[GDVIII, PFS(2)] PFS(2) 1-03: Escaping the Grave (Inactive)

Game Master Blake's Tiger

Maps & Handouts
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Recall Knowledge checks should be spoilered to assist in your fellow players not metagaming as they are secret checks.

Olnik recalls that zombie shamblers are weak to slashing weapons (5) and positive energy (5). They have no specific resistances.

Note also that Recall Knowledge applies to one specific creature. What is true for shamblers may or may not be true for the horse.

Radiant Oath

NG Male Human (Field Medic) Sorcerer 1 | HP 18/18 | AC 14 | F/R/W +6/+4/+5 (Toughness & Fast Recovery) | Perc +3 | Stealth +4 | Speed 25 | (Spells) Focus: 1/1, Level 1: 3/3 | Hero Points 1/1 | Active Conditions: NA

Hester looks at the beasts, "Well crap guys, I think we've been noticed. No worries, I can hurt undead with the good stuff if close enough. Draw 'em in and I'll try my mojo." He whispers a word and a glistening shield of glass embossed with a faint red cross appears strapped to his arm, ready to be raised to block any incoming blows. Now what the heck do I know about these types of abominations?

Action to cast Shield. Action to Recall Knowledge on the horse. Action to Recall Knowledge on the shamblers. GM discretion on what he might recall as being 'useful'.

Recall Horse:
Religion (T): 1d20 + 3 ⇒ (19) + 3 = 22

Recall Shambler(s):
Religion (T): 1d20 + 3 ⇒ (6) + 3 = 9


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Hester has nothing to add regarding the shamblers. However, he recognizes that the horse is a more powerful undead minion of the Whispering Tyrant. It has a dangerous aura that putrefies wound of the living (1d6 negative energy damage to any living creature within 10 ft not at full hit points). It is even more susceptible to positive energy than more common zombies (10).

Verdant Wheel

M male NG Dwarf (Strong Blooded) Druid 1 | HP 20/20, Hero Points: 1 | AC17 (19 shield) | F +5 R +4 W +9 | Perc +7 | Expendibles: scroll of heal | Speed 20 | Spells: n/a Focus Points: 1/1 | Active Conditions: NA | Brick HP: 16/16 AC: 15

Tarku trides forth himself, muttering an incantation that draws forth a spark of electricity between the horse and nearest shambler.

Action 1: Stride
Action 2/3: Cast Electric Arc

Electric Arc: 1d4 + 4 ⇒ (3) + 4 = 7 targeting undead horse / shambler.
Basic Reflex save (DC17)

Envoy's Alliance

Male NG Human Ruffian Rogue 1 | HP 19/19, Hero Points 1 | AC 18 |F +6, R +6, W +5 | Perc +5, Stealth +4 | Speed 25ft

Louis knows not to charge in, and goes around back, ending up on the other side of the house. Before leaving, he says-[B]"I'll try to grab one's attention and funnel it between the houses. "[B].

He stops at a nearby alleyway, pulls out his sling and yells out-[B]"Come get some, undead!"[B]-trying to get one's attention.

(Stride, Stride, Pull out Sling)


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GM Screen:

Horse Reflex: 1d20 + 3 ⇒ (18) + 3 = 21
Blue Square Reflex: 1d20 ⇒ 1
Horse Bite: 1d20 + 7 ⇒ (20) + 7 = 27
Bite: 1d8 + 4 ⇒ (1) + 4 = 5

Tarku's bolt of lightning glances past the zombie horse, striking the ground. It somehow seems to gain in power as it rebounds and strikes the nearby shambling zombie in the center of the chest.

Despite the crater in its chest, the zombie continues to shamble toward the dwarven bear-tamer. Louis gets his wish as two of the other zombies make their way toward him.

As the horse charges toward Tarku, he feels a pall fall over him. The horse rears up and crashes its hooves down on the dirt path as it drives its mouth toward him. Tarku reacts a moment too slow, and the zombie horse tears a bloody bite out of his neck. The wound begins to fester almost immediately.

Encounter Mode! Round 1/2. Bold may act.

