[PFS2_Luke_Parry] 2-06: The Crashing Wave (Inactive)

Game Master Luke_Parry

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Verdant Wheel

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Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

The dwarf moves to be in the right line.

Then he casts a new spell and a lightning strikes onward from his hand and hits the creature.

Lightning bolt: 4d12 ⇒ (10, 3, 12, 6) = 31

Reflex DC 21.

Vigilant Seal

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N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Will Save: 1d20 + 8 ⇒ (2) + 8 = 10

There we go, back on track!

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

Hero point?

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Used that a while ago on a sickness save and haven’t done anything heroic to earn any more.

Sovereign Court

Bair... stops moving.

Dran'Thor channels electricity...

Reflex: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26.

...which is partially avoided.

Thorax then starts carving away at the Ascendant (although its flesh proves somewhat resistant to his blows), much to its shock!

As a note, those attacks did not hit by much...

"YOU DARE!?"

Deshacerla weaves a protective ward over Bair, and pulls out a sling.

Mara - BOT:

Mara keeps climbing...

Athletics: 1d20 + 8 ⇒ (2) + 8 = 10.
Athletics: 1d20 + 8 ⇒ (12) + 8 = 20.
Athletics: 1d20 + 8 ⇒ (18) + 8 = 26.

...and after a bit of trouble, finally makes it to the top.

The Ascendant Amalgam is beside itself with rage!

"YOU WILL PAY FOR THIS EFFRONTERY!"

It takes a swing at Thorax...

Mace: 1d20 + 20 ⇒ (13) + 20 = 33, for 2d6 + 9 ⇒ (3, 1) + 9 = 13 damage, +1d6 ⇒ 1 Evil, +1d6 ⇒ 1 Fire.

...then beats its wings furiously!

Thorax, make a DC 23 Reflex save, or be blow off the pillar. Bair automatically is, and takes 2d6 ⇒ (3, 6) = 9 damage.

Mara: 1d20 + 13 ⇒ (1) + 13 = 14.

Mara is also blow off, and takes 2d6 ⇒ (6, 4) = 10 damage.

1d6 ⇒ 5
1d20 ⇒ 8

It continues to sizzle...

Kneel Before Me, Round 6:

The Ascendant (-86; 1d6 Persistent Acid)
Bair (-22; 0' up; Paralysed; on each of your subsequent turns, make a Will save to be able to act)
Dran'Thor (-16)
Mara (-10; 0' up)
Thorax (-15; 20' up; awaiting Reflex save)
Deshacerla (-)
Adalan (-36; Unconscious; Wounded 2)

Party is up!


PF2 Playtest Character

Reflex: 1d20 + 13 ⇒ (2) + 13 = 15

Hero Point Reroll: 1d20 + 13 ⇒ (13) + 13 = 26

"You have meaty wings!
I wonder how they taste?
Sorry if this stings,
The dwarf casted Haste."

Switching to Piercing since Slashing didn't seem as hurtful.

+1 Striking Shortsword: 1d20 + 14 ⇒ (5) + 14 = 19
Magic, Piercing: 2d6 + 4 ⇒ (6, 1) + 4 = 11

+1 Striking Shortsword: 1d20 + 14 - 4 ⇒ (4) + 14 - 4 = 14
Magic, Piercing: 2d6 + 4 ⇒ (2, 3) + 4 = 9

+1 Striking Shortsword: 1d20 + 14 - 8 ⇒ (9) + 14 - 8 = 15
Magic, Piercing: 2d6 + 4 ⇒ (5, 6) + 4 = 15

+1 Striking Shortsword: 1d20 + 14 - 8 ⇒ (20) + 14 - 8 = 26
Magic, Piercing: 2d6 + 4 ⇒ (6, 6) + 4 = 16

If 26 hits its AC:

Extra Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10

Vigilant Seal

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N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

The stocky goblin seems... to bounce*? a bit instead of thunking hard into the ground.

*On any falls Bair takes half damage (from Unbreakable Heritage). I also had 6 Temp HP so should be -13 with 2 Temp HP (by my count, which admittedly could easily be wrong).

He attempts to move his big toe.

Will Save: 1d20 + 8 ⇒ (20) + 8 = 28

And does quite a bit more than that, springing to his feet and starting to climb back up the platform.

Athletics (T) Climb: 1d20 + 10 ⇒ (7) + 10 = 17
Athletics (T) Climb: 1d20 + 10 ⇒ (13) + 10 = 23

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

The dwarf asks his leshy familiar to refocus for him and then summons a new Tempest upon the would be god.

Tempest surge: 3d12 ⇒ (2, 5, 3) = 10

Reflex DC 21. Clumsy 2 and 3 electricity persistent if failure.

