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

Game Master Luke_Parry

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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

Grimacing in pain, Farryn stoicly pulls out bandages and begins the healing process... for almost everyone.

Battle Medicine on the three most injured, Assurance guarantees success.

Hannah healed for: 2d8 ⇒ (8, 7) = 15
Ukh healed for: 2d8 ⇒ (2, 4) = 6
Jasariel healed for: 2d8 ⇒ (1, 3) = 4

Grand Archive

Fighter/Sorcerer/Bard (11)

I imagine Hannah would have to be carrying her polearm, and wouldn't need to draw it.

Hannah gasps as the boar impacts her, but the halfling is so quick with tending to her wounds that she never feels the pain!

"Quick reflexes! Let me repay the favor!"

She strides into a flank with Farryn and swings her polearm around twice.

+1 Striking Halberd : 1d20 + 16 ⇒ (15) + 16 = 31
Piercing: 2d10 + 4 ⇒ (4, 6) + 4 = 14

+1 Striking Halberd : 1d20 + 16 - 5 ⇒ (9) + 16 - 5 = 20
Piercing: 2d10 + 4 ⇒ (3, 4) + 4 = 11

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 mentally thanks Gozreh for preventing the boars from targeting her in their initial charge, then stabs at the anima, which attacked Hannah.

+1 Trident: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

As she withdraws her weapon from the boar, Jasariel turns in a smooth motion and aims the trident over Ukh's head at Dranald, channeling a stream of positive energy through its prongs and into his wounds.

2 action, 2nd level heal: 2d8 + 16 ⇒ (1, 6) + 16 = 23

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblin reacts quickly to the vicious attack.

Pay attention grenades!

Alchemist's fire, moderate: 1d20 + 13 ⇒ (4) + 13 = 17

Damage:2d8 + 1 ⇒ (2, 3) + 1 = 6 +3 persistent on hit, +2 splash

Alchemist's fire, moderate: 1d20 + 13 - 5 ⇒ (16) + 13 - 5 = 24

Damage:2d8 + 1 ⇒ (2, 3) + 1 = 6 +3 persistent on hit, +2 splash

Then he casts Shield. +1 AC

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric casts Weapon surge and strikes the same boar than Ukh.

+1 striking longsword: 1d20 + 9 ⇒ (11) + 9 = 20

Damage: 3d8 + 2 ⇒ (5, 5, 5) + 2 = 17

Then he strikes again.

+1 striking longsword: 1d20 + 9 ⇒ (13) + 9 = 22

Damage: 2d8 + 2 ⇒ (7, 6) + 2 = 15

Then he casts Shield. +1 AC

Sovereign Court

2d10 + 4 ⇒ (9, 6) + 4 = 19

Hannah smacks Yellow twice, grievously injuring it.

Ukh throws a brace of molotov cocktails, but only manages to hit Cyan once.

Farryn focuses on binding his allies' wounds, making Hannah as good as new.

Dranald calls upon his goddess, enhancing his weapon, and smacks Cyan once.

@Dranald: You didn't take the multi-attack penalty on your second attack, which is why it misses.

Jasariel takes a half-hearted swipe at Red, then channels healing energy into Dranald.

The boars squeal angrily, and press their attack!

Tusk: 1d20 + 12 ⇒ (9) + 12 = 21, for 2d6 + 6 ⇒ (2, 4) + 6 = 12 damage.
Tusk: 1d20 + 7 ⇒ (13) + 7 = 20, for 2d6 + 6 ⇒ (4, 2) + 6 = 12 damage.
Tusk: 1d20 + 2 ⇒ (13) + 2 = 15, for 2d6 + 6 ⇒ (3, 4) + 6 = 13 damage.

Farryn is gored twice.

Tusk: 1d20 + 12 ⇒ (5) + 12 = 17, for 2d6 + 6 ⇒ (6, 4) + 6 = 16 damage.
Tusk: 1d20 + 7 ⇒ (15) + 7 = 22, for 2d6 + 6 ⇒ (5, 3) + 6 = 14 damage.
Tusk: 1d20 + 2 ⇒ (14) + 2 = 16, for 2d6 + 6 ⇒ (5, 3) + 6 = 14 damage.

