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

Game Master Luke_Parry

Maps and Handouts


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Horizon Hunters

Active Conditions: NA | Exploration Mode: Sneak (Initiative +8) | CN Agender Half-Orc (Thief) Rogue 2 | HP 30 (-0) | AC 19 (+2 vs. first attack) | F/R/W +7/+10/+7 | Perc +7 (low-light) | Placeholder | Hero Points 1/1 | Speed 25 | Placeholder

Fairmount darts into flanking as well, swinging their small hammer and trying to take down the last enemy, "Careful, these things regenerate or something!"

Stride, Strike Blue 2x

Light Mace vs. FF: 1d20 + 7 ⇒ (17) + 7 = 24 for Bludgeoning + Sneak Attack: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8

Light Mace vs. FF - MAP: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23 for Bludgeoning + Sneak Attack Crit: 2d4 + 8 + 2d6 ⇒ (1, 2) + 8 + (2, 5) = 18

Fairmount gets +2 AC to the first incoming attack from Nimble Dodge.

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 done all. Keep up the good work."

Sending an icicle at the creature, he calmly awaits it's demise.

Ray of Frost: 1d20 + 8 ⇒ (7) + 8 = 15 for Cold: 1d4 + 4 ⇒ (3) + 4 = 7
On a crit, target takes double damage and -10 to movement

Sovereign Court

Papa bludgeons the ash-skeleton, causing just enough damage to turn it back into dust.

Combat over.

Dran'Thil (-4)
Papa (-)
Gedrim (-)
Garad (-18)
Fairmount (-5; Wounded 1)

Searching the area...

There are three relevant checks: Perception/Crafting; Perception; and Religion.

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

Crafting(Trained): 1d20 + 8 ⇒ (12) + 8 = 20
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Religion(Trained): 1d20 + 7 ⇒ (18) + 7 = 25

"Excellent. Excellent job everyone." announces Gedrim as he begins to search the room.

Envoy's Alliance

Male Dwarf Barbarian (Cleric Dedication) 9 / HP 163/163 (temp HP 0/12), Perc +16, AC 27, Fort +19 Ref +15 Will +17 / Active conditions: Darkvision, Resist cold and elec and neg 1, Resist fire 5, Toughness + Mont. Stoutness, Diehard, healing 1 HP per minute

Searching:

Crafting: 1d20 + 5 ⇒ (3) + 5 = 8

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Religion: 1d20 + 6 ⇒ (11) + 6 = 17

He also treats the wounds.

Medicine. Treat wounds. Himself. DC 15: 1d20 + 6 ⇒ (1) + 6 = 7

Damage: 1d8 ⇒ 5

Medicine. Treat wounds. Garad. DC 15: 1d20 + 6 ⇒ (1) + 6 = 7

Damage: 1d8 ⇒ 4

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 7 / HP 71/71,Perc +9, AC 24(+2 Nimble dodge), Fort +13 Ref +12 Will +11 / Spells 1st 4/4, 2d 4/4, 3d 4/4, 4d 3/3, Focus 2/2 / Active conditions: Toughness, Diehard, Breath control

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

He also treats the wounds around.

Medicine. Treat wounds. Garad. DC 15: 1d20 + 4 ⇒ (2) + 4 = 6

Damage healed: 2d8 ⇒ (4, 8) = 12

Medicine. Treat wounds. Dran'Thil. DC 15: 1d20 + 4 ⇒ (8) + 4 = 12

Damage healed: 2d8 ⇒ (5, 1) = 6

Envoy's Alliance

Male Dwarf Barbarian (Cleric Dedication) 9 / HP 163/163 (temp HP 0/12), Perc +16, AC 27, Fort +19 Ref +15 Will +17 / Active conditions: Darkvision, Resist cold and elec and neg 1, Resist fire 5, Toughness + Mont. Stoutness, Diehard, healing 1 HP per minute

Well, Papa Svirf. Perhaps we need your help.

Horizon Hunters

Active Conditions: NA | Exploration Mode: Sneak (Initiative +8) | CN Agender Half-Orc (Thief) Rogue 2 | HP 30 (-0) | AC 19 (+2 vs. first attack) | F/R/W +7/+10/+7 | Perc +7 (low-light) | Placeholder | Hero Points 1/1 | Speed 25 | Placeholder

Fairmount tries to take their time now, patching up wounds.

Medicine (T) DC 15: 1d20 + 4 ⇒ (14) + 4 = 18 healing 2d8 ⇒ (5, 7) = 12

Feeling better, they look around.

Perception (E): 1d20 + 6 ⇒ (12) + 6 = 18
Perception (E): 1d20 + 6 ⇒ (9) + 6 = 15

Sovereign Court

Examining the pillars, Garad notices monstrous faces hidden amid the flames, howling in rage or pain. Amid the debris, he also discovers a single pamphlet that escaped destruction. This pamphlet is an advertisement for the Blakros Museum’s latest exhibit that features Cyclopean relics from Iobaria. Inside the pamphlet is an image of an obelisk that looks similar to the obelisk depicted on the drawing you acquired earlier.