Sovereign Court

Bair, with typical Goblin ferocity, throws off the spell!

He then starts climbing back up.

Dran'Thor channels electricity...

Reflex: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29.

...but the Amalgam avoids the worst of the blast.

Thorax retains his footing, and manages to get a single stab in.

That is, sadly, only a hit :-/

Mara - BOT:

Mara tries climbing again...

Athletics: 1d20 + 8 ⇒ (16) + 8 = 24.
Athletics: 1d20 + 8 ⇒ (7) + 8 = 15.
Athletics: 1d20 + 8 ⇒ (5) + 8 = 13.

...but doesn't make much headway.

Deshacerla - BOT:

Deshacerla channels electricity...

Electric Arc: 2d4 + 4 ⇒ (1, 2) + 4 = 7 Electricity damage.

Reflex: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27.

...which the Ascendant Amalgam partially avoids.

Snarling in fury, it rounds upon Thorax...

Mace: 1d20 + 20 ⇒ (14) + 20 = 34, for 4d6 + 18 ⇒ (4, 5, 4, 1) + 18 = 32 damage, +1d6 ⇒ 6 Evil, +1d6 ⇒ 6 Fire.
Mace: 1d20 + 15 ⇒ (16) + 15 = 31, for 2d6 + 9 ⇒ (1, 4) + 9 = 14 damage, +1d6 ⇒ 3 Evil, +1d6 ⇒ 2 Fire.

...knocking him out with its second swing.

1d6 ⇒ 3
1d20 ⇒ 4

It then continues to sizzle...

Kneel Before Me, Round 7:

The Ascendant (-106; 1d6 Persistent Acid)
Bair (-13+2; 10' up)
Dran'Thor (-16)
Mara (-10; 5' up)
Thorax (-61; Unconscious; Dying 1; 20' up)
Deshacerla (-)
Adalan (-36; Unconscious; Wounded 2)

Party is up!

Vigilant Seal

Familiar Stats:
HP 35 (-0) | AC 25 | F: +14 R: +12 W: +12 | Perc/Stealth +11; Low-Light/Darkvision
Gnome Sorceress 7 | Temp: 0 HP: 78 (-0)| AC 25 | F: +14, R: +12, W: +12; Resist 3 Evil| Perc: +10 | Stealth: +12 | 25ft | Focus: 2/2; Primal 1/1; Hero Pts: 1/1; Staff: 4/4 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 4/4; 4th: 3/3 +1| Active Conditions: Treat Falls 10ft less.

GM - since my bot only used 2 actions, can we have had me maintain the forbidding ward on Bair for the third action?

Continuing to maintain the ward of the unbreakable one, DC frowns as the breakable goblin collapses.

"Get up and kill it! We can't let these devils feel they can walk all over us!"

Taking aim, she shoots the last of her limited divine energies at Thorax.

Heal - Thorax as 2 actions - level 1: 1d8 + 8 ⇒ (5) + 8 = 13

Verdant Wheel

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Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

The dwarf tries to get new reinforcement as well. He casts a heal spell on Adalan.

Heal 2 actions lvl 2: 2d8 + 8 ⇒ (8, 8) + 8 = 24

Shot some news acid arrows towards him!

Then he asks his tiger to climb up. DC 18 and minima 19 with assurance

Athletics: 1d20 + 13 ⇒ (12) + 13 = 25


PF2 Playtest Character

Thorax blinks his eyes open, obviously still drowsy.

"Bad dream. Was falling into pit of fire. Devil's everywhere clawing at... Oh. Not dream..."

Thorax stands, grabs his shortsword, literally licks his wounds and then shanks the Devil.

Battle Medicine: 2d8 ⇒ (4, 1) = 5

+1 Striking Shortsword vs FF: 1d20 + 14 ⇒ (16) + 14 = 30
Magic, Piercing, Sneak: 2d6 + 4 + 2d6 ⇒ (2, 5) + 4 + (6, 6) = 23

Sovereign Court

@Deshacerla - Sure!

Dran'Thor heals Adaln, then directs his Cat to climb.

Deshacerla heals Thorax, and maintains her Ward.

Thorax leaps up, licks his wounds, and stabs at the Amalgam, delivering a slight cut.

Unfortunately, you don't have a flank at present :-/ That said, if Bair makes it back up there (or Mara does), you can have that sneak attack :-)

Kneel Before Me, Round 7:

The Ascendant (-110; 1d6 Persistent Acid)
Bair (-13+2; 10' up)
Dran'Thor (-16)
Mara (-10; 5' up)
Thorax (-43; Wounded 1; 20' up)
Deshacerla (-)
Adalan (-12; Wounded 2)

Bair, Mara, and Adalan are up!

