[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: |

"Urgathoa..." Dahlia seems taken aback at the mention of the vile goddess. "I don't see why religion was a factor, Justerian was not a particularly pious man." she ponders for a second, and her eyes brighten at a new thought. "He occasionally spoke of a priest of
Milani... in fact, it was he who had recommended to Justerian that he take a job at the Frog’s Tongue and save his poor back from dockwork."

- - - - - - - - - -

Reporting back to Valsin, he consoles you on not being able to save the poor Justerian, but as you noted in the debriefing, the blood found around his corpse had been congealed for quite some time - he was long past saving, unfortunately.

As he signs papers of your observations for proper reporting, he places the feather quill back into the inkwell, then rubs his stubbled chin. "All this leaves me more worried for our missing pathfinder Nelfurhin Zor..."

- - - - - - -

With that, I think it's best to break for now, while I'm away. We'll pick things back up and finish off the fourth quest on the 12th.

Grand Lodge

Maps: |

"Urgathoa..." Dahlia seems taken aback at the mention of the vile goddess. "I don't see why religion was a factor, Justerian was not a particularly pious man." she ponders for a second, and her eyes brighten at a new thought. "He occasionally spoke of a priest of
Milani... in fact, it was he who had recommended to Justerian that he take a job at the Frog’s Tongue and save his poor back from dockwork."

- - - - - - - - - -

Reporting back to Valsin, he consoles you on not being able to save the poor Justerian, but as you noted in the debriefing, the blood found around his corpse had been congealed for quite some time - he was long past saving, unfortunately.

As he signs papers of your observations for proper reporting, he places the feather quill back into the inkwell, then rubs his stubbled chin. "All this leaves me more worried for our missing pathfinder Nelfurhin Zor..."

- - - - - - -

With that, I think it's best to break for now, while I'm away. We'll pick things back up and finish off the fourth quest on the 12th.

Grand Lodge

Maps: |

The night seems to take forever to pass - with the morning, comes another missive from the Venture-Captain.

Handout #4 wrote:

Pathfinders,

Your information has led me to conclude that the Rose Street victims were all former slaves, somehow connected to the church of Milani.

I’ve determined that when the victims were freed, each was hidden in the same safe house, a tavern called the Sanguine Thorn. But that seems unlikely, as multiple accounts report that the earthquake destroyed it decades ago. Go to the tavern’s address in the Precipice Quarter.

If it’s somehow standing, search for information that can help us stop this murderer or find our missing Pathfinder, Nelfurhin Zor, before it’s too late.

- Venture-Captain Ambrus Valsin

- - - - - - - - - -

You all muster together once more, and quickly travel to the Precipice Quarter, arriving at the Quarter's entrance gates. One of the members of Absalom’s Post Guard warns you all that this gate, and all other gates to the Precipice Quarter remain closed between dusk and dawn, no matter who asks to be let past.

Taking that warning into account, you head through, and on to the address provided.

- - - - - - - - - -

Through a shroud of heavy fog, the twisted silhouettes of ruined structures loom over the broken cobblestone path. What was once the corner of an intersection is now an imposing chasm. The mouth of the crater is large enough to have swallowed a colossal beast, but mist, detritus, and darkness obscure the bottom. Numerous shards of stone and debris jut out from the inner walls as if the cavernous hole is baring its teeth all the way down.

DC 15 Perception:
Searching the rubble topside, you find a warped and worn oaken sign with the name of "the Sanguine Thorn" painted above an ornate carving of a crimson rose with blood dripping from its thorns.

DC 10 Religion (Recall Knowledge), if Perception check is successful:
You know that the carving bears a resemblance to the holy symbol of Milani, goddess of devotion, hope, and uprisings.

The only way down the crater is to climb down the the rocks and debris protruding from the inner walls that provide several foot and handholds.

Everyone can attempt a DC 14 Athletics check to climb down.


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 takes a quick glance at the ruins, notes nothing unusual and volunteers himself to climb down first. But before he does, he asks, "I am ill equipped for this, for anyone have climbing gear such as rope?"

