[GD VII] [Session 1] GM zebeev's PF2-PT-01 - Rose Street Revenge (Inactive)

Game Master zebeev

GameDay VII - August 13th
Maps and Handouts!


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Grand Lodge

Maps: |

Galonor's powerful attack is telegraphed, and Wennel simply voids the attack by taking a small step back. Sensing a second attack, the undead cleric presses forth with shield raised, and Galonor's mighty blade can't find an opening - it clanks harmlessly off the profane symbol etched into it.

It was kind of hidden in the flavour text, but Wennel used the ❖ Raise A Shield action, just for transparency's sake.


Remus continues his song, and sets his arrow to bow...

Arrow: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d6 ⇒ 5

Arrow: 1d20 ⇒ 9
damage: 1d6 ⇒ 6

Grand Lodge

Maps: |

It's a difficult shot with Mellikim in the way, but Remus' first arrow finds it's mark, dealing 5 damage to the zombie to the west.

Lifeng is up!


Character Sheet

Lifeng strides forward and casts magic weapon.

Grand Lodge

Maps: |

I almost forgot; Remus' human eyes find the dim light in the mead hall a bit dark, and require a DC 5 Flat Check to ensure his target is where he thinks it is.

Remus, DC 5 Concealment Flat Check: 1d20 ⇒ 9

No retcon needed, the arrow indeed found its mark.

Wennel raises his shield once more, and presses the attack on Galonor, deeming him the biggest threat at the moment. He checks the half-orc with his spiked shield, and brings his morningstar down to follow it up.

Strike, Melee (heavy spiked shield): 1d20 + 7 ⇒ (18) + 7 = 25 - hit
Strike, Melee (morningstar): 1d20 + 7 - 5 ⇒ (3) + 7 - 5 = 5 - miss
Damage (piercing): 1d6 + 1 ⇒ (5) + 1 = 6

The shield connects, dealing 6 damage to Galonor.

Behind him, Lifeng wields his glaive that has been endowed with a radiant energy, and he brings it down upon the zombie to Galonor's south with a forceful flourish.

Strike, melee (glaive, magic weapon): 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 - CRIT!
Damage (slashing): 3d8 + 12 + 1 ⇒ (3, 3, 2) + 12 + 1 = 21 + 5 weakness to slashing

Lifeng slices the zombie in two, having dealt 26 damage to it. With his glaive now behind him, he takes a step forward, and uses the momentum to bring the blade up in another sweeping motion against the undead cleric Wennel.

Strike, melee (glaive, magic weapon): 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 - hit
Wennel: ⟪⟫ Shield Block
Damage (slashing): 2d8 + 8 + 1 + 2 ⇒ (4, 5) + 8 + 1 + 2 = 20 (hardness 5 = 10 deals 2 dents = shield is broken)
Wennel places his shield in between himself and the glaive, but the sheer force of the polearm shatters the shield, rendering it all but useless for protection. However, a small piece that is attached to his arm still displays the unholy symbol of a death's head moth.

Round 2
BATTLEMAP!
Conditions: low light - addt'l flat DC 5 to hit
Effects: inspire courage

2A: Galonor (-4, sick 1), Remus (-9)
2B: Enemy: Wennel, Skeleton Cleric

2C: Lifeng, Mellikim
2D: Enemy: Zombie Shambler A (-9)

Looks like ol' LifengBOT had a great round there, killing one of the threats, and destroying a source of Wennel's AC. Mellikim is up!


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim presses the attack against the zombie, hoping to bring it down as easily as LifengBOT brought down the other.

Rapier + inspire vs zombie: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Low-light DC 5: 1d20 ⇒ 8
Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Rapier 2 + inspire vs zombie: 1d20 + 5 + 1 - 5 ⇒ (10) + 5 + 1 - 5 = 11
Low-light DC 5: 1d20 ⇒ 19
Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Rapier 3 + inspire vs zombie: 1d20 + 5 + 1 - 10 ⇒ (15) + 5 + 1 - 10 = 11
Low-light DC 5: 1d20 ⇒ 15
Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Grand Lodge

Maps: |

Mellikim's first thrust of his rapier drops the zombie.

That leaves two actions to play with, Mellikim.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Sweet! In that case, I'll move to Wennel's other side.

Grand Lodge

Maps: |

Also, as a gnome, you should have low-light vision; no need to make the flat checks for concealment in dim light. :)


Character Sheet

Thanks for such awesome rolls, but it looks like you forgot to apply the -5 penalty to the second attack.

Not that it mattered, I think the crit should have done 5d8+8.

Quote:

CRITICAL HIT DAMAGE

When you double the damage on a critical success with a
Strike, or with any other action or activity that multiplies
damage, use the following rules to determine which values
you multiply.
• Roll double the usual number of damage dice for your
weapon or unarmed attack.
• Add double your ability modifier to damage, if one applies.
• Add double any circumstance and conditional bonuses and
penalties to damage.
• Don’t double extra damage that occurs only on a critical hit,
such as the damage from the deadly weapon trait.