Vigilant Seal

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N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Bair continues to climb, getting a bit peeved that he has to do it again... and probably will have to do it again after that, "STUPID BIRD DEVAH, WINGS R CHEATIN!"

Athletics (T) Climb: 1d20 + 10 ⇒ (7) + 10 = 17
Athletics (T) Climb: 1d20 + 10 ⇒ (18) + 10 = 28

And making it to the top he pulls out his club again (FLANKING YAY!).

Current AC 22 (-1 rage, +1 DC) vs. the creature & Evil Resist 2


PF2 Playtest Character

Botting Mara?

You got this. Not so difficult. Remember that time you were tracking down the Rooftop Bandit? This is a piece of cake!

Athletics: 1d20 + 7 ⇒ (11) + 7 = 18
Athletics: 1d20 + 7 ⇒ (19) + 7 = 26

Crit success! I think that gets her up there?

She glares wordlessly and icily at the Devil and Quickdraws her own shortsword.

+1 Striking Shortsword vs FF: 1d20 + 14 ⇒ (7) + 14 = 21
Magic, Piercing, Sneak: 2d6 + 4 + 2d6 ⇒ (3, 1) + 4 + (2, 4) = 14


PF2 Playtest Character

Nice! Ninja'd by 54 seconds ^_^

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA
Thorax Toothlicker wrote:
Nice! Ninja'd by 54 seconds ^_^

Goblins are sneaky.

Vigilant Seal

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LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

Adalan decides to save his last acid attack until the caustic liquid still on the Amalgam stops burning it. A little groggy from his repeated knockouts and healings, he gathers his concentration and sends three small blue orbs of explosive energy flying up at the monster.

Magic Missile Damage: 3d4 + 3 ⇒ (2, 2, 4) + 3 = 11

Sovereign Court

Bair, utterly indignant, swarms up the pillar and provides Thorax with a flank *just* in time!

Mara likewise gets up top, but her blade bounces off its tough hide.

Adalan, anger roused, fires a volley of force missiles into the brute, who looks quite angry that the wizard is up and about again!

"DAMN YOU ALL!"

Top of Round 8...

The Ascendant Amalgam's form begins to warp, twist, and crack, white light and crackling black energy bursting forth, and consuming the exterior flesh.

"ARRRGH! THIS FLESH IS TOO WEAK! IT CANNOT SUPPORT ME!"

The fiend snarls.

"HOWEVER, THIS IS NOT THE END! I WILL be back..."

Its voice trails off into nothingness, as its corporeal form disintegrates.

As it does so, your surroundings shimmer, and you once again find yourself standing around in the common room of the inn, the candelabra's black flames flickering ominously...

Combat over!

The only question remaining is: Do you wish to destroy the artifact, or simply contain it in the box, returning it to the Society for further study...? The choice is yours!


PF2 Playtest Character

Thorax stares off into space while his stomach grumbles. He was really looking forward to BBQ devil's wings.

Eando Kline always wrote:
"Dangerous artifacts are often best kept deep within the Grand Lodge or other secure sites, rather than left where they might cause harm."

"Bring back to Lodge! It's like always say, 'Protect, contain, destroy'!"

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

No, you can’t do this to us. Come back and die honestly !

Concerning the artifact, he says: Ok, we take this thing with us and bring it back to the lodge.

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

”Righ, like Toothy say we godda destroy it now!”

I’m aware that wasn’t what Thorax voted. ;) But Bair definitely wants it destroyed.

Vigilant Seal

Familiar Stats:
HP 35 (-0) | AC 25 | F: +14 R: +12 W: +12 | Perc/Stealth +11; Low-Light/Darkvision
Gnome Sorceress 7 | Temp: 0 HP: 78 (-0)| AC 25 | F: +14, R: +12, W: +12; Resist 3 Evil| Perc: +10 | Stealth: +12 | 25ft | Focus: 2/2; Primal 1/1; Hero Pts: 1/1; Staff: 4/4 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 4/4; 4th: 3/3 +1| Active Conditions: Treat Falls 10ft less.

"It's shown an ability to bring the dead back to fight again..." mutters DC as she eyes the device. "The devil aside..."

"Yeah, I'm with Bair. Destroy the thing. We cannot abide an item to remain and mess with the works of The Lady."

Sovereign Court

Well, that's 2 Vs. 2.

Adalan? Mara?

Vigilant Seal

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LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

”I have to agree with Thorax,” Adalan says. ”I’m sure the society will be able to contain the artifact, and it could yield valuable information. There’s no pressing reason to destroy it now.”