Perception: 1d20 + 3 ⇒ (8) + 3 = 11

athletics: 1d20 + 5 ⇒ (9) + 5 = 14

Grand Lodge

Maps: |

Not hearing anyone pipe up about climbing gear, Galonor sighs, then starts down the escarpment, making sure to take his time.
Without much issue, he makes it down safely, and waits for the rest of the party.


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)

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

"Well this is certainly where the place used to be," Mellikim says, picking up the remains of the tavern sign.

Acrobatics: 1d20 ⇒ 19
Score!

Nimble as a monkey, the gnome easily climbs down to the bottom.

Grand Lodge

Maps: |

Though the scenario specifically states an Athletics check, I'd take an Acrobatics roll in it's stead. (The roll of 19 is certainly high enough that it wouldn't matter anyways. :P)


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)

Sorry, that was supposed to say Athletics. I have a nice bonus to Acrobatics, but none to Athletics.


Athletic: 1d20 + 1 ⇒ (1) + 1 = 2

Remus keep on working down, trips and falls like a lead balloon.


Character Sheet

Perception: 1d20 + 2 ⇒ (6) + 2 = 8

Althletics: 1d20 + 2 ⇒ (16) + 2 = 18

Grand Lodge

Maps: |

While scaling the crater, Remus takes a tumble, but reaches for a ledge, a rock, anything really to hold his weight.
@Remus: You can make an Acrobatics skill to try Grab an Edge (DC 14).

Lifeng manages to scale down with the others without much issue.

Once Remus makes his save, we can continue.


Acrobatics: 1d20 + 4 ⇒ (9) + 4 = 13

Crap.

Grand Lodge

Maps: |

As Remus falls, he splays his fingers out in a last-ditch strain to grab anything to prevent his falling. To his dismay, he finds nothing before hitting the muddy ground of the crater.

Remus falls 20 feet and takes 10 bludgeoning damage.

The fog is thick at the bottom of the hole. Broken bedrock, hunks of wattle, and splintered lumber — all lightly dusted with sea salt — sink into the mud. The lurching profile of a bowed and broken structure stands here, its walls little more than rows of warped timbers, covered in withered vines that converge at strange angles.

The door on this western side of the wall is missing from its frame.

We are currently in Exploration Mode - please select an exploration tactic (cheat sheet here).


Character Sheet

Lifeng will heal Remus.

Heal: 1d8 + 1 ⇒ (3) + 1 = 4
Heal: 1d8 + 1 ⇒ (3) + 1 = 4

Lifeng will Search as they explore.


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 eyes perched as the group cautiously approach the crumbling house.

Search, Perception: 1d20 + 3 ⇒ (7) + 3 = 10

Grand Lodge

Maps: |

GM Screen (no lookie!):

DC 18 Perception
Galonor Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Lifeng Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Mellikim Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Remus Perception: 1d20 ⇒ 11

As you walk to the disheveled manor, the ground around you is littered with wreckage from it's subterranean tumble. (Ground outside is difficult terrain)

Galonor sees that the only way into the building is through that western door.

Marching order?


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 takes first spot, and walks towards the building confidently, weapon in hand.


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 keeps an eye out for traps or dangers.

Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Will be behind Galonor.

Grand Lodge

Maps: |

That satisfies the Rule of Two, so on we go...

Galonor and Mellikim lead the way, and as Galonor strides towards the door through the difficult terrain, he finds his boots stick to the ground underneath - as he tries to move further, he finds he's pulled down into the mud until he's finally up to its waist.

With that, we've encountered our first Complex Hazard.

Not a simple trigger and effect, the Playtest has introduced complex hazards that are involved enough to be their own encounters, or to take the place of monsters in multiple monster encounters.

They roll initiative and have actions of their own, though these are usually automated through specific routines.

