;

    Vesal- 9/9 HP;

    Khan- 12/12 HP;

     

    Cyan

     

     

    *** MAPS AND HANDOUTS ***

     

     

     

  9.   


    'image.jpeg.048021def7e34701cbf40a3335b964fe.jpeg


    Tags

    Metaplot (Equal Exchanges)


    Muster Closing Conditions

    Game will commence with at least 4 players no later than Monday May, 6, 2024.


    Muster Information

    GM Play Style

    I like to think my style is casual cool with a hint of mystery and a touch of danger.

    House Rules
    * Using block initiative. I will role for everyone and place everyone will be placed into an initiative group.
    * Using google for maps and handouts
    * Character creation rules per [PFS2] rules. Refer to the LORESPIRE WEBSITE for full rules.

     


    Player Expectations

    * I will try to post twice a day and I ask my players to post at least 4 or 5 days a week to keep things moving.
    * If we're in combat and you haven't posted in the last 48 hours and have not notified me of your absence I may bot you.
    * If you have not posted for more than a week, and have not notified me of your absence, I may consider having you exit stage right. If you return before the end of the Scenario, I may consider allowing you back in, but I also may not give you full prestige, experience, or monetary reward.
    * If you leave the game before the end of the Scenario, and do not return until after the scenario is completed, you most likely will not get a chronicle sheet.

    * To help the game move at a good pace, I will include the AC and Saves for the enemies. Make use of this information, including rolling the enemies' saves, to write your posts.

    * I ask that your posts include a link to your character sheet as well as any necessary information for me to respond to your posts (damage type, save dc, active effects, etc).


     


    Mustered Pathfinders

    Information Needed to Muster

    * State your intent to play in this thread.

    * Post your character into RPG CHRONICLES.


    * Dan the Diceman

    * TheSuperDodo

    * Blanket_Thunder

    * Radium Elemental

    * Bladenova

    * Janko061

     

  10. It has taken too long, but I am now looking to offer another scenario. I will offer PFS2 5-04 Equal Exchanges- Necessary Introductions. It's a level 1-4. I look forward to gaming with you.

  11.  

    C2

    A deep ravine divides the valley here, bridged only by an ancient and crumbling span of stone reinforced by haphazard wooden reinforcements. A pair of ancient dwarven statues flanks either side of the bridge, each in considerable disrepair. An ancient stone building partly consumed by the jungle is visible across the ravine.

    Just as Vesal lands, she feels a rope tighten around her legs. Then, she is lifted feet first 10' into the air.

    Vesal can either break free of the grapple (CMD 20) or cut herself free as a standard action with a light or one-handed slashing weapon. Either of these will drop you 10 feet and you will take falling damage as appropriate. Another PC may attempt a Disable Device check to disarm the sprung trap and lower the grappled you to the ground safely; this Disable Device action takes 2d4 rounds.
     

    As she hangs there, Vesal sees an earless, panther-like beast snarls as the skin of its face twitches, then peels back to reveal the bone and flesh beneath.

     

    Round 1

    - Vesal needs to make a Will 12 or become Frightened.

    * Tanith moves forward to cast Grease on Vesal to aid in her escape.

    * Vesal, too focused on cutting herself free, barely notices the cat-thing's skull face. She frees herself and nimbly lands on her feet.

    * Sorgath's sling shot hits the stone next to the beast.

    * Khan's aim is off.

    * It comes forth to bite at Vesal.

     

     

    STATS

    Perception: Normal

    Terrain: Jungle

    Cover: Normal

     

    Sorgath- 10/10 HP;

    Tanith- 8/8 HP;

    Vesal- 9/9 HP;

    Khan- 12/12 HP;

     

    Blue Leaf 10' high

     

     

    *** MAPS AND HANDOUTS ***

     

     

     

  12.  

    Round 6  All PCs May Act

    - If called, the lift will be able to return at the end of round 7. It can get you to the next deck at the end of round 8.

     

    *

     

     

     

     

     

     

     

    STATUS

    Light Level: Dark
    Terrain: Urban

     

    • Lavinia- SP 57/63 HP 58/58 RP 10/10 || Shaken
    • Dmerilo- SP 74/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold]
    • Kaeon- SP 40/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold]
    • Menelas- SP 72/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold]

     

    • Alleena- SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision
    • Seht- SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60';

     

    Jangly Man -71 hp

    Blue -63 hp

    Green -40 hp

     

    **** MAPS AND HANDOUTS ****

     

     

     

  13.  

    Round 5

    * Dmerilo, not caring much about Blue, moves into position to chase after the Jangly Man while delivering attacks against Blue.

    * Lavinia feels herself being affected by the Jangly Man's weirdness. She moves up to flank Blue.

    * Kaeon tries to startle the Jangly Man, but it doesn't work. His aim, however, is still good.

    * Menelas releases his gathered stellar energies.

    * Blue floats off to the Jangly Man's side. Drawing AoO's from Lavinia, Dmerilo, and Kaeon. I think only Dmerilo can affect it, though. It tries to touch Kaeon, but isn't able to.

    * Green reaches out to Menelas, leaving score marks on his armor. It then goes back toward the Jangly Man. AoO possible.

    * The Jangly Man fires a desperation shot at Kaeon before activating the lift. He's running.

     

     

     

     

     

     

    STATUS

    Light Level: Dark
    Terrain: Urban

     

    • Lavinia- SP 57/63 HP 58/58 RP 10/10 || Shaken
    • Dmerilo- SP 74/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold]
    • Kaeon- SP 40/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold]
    • Menelas- SP 72/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold]

     

    • Alleena- SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision
    • Seht- SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60';

     

    Jangly Man -71 hp

    Blue -63 hp

    Green -40 hp

     

    **** MAPS AND HANDOUTS ****

     

     

     

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