I’ll have an alias set up for my level 2 character by tonight.

Sovereign Court

Alright then!

As soon as you place the artifact within the iron-bound chest and close the lid, the building begins to shake and shudder, as hundreds of years of decay suddenly catch up with it! Plaster cracks, windows shatter, wood rots, and the place just generally starts falling apart.

Beating a hasty retreat, you make it outside with minimal injury, as Devil's Rest collapses into a pile of noisome rubble.

Technically, there is a Reflex save to avoid taking 3d6 damage, but since that won't kill anyone...

As the sun rises over the ruins of Devil’s Rest, the survivors gather to take stock of their injuries and mourn their losses.

Adalan: 1d20 + 8 ⇒ (7) + 8 = 15.
Bair: 1d20 + 8 ⇒ (3) + 8 = 11.
Deshacerla: 1d20 + 6 ⇒ (11) + 6 = 17.
Dran'Thor: 1d20 + 12 ⇒ (8) + 12 = 20.
Mara: 1d20 + 8 ⇒ (5) + 8 = 13.
Thorax: 1d20 + 11 ⇒ (7) + 11 = 18.

Deshacerla, Dran'Thor, and Thorax notice a flash of red beating wings against the dawn sky as the imp zooms away to enjoy his newfound freedom.

Maeri, who passed the night in the stable tending her faithful horses, surveys the destruction with a stoic expression and remarks, “I reckon we’d best head back to Nerosyan.”

In Nerosyan, you reunite with Venture-Captain Jorsal of Lauterbury to report your findings. Jorsal solemnly listens to your report and commends you for your resourcefulness, and summons a page to bear the object away for more permanent containment.

Regardless of the methods used, the purification of the haunted crossroads impresses the Farheaven Clan, members of the Vigilant Seal faction, and other groups dedicated to eradicating corruption across Golarion. As word spreads, the Pathfinders’ success is certain to inspire new alliances and cow potential enemies...

Scenario completed!


PF2 Playtest Character

Thank you once again!

Sovereign Court

Commencing 1-14: Lions of Katapesh

Yigrig Moneymaker, the powerful goblin merchant, slumps in a large hair. His face, normally so proud and assured, looks troubled. “It’s good to see you, Pathfinders! I have a lot of respect for the Society. You’ve been good to me in the past, and my family has aided you in return. But today I come before you, my hat in my hands, in need of help.

My family and I have almost brokered a trade agreement between the cities of Solku and Oenopion. It’s a beneficial deal, one where Solku gains the materials it needs to defend itself, Oenopion gains a new trading partner, and everyone stands to make a heap of coin. There’s only one issue standing in the way of the negotiation being finalized: a bridge must be constructed over the Elemion River to facilitate safe travel between the two cities. My family is responsible for building and maintaining this bridge. It should have been a simple job… easy to pull off.

It has been anything but easy.”

The old goblin leans forward. “Every morning at the work camp, it is discovered that more of my children have been pulled from their beds in the night, presumed dead. Every shipment of aid I send gets attacked. The last one I sent did not even arrive.

There is a lot of money riding on this deal, but I admit this isn’t about money anymore. This is personal. Someone is harming my family and I can’t sit by and let that happen. I have contracted the Pathfinder Society to protect the bridge and surrounding work camp while construction is completed. I have a caravan ready to leave, filled with new workers and supplies for the bridge site. I want you on it. When you see it safely to the bridge site, I need you to stop the attacks on the camp by any means necessary until the job is complete. When you get to the work camp, you will meet my son Zig, the overseer of the project. Sweet kid… takes after his old man. He’ll be your liaison with the workers and see to your needs.

Nothing is more important than family. Nothing. And so, I’m asking you to take care of mine. Our future is in your hands.”

He then raises an eyebrow.

"Any questions?"

Envoy's Alliance

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Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Love the moneymaker clan! Tis Bair's home organization, lol. It still works out though, even without the stocky gobbo here, Farryn will do just fine.

A halfling confidently strides into the room. His hair and beard appears to be wild and bushy, but on second glance it is clearly intended to be professionally sculpted to give that illusion. Highlights of blonde trace their way throughout and between the very well tailored clothing it seems apparent the male halfling comes from the upper crust... or at least wants people to think he does.

His voice is smooth, "Yes, it is important for the Society to remember its allies in such trying times." His nose wrinkles a bit at the smell in the room, he appears unsure about whether it is their host or one of his allies as they file in. He offers his hand to the goblin merchant, "The name is Farryn Sarjyre."

"Anyway, who are your known enemies and is this the only project with complications?"