Initiative!:

Sucking Mud (hazard): 1d20 ⇒ 8
Galonor, Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Lifeng, Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Mellikim, Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Remus, Perception: 1d20 + 3 ⇒ (17) + 3 = 20

Round 1
1A - Remus, Lifeng, Mellikim
1B - Hazard: Mud
1C - Galonor

(For Remus, Lifeng and Mellikim, there isn't much to do but spend an action to use the Aid trigger on Galonor's turn to aid in his attempt to escape the hazard. If anyone would like to use any other actions other than giving a helping hand to Galonor, let me know, and we'll retcon it.)

The mud begins to envelop Galonor, and he goes from his waist down to his neck!

Round 1
1A - Remus, Lifeng, Mellikim
1B - Hazard: Mud

1C - Galonor

Galonor is up! It's a DC 15 Athletics to {A} Swim and raise yourself by one step - once back up to only your waist being submerged, you can {A} to move 5' out of the hazard (as per the Step basic action, though without the difficult terrain clause). You have your usual three actions in a turn to attempt such checks.

Everyone else can make a DC 15 Athletics (Aid) check to Aid Galonor if they wish.


Aid: 1d20 + 1 ⇒ (16) + 1 = 17

Remus reaches out and grabs Galonor's hand and pulls hard.


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, seeing just in time the sticky mud, hops out of harm's way; his half-orc companion isn't so lucky. "Hold on, we'll help you!"

Athletics (Aid): 1d20 ⇒ 4

Try as he might, however, the little gnome has neither the strength nor the leverage to make any difference.

Grand Lodge

Maps: |

Remus' help and Mellikim's hindrance leave Galonor to his own devices to escape the muck.


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 struggles to bring himself out of the mud!

Athletics S (T): 1d20 + 4 + 1 + 0 ⇒ (4) + 4 + 1 + 0 = 9
Athletics S (T): 1d20 + 4 + 1 + 0 ⇒ (12) + 4 + 1 + 0 = 17
Athletics S (T): 1d20 + 4 + 1 + 0 ⇒ (8) + 4 + 1 + 0 = 13

Grand Lodge

Maps: |

GM Screen:

Galonor: 1d20 + 3 ⇒ (7) + 3 = 10
Enemy Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Enemy Initiative: 1d20 ⇒ 14

Galonor tries to calm himself as he begins to sink past his jawline - he holds out his arms, and in a brisk motion, paddles upwards. His second attempt to swim up is successful, and after bringing himself back up to his waist, he crawls out of the sucking mud using the banister on the stairs as handholds to escape.

Anyone who is Trained in Survival (which I think is just Galonor and Mellikim) can make a free check to discern the extent of the hazardous area.

Just as the situation appears to be resolved, a rotting reanimated skeletal corpse crawls out from under the steps and attacks!
(Battlemap has been updated)

Round 2
1A - Remus, Lifeng, Mellikim
1B - Enemy: Skeleton
1C - Hazard: Mud
1D - Galonor

Lifeng, Mellikim and Remus are up!


Remus gulps in surprise and begins blowing out music as he takes a shot with his bow!

Step action back, Inspire Courage, fire arrow

bow: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d6 ⇒ 3

Grand Lodge

Maps: |

I failed to mention two things (which thankfully don't affect anything that's happened this turn so far);

1. The skeleton is crawling, and therefore prone - he'll get a +1 to his AC vs. ranged attacks/strikes, but is flat-footed (-2 AC) against melee attacks/strikes.

2. The fog in the crater grants EVERYONE the concealed condition - you need to succeed a DC 5 flat check when targeting a creature in order for the attack or effect to hit. There is no clause for being adjacent to an enemy like certain fog effects in the past.


Character Sheet

Lifeng raises his shield and then tries to bring his weapon down upon the skeleton twice.

Concealed: 1d20 ⇒ 16
Attack: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Concealed: 1d20 ⇒ 9
Attack: 1d20 + 4 + 1 - 5 ⇒ (4) + 4 + 1 - 5 = 4
Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Grand Lodge

Maps: |

Lifeng's attacks miss the clambering skeleton. It hisses an horrible sound at the party, and begins to reach out with it's clawed hands, one of which is holding a razor in a permanent rictus death grip - a razor just like those favoured by the Bloody Barbers.