A single lucky tusk strike gets past Jasariel's guard.

Tusk: 1d20 + 12 ⇒ (9) + 12 = 21, for 2d6 + 6 ⇒ (6, 6) + 6 = 18 damage.
Tusk: 1d20 + 7 ⇒ (1) + 7 = 8, for 2d6 + 6 ⇒ (1, 5) + 6 = 12 damage.
Tusk: 1d20 + 2 ⇒ (8) + 2 = 10, for 2d6 + 6 ⇒ (5, 3) + 6 = 14 damage.

Ukh dodges all of Cyan's thrusts.

Tusk: 1d20 + 12 ⇒ (14) + 12 = 26, for 2d6 + 6 ⇒ (3, 2) + 6 = 11 damage.
Tusk: 1d20 + 7 ⇒ (20) + 7 = 27, for 4d6 + 12 ⇒ (1, 2, 2, 1) + 12 = 18 damage.
Tusk: 1d20 + 2 ⇒ (15) + 2 = 17, for 2d6 + 6 ⇒ (4, 5) + 6 = 15 damage.

Blue covers itself in Dranald's blood!

1d20 ⇒ 7

Angry Piggies!, Round 2:

Kayajima Boars (-44, -, -30; 3 Persistent Fire, -)
Hannah (-)
Ukh (-6)
Farryn (-34)
Dranald (-39)
Jasariel (-14)

Party is up!

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 pulls out and raises her shield, attempting to prevent a repeat of her goring, and makes another attempt at stabbing the same boar.

+1 Trident @Red: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Will Shield Block if hit.

Grand Archive

Fighter/Sorcerer/Bard (11)

Strike x3, starting with [yellow], and if it drops, switch to [red] with reach:

+1 Striking Halberd : 1d20 + 16 ⇒ (1) + 16 = 17
Piercing or Slashing: 2d10 + 4 ⇒ (7, 1) + 4 = 12

+1 Striking Halberd : 1d20 + 16 - 5 ⇒ (11) + 16 - 5 = 22
Piercing or Slashing: 2d10 + 4 ⇒ (6, 7) + 4 = 17

+1 Striking Halberd : 1d20 + 16 - 10 ⇒ (10) + 16 - 10 = 16
Piercing or Slashing: 2d10 + 4 ⇒ (8, 10) + 4 = 22

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric heals himself before to strike again.

Heal, 2 actions, healing hands: 2d10 + 16 + 1 ⇒ (1, 9) + 16 + 1 = 27

+1 striking longsword:1d20 + 9 ⇒ (1) + 9 = 10

Damage:2d8 + 2 ⇒ (2, 7) + 2 = 11

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblin throws new bombs.

Pay attention grenade!

Alchemist's fire, moderate: 1d20 + 13 ⇒ (6) + 13 = 19

Damage, splash: 2d8 + 1 + 2 ⇒ (1, 6) + 1 + 2 = 10 +3 persistent

Then he casts Shield.

Sovereign Court

Hannah carves into Yellow's flank, causing the boar to squeal in pain!

It lashes out...

Death or Glory: 1d20 + 12 ⇒ (5) + 12 = 17, for 2d6 + 6 ⇒ (3, 4) + 6 = 13 damage.

...and collapses to the ground.

Ukh throws a bomb, which misses.

Dranald heals himself, but weakened from blood-loss, his follow-up swing goes wide.

Jasariel draws and readies her shield, then jabs Red once!

Farryn - BOT:

Farryn channels electricity between two of the boars...

Electric Arc: 2d4 + 4 ⇒ (2, 3) + 4 = 9 Electricity damage.

Reflex: 1d20 + 7 ⇒ (18) + 7 = 25.
Reflex: 1d20 + 7 ⇒ (19) + 7 = 26.

...but surprisingly, both dodge the worst of it.

The three remaining boars keep attacking their chosen targets with single-minded ferocity...