Bella
---
Hester (Fatigued)
Olnik
Louis
Tarku (-10; Fortitude DC 14 Basic vs. 1d6 ⇒ 3 Negative Damage)
Shambler Blue Circle
Shambler Red Circle
Horse (-3)
Shambler Blue Square (-14)
Shambler Red Square

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Is there some broken glass, or maybe a trowel lying around in one of those abandoned flowerbeds? Jagged rocks? Anything that would do slashing damage with telekinetic projectile? Or would I need to take a Seek action to identify that?

Vigilant Seal

TN Female Dwarven (Guard) Fighter 1 | HP 23/23 | AC 17, Sleeping AC 14 | F/R/W +8/+5/+4 (Rock Dwarf) | Perc +6 (Darkvision) | Stealth +3 | Speed 20 (Rock Runner) | Hero Points 1/1 | Placeholder | Active Conditions: NA

Bella confidently strides up to the undead horse. "You ain't gonna win any beauty contests now, are ya?" She crinkles her nose in disgust as she swings her maul at it twice.

Maul: 1d20 + 9 ⇒ (10) + 9 = 19 for B: 1d12 + 4 ⇒ (7) + 4 = 11

Maul: 1d20 + 9 - 5 ⇒ (17) + 9 - 5 = 21 for B: 1d12 + 4 ⇒ (12) + 4 = 16

Actions: Stride, Exacting Strike x2


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Olnik:
There are plenty of blunt objects in range. Spend an Action on Seek to look for a suitable object (rusty sickle, pot lid, hatchet blade, etc) to cause Slashing damage. Then roll 1d100. On 80-100, there actually is a suitable object in range.

Radiant Oath

NG Male Human (Field Medic) Sorcerer 1 | HP 18/18 | AC 14 | F/R/W +6/+4/+5 (Toughness & Fast Recovery) | Perc +3 | Stealth +4 | Speed 25 | (Spells) Focus: 1/1, Level 1: 3/3 | Hero Points 1/1 | Active Conditions: NA

Hester focuses on his celestial heritage as he was taught from a young age to do. He repeats the words associated with the spell and reaches out towards Tarku, letting the power flow through him, "Buzhe'k’ dzez!"

Celestial:
"Heal thyself!"

With his glass shield melting into the ether he moves cautiously forwards, stopping just outside the range of the undead.

2 actions to cast Heal for 1d8 + 8 ⇒ (8) + 8 = 16 HP back to Tarku (2 lvl 1 spells remain), Stride 15 ft.


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Two Action Heal is ranged, fixed 8 points of healing per spell level. The d8+8 was the playtest.


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Bella hammers into the zombie horse with a wet thwack followed by a crack and then strikes again.

Encounter Mode! Round 2. Bold may act.

Bella
---
Hester (Fatigued)
Olnik
Louis
Tarku (-2; Fortitude DC 14 Basic vs. 1d6 ⇒ 3 Negative Damage)
Shambler Blue Circle
Shambler Red Circle
Horse (-30)
Shambler Blue Square (-14)
Shambler Red Square

Envoy's Alliance

Male NG Human Ruffian Rogue 1 | HP 19/19, Hero Points 1 | AC 18 |F +6, R +6, W +5 | Perc +5, Stealth +4 | Speed 25ft

Louis considers pulling out his vial of holy water, but decides to save it for when they bunch up. Instead, he slings a stone at the zombie and moves back, hollering-"Yeesh, you'd think zombies couldn't get uglier! But I can see its crotch from here!"-trying to get their attention

Attack, Stride then...idk, Taunt? I'll make a roll, up to you GM.
Sling bullet: 1d20 + 4 ⇒ (5) + 4 = 9
Sling dmg: 1d6 + 2 ⇒ (2) + 2 = 4
Mistery Action: 1d20 ⇒ 10

Verdant Wheel

M male NG Dwarf (Strong Blooded) Druid 1 | HP 20/20, Hero Points: 1 | AC17 (19 shield) | F +5 R +4 W +9 | Perc +7 | Expendibles: scroll of heal | Speed 20 | Spells: n/a Focus Points: 1/1 | Active Conditions: NA | Brick HP: 16/16 AC: 15

"Gods, what a stink! Brick, on him!"

Tarku calls Brick forth for assistance, then takes a whack at the horse, bringing his shield up for any counter blows.

