GM Wolfspirit's Rose Street Revenge (Inactive)

Game Master Wolfspirit


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Absalom Initiation

So, currently we have one vote for "Kick in the front door", one vote for "Anivash goes in the mud" There isn't anything large enough that you think would significantly alter the risk of sinking into the mud. One more definitive vote and we'll move on.


Male CN Human (Absalom) Bard 1 | HP 18/18 | AC 15 TAC 13 | F: +2, R: +3, W: +2 | Perc: +3 | Speed 25 ft | Spell Points: 5/5 | Resonance: 4/4 | Spells: 1st 2/2 | Active conditions: inspire courage, shield.

I'll change my vote to frontal assault, in that case.


M Dwarf Cleric (Torag) 1

I concur


Male Human Fighter 1 | hp 16/16 | AC 17, TAC 14 | Fort +4, Ref +4, Will +3 | Perception +3 Human
Attacks:
[dice=Baster Sword]1d20+6[/dice] for [dice=Slashing]1d8+4[/dice] [dice=3H Baster Sword]1d20+6[/dice] for [dice=Slashing]1d12+4[/dice]

Robert moves to the front door and kicks.

Strength Check: 1d20 + 4 ⇒ (11) + 4 = 15


Absalom Initiation

Reflex save: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 ⇒ 2

Robert goes and knocks on the door... with his boot. The debris from the roof falls down on him, but he completely avoids it other than a shower of splinters.

On the other side of the door Robert spies numerous undead, including boney figure clutching a holy symbol that just completed casting a spell!

Initiative:

S: 1d20 + 3 ⇒ (18) + 3 = 21
Anivash Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Grimkel Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Jean Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Nalshene Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Ord perception: 1d20 ⇒ 14
Robert Perception: 1d20 + 3 ⇒ (16) + 3 = 19
S: 1d20 + 3 ⇒ (11) + 3 = 14
Z: 1d20 + 0 ⇒ (13) + 0 = 13

Next up: Grimkel, and Robert!

Combat Chart:

<= ! -- means you're up!
Goodies: N/A
Baddies: n/a

Active Global Conditions: None.

Round 1


  • Robert: <= !
  • Grimkel <= !
  • --Enemy: S
  • Ord
  • Anivash
  • --Enemy: Z
  • Jean: Nimbly avoid stuff
  • Nalshene :


M Goblin Alchemist 1

Ord's perception is +1, so he should act in init 15, which might make a difference here.


Absalom Initiation

It does. Ord, you're up too!


Male Human Fighter 1 | hp 16/16 | AC 17, TAC 14 | Fort +4, Ref +4, Will +3 | Perception +3 Human
Attacks:
[dice=Baster Sword]1d20+6[/dice] for [dice=Slashing]1d8+4[/dice] [dice=3H Baster Sword]1d20+6[/dice] for [dice=Slashing]1d12+4[/dice]

Robert moves forward, Draws his sword and swings.

Dead things, why you no stay dead?

2H Baster Sword: 1d20 + 6 ⇒ (1) + 6 = 7
Slashing: 1d12 + 4 ⇒ (12) + 4 = 16

He almost looses his grip on his weapon, as he misses terribly.

Move, Weapon Drawn, and Attack.


M Dwarf Cleric (Torag) 1

Grimkell couldn't agree more wit Robert's sentiment. "Undead are an abomination to the Smith and all who support him. Back to the grave with you, filth!" He cries holding forth the silver hammer holy symbol and casting enough positive energy to blow all the skeletons to dust.

[ooc]Move and ready an action to cast heal with verbal and somatic components to blast all undead within 30' radius if at least 3 come within that range.

Heal to harm undead: 1d8 + 4 ⇒ (3) + 4 = 7


M Goblin Alchemist 1

Ord pulls an alchemical, moves up, and readies to throw an alchemist fire when a zombie moves to within 10' of him.

Fire Bomb: 1d20 + 4 ⇒ (7) + 4 = 11 vs TOC for Fire: 1d8 ⇒ 1 +1P and 1 Splash


Absalom Initiation

Robert, you can have your sword out so you can get an extra attack.
taking it for you.

Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d12 + 4 + 5 ⇒ (5) + 4 + 5 = 14

Grim, you can't ready an area Heal; that takes three actions. You can hit one though. Want to use it on the closest guy instead?