Farryn appears quite well equipped for adventuring. Padded armor under an explorer's outfit. A spiked gauntlet on one hand and a regular one on the other. Slung over his back is a stuffed backpack and small crossbow. Across his chest is a small bandolier, also stuffed full.

Sovereign Court

Yigrig shrugs apologetically.

“Since the attacks began, information has been spotty getting out. However, I know that some sort of large animals have been attacking the work camp during the night, and something else has been aggressive toward anyone that tries to leave or enter the site, no matter what time of day. Bandits? Animals? Accounts have been conflicting, but whatever they are, they’re dangerous.

Zig will give you more information, but so long as you can prevent goblins from being killed or abducted, the bridge can be built on schedule. If the threats to the goblin workers persist, the builders will remain too scared to finish the job. Personally, I can’t blame them for that...”

Gedrim: 1d20 + 4 ⇒ (6) + 4 = 10.
Okh: 1d20 + 5 ⇒ (18) + 5 = 23.

Okh realizes that the area you are visiting is home to great beasts such as lions, panthers, dire wolves, and more. Such creatures might be responsible for the attacks on the camp...

After you finish talking to Yigrig, he leads you to the goblin caravan. It consists of 4 Huge wagons and 20 nervous goblin workers. It also contains a trove supplies including wooden beams and food. The leader of the caravan is a goblin named Muckmuck, who remains terrified of his responsibilities and fearful of what could happen on the ensuing journey. Because many goblins loathe horses, the caravan’s wagons are pulled by camels.

As you get underway, Muckmuck laughs to himself.

“You longshanks think you can protect us? You can’t save Muckmuck. You’re weak. Face facts. We’re all going to die.

You sit there in the back and talk to the workers. We’re all scared. Doesn’t matter what we do. We’re all going to die.

Tell you truth, I don’t want to go. Yigrig reads too many books. He’s lost his mind. We all think about leaving before he gets us killed. Not help that the minstrel lost hand in teeth-brushing accident. Much blood. Can’t play lute anymore.

Tell you what. You want to help? You be the minstrel. Make fancy music. Make goblins feel less likely to run away. Convince them we’re not all going to die.”

It will take two days to reach the bridge-site, during which time each PC can make two 'Exploration Mode' checks to lift the goblins' spirits...

Acrobatics, Athletics, Deception, and Performance are the relevant skills here. Have at! :-)

*cough* It also gives you a chance to introduce your PCs ;-)

Silver Crusade

(Hannah's Master Hireling)

Awww! Seems this scenario was built for Bair and Thorax =(

As the caravan sets up, a blue-skinned and black-haired humanoid wearing monk's robes leads several porters to the caravan carrying a veritable feast!

"Sister Hannah sends her regards. My name is Brother Eliphaz. I will be your attendant medic for this trip, should the need arise," he bows to Muckmuck as the porters set up kegs of ale, plates of pastries and containers of hot food. "The Sister is currently paying the tab, but thought that a proper meal would lift everyone's spirits! "

–6sp for 20 square meals
–4sp for 2 kegs of ale
–24cp for two dozen donuts
–6cp for 3 pots of coffee

Grand Archive

Fighter/Sorcerer/Bard (11)

Not long after the porters depart, Sister Hannah finally arrives, her signature smile leading the way. She detours to grab a small pastry for herself before squatting down to make eye contact with Muckmuck and offering her hand.

"Sister Hannah, at your service. Happy to help in any way we can! How is the food?"

Diplomacy to make an Impression (E): 1d20 + 9 ⇒ (8) + 9 = 17

Over the course of the journey she shows the Goblins that she's learned a lot from having Bair as her personal Mentor, and is very conscious of medium-sized biases and small-sized trigger words.

Athletics#1: 1d20 + 9 ⇒ (3) + 9 = 12
Athletics#2: 1d20 + 9 ⇒ (14) + 9 = 23

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Farryn pulls his allies apart after introductions are made, "Listen these guys are so beat down. We gotta give them a bit of entertainment. Why don't we put on a nice performance each night? It won't be hard, goblins are..." he looks at the goblin in the group, "...um great allies that enjoy good entertainment. Anyway, let's just get the travel part over with so we can scare away whatever monster is bothering them."

He adds a bit of tumbling and comedic slapstick to the group's performance.

Acrobatics (T): 1d20 + 6 ⇒ (17) + 6 = 23
Acrobatics (T): 1d20 + 6 ⇒ (8) + 6 = 14

Horizon Hunters

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Male Goblin Sorcerer (Rogue Dedication) 9 / HP 91/91, Perc +12, AC 27, Fort +15 Ref +18 Will +15 / Active conditions: Darkvision, Unbreakable goblin, Burn it!, Vandal

The goblin is pleased to meet Yigrig Moneymaker. To know such a powerful merchant is always a good thing to live with. And Okh is very happy to learn that the goblins were chosen to build the bridge of the finalization of the negociation. Goblins are great architects. Everybody knows.