Gedrim realises that the pamphlet has been alchemically treated to render it fire and water resistant.

Fairmount notices a partially burnt mural beneath the soot on the south wall. When the soot is cleared away, you discover that the mural depicted a towering troll-like demon with wide horns cavorting through a burning Absalom. The demon has a grotesque, barbed tongue, a heavy spiked club, and lightning sparking from its eyes. Fairmount also finds a Scroll of Flaming Sphere hidden in a cache behind some crumbling plaster - until the fire damaged the plaster, it is unlikely anyone who didn't know of the cache could have found it.

Gedrim confirms that the troll-like demon depicted in the mural is Urxehl.

Where would you like to go / what would you like to do now?

Horizon Hunters

Active Conditions: NA | Exploration Mode: Sneak (Initiative +8) | CN Agender Half-Orc (Thief) Rogue 2 | HP 30 (-0) | AC 19 (+2 vs. first attack) | F/R/W +7/+10/+7 | Perc +7 (low-light) | Placeholder | Hero Points 1/1 | Speed 25 | Placeholder

"Hmmm... maybe we should check out that Museum? Make sure that fancy stone is still there?"

Envoy's Alliance

Male Dwarf Barbarian (Cleric Dedication) 9 / HP 163/163 (temp HP 0/12), Perc +16, AC 27, Fort +19 Ref +15 Will +17 / Active conditions: Darkvision, Resist cold and elec and neg 1, Resist fire 5, Toughness + Mont. Stoutness, Diehard, healing 1 HP per minute

I think we should go back to Shristi to tell them about what we've found here. After all he gaves us the lead to this place. Then we go to the Blakros Museum.

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

"I'm with Fairmount. We should get more information before we report back in."

Vigilant Seal

Svirfneblin Paladin (10)

In the twenty minutes it took Garad to Treat Wounds, Papa Svirf spends his time refocusing and sharing stories of mining the gems of the deep.

Garad heals 12 hit points.

Sovereign Court

That's fine, but just so you are aware, the Blakros Museum is in the Wise Quarter, which is outside the Sleepless Suns' jurisdiction.

An unnatural storm spirals around Blakros Museum, battering the building with torrential rain and a barrage of lightning that strikes just outside the doors and windows. The gardens around the building are aflame, burning despite the deluge. Crowds flee the deadly storm in a panicked, chaotic stampede of tears and screams.

Before you can enter the crowds themselves, a dwarf runs out of the Blakros Museum. The heavy wind at his back makes it hard for him to control his movements, and he’s tossed into and trampled by the stampeding crowd, sustaining an injury to his leg in the process.

"Help!"

What would you like to do?

Envoy's Alliance

Male Dwarf Barbarian (Cleric Dedication) 9 / HP 163/163 (temp HP 0/12), Perc +16, AC 27, Fort +19 Ref +15 Will +17 / Active conditions: Darkvision, Resist cold and elec and neg 1, Resist fire 5, Toughness + Mont. Stoutness, Diehard, healing 1 HP per minute

A dwarf is in distress he has to go. He runs to help the poor one.

Courage, dwarf. I help you.

Sovereign Court

Dran'Thil manages to lug the injured dwarf out of harm's way.

He introduces himself as Algrid, an intern at the Blakros Museum. While he was cleaning the entryway, he saw an intruder with a single glowing red eye appear in a burst of black energy. Terrified, he fled into the streets for help. Algrid is worried about everyone else who was in the museum — looking through the crowd, he doesn’t see any of his fellow employees or patrons...

Alright, in order to get inside, I need the following from everyone:

Crowd:

Crowds of citizens stampede away from the area in fear.

To get through the crowd, each PC must attempt one of the following skill checks: A Perception check to spot a path through the crowd, a Diplomacy check to calm the crowd, or an Intimidation check to scare the crowd into parting.

Wind:

Powerful winds blow from the Blakros Museum’s entrance.

Each PC needs to give me a total of *5* of any of the following checks: Athletics checks to muscle through the wind, Nature checks to anticipate the wind’s surges, or Absalom Lore / Society checks to plan a path that utilizes local features as windbreaks.

Lightning:

Lightning strikes unerringly outside the museum’s doors and windows in a steady stream.

Each PC entering the building through any entrance needs to make a Reflex save.

Vigilant Seal

Svirfneblin Paladin (10)

Crowd:

Perception (T): 1d20 + 7 ⇒ (6) + 7 = 13

"This one cannot see the citizens through the stampede."