Attack: 1d20 + 7 ⇒ (5) + 7 = 12

The skeleton raises his holy symbol and cases a spell. A ray of necrotic energy arcs towards Robert, but apparently the undead cleric can't hit the broad side of a Bard... or Fighter. Still in a rasping voice the skeleton cackles. "Fools! You cannot understand the work I have done! They were the ones that killed me! I had my revenge!"

Looking at the skeleton, several pieces of information come together from your previous investigations.

While the journal you found and reciting the names of the former slaves gain a +3 item bonus on Intimidation checks to Demoralize
the skeleton.

While within 10 feet of the skeleton you can brandish the religious symbol of Milani (a manipulate action).

You know that skeleton’s right side is damaged, which includes the hand wielding his morningstar. Any successful Athletics check to Disarm Wennel’s morningstar is treated as a critical success

Next up: Anivash!


M Dwarf Cleric (Torag) 1

Sure, I will use on closest guy. Sorry, would post more, but using my phone and it's hard enough while traveling.


Absalom Initiation

Addendum

Between Robert's half-hearted swing and Grim's "Healing Training for Dummies", one of the zombies goes down!


M playtest monk 1

Anivash moves in and unleahses a pair of swift punches, using the first to knock aside the skeletal creature's guarding arm and then aiming for its ribs with the second.

"This is a perversion of what the Lady of Graves wants," he cries out.

Two actions to stride
Third action: Flurry of blows
Unarmed (agile, finesse): 1d20 + 3 ⇒ (2) + 3 = 5

Unarmed 2nd strike: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Absalom Initiation

Anivash lands a blow that barely registers on the undead. In return the zombies shamble forward to surround the monk!

Red Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Green Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Purple Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Purple Attack: 1d20 + 1 ⇒ (15) + 1 = 16
damage: 1d6 + 2 ⇒ (6) + 2 = 8 Bludgeoning
damage: 1d6 + 2 ⇒ (4) + 2 = 6 Bludgeoning
damage: 1d6 + 2 ⇒ (3) + 2 = 5 Bludgeoning
red Grab: 1d20 + 4 ⇒ (9) + 4 = 13
green Grab: 1d20 + 4 ⇒ (2) + 4 = 6
Purple Grab: 1d20 + 4 ⇒ (3) + 4 = 7

The swarm of zombies move slowly to the monk, flailing and bludgeoning him with their fists within an inch of his life! One even manages to latch on to him!

Next up: Grimkel, Ord, Nalshene, Jean and Robert!

Combat Chart:

<= ! -- means you're up!
Goodies: Anivash -19 HP, Grappled
Baddies: n/a

Active Global Conditions: None.

Round 1


  • Robert: <= !
  • Grimkel <= !
  • Ord <= !
  • --Enemy: S
  • Anivash
  • --Enemy: Z
  • Jean: <= !
  • Nalshene : <= !


M playtest monk 1

Ouch! At 1 HP.


Absalom Initiation

Yeah, you did make yourself quite a target there! Also, I came to the thread wondering 'why didn't anyone respond?" only to find that my last post didn't go through. Luckily, I still had it saved; That was quite a bit of text.


Female Gnome Animal Whisperer Fey Sorcerer 1 | hp 15/15 | AC 11 12, TAC 11 12 | Fort +2, Ref +2, Will +3 | Spell points 2/2 | Perception +2

Nalshene moves into the room and sends a telekinetic projectile at the closest zombie.
projectile: 1d20 + 5 ⇒ (13) + 5 = 18 damage: 1d10 ⇒ 9


M Goblin Alchemist 1

So Ords readied action never triggered due to the Monk being the taget. :( And now if I target any of them I'll splash the monk and take him down.lol. I guess Ord will delay until after the monk goes.


Male CN Human (Absalom) Bard 1 | HP 18/18 | AC 15 TAC 13 | F: +2, R: +3, W: +2 | Perc: +3 | Speed 25 ft | Spell Points: 5/5 | Resonance: 4/4 | Spells: 1st 2/2 | Active conditions: inspire courage, shield.

Jean will Stride inside and draw his hatchet before shouting encouragement to his companions.

Inspire Courage
+1 conditional bonus to attack rolls, damage rolls, and saves against fear.