Action 1: Strike Horse Pick: 1d20 + 6 ⇒ (11) + 6 = 17 for P: 1d6 + 3 ⇒ (4) + 3 = 7
Action 2: Raise shield (AC +2 to 19)
Action 3: Command Animal (Brick)

Brick Action 1: Stride
Brick Action 2: Strike Blue Square Shambler Jaws: 1d20 + 6 ⇒ (5) + 6 = 11 for P: 1d8 + 3 ⇒ (6) + 3 = 9

Fort Save DC14: 1d20 + 5 ⇒ (9) + 5 = 14 no damage?

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Action 1: lingering composition

Action 2: inspire courage - +1 to attack and damage (it looks like some of these may have been forgotten last round) and saves vs. fear. It is a 60-foot emanation, and I think Louis is just barely in that range, too.

Olnik begins chanting, along with tapping his drum with his off hand. The courage you feel swelling in you rises to a fevered pitch.

Performance: 1d20 + 6 ⇒ (7) + 6 = 13

It looks like that is a failure, so inspire courage just has a 1-round duration, but I get to keep my focus point.

Action 3: Seek
Seek chance: 1d100 ⇒ 28

He glances around, hoping to find something that can exploit the slashing weakness, but finds no such useful object.


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[spoiler=GM Screen]
Horse Bite vs. Bella: 1d20 + 7 ⇒ (5) + 7 = 12
Bite: 1d8 + 4 ⇒ (1) + 4 = 5
Horse Kick vs. Tarku: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5
Hoof: 1d4 + 4 ⇒ (1) + 4 = 5
Random (1=Tarku): 1d2 ⇒ 1
Zombie Fist: 1d20 + 7 ⇒ (6) + 7 = 13
Fist: 1d6 + 3 ⇒ (1) + 3 = 4

Tarku feels his wounds mending under waves of gentle energy. Reinvigorated, he raises his shield and slams his pick into the rotting horse with a wet thunk. His faithful bear lumbers forward and mauls what remains of the ogre zombie beside him.

Olnik looks around desperately for something more effective to use against the zombies.

Louis launches a sling stone, but it bounces harmlessly off of the zombie.

Bella is momentarily staggered as the horse bites down on her shoulder but ultimately unharmed. Tarku realizes the power of the zombie horse as it kicks his shield but, again, the attack fails to do any actual damage. Another zombie lurches forward and slams a heavy fist against Tarku's shield.

I'm not entirely certain that PF2 allows squeezing during Encounter mode, but I'll play along for this encounter.

The zombie closest to Louis shoves its massive, rotting bulk into the alley way, slowing down as it moves until it slides to a stop just on the other side of the alley, right in front of rogue.

The third remaining zombie shambles toward the larger group of living creatures.

Encounter Mode! Round 2. Bold may act.

Bella
---
Hester (Fatigued)
Olnik
Louis
Tarku
Shambler Blue Circle
Shambler Red Circle
Horse (-37)
Shambler Red Square

Radiant Oath

NG Male Human (Field Medic) Sorcerer 1 | HP 18/18 | AC 14 | F/R/W +6/+4/+5 (Toughness & Fast Recovery) | Perc +3 | Stealth +4 | Speed 25 | (Spells) Focus: 1/1, Level 1: 3/3 | Hero Points 1/1 | Active Conditions: NA

With three enemies close, Hester focuses again on his heritage. He holds on to it though instead of directing the energy towards a creature. It grows and grows until it becomes too powerful to grasp and blasts out from him in a wave of positive energy, bringing health to any living creatures and harm to any undead!

Panting he looks at the group, "That has yet to get easier to do, jeeze."

Three Action Heal, should heal every ally and harm every enemy EXCEPT Red Square and Olnik for 1d8 ⇒ 7 positive energy. Basic Fort Save DC 17, 1 (lvl 1) spell remains.

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Action 1: cast inspire courage
Actions 2/3: cast telekinetic projectile toward the horse

Ranged attack, inspire courage: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
telekinetic projectile damage, inspire courage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7 B

And, on the off chance that's a critical hit ...
possible crit damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Olnik continues chanting, the courage giving you strength against your enemies. As he bangs his drum one-handed, a rock on the ground vibrates. Then, in time with one powerful bang, flings itself toward the zombie horse thing.