Wind:

Athletics (T): 1d20 + 8 ⇒ (20) + 8 = 28
Nature (T): 1d20 + 7 ⇒ (7) + 7 = 14
Society (T): 1d20 + 3 ⇒ (13) + 3 = 16
Athletics (T): 1d20 + 8 ⇒ (16) + 8 = 24
Nature (T): 1d20 + 7 ⇒ (4) + 7 = 11

"The creatures of the earth know how to handle wind. We avoid it by staying below ground."

Lightning:

Reflex: 1d20 + 4 ⇒ (11) + 4 = 15 (+3 if Bulwark applies)

"We are still working on how to avoid lightning."

Horizon Hunters

Active Conditions: NA | Exploration Mode: Sneak (Initiative +8) | CN Agender Half-Orc (Thief) Rogue 2 | HP 30 (-0) | AC 19 (+2 vs. first attack) | F/R/W +7/+10/+7 | Perc +7 (low-light) | Placeholder | Hero Points 1/1 | Speed 25 | Placeholder

Fairmount also looks for a clear path.

Perception (E): 1d20 + 6 ⇒ (19) + 6 = 25

"This way!"

______________

Orcs are tough, right? Well this one thinks they are. Fairmount tries to muscle through the crowds.

Athletics (T): 1d20 + 3 ⇒ (15) + 3 = 18
Athletics (T): 1d20 + 3 ⇒ (8) + 3 = 11
Athletics (T): 1d20 + 3 ⇒ (16) + 3 = 19
Athletics (T): 1d20 + 3 ⇒ (20) + 3 = 23
Athletics (T): 1d20 + 3 ⇒ (18) + 3 = 21

______________

And at the last second feels the prickly sensation of an electrical charge on their neck and tries to dodge out of the way of the lightning blast.

Reflex: 1d20 + 9 ⇒ (11) + 9 = 20

Envoy's Alliance

Male Dwarf Barbarian (Cleric Dedication) 9 / HP 163/163 (temp HP 0/12), Perc +16, AC 27, Fort +19 Ref +15 Will +17 / Active conditions: Darkvision, Resist cold and elec and neg 1, Resist fire 5, Toughness + Mont. Stoutness, Diehard, healing 1 HP per minute

The dwarf has a look where is the suitable path in the crowd.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Then he fights against the wind.

Athletics:1d20 + 8 ⇒ (3) + 8 = 11

Athletics:1d20 + 8 ⇒ (10) + 8 = 18

Athletics:1d20 + 8 ⇒ (18) + 8 = 26

Athletics:1d20 + 8 ⇒ (12) + 8 = 20

Athletics:1d20 + 8 ⇒ (2) + 8 = 10

Finally he hopes to be quick enough to avoid the lightening.

Reflex:1d20 + 5 ⇒ (11) + 5 = 16

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 7 / HP 71/71,Perc +9, AC 24(+2 Nimble dodge), Fort +13 Ref +12 Will +11 / Spells 1st 4/4, 2d 4/4, 3d 4/4, 4d 3/3, Focus 2/2 / Active conditions: Toughness, Diehard, Breath control

At his turn, the sorcerer tries to convince the crowd to let him pass.

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18

Then like the others he tries to move against the wind.

Athletics:1d20 + 6 ⇒ (8) + 6 = 14

Athletics:1d20 + 6 ⇒ (7) + 6 = 13

Athletics:1d20 + 6 ⇒ (2) + 6 = 8

Athletics:1d20 + 6 ⇒ (8) + 6 = 14

Athletics:1d20 + 6 ⇒ (17) + 6 = 23

In the end will he be able to avoid the lightening?

Reflex:1d20 + 6 ⇒ (5) + 6 = 11

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

Crowd
'Hmm...seems they're in a frenzy.' considers Gedrim as he tries to judge an opening just right...

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Lightning

"Oh for crying out loud!" he groans. "That'll leave a mark...gotta keep the awnings overhead..."

Society(Trained): 1d20 + 8 ⇒ (2) + 8 = 10
Society(Trained): 1d20 + 8 ⇒ (7) + 8 = 15
Society(Trained): 1d20 + 8 ⇒ (5) + 8 = 13
Society(Trained): 1d20 + 8 ⇒ (20) + 8 = 28
Society(Trained): 1d20 + 8 ⇒ (19) + 8 = 27

Museum
Reflex: 1d20 + 6 ⇒ (9) + 6 = 15

Sovereign Court

Papa gets trampled a bit by the crowd on his way through...

1d6 ⇒ 4 damage.

But with dwarven stoicism brazenly ignores the heavily wind on his first attempt...

...and then dodges the worst of the electricity.

1d6 ⇒ 5 damage.

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

Fairmount easily finds a path through the crowd.

They are blown around a bit bit the strong wind, but it still doesn't take them that long to make it through, although they are buffeted a bit...

1d6 ⇒ 3 damage.

...and then dodges the worst of the electricity.

1d6 ⇒ 3 damage.

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

Dran'Thil easily finds a path through the crowd.