Tusks: 1d20 + 12 ⇒ (12) + 12 = 24, for 2d6 + 6 ⇒ (3, 2) + 6 = 11 damage.
Tusks: 1d20 + 7 ⇒ (13) + 7 = 20, for 2d6 + 6 ⇒ (1, 1) + 6 = 8 damage.
Tusks: 1d20 + 2 ⇒ (6) + 2 = 8, for 2d6 + 6 ⇒ (5, 3) + 6 = 14 damage.

Jasariel cops a single hit, which damages her shield.

Tusks: 1d20 + 12 ⇒ (12) + 12 = 24, for 2d6 + 6 ⇒ (2, 6) + 6 = 14 damage.
Tusks: 1d20 + 7 ⇒ (12) + 7 = 19, for 2d6 + 6 ⇒ (2, 1) + 6 = 9 damage.
Tusks: 1d20 + 2 ⇒ (17) + 2 = 19, for 2d6 + 6 ⇒ (3, 3) + 6 = 12 damage.

Ukh, likewise, is gored once.

Tusks: 1d20 + 12 ⇒ (17) + 12 = 29, for 2d6 + 6 ⇒ (5, 1) + 6 = 12 damage.
Tusks: 1d20 + 7 ⇒ (15) + 7 = 22, for 2d6 + 6 ⇒ (6, 6) + 6 = 18 damage.
Tusks: 1d20 + 2 ⇒ (11) + 2 = 13, for 2d6 + 6 ⇒ (4, 3) + 6 = 13 damage.

Meanwhile, Blue continues to smear Dranald's blood all over its tusks!

1d20 ⇒ 8

Angry Piggies!, Round 3:

Kayajima Boars (-16, -39; 3 Persistent Fire, -)
Hannah (-)
Ukh (-20)
Farryn (-34)
Dranald (-42)
Jasariel (-20; -5 Shield)

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

If okay, Farryn would have used his 3rd action last round to give himself a bit of battle medicine for 2d8 ⇒ (3, 8) = 11 healing. If not, just shift that one to his current round and push off his healing of Dranald an extra round.

________________________

With a little less blood leaking out, Farryn tries to patch up his last available injured ally and then kazaaps a couple boars again, "Ugh, these things just won't die!"

Battle Medicine on Dranald for 2d8 ⇒ (6, 5) = 11 then Cast Electric Arc on Red/Cyan for 2d4 + 4 ⇒ (2, 4) + 4 = 10 electricity, basic reflex DC 20

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblin throws a new bomb, a different one.

Pay attention grenade!

Bottled lightning, moderate:1d20 + 13 ⇒ (15) + 13 = 28

Damage, splash: 2d6 + 2 ⇒ (2, 4) + 2 = 8 on a hit FF

Then he pulls out his crossbow and casts Shield.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Once again, the cleric needs to heal himself.

Heal, 2 actions, healing hands: 2d10 + 16 + 1 ⇒ (2, 7) + 16 + 1 = 26

Then he strikes as well.

+1 striking longsword: 1d20 + 9 ⇒ (2) + 9 = 11

Damage:2d8 + 2 ⇒ (7, 5) + 2 = 14

Grand Archive

Fighter/Sorcerer/Bard (11)

Hannah steps closer to Farryn so she can threaten both boars with her reach.

"These things are single-minded! What are the chances they're being compelled to attack us?"

+1 Striking Halberd (vs Blue): 1d20 + 16 ⇒ (5) + 16 = 21
Piercing or Slashing: 2d10 + 4 ⇒ (10, 8) + 4 = 22

+1 Striking Halberd (vs Blue): 1d20 + 16 - 5 ⇒ (16) + 16 - 5 = 27
Piercing or Slashing: 2d10 + 4 ⇒ (8, 3) + 4 = 15

If either of those Crit, target is moved 5 feet back.

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

"Seems possible. Definitely strange for them to suddenly make a coordinated attack like this. I'll investigates once they're deal with."

Keeping her shield raised, Jasariel circles around the boar she's been fighting to flank it with Hannah, then jabs again with her trident.

+1 Trident@Red: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Will Shield Block if hit.