Envoy's Alliance

Male NG Human Ruffian Rogue 1 | HP 19/19, Hero Points 1 | AC 18 |F +6, R +6, W +5 | Perc +5, Stealth +4 | Speed 25ft

Knowing he can't do much with his sling nor his mace, Louis tries to keep the zombie occupied, taking cover behind the house. He carefully moves south and dodges as best he can-"Didn't think I'd make it this far!"-a bit scared the zombie will grab him like a toy soldier.

(Step, Step, then Take Cover Action. Unsure if benefitting from Full, Standard or No Cover. In the case it's No Cover, Louis will spend his reaction to nimble dodge for a +2 to AC against the first attack the zombie makes)

Verdant Wheel

M male NG Dwarf (Strong Blooded) Druid 1 | HP 20/20, Hero Points: 1 | AC17 (19 shield) | F +5 R +4 W +9 | Perc +7 | Expendibles: scroll of heal | Speed 20 | Spells: n/a Focus Points: 1/1 | Active Conditions: NA | Brick HP: 16/16 AC: 15

Tarku and Brick go to work together to take down the shambler with whom they are engaged.

Action 1: Strike Blue Square Shambler -Pick: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 for P: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Action 2: Raise shield (AC to 19)

Action 3: Command Animal (Brick)

Brick Action 1: Strike Blue Square Shambler Jaws: 1d20 + 6 ⇒ (9) + 6 = 15 for P: 1d8 + 3 ⇒ (2) + 3 = 5

Brick Action 2: Strike Blue Square Shambler
Claws (agile): 1d20 + 6 + 1 - 4 ⇒ (4) + 6 + 1 - 4 = 7 for S: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Vigilant Seal

TN Female Dwarven (Guard) Fighter 1 | HP 23/23 | AC 17, Sleeping AC 14 | F/R/W +8/+5/+4 (Rock Dwarf) | Perc +6 (Darkvision) | Stealth +3 | Speed 20 (Rock Runner) | Hero Points 1/1 | Placeholder | Active Conditions: NA

Bella eyes the undead horse again. "Ya just won't drop, will ya? How 'bout this, then?" she asks as she swings her maul at it.

Three Exacting Strikes targeting Horse first, if down then blue circle, if both down then step NW and attack red circle.

Maul + IC: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 for B + IC: 1d12 + 4 + 1 ⇒ (11) + 4 + 1 = 16

Maul + IC: 1d20 + 9 + 1 - 5 ⇒ (9) + 9 + 1 - 5 = 14 for B + IC: 1d12 + 4 + 1 ⇒ (12) + 4 + 1 = 17

Maul + IC: 1d20 + 9 + 1 - 10 ⇒ (7) + 9 + 1 - 10 = 7 for B + IC: 1d12 + 4 + 1 ⇒ (6) + 4 + 1 = 11


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GM Screen:

Blue Circle: 1d20 + 2 ⇒ (19) + 2 = 21
Red Circle: 1d20 + 2 ⇒ (6) + 2 = 8
Zombie Fist: 1d20 + 8 ⇒ (14) + 8 = 22
Fist: 1d6 + 3 ⇒ (1) + 3 = 4

Bella brings her hammer down on the zombie horse's head with a wet crunch. The beast stops moving and the pall seems to fade away. She swings at the ogre zombie standing next to her and nearly takes off its head. It remains standing, head hanging from a broken neck, taunting her as her back swing fails to connect.

Hester releases a wave of positive energy. The injured zombie falls to the ground, inanimate, but the second zombie is reduced to a pile of ash.

Louis tries to hide. The zombie steps around the corner and swipes at him. He tries to dodge, but the brute clips him with a glancing blow.

Encounter Mode! Round 3/4. Bold may act.

Bella
---
Hester (Fatigued)
Olnik
Louis (-4 hp)
Tarku
Shambler Red Square

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

If they're dead before my turn, can I use that last role as telekinetic projectile on the last turn against the remaining foe? Swap a Stride for the inspire courage? If not, then that's what I'll do this round ...

Olnik moves over to see the final enemy around the building. With a word of occult command, he sends a stone hurling at the creature.