They are blown around a bit bit the strong wind, but it still doesn't take them that long to make it through, although they are buffeted a bit...

1d6 ⇒ 5 damage.

...and then dodges the worst of the electricity.

1d6 ⇒ 4 damage.

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

Garad talks his way through the crowd, but then *really* struggles with the heavy wind.

4d6 ⇒ (5, 1, 3, 6) = 15 damage.

...and then gets struck head-on by a bolt of electricity.

2d6 ⇒ (1, 6) = 7 damage.

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

Gedrim spots a narrow path through the crowd.

Like Garad, he struggles with the heavy wind, although not quite as badly.

2d6 ⇒ (4, 5) = 9 damage.

...and then dodges the worst of the lightning.

1d6 ⇒ 4 damage.

When you enter the Blakros Museum, the patrons are nowhere to be found...

...However, there is an enormous racket coming from upstairs, which is, coincidentally, when the cyclopean exhibit is located.

Heading upstairs...

Across the exhibit hall is a black stone obelisk. As you watch, it’s pulled from its plinth and clutched in the arms of a robed cyclops with a gleaming red eye. In a pulse of black energy, the merged figure disappears with their prize. Lightning crashes through the skylight and strikes the floor in the center of the exhibit, leaving a smoldering symbol burnt in the floor and four strange creatures: a pair of gray bears with crackling fur and a pair of tiny, cackling trolls with horns and lolling, spiked tongues.

SB: 1d20 + 7 ⇒ (6) + 7 = 13.
ST: 1d20 ⇒ 16.
Dran'Thil: 1d20 + 8 ⇒ (14) + 8 = 22.
Fairmount: 1d20 + 7 ⇒ (16) + 7 = 23.
Garad: 1d20 + 4 ⇒ (14) + 4 = 18.
Gedrim: 1d20 + 7 ⇒ (20) + 7 = 27.
Papa Svirf: 1d20 + 7 ⇒ (3) + 7 = 10.

Smash And Grab, Round 1:

Gedrim (-13)
Fairmount (-6)
Dran'Thil (-9)
Garad (-22)

ST (-, -)
SB (-, -)
Papa (-9)

Slide 4.

Party (sans-Papa) is up!

Note: If you want to drink some potions / Lay on Hands / et cetera, you have enough time to do that before the fight, but there is *not* enough time to use 'Treat Wounds'.

Envoy's Alliance

Male Dwarf Barbarian (Cleric Dedication) 9 / HP 163/163 (temp HP 0/12), Perc +16, AC 27, Fort +19 Ref +15 Will +17 / Active conditions: Darkvision, Resist cold and elec and neg 1, Resist fire 5, Toughness + Mont. Stoutness, Diehard, healing 1 HP per minute

I assume we have weapon in hands when we arrive there.

The dwarf activates his Potency crystal and sudden charges.

+1 striking bastard sword: 1d20 + 9 ⇒ (18) + 9 = 27

Damage:2d12 + 4 ⇒ (12, 4) + 4 = 20

Then he strikes again.

+1 bastard sword: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19

Damage:1d12 + 4 ⇒ (10) + 4 = 14

Sovereign Court

Note: A Potency Crystal applies to *all* attacks that round... not that it matters :-P

Dran'Thil charges forward, and cuts down the Red Bear before it has a chance to realise what is going on.

Horizon Hunters

Active Conditions: NA | Exploration Mode: Sneak (Initiative +8) | CN Agender Half-Orc (Thief) Rogue 2 | HP 30 (-0) | AC 19 (+2 vs. first attack) | F/R/W +7/+10/+7 | Perc +7 (low-light) | Placeholder | Hero Points 1/1 | Speed 25 | Placeholder

Fairmount calls over to his allies as they enter, bandaging some of their wounds and at least not making anything worse.

Battle Medicine Gedrim DC 15: 1d20 + 4 ⇒ (8) + 4 = 12
Battle Medicine Dran'Thil DC 15: 1d20 + 4 ⇒ (15) + 4 = 19
Battle Medicine Garad DC 15: 1d20 + 4 ⇒ (17) + 4 = 21
Battle Medicine Papa DC 15: 1d20 + 4 ⇒ (6) + 4 = 10

Healing Dran'Thil: 2d8 ⇒ (4, 6) = 10
Healing Garad: 2d8 ⇒ (2, 2) = 4

______________________

With as much bandaging as can be done right now and being out of potions, Fairmount sneaks up the stairs with the other pathfinders. Hearing the commotion and seeing Papa dart forward to attack, they quietly pad up, draw a shortbow and snap off a single shot at another of the enemies.

Stride, Interact, Strike using Surprise Attack vs. Cyan Troll

Shortbow vs. FF: 1d20 + 7 ⇒ (20) + 7 = 27 for Crit Piercing + SA: 2d6 + 2d6 ⇒ (4, 2) + (3, 3) = 12

Fairmount gets +2 AC to the first incoming attack from Nimble Dodge.