Sovereign Court

Hannah smacks Blue twice.

With an angry squeal, it lashes out at Dranald one more time...

Death or Glory: 1d20 + 12 ⇒ (6) + 12 = 18, for 2d6 + 6 ⇒ (6, 5) + 6 = 17 damage.

...then collapses.

Ukh attempts to electrocute Cyan...

...and is rewarded with a pained squeal!

As it falls, it lashes out...

Death or Glory: 1d20 + 12 ⇒ (9) + 12 = 21, for 2d6 + 6 ⇒ (3, 2) + 6 = 11 damage.

...then collapses to the ground, still smouldering.

Farryn attempts to electrocute Red...

Reflex: 1d20 + 7 ⇒ (1) + 7 = 8.

...and is rewarded with the smell of frying bacon.

Dranald heals himself.

Jasariel keeps her shield raised, then takes an (unsuccessful) swing.

The final boar tries to gore Jasariel...

Tusk: 1d20 + 12 ⇒ (14) + 12 = 26, for 2d6 + 6 ⇒ (6, 5) + 6 = 17 damage.
Tusk: 1d20 + 7 ⇒ (20) + 7 = 27, for 4d6 + 12 ⇒ (3, 4, 3, 1) + 12 = 23 damage.
Tusk: 1d20 + 2 ⇒ (10) + 2 = 12, for 2d6 + 6 ⇒ (1, 4) + 6 = 11 damage.

...nearly shattering her shield, and then knocking her unconscious with a gut-stab.

Angry Piggies!, Round 4:

Kayajima Boars (-36)
Hannah (-)
Ukh (-20)
Farryn (-23)
Dranald (-16)
Jasariel (-44; -17 Shield; Unconscious; Dying 2)

Party is up!

Envoy's Alliance

1 person marked this as a favorite.
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 kazaaps the last boar and tosses a flask of exploding flame at it, "Quick, kill it before it eats her face!"

Cast Electric Arc on Red for 2d4 + 4 ⇒ (1, 2) + 4 = 7 electricity, basic reflex DC 20

Moderate Alchemist’s Fire: 1d20 + 10 ⇒ (9) + 10 = 19 for Fire + Splash: 2d8 + 4 ⇒ (1, 3) + 4 = 8 on a hit and adds 2 Persistent Fire. A miss does 4 Fire Splash. A Fumble does nothing.

Grand Archive

Fighter/Sorcerer/Bard (11)

Hannah taps into her angelic heritage to heal Jasariel...

◈◈ Heal: 1d8 + 8 ⇒ (7) + 8 = 15

And then stabs the boar.

+1 Striking Halberd : 1d20 + 16 ⇒ (11) + 16 = 27
Piercing: 2d10 + 4 ⇒ (1, 1) + 4 = 6

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblins loads his crossbow, remove the alchemical and fires.

+1 striking alchemcal crossbow:1d20 + 13 ⇒ (2) + 13 = 15

Damage:2d8 ⇒ (2, 8) = 10

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric pulls out his sling, loads it and fires.

Sling:1d20 + 7 ⇒ (14) + 7 = 21

Damage:1d6 + 1 ⇒ (2) + 1 = 3

Sovereign Court

Hannah channels healing energy into Jasariel, restoring her to consciousness, then pokes the boar.

Ukh's crossbow bolt goes wide.

Farryn then electrocutes the boar...

Reflex: 1d20 + 7 ⇒ (20) + 7 = 27.

...but incredibly, it dodges!

Frustrated, he then burns it with a molotov cocktail.

It collapses to the ground, smoking, but as it does so, lashes out at Jasariel...

Tusk: 1d20 + 12 ⇒ (15) + 12 = 27, for 2d6 + 6 ⇒ (6, 4) + 6 = 16 damage.

...goring her in the abdomen again, and causing her to pass out, once more.

Combat over. I assume you want to heal ;-)

Hannah (-)
Ukh (-20)
Farryn (-23)
Dranald (-16)
Jasariel (-44; -17 Shield; Unconscious; Dying 2; Wounded 1)

Silver Crusade

(Hannah's Master Hireling)

As soon as the last boar falls, Brother Eliphaz comes out from hiding to administer to Jasariel.