Further, when it is question of attacks, the sorcerer is thinking that beasts don’t attack for nothing. They are guided by somebody or they are defending something. But meeting lions wasn’t right the idea Okh had of the mission before…

When they meet Muckmuck, the goblin wearing a black leather armor and a dagger at the belt (because dad always said that longshanks could be nasty) presents himself.

Hi, I’m Okh. Don’t show your fear. Otherwise longshanks will say the goblins are worthless. Show your strong and pride. Between you and me, I’m also a bit concerned with this mission. But we will do it. We won’t die. Don’t think to much in your head. That will run. The longshanks with me will help us well. You will see. I don’t know them but I’m sure. I must be. For my part I love to play with fire. It’s fascinating. Do you like fire too ?

If you want me to make distraction for the workers, that’s fine as well. Did you know I’m good at playing comedie ? Let me show you

The goblin prepares himself for the show. He takes a very serious face and waits until the auditory is right in silence. Then he begins to speak loudly with some gestures with the arms at the end of his sentences.

Oh what a beautiful flower over the dark run of the life. This flower will shine over the world for the enlightment of the people. Goblins ? Humans ? It doesn’t matter. They will live for the brightness of Golarion.

He suddenly stops 5 seconds and continues with a large smile on his mouth.

Am I here ? Am I there ? I am not a gummy bear.

Right after that Farryn asks the group members for entertainment. Of course Okh agrees.

To get some assurance about the monster he casts secretly a Detect magic towards the wagons and what’s inside.

During the two days of the journey, he tries to entertain the workers.

Performance : 1d20 + 8 ⇒ (10) + 8 = 18

Performance : 1d20 + 8 ⇒ (17) + 8 = 25

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Eyeing the group with disdain, the pointy-eared man with tan skin grimaces. 'Really? We're on protection detail for goblins? What is the society coming to?? Surely there's better work available for a graduate of the Magaambya Academy...'

With a slight shake of his head, the man forces a smile. "Pleased. To. Meet. You." he announces to the goblins, before turning to his companions.

"Hello there. It seems we to handle this task together. My names Gedrim Cueva of the Magaambya Academy. I look forward to discovering what talents you each hold...as I suspect you can piece together on your own, I have trained in one of the more esteemed schools and shall do my utmost to support your talents."

'We have to entertain them too? Not really my expertise, but if that's what's needed...'

Acrobatics(Trained): 1d20 + 5 ⇒ (9) + 5 = 14
Acrobatics(Trained): 1d20 + 5 ⇒ (7) + 5 = 12

Sovereign Court

Farryn entertains by tumbling through the crowd on the first day, whilst Hannah impresses with her ability to climb tall cliffs on the second day.

Both days, Okh manages to soothe the goblins' fears a little, with his singing.

Gedrim tries his best, but is not quite agile enough to impress the goblins.

Towards the end of the second day (about an hour from the bridge-site), there is suddenly howling from all around the caravan, and four wolves, steam pouring from the mouths, charge out of the sand dunes!

CW: 1d20 + 7 ⇒ (10) + 7 = 17.
Farryn: 1d20 + 5 ⇒ (16) + 5 = 21.
Gedrim: 1d20 + 4 ⇒ (14) + 4 = 18.
Hannah: 1d20 + 8 ⇒ (15) + 8 = 23.
Jasariel: 1d20 + 7 ⇒ (1) + 7 = 8.
Okh: 1d20 + 5 ⇒ (12) + 5 = 17.

When Dogs Bite Back, Round 1:

Hannah (-)
Farryn (-)
Gedrim (-)

CW (-, -, -, -)
Okh (-)
Jasariel (-)

Hannah, Farryn, and Gedrim are up!

Slide 2.

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

A half-elven woman hurries up to join the party as they arrive at the caravan, her movements made slightly awkward by a suit of shining plate armor to which a personalized wayfinder is prominently affixed. She wears a hand-and-a-half sword with a reddish crystal as its pommel, and a long wooden pole protrudes at an angle from her backpack.

"Hi everyone," she begins after Gedrim's introduction. "I'm Jasariel. I'm not too bad with a sword, but I also have some natural arcane abilities that should come in handy when we run into whatever it is we'll end up having to face."