M Dwarf Cleric (Torag) 1

Seeign the many wounds suffered by Anivash, Grimkell casts the same positive energy spell again, but this time targets an ally to heal, rather than harming the undead. Grimkell then readies his shield in case the monsters start to come his way.

Ranged Heal on Anivash: 1d8 + 4 ⇒ (1) + 4 = 5

Bleh! Sorry Anivash...Using ranged heal which takes two actions, and third to raise shield.


Male Human Fighter 1 | hp 16/16 | AC 17, TAC 14 | Fort +4, Ref +4, Will +3 | Perception +3 Human
Attacks:
[dice=Baster Sword]1d20+6[/dice] for [dice=Slashing]1d8+4[/dice] [dice=3H Baster Sword]1d20+6[/dice] for [dice=Slashing]1d12+4[/dice]

Robert moves around his allies and attacks the two zombies, green and black.

2H Baster Sword: 1d20 + 6 ⇒ (10) + 6 = 16 for Slashing: 1d12 + 4 ⇒ (5) + 4 = 9 green
2H Baster Sword: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22 for Slashing: 1d12 + 4 ⇒ (1) + 4 = 5 black


Absalom Initiation

Rolling Robert's crit damage
Damage: 1d12 + 4 + 1 ⇒ (6) + 4 + 1 = 11

The tag team of Robert and Nalshene destroy one of the zombies, while Robert's terrible blade bites in hard against the skeletal cleric!

The cleric takes a step back, raises his shield, and Harms himself, which makes more sense than you would think.

HP: 1d8 + 3 ⇒ (2) + 3 = 5

Next up: Anivash and Ord!

Combat Chart:

<= ! -- means you're up!
Goodies: Anivash -14 HP, Grappled
Baddies: Skeleton -7, Red -2

Active Global Conditions: None.

Round 1


  • Robert:
  • Grimkel
  • Ord <= !
  • --Enemy: S
  • Anivash <= !
  • --Enemy: Z
  • Jean:
  • Nalshene :


M playtest monk 1

Thanks; 5 hp now

Anivash punches at the nearest zombie and then steps back, retreating to put some space between himself and the deadly undead.

"Be careful, they are deadly," Anivash warns.

Action 1: Flurry of blows
Action 2: 5-ft. step back
Action 3: Stride away to space below Jean

Unarmed (agile, finesse): 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Unarmed 2nd strike: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


M Goblin Alchemist 1

I stepped you back Anivash

With the monk out of the way Ord comes up and throws fire at the blue undead. He is quite accurate, manages to splash Red and hopes both are vulnerable to fire.

Fire Bomb: 1d20 + 4 ⇒ (20) + 4 = 24 vs TOC for Fire: 1d8 ⇒ 2 Plus 1 splash and 1P

More Fire damage: 1d8 ⇒ 4


Absalom Initiation

The zombies don't appear to be quite as flamable as Ord would have liked, but the combination of the pair seems to have taken a chunk out of the zombie.

If the zombies were more intelligent they probably would be expressing "No fair" that the monk got away, but instead turn to focus on the nearby Robert.

Attack Red: 1d20 + 6 ⇒ (8) + 6 = 14
Attack Blue: 1d20 + 6 ⇒ (16) + 6 = 22
Blue Grab: 1d20 + 4 ⇒ (7) + 4 = 11
Attack Red: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

The zombies take a set of swings at the Fighter, though only one connects.

Next up: Robert, Grimkel, Jean, Nalshene!!

Combat Chart:

<= ! -- means you're up!
Goodies: Anivash -14 HP, Grappled
Baddies: Skeleton -7, Red -4, Blue -13

Active Global Conditions: None.

Round 1


  • Robert: <= !
  • Grimkel <= !
  • Ord
  • --Enemy: S
  • Anivash
  • --Enemy: Z
  • Jean: <= !
  • Nalshene : <= !


M Dwarf Cleric (Torag) 1

Having had just about enough of the evil caster, Grimkell strides over to him and readies an action to strike with his hammer if the caster tries any spells.