Action 1: Stride. Action 2/3: telekinetic projectile

telekinetic projectile attack: 1d20 + 3 ⇒ (15) + 3 = 18
telekinetic projectile damage: 1d6 + 3 ⇒ (1) + 3 = 4

Radiant Oath

NG Male Human (Field Medic) Sorcerer 1 | HP 18/18 | AC 14 | F/R/W +6/+4/+5 (Toughness & Fast Recovery) | Perc +3 | Stealth +4 | Speed 25 | (Spells) Focus: 1/1, Level 1: 3/3 | Hero Points 1/1 | Active Conditions: NA

Hester takes a deep breath as the undead fall, but hearing combat from behind the building he realizes one ally is missing. "Coming to help, hold on!"

The white clothed human rushes past Olnik and moves up right behind JJ, "Get behind me if you are hurt, I'll hold it off long enough for our big hitters to get here!" His glass shield snaps into place in front of him, providing some protection.

Stride 2x, Cast Shield.

Verdant Wheel

M male NG Dwarf (Strong Blooded) Druid 1 | HP 20/20, Hero Points: 1 | AC17 (19 shield) | F +5 R +4 W +9 | Perc +7 | Expendibles: scroll of heal | Speed 20 | Spells: n/a Focus Points: 1/1 | Active Conditions: NA | Brick HP: 16/16 AC: 15

Tarku and Brick head toward to commotion, and Louis's taunting, around the near side of the building.

Tarku: Stride x 2, Command Animal. Brick: Stride x 2


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GM Screen:

Zombie Fist: 1d20 + 8 ⇒ (2) + 8 = 10
Fist: 1d6 + 3 ⇒ (5) + 3 = 8
Zombie Fist: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21
Fist: 1d6 + 3 ⇒ (5) + 3 = 8

While most of the Pathfinders make their way around the building to rescue Louis, Olnik steps just far enough to see his prey and then sends a loose paving stone into the ogre zombie's face.

The zombie makes a clumsy swing at Louis, which the rogue nimbly dodges. However, he is caught by surprise by the back swing. The blow carries enough force to rattle his teeth.

Encounter Mode! Round 4/5. Bold may act.

Louis (-12 hp)
Bella
---
Hester (Fatigued)
Olnik
Tarku
Shambler Red Square (-4 hp)

Radiant Oath

NG Male Human (Field Medic) Sorcerer 1 | HP 18/18 | AC 14 | F/R/W +6/+4/+5 (Toughness & Fast Recovery) | Perc +3 | Stealth +4 | Speed 25 | (Spells) Focus: 1/1, Level 1: 3/3 | Hero Points 1/1 | Active Conditions: NA

Hester moves forwards and his hand begins to glow with a cold energy. He reaches out to release the energy into the creature. He turns to JJ, "GET THE HELL OUTTA HERE!"

Stride 10 ft, Cast Chill Touch, Basic Fort Save DC 17. FF on a failed save, FF + Fleeing on Crit Fail.

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Action 1: inspire courage. Actions 2/3: telekinetic projectile

telekinetic projectile attack, courage inspired: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
telekinetic projectile attack, courage inspired: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
telekinetic projectile attack, courage inspired, critical damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

13 B damage total

Olnik again bangs his drum, sending a stone - really, it turns out, a small boulder - flying toward the remaining zombie's head.

Verdant Wheel

M male NG Dwarf (Strong Blooded) Druid 1 | HP 20/20, Hero Points: 1 | AC17 (19 shield) | F +5 R +4 W +9 | Perc +7 | Expendibles: scroll of heal | Speed 20 | Spells: n/a Focus Points: 1/1 | Active Conditions: NA | Brick HP: 16/16 AC: 15

In the aftermath of Hester's wave of cold, Tarku orders Brick forward against the exposed flank of the shambling beast.

Stride, Stride, Command Animal

Brick: Stride, Strike Red Square Shambler
Jaws w inspire courage: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 for P: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Envoy's Alliance

Male NG Human Ruffian Rogue 1 | HP 19/19, Hero Points 1 | AC 18 |F +6, R +6, W +5 | Perc +5, Stealth +4 | Speed 25ft

Apologies for the delay! Weekend was hectic, and Paizo site was unresponsive

Louis knows when to retreat, and goes around back, making sure the group is not attracting the attention of more zombies or enemies.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
(Step, Stride, Seek)

Vigilant Seal

TN Female Dwarven (Guard) Fighter 1 | HP 23/23 | AC 17, Sleeping AC 14 | F/R/W +8/+5/+4 (Rock Dwarf) | Perc +6 (Darkvision) | Stealth +3 | Speed 20 (Rock Runner) | Hero Points 1/1 | Placeholder | Active Conditions: NA

Bella rushes towards the sounds of combat, following Hester.

