GM Wayfinder's Sandstone Secret (Inactive)

Game Master Eric Collins - France

Sideshow Slideshow - current information, maps, and such
Handout - info' on the Pathfinders
PFS 2E Guide


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King in Thorns slideshow!

Searching Backpack:
For me this is an "Interact" action, which is a Single Action, meaning you have two more actions.
You can for example Step or Stride.
And Strike (in this case your ranged attack).
Or some other action and a Strike?

FYI, Interaction is:

Spoiler:
INTERACT [one-action] MANIPULATE
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.

Envoy's Alliance

2 people marked this as a favorite.
NG (male) human (versatile) fighter 7 | HP 92 | cold+electricity resistance 1 void resistance 2 | AC 26 | F +13 R +12/14* W +12 | Bravery: success vs. fear -> critical success; reduce Frightened condition by 1 | Perc +14 (+1 Sense Motive vs masks and disguises) | Stealth +10 | +2 all initiative | 35ft.* | detect magic (CL 1), chill touch, electric arc, prestidigitation, ray of rost, read aura, shield, sigil (at-will CL 4)

CRB, Page 273:
"Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate Interact action."

After that, yes it is an interact action that takes 2 hands. This is why you will want to put things in belt pouches and bandoliers.


King in Thorns slideshow!

Thanks, caps!
So, it is as follows, then?

Larhalt drops his mutagen to the floor--
Release - Free action
--slips his pack off his back, and plops it on the ground in front of him, using both hands--
Interact - Single action
--and pulls out his alchemist fire.
Interact - Single action

Leaving one action to move or attack


King in Thorns slideshow!

With his mutagen on the floor, backpack at his feet, but alchemist fire in hand, Larhalt finishes his speedy action--

You have 1 action left, and if you Strike (throwing the alchemist fire) or Move or such, consider the swarm where it was, one square to the left of current position.

The centipedes swarm along, like a rolling carpet, they skitter towards the open double door, and Step into the space where Emilio and Hopper are standing.

The hundreds of centipedes slip over the two Pathfinders' feet, and start crawling up their legs, on top of their clothes, but also beneath, creepily skittering across their skin-- disgusting!

Most of them seem to targeting Emilio, as the rush up his legs, reaching his belly, and scores of them bite at his flesh while doing so, but Emilio tries to react by shaking his legs and brushing some off with the back of his hand.
But the numerous stings pierce his skin and hurt--

Emilio, can you please make two basic DC20 Reflex saves?
(7 damage before save for the first roll, 5 damage for the 2nd)

--and it seems they are venomous, for Emilio feels the bites burning his muscles!

Emilio, can you please make two DC20 Fortitude saves?

The same is happening with Hopper, simply that there are a bit less, maybe centipedes prefer human flesh?
But they crawl up his green-skin legs, and bite at his goblin hide...

Hopper, can you please make two basic DC20 Reflex saves?
(3 damage before save for the first roll, 2 damage for the 2nd)
As well as two DC20 Fortitude saves.

ROUND 1
BOLD may act
Larhalt (ONE action, w. swarm still one square to the left)

Centipedes
Yelinfanthor
Teja
Emilio
Kamil Durus
The Mad Hopper

GM Rolls:
Emilio 1: 1d8 ⇒ 7
Emilio 2: 1d8 ⇒ 5
Hopper 1: 1d8 ⇒ 3
Hopper 2: 1d8 ⇒ 2

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Reflex save: 1d20 + 8 ⇒ (20) + 8 = 28
Reflex save: 1d20 + 8 ⇒ (20) + 8 = 28
Fortitude save: 1d20 + 6 ⇒ (6) + 6 = 12
Fortitude save: 1d20 + 6 ⇒ (18) + 6 = 24

Well, Goblin sure deserves his name, he jumps up and down throwing down the bugs and hops away from them. He feels like some of the stings hurt more than they should but he drank his share of failed potions to know that he should be fine.

He pulls out the sling and begins to spin it, then he releases one strap and the bullet flies towards the centipedes

Shooting with a sling: 1d20 + 6 ⇒ (1) + 6 = 7
Damage, bludgeoning: 1d6 ⇒ 1

But the bullet hits the wall and flies not so far from Emilio

1 action: move by 10 feet - normal move
2 action: pull out a sling
3 action: attack

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins;Resilience); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

Teja grans a handful of the coloured sand and throws it at the mass of centipedes, curious about whether it will have any effect on them.

throw?: 1d20 + 4 ⇒ (1) + 4 = 5 Not sure if sand counts as a simple weapon, if it does then add +3

But her worry about the nearby pit causes her to glance at just the wrong time, and she throws it into her own face.