Stride x2 and ready to strike.

hammer: 1d20 + 2 ⇒ (18) + 2 = 20
Hammer dmg: 1d8 + 2 ⇒ (6) + 2 = 8


Female Gnome Animal Whisperer Fey Sorcerer 1 | hp 15/15 | AC 11 12, TAC 11 12 | Fort +2, Ref +2, Will +3 | Spell points 2/2 | Perception +2

Nalshene steps to the side, then sends a projectile at the cleric-undead.
telekinetic stuffs: 1d20 + 5 ⇒ (17) + 5 = 22 damage: 1d10 ⇒ 6


Male Human Fighter 1 | hp 16/16 | AC 17, TAC 14 | Fort +4, Ref +4, Will +3 | Perception +3 Human
Attacks:
[dice=Baster Sword]1d20+6[/dice] for [dice=Slashing]1d8+4[/dice] [dice=3H Baster Sword]1d20+6[/dice] for [dice=Slashing]1d12+4[/dice]

Robert swings his sword happily at the blue, then red. This be fun, no?

3H Baster Sword: 1d20 + 6 ⇒ (16) + 6 = 22 for Slashing: 1d12 + 4 ⇒ (10) + 4 = 14
3H Baster Sword: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9 for Slashing: 1d12 + 4 ⇒ (4) + 4 = 8
3H Baster Sword: 1d20 + 6 - 8 ⇒ (14) + 6 - 8 = 12 for Slashing: 1d12 + 4 ⇒ (2) + 4 = 6


Male CN Human (Absalom) Bard 1 | HP 18/18 | AC 15 TAC 13 | F: +2, R: +3, W: +2 | Perc: +3 | Speed 25 ft | Spell Points: 5/5 | Resonance: 4/4 | Spells: 1st 2/2 | Active conditions: inspire courage, shield.

Jean continues his inspiring encouragement (1), strides over to the evil cleric (2), and strikes at him with his hatchet (3).

Hatchet: 1d20 + 5 ⇒ (15) + 5 = 20 for slashing: 1d6 + 4 ⇒ (3) + 4 = 7

Inspire Courage
+1 conditional bonus to attack rolls, damage rolls, and saves against fear.


Absalom Initiation

As a note, the "Ready" action in PF2 takes two actions, so Grim couldn't ready a strike. He could, however, just hit the skeleton, so I'll use that roll... which worked out for the best.

What followed was utter zombicide and skeletal destruction! Robert cleaves through the zombies with his sword while Grim and Nalshene finish off the Skeleton! Sadly, Jean's attempt to hit the skeleton hit more shield and bone than skeleton.

When the dust and undead detritus settles, a female voice calls out from one of the holes in the floorboards. "Help! Can someone help me out of here!"

DC 10 Climb Check:
You find an injured, but living elven woman with what appears to be a broken leg. She cries out in joy, "Praise Milani! I thought I was done for!"


Male Human Fighter 1 | hp 16/16 | AC 17, TAC 14 | Fort +4, Ref +4, Will +3 | Perception +3 Human
Attacks:
[dice=Baster Sword]1d20+6[/dice] for [dice=Slashing]1d8+4[/dice] [dice=3H Baster Sword]1d20+6[/dice] for [dice=Slashing]1d12+4[/dice]

climb... acrobatics?

Hearing a woman call for help, Robert pipes up, “We come, soon. and moves to where he can climb down.

check: 1d20 ⇒ 14 Acrobatics +3, Athletics +5... not that it matters either way.


M playtest monk 1

Anivash moves closer, limping badly.

"Pharasma isn't calling you yet, but what is happening here? How did you end up trapped here with all these foul creatures?"


M Goblin Alchemist 1

Holding an alchemical fire in hand, Ord kicks around the undead bodies looking for anything useful or shinny.


Absalom Initiation

Robert is able to help the elven woman up, who introduces herself as Nelfurhin Zor. Still slightly rattled, the elf tells her tale. "Wennel Ardonay was a cleric of Milani that had helped me find my bearings after being freed with no money. We remained friends, but for the last two 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. A few days ago Wennel unexpectedly appeared at my home, and I let him in, only to discover that he was now this... this thing." She pointed to the reanimated corpse.

"He knocked me unconscious, and I awoke here, only through the floor in an unsuccessful attempt to escape." She looks sadly. "I don't have any information about the slavers’ identities or how Wennel was reanimated."

DC 12 Religion check to Recall Knowledge:
You know that those whoperish 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.