Before the skeleton, 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 whips out his rapier, then hesitates for a brief second. A razor?

Draw, Strike, Strike.

Rapier vs FF: 1d20 + 5 ⇒ (1) + 5 = 6
Concealment: 1d20 ⇒ 12
Damage: 1d6 + 4 ⇒ (3) + 4 = 7 piercing + Sneak attack: 1d6 ⇒ 3

Rapier vs FF: 1d20 + 5 - 5 ⇒ (7) + 5 - 5 = 7
Concealment: 1d20 ⇒ 9
Damage: 1d6 + 4 ⇒ (1) + 4 = 5 piercing + Sneak attack: 1d6 ⇒ 5

Grand Lodge

Maps: |

Mellikim's point can't seem to find its mark, and the skeleton remains unharmed.

Random Target, Alphabetical: 1d2 ⇒ 2 - Lifeng/Remus

The skeleton crawls out of the muddy patch, and leers towards Remus!

Strike, (claw): 1d20 + 6 ⇒ (10) + 6 = 16
Strike, (dagger): 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16

Damage, slashing: 1d4 + 1 ⇒ (3) + 1 = 4
Damage, slashing: 1d4 + 1 ⇒ (4) + 1 = 5

Remus' legs are slashed to tatters, as the skeleton deals 9 damage!

Round 2
1A - Remus, Lifeng, Mellikim
1B - Enemy: Skeleton
1C - Hazard: Mud

1D - Galonor

Round 3
1A - Remus, Lifeng, Mellikim

1B - Enemy: Skeleton
1C - Hazard: Mud
1D - Galonor

Everyone is up!


Character Sheet

Lifeng repeats his actions from last round, raising his shield and slashing at the skeleton

Concealed: 1d20 ⇒ 16
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Concealed: 1d20 ⇒ 10
Attack: 1d20 + 4 - 5 ⇒ (6) + 4 - 5 = 5
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Maps: |

Lifeng's slashing blade hits the skeleton, but as it is made of not much but bone, what should have been a killing blow skates off the undead being's bony body to lesser effect.

You've can gather from this attack that slashing weapons might not be as effective, however, after that attack it looks incredibly close to it's true death.


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)

In the face of danger, Galonor continues to attempt to break free of the mud's hold. His struggles are real, but he eventually manages to break himself out.

Atheletics +, Athletics +, Step +

Athletics S (T): 1d20 + 4 + 1 + 0 ⇒ (13) + 4 + 1 + 0 = 18
Athletics S (T): 1d20 + 4 + 1 + 0 ⇒ (10) + 4 + 1 + 0 = 15

Grand Lodge

Maps: |

Galonor, you started Round 2 already out of the mud - you have your three actions to do whatever you please.

Grand Lodge

Maps: |

Galonor, Mellikim and Remus are still 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 moves to cut off the skeleton's escape, hoping his allies will help box it in.

Stride, Strike, Strike

Rapier + Inspire Courage: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Concealed, DC 5: 1d20 ⇒ 13
Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11 + Sneak attack: 1d6 ⇒ 4

Rapier + Inspire Courage: 1d20 + 5 + 1 - 5 ⇒ (10) + 5 + 1 - 5 = 11
Concealed, DC 5: 1d20 ⇒ 16
Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11 + Sneak attack: 1d6 ⇒ 2

Grand Lodge

Maps: |

Mellikim's rapier pierces the skull of the animated skeleton, and whatever (un)life it had fades from its being. It falls limp and moves no longer.

With that, we're back in Exploration Mode - the door on the western wall is open, with Galonor being in the Rotting Pantry.

Once the din of combat is over, Galonor dusts himself off, and surveys the room he finds himself in - nothing but splintered remnants of tables and cabinets that clutter a long, rectangular room that reeks of mold and decay. Curiously, he sees a small wooden chest laid up against a wall, as if placed there after the whole house sunk into the crater.