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

Moving up behind Fairmount, the wizard tries to recall what he can about the beasts. Quickly summoning a shield for protection, he assesses the situation.

Recall Knowledge: 1d20 ⇒ 7 (Arcana +10, Occultism +8, Nature and Religion +7)

Stride
Recall Knowledge
Cast Shield

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 7 / HP 71/71,Perc +9, AC 24(+2 Nimble dodge), Fort +13 Ref +12 Will +11 / Spells 1st 4/4, 2d 4/4, 3d 4/4, 4d 3/3, Focus 2/2 / Active conditions: Toughness, Diehard, Breath control

Before they arrive here the sorcerer pulls out a heal scroll and casts the spell upon himself.

Heal, 2 actions: 1d8 + 8 ⇒ (2) + 8 = 10

Once arrived in the Blakros Museum and the lightening crashes down he moves forward and casts a fire spell towards the red troll.

Produce flame:1d20 + 8 ⇒ (8) + 8 = 16

Damage:1d4 + 4 ⇒ (1) + 4 = 5

Sovereign Court

Gedrim recognises the bears as Storm Bears, and knows that they are immune to electricity.

Fairmount puts an arrow through the Cyan troll, nailing it to a display case.

Garad chars the Red troll, which shrieks in pain.

The Cyan troll regains consciousness, and both it and the Red troll fly up into the air, and flee through the hole in the ceiling.

The remaining bear Steps forward, and bites at Dran'Thil...

Jaws: 1d20 + 11 ⇒ (5) + 11 = 16, for 1d8 + 3 ⇒ (5) + 3 = 8 damage, +1d4 ⇒ 3 Electricity damage.
Jaws: 1d20 + 7 ⇒ (7) + 7 = 14, for 1d8 + 3 ⇒ (6) + 3 = 9 damage, +1d4 ⇒ 3 Electricity damage.

...but he easily dodges.

Smash And Grab, Round 1/2:

Papa (-9)
Gedrim (-13)
Fairmount (-6)
Dran'Thil (-)
Garad (-8)

SB (-)

Party is up!

Horizon Hunters

Active Conditions: NA | Exploration Mode: Sneak (Initiative +8) | CN Agender Half-Orc (Thief) Rogue 2 | HP 30 (-0) | AC 19 (+2 vs. first attack) | F/R/W +7/+10/+7 | Perc +7 (low-light) | Placeholder | Hero Points 1/1 | Speed 25 | Placeholder

Fairmount sees good tactical move and darts into the room. Moving into flanking, the half-orc draws a small bladed weapon and stabs at the last enemy!

Stride, Interact, Strike.

Short Sword vs. FF: 1d20 + 7 ⇒ (11) + 7 = 18 for Piercing + Sneak Attack: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14

Fairmount gets +2 AC to the first incoming attack from Nimble Dodge.

Vigilant Seal

Svirfneblin Paladin (10)

"A bear? Well. This was to be unexpected."

The stately, cranky, elderly gnome expends a couple strides reaching the ursine before raising his most sacred pick for a single blow:

Pick: 1d20 + 8 ⇒ (20) + 8 = 28
Crit, Fatal, Piercing: 3d10 + 8 ⇒ (5, 10, 5) + 8 = 28

And if a Retributive Strike presents itself:

Pick: 1d20 + 8 ⇒ (18) + 8 = 26
Piercing: 1d6 + 4 ⇒ (6) + 4 = 10
Or fatal if that crits:
Piercing: 3d10 + 8 ⇒ (3, 7, 2) + 8 = 20

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

"Hey, that things immune to electrical currents." announces Gedrim as he prepares to summon something to clean up the mess. Realizing this fight is likely to end quite quickly, he shrugs and changes tactics.

Three translucent darts shoot into the bear at lightning speed.

Magic Missile 3 action: 3d4 + 3 ⇒ (3, 1, 4) + 3 = 11

Sovereign Court

Papa makes a *huge* dent in the remaining bear with his pick, and then Gedrim finishes it off with a volley of force missiles.

Combat over.

As soon as the final bear falls, the unnatural storm instantly abates.

Looking around what remains of the exhibit, you learn the artifacts in this exhibit are from Old Koloran, a cyclopean empire that once occupied a vast territory centered on modern-day Iobaria. Old Koloran was famous for widespread worship of fiends and other horrors.

After the PCs report to Ambrus, he remarks, “You faced more opposition than I expected, but you handled yourselves well. I’m impressed.” Ambrus thanks you for your efforts and lets you know that he’ll likely have another assignment for you very soon. He grumbles a bit that the Pathfinder Society has once again had to send agents to clean up a mess at the Blakros Museum and wonders aloud where the museum’s curator, Nigel Aldain, was during all this mess.

Although I personally feel that it is the pot calling the kettle black, since the problem here (i.e. what was stolen) was an artifact that the Society had loaned to the Museum, without properly researching what it was.