Healer's Gloves : 2d6 + 7 ⇒ (2, 4) + 7 = 13

And then moves on to Ukh and Farryn, leaving Dranald to tend to himself and Jasariel.

Medicine, DC 20: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Ukh Treated for 10 min: 2d8 + 10 ⇒ (8, 7) + 10 = 25

Medicine, DC 20: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Farryn Treated for 10 min: 2d8 + 10 ⇒ (8, 7) + 10 = 25

Grand Archive

Fighter/Sorcerer/Bard (11)

Hannah checks over the boars for any signs of supernatural taint.

Religion (T): 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

As much more experienced healers step in to manage the injuries, Farryn just sits back and let's them work. Later he will search the bodies for anything useful or interesting and then start working on carving out some of the tender(loin) parts of the boars for their dinner.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric arrives to treat the wounds.

Medicine. Treat wounds Dranald. DC 20: 1d20 + 12 ⇒ (17) + 12 = 29

Damage healed: 2d8 + 10 ⇒ (1, 8) + 10 = 19

Medicine. Treat wounds Jasariel. DC 20: 1d20 + 12 ⇒ (17) + 12 = 29

Damage healed: 2d8 + 10 ⇒ (8, 6) + 10 = 24

Again on Jasariel:

Medicine. Treat wounds Jasariel. DC 15: 1d20 + 12 ⇒ (1) + 12 = 13

Damage healed: 2d8 ⇒ (2, 2) = 4

Again again on Jasariel:

Medicine. Treat wounds Jasariel. DC 15: 1d20 + 12 ⇒ (17) + 12 = 29

Damage healed, crit: 4d8 ⇒ (4, 1, 4, 8) = 17

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Well I think we are ready to continue.

Envoy's Alliance

1 person marked this as a favorite.
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 has packed a couple of the slices of lean meat between his two frost vials to help keep them chilled. He nods in agreement assuming nothing else was found in the area as all the healing was done.

Survival as part of Subsisting? (T): 1d20 + 8 ⇒ (20) + 8 = 28

Probably should have saved that crit, lol.

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

While she and the others are healed, Jasariel works on hammering her shield back into shape.

DC 14 Crafting (T) to Repair: 1d20 + 6 ⇒ (13) + 6 = 19
10 hp restored.

DC 14 Crafting (T) to Repair: 1d20 + 6 ⇒ (8) + 6 = 14
Fully repaired.

She also considers whether the boars' behavior was sufficiently out of the ordinary that it might reasonably be attributed to outside manipulation.

Nature (E) to Recall Knowledge: 1d20 + 11 ⇒ (5) + 11 = 16

Sovereign Court

After healing up, and harvesting some boar meat, the party continues northward, shortly thereafter reaching Kayajima Fortress.

The forest gives way to an expansive clearing. A gigantic statue stands in front of what appears to have once been an entryway. Up ahead, ruined spires and ancient stone buildings litter the grounds. To the northeast, a mountain rises toward the sky. To the southeast, the terrain slopes downward and a gap in the tree line reveals a view of the sparkling sea. The buzz of distant cicadas fills the air.

A tengu woman stares at the complex muttering to herself. She’s tall and elegant, with dark feathers, clad in simple robes and wooden sandals. A smoking fire pit and a run-down wooden structure are nearby.

The tengu turns and speaks in a soft voice, “Welcome, Pathfinders. My name is Kukuha. Apologies for not meeting you in Sakakabe, but I deemed it necessary to perform some advance observation of Kayajima to see what I could learn about the rumored ley lines. Fola’s information has proven correct. There are indeed ley lines running through the island here, and quite powerful ones at that, though it seems something is interfering with their function.