The chest can be opened with a Thievery (Pick a Lock) or Athletics (Break Open) check. Thievery (Pick the Lock) requires training, as well as thieves’ tools.


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)

Whoops! I thought I had posted, but Galonor would have delayed to not risk getting stuck in the mud again.

Galonor is curious of this chest and points it out to his allies hoping someone would have the necessary skills to pry it open.

If not, I'll break it open!

Athletics (T): 1d20 + 4 + 1 + 0 ⇒ (10) + 4 + 1 + 0 = 15

Grand Lodge

Maps: |

I believe Mellikim is the only one with the requisite training in Thievery to do so. That roll's high enough to bash it open though, if need be.


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)

We can go the "bash it open" route, that's fine. :)

Grand Lodge

Maps: |

GM Screen:

Wennel was aware of the party from the noise outside - he's prepared for a fight, having cast protection (good) on himself.

Two zombie shamblers are lying in wait in the demolished mead hall (room to the south), but the party has yet to spot them. Their perception is bad enough that they wouldn't have spotted the PCs.

Retaining his wisdom (even in undeath), he attempts to hide in ambush... but doesn't roll well enough to succeeed vs. a passive Perception DC of the party. Galonor and Mellikim spot him easily with their low-light vision.

Wennel, Stealth (Hide): 1d20 + 2 ⇒ (8) + 2 = 10 - fail
Galonor, Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Lifeng, Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Mellikim, Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Remus, Perception: 1d20 + 3 ⇒ (12) + 3 = 15

Galonor bashes the lock from the chest, making a bit of a ruckus. Inside, he finds 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.

As you rummage through the items, Galonor turns his shoulder and notices another skeleton, creeping behind a wall. Whereas the last skeleton you encountered was mindless, and savage, this one seems... different. Though some flesh still remains, he is more skeleton than half-elf, from what you can see. Perhaps he thinks you cannot see him, perhaps he thinks he's hidden in the dim light within the demolished mead hall in which he stands... all Galonor knows is that an armed, intelligent undead looks to be attempting to hide in some sort of ambush. He is clad in a breastplate and moldering robes, holds a morningstar in his right hand, and has a heavy shield gripped in his left, which happens to have a skull-decorated fly or moth scrawled onto it - the same as the death's-head moth you found at the scene of Justerian's murder.

Surely... this must be the Rose Street Killer you've been searching for. Encounter Mode!

Initiative!
1A: Galonor, Remus
1B: Enemy: Wennel, Skeleton Cleric
1C: Lifeng, Mellikim

In your investigation into the Rose Street Killer, you've discovered a few things about him - they are as follows.

Rose Street Records (Dragons): While holding Wennel’s journal and reciting the names of the former slaves he had once helped (a ❖ Manipulate action), a PC gains a +3 item bonus on a special ❖ Intimidation (Demoralize) check against Wennel.

Rose Street Remembrance (Puddles): While within 10' of Wennel, a PC can brandish Wennel’s religious symbol of Milani (a ❖ Manipulate action) to remind him of his former faith (inflicting a status).

Rose Street Tactics (Snippets): A PC knows that Wennel’s right side is damaged, which includes the hand wielding his morningstar. Any successful ❖ Athletics (Disarm) check against his morningstar is treated as a critical success.


Remus beings to blow his horns, casting inspire courage on everyone. Then he reaches out and touches Galonor, and magic flows through him Guidance. He does the same for Lifeng.

Grand Lodge

Maps: |

@Remus: Inspire courage and guidance are both conditional bonuses; they don't stack. You still have two actions to take.


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)

Inspired through Remus's music, Galonor waste no time upon observing the undead and heads directly towards it to annihilate it! He swings his greatsword with a single powerful blow!

Interact to draw greatsword +,Stride +, Strike +

Greatsword (T),IC: 1d20 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8S: 1d12 + 4 + 1 ⇒ (7) + 4 + 1 = 12

Grand Lodge

Maps: |

Galonor charges into the demolished mead hall, and strikes at the skeleton cleric, but his blade fails to find its mark.