Over the coming days, rumor of your exploits against demon cultists swirl around the Grand Lodge, each more outlandish than the last. Of Drandle Dreng, there is no sign...

In recognition of your hard work and the perils you overcame at the Blakros Museum, Ambrus Valsin gives you a pair of barkskin potions.

That is your item access for the scenario - everything else on the chronicle sheet is high tier rewards :-/

Scenario completed!

Sovereign Court

Commencing: 2-06 - The Crashing Wave (3-6)

“I said keep it steady!” Captain Thernalore Vamys barks at the undine workers on the shore as the Flawless Diamond begins to drift. Wavebreak Haven is small, with only a few dozen buildings visible further inland. The dockworkers panic as the ship’s hull collides with the pier, battered bushels of palm fronds failing to completely cushion the impact. “Now look,” Thernalore leans over the rail and inhales deeply, ready to chastise the inexperienced crew, before she sees a familiar face approaching the ship.

“The Society will reimburse you for any damages, captain.” The authority of Venture-Captain Rashmivati Melipdra puts an end to the turmoil. The middle-aged Vudrani woman carries herself with the upright posture of a martial artist as she moves to meet the ship, though she does have trouble finding purchase with her cane as she crosses the sand. Meleeka Sanvara, a muscular monk in tan robes , runs ahead of the venture-captain with a gangplank.

“Greetings, Pathfinders. As you can see, we are in dire need of experienced volunteers. But I’m getting ahead of myself.” Meleeka helps the venture-captain onto the deck of the ship before stepping aside to allow several dockhands room to begin unloading cargo. “The Society has enjoyed a mutually beneficial relationship with the Monastery of Unbreaking Waves since—”

A scream from the shore interrupts the briefing. A porter claws at the blood-soaked sand as he is dragged into the sea with a trident in his chest. A battle cry drowns out the victim’s screams as several scaly raiders emerge from the bloody brine, charging with teeth and spears.

The shore erupts into chaos, and the Venture-Captain calls out over the din of battle to establish order. “Pathfinders,” Melipdra turns and gestures toward the carnage. “Protect the porters! Meleeka and I will lead the monks in defense of the ship and stop the sea devils from reaching the settlement! Hurry!”

SDI: 1d20 + 7 ⇒ (16) + 7 = 23.
SDS: 1d20 + 9 ⇒ (11) + 9 = 20.
Dranald: 1d20 + 14 ⇒ (20) + 14 = 34.
Farryn: 1d20 + 10 ⇒ (1) + 10 = 11.
Gedrim: 1d20 + 9 ⇒ (6) + 9 = 15.
Hannah: 1d20 + 12 ⇒ (14) + 12 = 26.
Jasariel: 1d20 + 13 ⇒ (2) + 13 = 15.
Ukh: 1d20 + 9 ⇒ (1) + 9 = 10.

A Scaly Ambush, Round 1:

Dranald (-)
Hannah (-)

SDI (-)
SDS (-, -, -, -)
Jasariel (-)
Gedrim (-)
Farryn (-)
Ukh (-)

Slide 2.

Dranald and Hannah are up!

Grand Archive

Fighter/Sorcerer/Bard (11)

"Oh no! We have to help them!"

Hannah dashes across the pier towards the beach (Stride x2) and stabs at the green-scaled sea devil!

+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (4) + 17 = 21
Piercing: 2d10 + 4 ⇒ (4, 5) + 4 = 13

And if an AoO presents itself:

+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (1) + 17 = 18
Piercing: 2d10 + 4 ⇒ (10, 9) + 4 = 23

Next player to post gets a bonus Hero Point!

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, 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 draws his longsword and follows Hannah in the battle.

And we go to help them

Retributive strike: -8 damage

+1 striking longsword: 1d20 + 11 ⇒ (20) + 11 = 31

Damage, crit:4d8 + 4 ⇒ (6, 8, 3, 1) + 4 = 22

Well let's hope it's not useless

Sovereign Court

Dranald bravely takes the lead.

Hannah then outpaces him, and draws first blood.

The scaled shark-men then swarm her!

Jaws: 1d20 + 14 ⇒ (14) + 14 = 28, for 1d8 + 6 ⇒ (7) + 6 = 13 damage.
Jaws: 1d20 + 9 ⇒ (18) + 9 = 27, for 1d8 + 6 ⇒ (3) + 6 = 9 damage.

Jaws: 1d20 + 11 ⇒ (5) + 11 = 16, for 1d8 + 3 ⇒ (7) + 3 = 10 damage.
Jaws: 1d20 + 6 ⇒ (5) + 6 = 11, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.

Jaws: 1d20 + 11 ⇒ (18) + 11 = 29, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.
Jaws: 1d20 + 6 ⇒ (16) + 6 = 22, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.