It’s quite beautiful, is it not?” She motions to the northwest, toward the trees. “Makuzen Forest, the verdant bounty of the land.” She turns to the sea glittering in the southeast. “Airishin Cove, resting by the sea.” Finally, Kukuha gestures to the mountain in the northeast. “And Soruseiji Peak, stretching toward the sky. These are not only places of natural beauty; my research and divinations would appear to indicate that each is a kind of gate for natural power. They appear to be damaged or malfunctioning somehow, though, but I believe by placing special focuses at each, we can repair them.” She taps the ground with a talon. “And when that’s done, here is where I will carry out a final ritual — uniting land, sea, and sky — thus stabilizing the protective powers of the convergence. This should make it safe to establish our lodge.

Unfortunately, I have not been able to access these locations. That is where I need your aid. I have prepared several ritual focus items that should aid in restoring each gate. Travel to Makuzen Forest’s heart, Airishin Cove, and Soruseiji Peak, and take a ritual focus to each. I do not know what you will find there, but I trust that your instincts will
guide you true.”

Kukuha then shakes her head. “We have to do this the right way. Kayajima is home to many creatures. To simply take the island’s powers and position ourselves as its tyrants — I cannot allow that to happen, and besides, honest negotiation is always a better foundation than force. Pay the island and its inhabitants the utmost respect as you carry out this mission. In this way, I hope the Pathfinder Society will be viewed as a welcomed presence rather than a conquering foe.”

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Is it an exact place in each location where we have to put the focuses? Or do we need to carry them over there and let one down in each locations?

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

It seems clear to me.

The cleric looks the others to know where they are going first.

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 cringes at the last part, "Uh, what if the island critters tried to kill us? And let's say with that completely and utterly hypothetical situation, we killed them instead? Would that cause a problem?"

Grand Archive

Fighter/Sorcerer/Bard (11)

Hannah seems contemplative.

"Perhaps that is WHY the animals attacked us already. Because their is an imbalance in the force."

She turns to the Tengu.

"Have you noticed any other unusual behavior of the local wildlife, or maybe of the kami, that live here?"

Sovereign Court

The tengu shrugs.

“If my intuition is correct, what you need to do with each Ritual focus should be clear once you reach each gate. The ancient people of this island, too, harnessed the energies of the ley lines, so perhaps there will be sites where they drew those powers. I suggest you do them one at a time - this place is central to all three locations, so feel free to use it as a base. I would have done it myself, but, well, I am more of a scholar than a soldier, and it could be dangerous...”

She then frowns as she regards Farryn.

"I would *prefer* if you didn't slaughter them indiscriminately, as that would simply push the balance even further out of alignment, but obviously, you should feel free to defend yourselves if attacked..."

Grand Archive

Fighter/Sorcerer/Bard (11)

"He's quick on those oversized feet!" Hannah giggles. "I think we'll be fine. Is there any reason to make haste? In case we need to either pray for guidance, or brew up some potions."

Turning to the others, Hannah adds, "I think we should go to the Cove/Forest/Peak: 1d3 ⇒ 2 first."

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The alchemist doesn't think they will learn much more before to go. That will be a discovering trip around the perhaps future loge in the middle. Well they already have boar to eat, ten they can get fishes at Sea and another venison in the forest. But what in the mountain near the sky? Birds?

Grand Archive

Fighter/Sorcerer/Bard (11)

"Where I'm from, we call those 'omelettes'."

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

"I will do everything in my power to restore harmony to this land while respecting its denizens," Jasariel tells Kukuha, "And dissuade my companions from any unnecessary violence. Anything less would be a betrayal of my deity's most sacred tenets."

She nods at Hannah's suggestion. "The forest would make a good starting point."

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblin wonders in in mind: Is a small alchemist’s fire considered like violence? I don’t hope so. Because if we can’t pleasantly throw an alchemist’s fire where do we go?

Sovereign Court

Forest it is!

Kukuha walks over to her campsite and returns bearing a small clay pot. Planted within the pot’s soil is a small sapling, with gossamer, rainbow-hued leaves sprouting from its budding branches.

“This is a rainbow cedar sapling, a magical tree attuned to the earth. It should make for an ideal focus for harnessing the power of the land.” Kukuha gestures toward the northwest. “It would seem the Forest’s Heart Gate rests within Makuzen. Journey deep within—this little one will let you know when you’ve reached the location.”