Stride x3 60 ft.


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GM Screen:

Shambler Fort: 1d20 + 6 ⇒ (9) + 6 = 15
Random (1 = Brick): 1d2 ⇒ 2
Zombie Fist: 1d20 + 8 ⇒ (17) + 8 = 25
Fist: 1d6 + 3 ⇒ (1) + 3 = 4

Bella rushes towards danger while Louis strategically retreats with haste away from danger (noting no additional zombies nearby).

Hester manipulates the negative energy around the zombie, causing the already slow and clumsy creature to become even more so. Olnik strikes the zombie in the face again with another stone, which leaves the nose and brow crumpled inwards. Brick bounds down the alley and nearly takes off one of the rotting arms with a powerful bite.

The zombie swings the arm not being pulled off by a bear and gives Hestor a concussion (or at least it feels like it) and grabs him by the neck. The zombie opens its mouth unnaturally wide in preparation for biting Hestor's head off of his shoulders.

Note: Critical Hit is 2 x the damage rather than rolling damage twice.

Encounter Mode! Round 5/6. Bold may act.

Louis (-12 hp)
Bella
---
Hester (-8 hp; Fatigued, Grabbed)
Olnik
Tarku
Shambler Red Square (-19 hp; Fist Grabbing)

Radiant Oath

NG Male Human (Field Medic) Sorcerer 1 | HP 18/18 | AC 14 | F/R/W +6/+4/+5 (Toughness & Fast Recovery) | Perc +3 | Stealth +4 | Speed 25 | (Spells) Focus: 1/1, Level 1: 3/3 | Hero Points 1/1 | Active Conditions: NA

If this is wrong, let me know!

Hester squirms and shoves, trying to work himself free while yelling to his allies, "KILL IT, I'M NOT A SNACK!"

Acrobatics (T) to Escape: 1d20 + 4 ⇒ (2) + 4 = 6
Acrobatics (T) to Escape - MAP: 1d20 + 4 - 5 ⇒ (19) + 4 - 5 = 18

The third action depends on if the second escape attempt worked AND if the first attempt wasn't a crit fail. If he is free, he strides 25 ft straight south. If he is not, he casts shield and prays for the best.


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Hester wrangles free of the ogre zombie's grasp before it can bite his head off of his shoulders and retreats.

...assuming Bella doesn't kill it first.

Encounter Mode! Round 5/6. Bold may act.

Louis (-12 hp)
Bella
---
Hester (-8 hp; Fatigued)
Olnik
Tarku
Shambler Red Square (-19 hp; Fist Grabbing)

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Action 1: inspire courage. Action 2/3: telekinetic projectile

telekinetic projectile attack: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
telekinetic projectile damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9 B

Verdant Wheel

M male NG Dwarf (Strong Blooded) Druid 1 | HP 20/20, Hero Points: 1 | AC17 (19 shield) | F +5 R +4 W +9 | Perc +7 | Expendibles: scroll of heal | Speed 20 | Spells: n/a Focus Points: 1/1 | Active Conditions: NA | Brick HP: 16/16 AC: 15

Tarku orders Brick bring the zombie down and finish it off, summoning the power of the elements as an added measure.

Tarku actions: Command Animal, cast Electric Arc (2 actions)
Electric Arc: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Brick Actions: Strike, Strike
Jaws: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 forP: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Claws (agile): 1d20 + 6 - 4 + 1 ⇒ (18) + 6 - 4 + 1 = 21 forS: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Envoy's Alliance

Male NG Human Ruffian Rogue 1 | HP 19/19, Hero Points 1 | AC 18 |F +6, R +6, W +5 | Perc +5, Stealth +4 | Speed 25ft

Louis pulls out his sling and tries to aid in the slaying of the undead, saying-"Lay off him!"-despite knowing the zombie would not understand him.