Jaws: 1d20 + 11 ⇒ (11) + 11 = 22, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.
Jaws: 1d20 + 6 ⇒ (10) + 6 = 16, for 1d8 + 3 ⇒ (8) + 3 = 11 damage.

Jaws: 1d20 + 11 ⇒ (16) + 11 = 27, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
Jaws: 1d20 + 6 ⇒ (16) + 6 = 22, for 1d8 + 3 ⇒ (8) + 3 = 11 damage.

A Scaly Ambush, Round 1/2:

Jasariel (-)
Gedrim (-)
Farryn (-)
Ukh (-)
Dranald (-)
Hannah (-28)

SDI (-)
SDS (-, -, -13, -)

Party is up!

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, 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 steps and strikes twice the green one.

+1 striking longsword: 1d20 + 11 ⇒ (6) + 11 = 17

Damage:2d8 + 2 ⇒ (7, 1) + 2 = 10

+1 striking longsword: 1d20 + 11 - 5 ⇒ (13) + 11 - 5 = 19

Damage:2d8 + 2 ⇒ (3, 8) + 2 = 13

Retributive strike if it occurs

+1 striking longsword: 1d20 + 11 ⇒ (6) + 11 = 17

Damage:2d8 + 2 ⇒ (8, 2) + 2 = 12

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

The goblin pulls out his crossbow, loads it and fires towards the injured one.

+1 striking alchemical crossbow:1d20 + 12 ⇒ (14) + 12 = 26

Damage, electricity:2d8 + 1d6 ⇒ (1, 1) + (5) = 7

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 darts down the gangplank and unleashes a blast of electricity at two of the attackers. He waves his allies forward, ”Let’s Go!”

Cast Electric Arc on Cyan and Red for 3d4 + 4 ⇒ (4, 1, 4) + 4 = 13 electricity, basic reflex DC 21

Grand Archive

Fighter/Sorcerer/Bard (11)

One of these is facing a different direction than the others... Hmm...

"I'm here to help, but that doesn't mean I'm staying for the buffet!"

Hannah takes a Guarded Step to be shoulder-to-shoulder with Dranald and begins thrusting at the most injured ones.

I don't know which one is hurt but the strategy this time will be the cut down all the weak ones first and leave the boss for last.

+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (4) + 17 = 21
Piercing: 2d10 + 4 ⇒ (4, 3) + 4 = 11

+1 Striking Ghost Touch Halberd : 1d20 + 17 - 5 ⇒ (19) + 17 - 5 = 31
Piercing: 2d10 + 4 ⇒ (7, 6) + 4 = 17

On a crit, target is forced 5 feet back.

And if an AoO presents itself:

+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (16) + 17 = 33
Piercing: 2d10 + 4 ⇒ (9, 2) + 4 = 15

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 moves sideways along the edge of the ship until three of the attackers are lined up in front of her, then levels her trident at them.

"Tempestuous Sky Father, grant me a shard of your eternal lightning that I may strike my enemies from the face of your creation!"

A crackling ball of electricity swells around the trident's prongs before leaping out and blasting through three of the scaled humanoids.

Lighting Bolt: 4d12 ⇒ (6, 6, 6, 1) = 19 with a DC 21 basic Reflex save

Sovereign Court

Jasariel conjures a bolt of lightning...

Reflex: 1d20 + 10 ⇒ (8) + 10 = 18.
Reflex: 1d20 + 10 ⇒ (9) + 10 = 19.
Reflex: 1d20 + 10 ⇒ (17) + 10 = 27.

...frying all three, although the current is attenuated a bit by the time it gets to the third one.

However, it is still enough to take Green down.

Farryn darts forward, and tries an electricity spell of his own...

Reflex: 1d20 + 10 ⇒ (3) + 10 = 13.
Reflex: 1d20 + 10 ⇒ (13) + 10 = 23.

...electrocuting both, to a greater or lesser degree.

Ukh then puts a bolt through Cyan, ending its life.

Dranald hacks away at Red, doing a significant chunk of damage.

2d10 + 4 ⇒ (8, 6) + 4 = 18

Hannah's first swing finishes off red, and then her second leaves Unbordered heavily injured.

Gedrim - BOT:

Gedrim Strides forward, and channels electricity...

Electric Arc: 2d4 + 4 ⇒ (3, 3) + 4 = 10.

Reflex: 1d20 + 10 ⇒ (7) + 10 = 17.
Reflex: 1d20 + 11 ⇒ (16) + 11 = 27.

...harming both.

2d10 + 4 ⇒ (7, 8) + 4 = 19

Unbordered charges in, and is immediately cut down by Hannah.

Yellow, unperturbed, Steps forward...

Jaws: 1d20 + 11 ⇒ (14) + 11 = 25, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
Jaws: 1d20 + 6 ⇒ (5) + 6 = 11, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.

...and bites Dranald once.