So the 1d8 base damage, the 1d8 magic weapon damage, the +3 Str bonus and the +1 conditional bonus from inspire courage are all doubled. The 1d8 from the deadly weapon property is not.

Grand Lodge

Maps: |

Yeah, borked up the math there. Forgot about doubling the base damage, because I was too concerned with adding the extra die from the deadly property. I originally had it at 4d8 plus mods, then erased it.

Good to know I screwed it up twice. :P

Grand Lodge

Maps: |

After seeing the brilliant flash of energy radiating from Lifeng's glaive, the second zombie recoils at it's might, but lunges toward the cleric.

Zombie - ◆ Stride 20', ◆ Strike
Melee (fist): 1d20 + 6 ⇒ (5) + 6 = 11

But the foul creature is too slow for Lifeng's graceful dodge.

Round 3
BATTLEMAP!
Conditions: low light - addt'l flat DC 5 to hit
Effects: inspire courage

3A: Galonor (-4, sick 1), Remus (-9)
3B: Enemy: Wennel, Skeleton Cleric
3C: Lifeng, Mellikim
3D: Enemy: Zombie Shambler A (-15)

Galonor and Remus are up once more!


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor bravely swings his sword twice against the creature, "Uggh! Arrghh!" but fails to hit the mark against it.

Greatsword (T),IC, sick, flank, PA: 1d20 + 4 + 1 + 1 - 1 + 2 ⇒ (2) + 4 + 1 + 1 - 1 + 2 = 9S: 2d12 + 4 + 1 ⇒ (12, 11) + 4 + 1 = 28
Greatsword (T),IC, sick, flank: 1d20 + 4 + 1 + 1 - 1 - 10 ⇒ (18) + 4 + 1 + 1 - 1 - 10 = 13S: 1d12 + 4 + 1 ⇒ (10) + 4 + 1 = 15


Remus continues up his song, and trains his bow on the evil zombie creature.

Bow: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 ⇒ 2

Bow: 1d20 ⇒ 16
Damage: 1d6 ⇒ 6

Grand Lodge

Maps: |

Galonor can't quite hit his target, but Remus drops the last zombie with his bow.

Wennel > Galonor
◆ Strike (claw): 1d20 + 7 ⇒ (3) + 7 = 10 - miss
◆ Strike (claw): 1d20 + 7 - 5 ⇒ (10) + 7 - 5 = 12 - miss
◆ Strike (claw): 1d20 + 7 - 10 ⇒ (19) + 7 - 10 = 16 - hit
Damage (slashing): 1d6 + 1 ⇒ (3) + 1 = 4

Wennel's last, desperate swipe connects, dealing 4 damage to Galonor.

Seeing his guard down, LifengBOT strikes at Wennel.
Lifeng > Wennel
◆ Strike (glaive, magic weapon): 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 26 - CRIT!
Damage (slashing): 5d8 + 8 ⇒ (8, 8, 1, 6, 7) + 8 = 38

And completely obliterates him with his divinely empowered polearm. (AC of 16, and only 28 HP)

With that, we're out of Encounter Mode.

With the undead quelled, one thing that is quite striking is a trail of blood that leads to the northeast.

... Wennel was more skeleton than half-elf, and any blood that the zombies would have shed was black and congealed.

This blood you see on the floor is red and appears relatively fresh.


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor keeps his weapon up and follows the trail. "We may not be alone still."

Grand Lodge

Maps: |

Sorry, I thought I'd allow for a touch of prologue-y RP, but perhaps it's best to wrap the quest pack up.

You trace the blood trail to an open hole in the floorboards in the northeastern corner of the Sanguine Thorn.

As you approach, a female voice calls out from the pit. She identifies herself as Nelfurhin Zor, the missing Pathfinder.

She conveys that the cleric Wennel Ardonay had helped her find her bearings after being freed with no money.

The two remained friends, but for the last 2 months Wennel had insisted that he was close to proving that several abductions around Absalom were connected to a secretive cell of slave traders. He expressed his intention to expose the cell, even if it meant its members might try to silence him.

When Wennel unexpectedly appeared at Nelfurhin’s home a few days ago, the alchemist readily opened the door, only to discover her friend was now a reanimated corpse. Wennel attacked and Nelfurhin awoke in the
Sanguine Thorn, where she fell through the floor in an unsuccessful attempt to escape.

Nelfurhin doesn’t have any information about the slavers’ identities or how Wennel was reanimated, but it's common knowledge that those who
perish from treachery, with unfinished business, or after great suffering can sometimes rise as undead spontaneously — a process that twists even that person’s best intentions into hate.

Reporting back to Valsin, he thanks you for uncovering the killer, ending the murders, and rescuing Nelfurhin. As a reward, he awards the PCs 15 sp and invites you all to join him and several other Venture-Captains for dinner.

Again, apologies for the delay in wrapping things up, it's been 7-days-a-week at work for December, so it kind of fell by the wayside. Thanks for playing, and if I get some PFS character numbers, I can get to logging them for Playtest Points.

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