Sling (T): 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 2 ⇒ (3) + 2 = 5 x2 = 10 bludgeoning damage


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GM Screen:

Bella: 1d20 + 6 ⇒ (4) + 6 = 10
Hester: 1d20 + 3 ⇒ (11) + 3 = 14
Louis: 1d20 + 5 ⇒ (13) + 5 = 18
Olnik: 1d20 + 7 ⇒ (1) + 7 = 8
Tarku: 1d20 + 7 ⇒ (12) + 7 = 19

In the end, it is Louis' sling stone that puts an end to the last of the zombies, breaking through the other side of its skull. The rest of its body is torn asunder by a hail of magic and bear claws.

Once the enemies have been defeated, Hester, Louis, and Tarku notice something near the horizon: the sharp peaks of what appeared to be a craggy hill have moved, and they were, in fact, enormous giants. These giants seem to be making their way toward Goldenflame. The three estimate that you have two to three hours before they arrive.

Exploring the Town

Each section that can be explored during Exploration Mode is labeled in white on the map. Searching or manipulating a given location or object takes roughly 10 minutes (some complex or difficult tasks may take longer). You can, of course, do other Exploration Mode tasks like Treat Wounds, etc. Place yourselves on the map and describe your intentions.

Corpses
Guardhouse
Armory
Temple
General Store
Apothecary
Inn

Vigilant Seal

TN Female Dwarven (Guard) Fighter 1 | HP 23/23 | AC 17, Sleeping AC 14 | F/R/W +8/+5/+4 (Rock Dwarf) | Perc +6 (Darkvision) | Stealth +3 | Speed 20 (Rock Runner) | Hero Points 1/1 | Placeholder | Active Conditions: NA

Hatrabella snorts as the last one drops, then looks up at the horizon. She grips the handle of her maul, "Looks like things might actually get tough, let's avoid facing mountains, even if I think I can take one down."

She looks at her allies, none of them dead, and starts searching the nearest building for survivors or information (or really nice weapons, since it is the armory).

Perception (E): 1d20 + 6 ⇒ (14) + 6 = 20 (Darkvision)

Radiant Oath

NG Male Human (Field Medic) Sorcerer 1 | HP 18/18 | AC 14 | F/R/W +6/+4/+5 (Toughness & Fast Recovery) | Perc +3 | Stealth +4 | Speed 25 | (Spells) Focus: 1/1, Level 1: 3/3 | Hero Points 1/1 | Active Conditions: NA

Hester probably wanders around, too tired to do anything. He sticks close to Bella.

I'm assuming I still can't do any exploration actions and that would normally include Treat Wounds. However, Hester has the Battle Medicine feat, would that allow him to attempt to heal the injuries?


| Extinction | url= |

Wow. That is a terribly cruel penalty for this scenario. Battle Medicine is doable.

Verdant Wheel

M male NG Dwarf (Strong Blooded) Druid 1 | HP 20/20, Hero Points: 1 | AC17 (19 shield) | F +5 R +4 W +9 | Perc +7 | Expendibles: scroll of heal | Speed 20 | Spells: n/a Focus Points: 1/1 | Active Conditions: NA | Brick HP: 16/16 AC: 15

Tarku nods in agreement with Bella. "Aye, we don't want to be here when those friends arrive. Gonna check out the next building over. Start sniffin', Brick! Maybe we'll find us some wayward Pathfinders..."

Tarku and Brick SEARCH the Apothecary.

Tarku perc: 1d20 + 7 ⇒ (6) + 7 = 13
Brick perc: 1d20 + 4 ⇒ (2) + 4 = 6 scent, imprecise 30 ft

Radiant Oath

NG Male Human (Field Medic) Sorcerer 1 | HP 18/18 | AC 14 | F/R/W +6/+4/+5 (Toughness & Fast Recovery) | Perc +3 | Stealth +4 | Speed 25 | (Spells) Focus: 1/1, Level 1: 3/3 | Hero Points 1/1 | Active Conditions: NA

Hester attempts to bandage his injuries up quickly, without doing more harm.

Medicine (T) DC 15: 1d20 + 3 ⇒ (7) + 3 = 10

And nothing happens with that result, but at least no crit fail!

He moves over to Louis, "I can try to help ya out, but there is a tiny risk I can make things worse or just not do anything. Do you accept the chance?"