Alright, welcome to a skill challenge!

Overgrown Path:

Not long after heading into the forest, the path disappears into a tangle of vines and brush.

*One* PC needs to roll (although others can attempt the standard DC 20 check to Aid if they wish) a Perception check to find the way, a Nature or Forest Lore check to study the undergrowth, or a Survival check to plot a path.

Fallen Trees:

A number of trees have fallen across the path, blocking the way.

*Each* PC must attempt an Acrobatics check to Squeeze through an opening, an Athletics check to Force Open a path, or a Crafting check to find points of leverage to move the trees.

Mud Field:

The trees open into a field that has turned to mud in recent rains.

*Each* PC must attempt an Acrobatics check to Balance across logs and solid patches, a Nature or Swamp Lore check to recognize solid ground, or a Perception check to find another way through the muck.

Magical Mist:

As you leave the mud field, a magical mist rolls in that limits vision and threatens to waylay the party.

*One* PC needs to roll (although others can attempt the standard DC 20 check to Aid if they wish) a Perception check to find their way through the mist, an Arcana, Nature, Occultism, or Religion check to navigate by magical traces in the mist, or a Survival check to feel their way through.

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 tries to help out, at least hoping to not hinder the efforts to find the way.

Perception/Nature/Survival Aid DC 20: 1d20 + 8 ⇒ (3) + 8 = 11

He doesn't do much either way.

____________________

The easily jumps at the crafting check opportunity, hoping to be useful.

Crafting (E) + Crafter’s Eyepiece: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28

____________________

Darting across the logs he moves confidently... maybe too confidently.

Acrobatics (T): 1d20 + 9 ⇒ (4) + 9 = 13

____________________

And lastly, he points out a valuable little thing about the lay lines that might help an ally get through the mist.

Arcana/Occultism Aid DC 20: 1d20 + 10 ⇒ (13) + 10 = 23

Grand Archive

Fighter/Sorcerer/Bard (11)

Hannah has the highest Perception so let's hope she rolls well...

Overgrown Path:

Hannah lights the way with her Wayfinder while remarking on the beautiful landscape. "I spent my childhood outside of a jungle, and my adolescence in cities. I really treasure the opportunity for treks such as this."

Perception (E): 1d20 + 11 ⇒ (10) + 11 = 21

Fallen Trees:

But after the forest condenses, Hannah breaks out her crowbar.

Athletics (E): 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27

Mud Field:

"Mud is only good for facemasks."

Perception (E): 1d20 + 11 ⇒ (6) + 11 = 17

Magical Mist:

"Reminds me of the story of Aram Zey..."

Perception (E): 1d20 + 11 ⇒ (16) + 11 = 27

Vigilant Seal

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Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Overgrown Path:

Perception, Aid:1d20 + 9 ⇒ (2) + 9 = 11

I think it's this way.

Fallen Trees:

Crafting:1d20 + 13 ⇒ (20) + 13 = 33

Place the thing here to level up the tree please.

Mud Field:

Acrobatics: 1d20 + 11 ⇒ (17) + 11 = 28

I'm singing in the mud, I'm singing in the mud, I'm singing in the mud.

Magical Mist:

Arcana, Aid: 1d20 + 13 ⇒ (11) + 13 = 24

The mist now. Let be careful with this.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Overgrown Path:

Nature, Aid:1d20 + 10 ⇒ (10) + 10 = 20

After checking the soil, the cleric thinks: More this way.

Fallen Trees:

Athletics:1d20 + 8 ⇒ (20) + 8 = 28

Let me pass through.

Mud Field:

Nature: 1d20 + 10 ⇒ (10) + 10 = 20

Is it sure this way?

Magical Mist:

Religion, Aid: 1d20 + 10 ⇒ (9) + 10 = 19

Iomedae protects us through the mist.

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 tries to help Hannah using her knowledge of the plant life, but the forest's disrupted ecosystem renders most of her knowledge useless.

DC 20 Nature (E) to Aid: 1d20 + 11 ⇒ (5) + 11 = 16

When she attempts to push through the pile of trees she causes part of it to collapse, forcing her to leap out of the way of a rolling trunk.