A Scaly Ambush, Round 2/3:

Jasariel (-)
Gedrim (-)
Farryn (-)
Ukh (-)
Dranald (-9)
Hannah (-28)

SDS (-19)

Party is up!

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, 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 tries to finish off the last one.

+1 striking longsword:1d20 + 12 ⇒ (19) + 12 = 31

Damage: 3d8 + 2 ⇒ (8, 6, 5) + 2 = 21

+1 striking longsword:1d20 + 12 - 5 ⇒ (8) + 12 - 5 = 15

Damage: 3d8 + 2 ⇒ (8, 2, 2) + 2 = 14

Sovereign Court

Dranald cuts down the final sea devil with a devastating blow.

As you fell your last sea devil, Meleeka finishes of her opponent with a fiery punch.

Several Vudrani monks and other inhabitants arrive soon after, including
Melipdra and Rirzik (N male undine gnome monk). They report that the remaining sea devils have been defeated and the settlement is safe.

Venture-Captain Melipdra awards you with two lesser elixirs of life.

Additionally, the dockhands give you a whistle made from dragon turtle ivory (worth 20gp).

“Only one? You’ve been bested, Meleeka,” Melipdra finishes dressing a wounded porter while gesturing toward her assistant. The martial artist drops the smoldering remains of a sea devil’s torso into the sand and returns to the pier to rummage through the scattered crates. The venture-captain continues the briefing. “Like I was saying, the Society has enjoyed a mutually beneficial relationship with the Monastery of Unbreaking Waves. The local undines have made great strides in rebuilding the monastery since we defeated the undead responsible for the school’s disappearance.

But the tradition now faces a new threat. An incursion of sea devils is attacking the monastery. You might know them as sahuagin. I was told that the monastery needed our help, but to see a shiver of this size make it to Wavebreak Haven means the situation must already be dire. We must come to the aid of the Unbreaking Waves, now!” She gestures to the surf, where a short figure is soothing several half-horse, half-fish creatures. “Rirzik here will escort you by hippocampus to the underwater monastery, where Grandmaster Remendi is organizing the resistance.”

Rirzik steps forward, smoothing his turquoise eyebrows, and takes a deep breath, “I have enough hippocampi for everyone. They were a little spooked by all the noise, but I calmed them down.”

“And the Society came through with the supplies!” Meleeka interrupts, hauling several large bags across her shoulders as she rejoins the group on the beach. “There are enough potions and fins for each of you. I wish I could join you, but as my fire burns brighter on dry land, I think I’ll be better off seeing to the defense up here.”

Melipdra rests a hand on her agent’s shoulder in reassurance. “There is more to a battlefield than the front lines. Support our allies on the shore however you can, and remember to not lose sight of the bigger picture. Helping our allies means helping to preserve a still largely undocumented tradition. We must not let the Unbreaking Waves become another casualty of this senseless violence.”

Each of you is given four basic Potions of Water Breathing.

Grand Archive

Fighter/Sorcerer/Bard (11)

"Our strategy worked!" Hannah beams a bright white smile.

"Rirzik, it would be our honor to stride.. ride? swim? beside you! Anything else we should know about the battle beneath the waves?"

...and also how long those potions last for...

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

Hippocampus? What for a story to tell at the corner of a fire when he will be an old goblin... But to arrive at this point he will have to survive to what will occur now. And he can’t count on his alchemist’s fire for this. That’s another story for sure.

And what will we encounter under the surface? You know I’ve never been there. I’ve never been under the surface of the water in my bath...

Sovereign Court

The Potions each last an hour.

“Our intelligence has confirmed sea devils and sharks,” Remendi says. “But the exact details of other threats are difficult to confirm given the variety of sea life in the region and unpredictable cunning of our enemy.”

Grand Archive

Fighter/Sorcerer/Bard (11)

"Any idea why they're attacking here? Or now? I don't know much about their motives as a people, but it seems they're more than just simple raiders?"

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 nods, "Ah great work on that little battle. I'm sure it was just a weak raiding party though. Does anyone need healing... or do we even have enough time to heal?"

Farryn will offer basic assurance healing for 2d8 per 10 minute session (or 4d8 if we take a full hour) if anyone wants it AND we have the time to do it. If we don't, I'd strongly suggest we burn those freebie elixirs.

He grabs his four potions, looking them over intently, "Well they aren't how I would have packaged them, but they appear to be quite functional. Shall we head into the deep and try to solve this mystery or at least put a stop to the attacks."

Grand Archive

Fighter/Sorcerer/Bard (11)

"It sounds like we need to join the battle now," she says as she gestures to the waiting hippocampuses.

She pulls out her two Society-issued potions and downs them real fast.

Lesser Healing Potion: 2d8 + 5 ⇒ (2, 5) + 5 = 12
Lesser Healing Potion: 2d8 + 5 ⇒ (2, 4) + 5 = 11

"That'll have to do for now."

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