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Olnik looks over the zombie bodies for anything useful. In particular, he examines the zombie horse's throat.

"I have some healing magics, if the wounds are beyond your skills. In the meantime, let me offer some assistance."

I will cast guidance to assist with the Medicine checks.

"I say we check out the guardhouse and armory first. We will want slashing weapons, in case we run afoul of more zombies."

Radiant Oath

NG Male Human (Field Medic) Sorcerer 1 | HP 18/18 | AC 14 | F/R/W +6/+4/+5 (Toughness & Fast Recovery) | Perc +3 | Stealth +4 | Speed 25 | (Spells) Focus: 1/1, Level 1: 3/3 | Hero Points 1/1 | Active Conditions: NA

If Louis says yes:
[dice=Medicine (T) DC 15 + Guidance: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22 for 2d8 ⇒ (4, 6) = 10 Hitpoints.

Hester reminds his allies grimly, "Don't forget the wayfinder in the horse's throat. We need to figure out whose that was... and if they are also in there."

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Olnik yanks his hand out of the zombie horse's throat. "Yeah, I know. Wasn't rootin' around in there for stones and giggles." He looks over the wayfinder he extracts, to see if it has any identifying marks on it.


| Extinction | url= |

Olnik manages to retrieve the wayfinder lodged in the zombie horse's throat. It is a silver wayfinder with the symbol of the Path of the Open Road on the lid. Inside are the initials, 'C.M.' He also makes note of one of the bloated zombies. This graying zombie’s features are rotted and torn. Its clothing, although tattered and dirtied, was nevertheless clearly fine at one time, with a torn ruffled collar and ripped cloak.

Bella searches the armory. Empty weapon cases and crates are scattered throughout this bare-bones building. Dust outlines the faint shadows of swords and shields removed from their resting places. On her patrol of the outside of the armory, she finds a cart with a broken axle. A craftsman could probably repair the axle.

Meanwhile, Tarku examines the apothecary. Grime-caked and smashed glass cases occupy much of this apothecary, and dusty shelves line many of the walls. A door to the northwest leads to an emptied storage closet. Inside the storage closet, he finds an array of scented candles, oils, and dried herbs of aromatic and therapeutic use. (Treasure)

Louis and Hester notice a shadow move in the alley behind the temple. A moment later, a white horse cautiously appears at the end of the alley.

Corpses: Olnik retrieved a wayfinder, identifies a zombie
Guardhouse
Armory: Bella finds a broken cart
Temple
General Store
Apothecary: Tarku finds candles, oils, and herbs.
Inn
Fix Cart (Crafting Check and 10 minutes work)
Calm/Befriend Horse (an appropriate skill/ability/tactic and 10 minutes work)

Envoy's Alliance

Male NG Human Ruffian Rogue 1 | HP 19/19, Hero Points 1 | AC 18 |F +6, R +6, W +5 | Perc +5, Stealth +4 | Speed 25ft

Louis gladly accepts Hester's aid, saying-"I'm a man to take risks, but I'd say you're a safe bet. Never seen someone so keep so calm in a situation like that. And they say medics need to have nerves of steel!"-he says, making Hester's job difficult as he laughs.

With his injuries taken care of, Louis goes ahead and tries to enter the temple, saying-"Hello? Anyone there? We're Pathfinders, here to rescue any survivors. We can provide escort to a safer place!"-trying to open the doors.

Verdant Wheel

M male NG Dwarf (Strong Blooded) Druid 1 | HP 20/20, Hero Points: 1 | AC17 (19 shield) | F +5 R +4 W +9 | Perc +7 | Expendibles: scroll of heal | Speed 20 | Spells: n/a Focus Points: 1/1 | Active Conditions: NA | Brick HP: 16/16 AC: 15

Tarku gathers several of the apothecary goods into his satchel and returns to the square. Not seeing the other party members about, he and Brick move on ahead to enter the Inn.

Tarku perc: 1d20 + 7 ⇒ (10) + 7 = 17
Brick perc: 1d20 + 4 ⇒ (14) + 4 = 18 scent, imprecise 30 ft

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Olnik checks out the guardhouse, keeping an ear alert for any calls for help.

If Hester & Louis let us know about the horse, I'll cast guidance on Tarku to help him with wild empathy on it.

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