Meanwhile, Ord rummages through the rest of the building, discovering a locked chest. After some effort it is opened, revealing 2 bedrolls, a pint of oil, 1 vial of holy water, a lantern, 7 days of rations, a leather pouch with 8 sp, and a wooden religious symbol of Milani on a leather cord.


M Dwarf Cleric (Torag) 1

"If this holy man of Milani died with unfinished business, it is not unknown for them to rise again from the dead, though in that process they lose sight of good and become slaves to the evil of undeath. That must have been what happened to this Wennel, you describe"

Religion: 1d20 + 5 ⇒ (14) + 5 = 19


Female Gnome Animal Whisperer Fey Sorcerer 1 | hp 15/15 | AC 11 12, TAC 11 12 | Fort +2, Ref +2, Will +3 | Spell points 2/2 | Perception +2

"Unfortunate to hear that a priest would be raised as an undead monster... but in the end, it is not our job to determine the reasons behind such things. We should continue, yes?"

Nalshene isn't interested in any of the items.


M playtest monk 1

"It is very bad, and sad," Anivash agrees. "But maybe his unfinished business was to do with the slavers, and what has happened to those who've died. It's also possibly his good intentions -- twisted -- led him to kill, though if he kept you alive, I don't think so. Maybe we should see if we can learn more about what he had learned. Did he live here, or is there somewhere else he may have had information?"


Male CN Human (Absalom) Bard 1 | HP 18/18 | AC 15 TAC 13 | F: +2, R: +3, W: +2 | Perc: +3 | Speed 25 ft | Spell Points: 5/5 | Resonance: 4/4 | Spells: 1st 2/2 | Active conditions: inspire courage, shield.

"Perhaps we should check back in at the Grand Lodge and spread the word that there really are some slavers out for revenge. At any rate, the Venture Captain will likely know what to do."


M Goblin Alchemist 1

Ord holds on to the pint of oil and vial of holy water for now in case of more undead. I am ready to continue. he states the offers If anyone is still hurt I have some healing elixirs.


Male Human Fighter 1 | hp 16/16 | AC 17, TAC 14 | Fort +4, Ref +4, Will +3 | Perception +3 Human
Attacks:
[dice=Baster Sword]1d20+6[/dice] for [dice=Slashing]1d8+4[/dice] [dice=3H Baster Sword]1d20+6[/dice] for [dice=Slashing]1d12+4[/dice]

Robert smiles “Helping makes me happy.“ he replies.


Female Gnome Animal Whisperer Fey Sorcerer 1 | hp 15/15 | AC 11 12, TAC 11 12 | Fort +2, Ref +2, Will +3 | Spell points 2/2 | Perception +2

Nalshene nods at Jean. "Returning to the Lodge seems appropriate to me, to determine our next course of action."


Absalom Initiation

When you return to the Grand Lodge, Ambrus Valsin shares the same speculation that you do: that somehow the cleric of Milani was warped in the process of undeath to target those that it believed had wronged him. The Venture Captain shakes his head. "The most odd turn of events is that every one of the individuals that he murdered was someone that he saved. Perhaps in a streak of madness, he believed those he had held so dear to his heart were the ones that wronged him?" He sighs.

"Regardless, thank you for uncovering the killer, ending the murders, and rescuing Nelfurhin. As a reward, I will throw in a small bonus of silver and I invite you to join me and several other venture-captains for dinner. I'm sure that you have great things ahead and will have several more opportunities for adventure ahead!"

This concludes the Rose Street Revenge Quests!


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Female Gnome Animal Whisperer Fey Sorcerer 1 | hp 15/15 | AC 11 12, TAC 11 12 | Fort +2, Ref +2, Will +3 | Spell points 2/2 | Perception +2

Thanks for running Wolfspirit! Overall I like 2.0. I think I might end up being a convert. :)


Male Human Fighter 1 | hp 16/16 | AC 17, TAC 14 | Fort +4, Ref +4, Will +3 | Perception +3 Human
Attacks:
[dice=Baster Sword]1d20+6[/dice] for [dice=Slashing]1d8+4[/dice] [dice=3H Baster Sword]1d20+6[/dice] for [dice=Slashing]1d12+4[/dice]

Agreed Thank you for running this game. There is still a lot that I have to learn. I am a multi platform player, so this might be added to my lineup.

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