Athletics (T): 1d20 + 9 ⇒ (1) + 9 = 10

Jasariel does her best to work out which which parts of the mud will support her weight.

Nature (E): 1d20 + 11 ⇒ (7) + 11 = 18

"Based on the auras I can detect we should definitely turn left here. Yes, I'm absolutely certain that's the right way."

DC 20 Nature (E) to Aid: 1d20 + 11 ⇒ (1) + 11 = 12

Grand Archive

Fighter/Sorcerer/Bard (11)

Oh wow. TWO 1s. You have my sympathies!

Sovereign Court

With a bit of help from Dranald, Hannah finds a path through the forest; in the process, the party comes across an ancient guard tower surrounded
by trees that have grown since its abandonment. The tower consists of a crumbling staircase connecting the empty ground floor to a partially caved-in upper deck.

Searching it, the party finds a rusted lockbox that contains ancient coins worth 15 gp.

When it comes to the fallen trees, although Jasariel struggles, the rest of the party turn out to be closet-lumberjacks, and speedily chew through the obstacle.

In the process, they find the remains of a magic kiln where the people of Kayajima’s past could create inventions that harnessed the island’s power. Most importantly, you find a small glazed clay toy shaped like a dog. With a fairly trivial Nature check, you manage to activate the toy, causing energy to flow through the dog and cause its head and legs to move. When you put the toy on the ground after activating it, the dog runs around in a playful pattern and wags its tail. The toy is worth 10 gp.

When it comes to the mud field, Farryn wades awkwardly, Hannah fails to find an alternate route, forcing her to wade.

Both fall into the mud, cutting themselves on rocks and sharp branches hidden under the mud that deal 2d10 ⇒ (5, 7) = 12 piercing damage.

Fortunately, the rest of the party have better luck.

Finally, when it comes to the mist, Hannah confidently plots a way through, ably aided by Farryn.

In the process, the party happens upon a crumbling shrine and trickling fountain hidden among the trees. Examining the ruins, you notice faint imagery of what seems to be of a nine-tailed fox; strangely, you feel a little better for having seen it.

---------------------------------------

Eventually...

The dense forest gives way to a small clearing, the sun dappling through the foliage. The sounds of wildlife fade, leaving a serene silence. At the center of the clearing stands a menhir circle composed of weathered, dark stone. The rainbow cedar hums, its gossamer leaves shimmering in
the light...

The party is easily able to plant the sapling in the middle of the Forest’s Heart Gate. When you do so, the sapling’s latent magic restores the gate, energy flowing from the sapling and illuminating the etchings of the menhir with lines of green light that plunge back into and course
through the earth.

1d5 ⇒ 2

Activating the gate *also* causes natural energy to flow into one of the buttons on Farryn' shirt, which shines with green light and exudes a pleasant warmth when touched, becoming obviously magical and increasing its value to 15 gp!

Suddenly...

From the trees bordering the clearing, hundreds of small, vaguely humanoid shapes materialize into existence, each with a featureless stone face and wearing a rope made of braided straw. Interspersed through the branches, peeking from behind trunks, standing among the roots, the blank‑faced spirits stare with hollow eyes into the clearing. Then, in unison, their heads begin to shake, drowning the silence with a cacophony of chimes and rattles. Suddenly, the noise stops, and the spirits are still.

Dranald: 1d20 + 10 ⇒ (15) + 10 = 25.
Farryn: 1d20 + 8 ⇒ (13) + 8 = 21.
Jasariel: 1d20 + 11 ⇒ (7) + 11 = 18.
Hannah: 1d20 + 9 ⇒ (11) + 9 = 20.

Everyone *except* Ukh realises that that these spirits are Kodama, guardian kami which are curious about the rainbow cedar and wonder what you are doing here...

Time for some Diplomacy checks. Only one good roll is needed, but multiple successes would be Helpful ;-)

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

We are here in peace. We don't want to hurt. We want to restore the site. We are friends.

Diplomacy:1d20 + 8 ⇒ (8) + 8 = 16

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