Jasariel nods at Farryn's suggestion, and when Muckmuck makes his gloomy predictions she indignantly exclaims, "Oh, come on! We're Pathfinders! Even if we aren't able to defeat the source of the attacks I'm sure we'll be able to protect you." Jasariel then switches to Goblin (with a noticeable hobgoblin accent), and launches into a heavily embellished tale of how she and some other Pathfinders once drove off a terrifying lich and his army of zombified giants, hoping to reassure the goblins of the party's competence and heroism.

Deception: 1d20 + 7 ⇒ (15) + 7 = 22
Deception: 1d20 + 7 ⇒ (1) + 7 = 8

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

"Seems it's time to prove ourselves." remarks Gedrim as he considers what beasts are before them.

'Mustn't just rush into these things. Breathe. The meatshields will react soon enough...remember your training.'

"Watch yourselves." he announces as a translucent shield appears on his arm.

Nature(Trained): 1d20 + 4 ⇒ (7) + 4 = 11

Recall Knoweldge
Cast Shield - AC +1
Step

Grand Archive

Fighter/Sorcerer/Bard (11)

"If only our druid friend could have joined us for this mission!"

Hannah steps forward and readies to attack a wolf if it comes within range:

+1 Ranseur, Readied: 1d20 + 12 ⇒ (15) + 12 = 27
Magic, Piercing: 1d10 + 4 ⇒ (5) + 4 = 9

And if an Attack of Opportunity happens to present itself:

+1 Ranseur: 1d20 + 12 ⇒ (3) + 12 = 15
Magic, Piercing: 1d10 + 4 ⇒ (7) + 4 = 11

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Farryn looks at the wolves attacking, "Well, at least the mission briefing was accurate. They don't look friendly either."

He steps up just behind Hannah and readies to lob a bomb at the first wolf that comes within short range.

Step, 2 action to Ready a Quick Bomber Acid Flask attacking the first wolf that gets within 20 feet.

Readied Attack:
Acid Flask: 1d20 + 6 ⇒ (3) + 6 = 9 A hit does 1 Acid Splash Damage and gives the target 1d6 Persistent Acid Damage. A Miss but not a Fumble does 1 Acid Splash Damage but does not add the Persistent Damage.

Sovereign Court

Hannah steps forward, and readies.

Farryn readies.

Gedrim shields himself, and tries to recall what he can about these creatures, but beyond knowing that they are animals, doesn't recall anything useful.

The wolves charge forward!

Hannah delivers a nice slice to the first one to charge forward, then chops its head off with her back-swing.

Farryn then showers the next one to charge forward with acid.

Snarling, the three remaining wolves try to bite Hannah...

Jaws: 1d20 + 9 ⇒ (4) + 9 = 13, for 1d6 + 3 + 1d4 ⇒ (2) + 3 + (3) = 8 damage, +1 Fire damage.
Jaws: 1d20 + 9 ⇒ (9) + 9 = 18, for 1d6 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8 damage, +1 Fire damage.
Jaws: 1d20 + 9 ⇒ (12) + 9 = 21, for 1d6 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7 damage, +1 Fire damage.

...but only one (barely!) manages to get through her defenses.

When Dogs Bite Back, Round 1/2:

Okh (-)
Jasariel (-)
Hannah (-8)
Farryn (-)
Gedrim (-)

CW (-1, -, -)

Party is up!

Horizon Hunters

Male Goblin Sorcerer (Rogue Dedication) 9 / HP 91/91, Perc +12, AC 27, Fort +15 Ref +18 Will +15 / Active conditions: Darkvision, Unbreakable goblin, Burn it!, Vandal

Looking what occurred with the first wolf, the goblin moves forward and says:

Kill the beasts, I prepare the BBQ for a wolf skewer. Wait I already start the fire.

He casts a fire spell.

Burning Hans, Burn it, Blood Magic, Dangerous Sorcery: 2d6 + 3 ⇒ (6, 2) + 3 = 11

Reflex DC 18

Grand Archive

Fighter/Sorcerer/Bard (11)

Hannah steps back, and swings heavily at [yellow].

+1 Ranseur: 1d20 + 12 ⇒ (18) + 12 = 30
Power Attack, Magic, Piercing: 2d10 + 4 ⇒ (3, 1) + 4 = 8

"Barbeque... Wolf?" Hannah shrivels her nose.

And if an AoO presents itself:

+1 Ranseur: 1d20 + 12 ⇒ (14) + 12 = 26
Magic, Piercing: 1d10 + 4 ⇒ (6) + 4 = 10

Sovereign Court

Okh steps forward, and attempts to flambé the wolves!

Reflex: 1d20 + 9 ⇒ (19) + 9 = 28.
Reflex: 1d20 + 9 ⇒ (10) + 9 = 19.
Reflex: 1d20 + 9 ⇒ (10) + 9 = 19.