Now that he's in this room, with his low-light vision, Galonor can see to the south a pair of shambling zombies; surely compatriots or undead thralls under his command.

The zombies take note of the half-orc, glowering at him and moaning for fresh meat.

Wennel, the skeleton cleric raises his heavy shield, an act that take every ounce of strength that still courses through his skeletal arms. He then incants an unholy prayer, and presses the shield towards Galonor. Necromantic pustules seem to spew forth from the unholy symbol emblazened upon it, and wash over the half-orc.

Galonor, DC 16 Fort save: 1d20 + 5 ⇒ (2) + 5 = 7

A horrible, nauseating feeling washes over Galonor. (He is sick 1)

Condition: Sick:

You feel ill. Sick always includes a value. You take a conditional penalty equal to this value on all your checks. You can’t willingly ingest anything (including potions) while sick.
You can spend an action (❖) retching in an attempt to recover, which lets you attempt a Fortitude save against the DC of the effect that made you sick.
On a success, you reduce your sickness value by 1 (or by 2 on a critical success).

Initiative Order:
Conditions: low light - addt'l flat DC 5 to hit
Effects: Inspire courage
1A: Galonor (sick 1), Remus (two actions remaining)
1B: Enemy: Wennel, Skeleton Cleric
1C: Lifeng, Mellikim
1D: Enemy: Zombie Shambler (x2)

Remus, Lifeng and Mellikim are 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 gasps. "That must be him! The Rose Street Killer! Keep him busy, I'll take care of this one!" Drawing his rapier, the gnome bravely charges toward one of the zombies.

Draw, Stride, Strike

Rapier vs zombie: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Grand Lodge

Maps: |

Mellikim's blade pierces the zombie with little issue; it doesn't even so much as move to avoid the blade, which deals 10 damage!

Remus and Lifeng are up!


Remus, realizing that his spell would not help, instead moves forward and turns to fire his bow at the one Mellikim attacks.

Bow: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d6 ⇒ 1

Grand Lodge

Maps: |

Lifeng is out of melee range, so the zombies will take their turn in the meantime...

Skeleton A > Mellikim
Melee (fist+grab): 1d20 + 6 ⇒ (8) + 6 = 14 - miss
2nd Melee (fist+grab): 1d20 + 6 - 5 ⇒ (6) + 6 - 5 = 7 - miss

Skeleton B > Galonor
Melee (fist+grab): 1d20 + 6 ⇒ (14) + 6 = 20 - hit
Damage, bludgeoning: 1d4 + 2 ⇒ (2) + 2 = 4

The zombie smashes Galonor for 4 damage, and grabs onto the half-orc, snarling in his face. He goes in for a bite...
Melee (bite): 1d20 + 6 - 5 ⇒ (3) + 6 - 5 = 4 - miss

... but misses. The gnashing of teeth and the unbearable stench of its breath nauseate poor Galonor, but he's able to keep from retching.

Initiative Order wrote:


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

Round 1
1C: Lifeng

Round 2
2A: Galonor (-4, sick 1), Remus (-9)
2B: Enemy: Wennel, Skeleton Cleric
2C: Lifeng, Mellikim
2D: Enemy: Zombie Shambler A (-9), Zombie Shambler B

Lifeng, Galonor, and Remus are up!


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)

unflinching, Galonor stands bravely in the midst of the danger and focuses his attacks on the skeleton believing it to be biggest threat at the time. "Urrghh!" He grunts as swings greatsword twice with considerable force."aarghh!"

Power attack ++, Strike +

Greatsword (T),IC, sick, PA: 1d20 + 4 + 1 + 1 - 1 ⇒ (9) + 4 + 1 + 1 - 1 = 14S: 2d12 + 4 + 1 ⇒ (3, 5) + 4 + 1 = 13
Greatsword (T),IC, sick,: 1d20 + 4 + 1 + 1 - 1 - 5 ⇒ (16) + 4 + 1 + 1 - 1 - 5 = 16S: 1d12 + 4 + 1 ⇒ (8) + 4 + 1 = 13

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