One dodges entirely, and the other two are lightly charred.

Hannah then steps back, and delivers a nasty whack to one of the wolves, leaving it seriously wounded.

When Dogs Bite Back, Round 1/2:

Okh (-)
Jasariel (-)
Hannah (-8)
Farryn (-)
Gedrim (-)

CW (-1, -5, -21)

Jasariel, Farryn, and Gedrin are up!

Horizon Hunters

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Male Goblin Sorcerer (Rogue Dedication) 9 / HP 91/91, Perc +12, AC 27, Fort +15 Ref +18 Will +15 / Active conditions: Darkvision, Unbreakable goblin, Burn it!, Vandal

Please, kill the beasts! The fire has trouble to take!

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

"Well...they're animals." announces Gedrim, helpfully. "Lets see if I can find one to be of use to us."

With a few more ancient words, a cloud of blue smoke appears behind the wolves...fading just as quickly. In it's place stands a creature with massive mandibles and a multitude of legs.

3 action cast - summon animal - Giant Centipede (Link)

The mindless vermin immediately bites at the wolf directly in front of it.

Mandibles vs Yellow: 1d20 + 6 ⇒ (15) + 6 = 21 for Piercing: 1d4 - 1 ⇒ (2) - 1 = 1

And DC 14 Fort vs Poison

If still standing - will bite at yellow again - otherwise will bite at read

Mandibles 2nd attack: 1d20 + 6 - 5 ⇒ (8) + 6 - 5 = 9

Giant Centipede Poison:

Giant Centipede Venom (poison) Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round) Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Jasariel draws her sword with both hands as she rushes past Okh and around the centipede, taking up a position behind the wolves. She then slashes down at the center wolf.

Interact, Sudden Charge

Bastard Sword @Red: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d12 + 4 ⇒ (6) + 4 = 10

Sovereign Court

Jasariel charges forward, and delivers a solid blow to Red!

Gedrim concentrates, and causes a terrifying centipede to appear...

...which lands a glancing blow...

Fort: 1d20 + 6 ⇒ (6) + 6 = 12.

1d6 ⇒ 2

...and, thanks to its venom, just *barely* drops the wolf.

Farryn - BOT:

Farryn tosses a bomb...

Alchemist's Fire: 1d20 + 6 ⇒ (6) + 6 = 12, for 1d8 ⇒ 2 Fire damage.

...which misses.

The two remaining wolves turn and attack Jasariel...

Jaws: 1d20 + 9 ⇒ (11) + 9 = 20, for 1d6 + 3 ⇒ (2) + 3 = 5 damage, +1 Fire damage.
Jaws: 1d20 + 4 ⇒ (2) + 4 = 6, for 1d6 + 3 ⇒ (2) + 3 = 5 damage, +1 Fire damage.
Jaws: 1d20 - 1 ⇒ (3) - 1 = 2, for 1d6 + 3 ⇒ (4) + 3 = 7 damage, +1 Fire damage.

Jaws: 1d20 + 9 ⇒ (9) + 9 = 18, for 1d6 + 3 ⇒ (5) + 3 = 8 damage, +1 Fire damage.
Jaws: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d6 + 3 ⇒ (2) + 3 = 5 damage, +1 Fire damage.
Jaws: 1d20 - 1 ⇒ (11) - 1 = 10, for 1d6 + 3 ⇒ (1) + 3 = 4 damage, +1 Fire damage.

...but only manage a wee nip!

When Dogs Bite Back, Round 2/3:

Okh (-)
Jasariel (-6)
Hannah (-8)
Farryn (-)
Gedrim (-)

CW (-1, -15)

Party is up!

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

The alch fire would still do one splash to the target on a miss, though obviously that isn’t much.

Farryn lobs another explosive towards the least injured wolf, making sure that the splash only hits the target and not his ally (or unfortunately the other wolf). He then moves around Hannah and Gedrim, pulling out a crossbow.

Quick Bomber, Stride, Interact

Alchemist’s Fire: 1d20 + 6 ⇒ (19) + 6 = 25 for Fire + Splash: 1d8 + 1 ⇒ (6) + 1 = 7 Enemy also gets 1 Persistent Fire Damage. A miss but not a Fumble does 1 Fire Splash and no Persistent Damage.

Sovereign Court

This time, Farryn has his eye in, and manages to smack the wolf across the head with his Molotov cocktail, scorching it badly.

When Dogs Bite Back, Round 2/3:

Okh (-)
Jasariel (-6)
Hannah (-8)

Farryn (-)
Gedrim (-)
Niki (-)

CW (-14; Persistent Fire 1, -15)

Party (sans-Farryn) is up!

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