"We don't have vermin like this up north." she scowls.


King in Thorns slideshow!

Sling is a 1 Reload.
So in this case you need to Pull Out then Reload your bullet then Strike (which would be 3 actions).

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Crap, so let it be: pull out and reload. Without the attack with 1 rolled :( Sorry

Horizon Hunters

Male Half-Orc Monk 1| speed : 25 | perception +4 (darkvision) | HP 18/18 | AC 18 | fort +6; ref +8; will +6

The fire pit is on larhalt's way, he decides to move to have a better angle to throw his alchemical fire.


King in Thorns slideshow!

Larhalt moves to be ready to assault the centipedes, that move and attack his comrades.

Teja grabs some of the red sand, which she realizes is more of some dehydrated substance, and what is left over from that-- and throws it towards the centipedes, but the sand just blows all over and scatters, never reaching that far, and blowing back in her own face.
Teja is truly red faced!

Hopper is incredibly nimble, and incredibly hates things crawling up his legs!
He manages to scrape a lot of the critters off, and greatly reduces their bites.
2 damage total

Then he moves along, out of the crawling carpet, and grabs his sling, readying it with a bullet.
But, as he does so, he feels that though he only got few bites, they carried some kind of venom, and couple are hurting him.
His veins are burning, and he is pain, and quite shaken up.
5 damage & Flat Footed ; can you roll for Fortitude for next round, please

@Larhalt: you can act now (I am grouping your round 2 w. all the others' round 1)

ROUND 1 & 2
BOLD may act

Centipedes
Teja
The Mad Hopper - Flat-footed (2 damage)
Yelinfanthor
Emilio
Kamil Durus
Larhalt

GM Rolls:
1d6 ⇒ 5

Grand Archive

Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

Kamil doesn't have time to get around the two hole.

He decides to jump across, moving backward first to get a running start. Athletics: 1d20 + 3 ⇒ (17) + 3 = 20

After an almost perfect jump, he lands safely on the other side and finishes moving to get in the right position to unleash his magic.

Nobody in front of me or in a 15ft. cone! Or you will be burned!

Horizon Hunters

Male Half-Orc Monk 1| speed : 25 | perception +4 (darkvision) | HP 18/18 | AC 18 | fort +6; ref +8; will +6

Well, that should barely be an inconvenience for the goblin...

@GM:
I have a doubt... Am i trained with alchemical fire ?

attack: 1d20 + 6 ⇒ (4) + 6 = 10

damage: 1d8 ⇒ 1

And Larhalt leaves.

Verdant Wheel

NG Male Whisper Elf Druid 1 | HP 14/14 | AC 17 | F +3 R +6 W +9 | Perc +7 | Stealth +6 | 30ft | focus 1/1 | spells 1st 2/2 | Active Conditions: ---
Wawindaji:
HP 11/11 | AC 16 | F +4 R +6 W +5 | Perc +5 | Stealth +6 | 35ft | Active Conditions: ---

"Nyuma!" Yel barks as he makes a grabbing gesture with his hand. A small ball of flame appears in the palm of his hand. The flames lick around his finger but for a moment before he hurls the small flaming mass at the centipedes at Emilio's feet.

The large black cat looks interested in the activities but backs up behind her elven friend.

Produce Flame: 1d20 + 7 ⇒ (5) + 7 = 12
fire: 1d4 + 4 ⇒ (2) + 4 = 6


King in Thorns slideshow!

Kamil moves back and makes a long jump over the open trap...

Checking Kamil's Jump:
• you first use one action for a Stride back to get your 10 foot
• then you use two actions to Long Jump, in which you "You Stride, then make a horizontal Leap", so it seems to me that once you have jumped, you do not continue the movement of your Stride. So I would say that you stop your movement after the end of the leap (or am I missing something?)
• I imagine you aim to jump 10 feet to get across the pit, thus DC 10. Since you got a 20, that is a Critical Success, which means "Increase the maximum horizontal distance you Leap to the desired distance", but you "You can’t Leap farther than your Speed", meaning that you could jump up to 25 feet... and thus land between the red and green "pools", where the brazier is.
• Is that correct?

Larhalt tosses his alchemist's fire, but is not as good with this as he thought he would be... and he misses the mass of centipedes.
The flask breaks upon hitting the floor, and on the rim of the green "pit", and the liquid inside ignites, and burns red hot.
Some of the fire splashes onto the swarming arthropods-- but this little drop of liquid fire burns the centipedes like crazy, and the flaming ones run around and set fire to others, and a great deal die!
You 1 damage becomes 6 damage (it seems they have a Weakness!)

Alchemist Fire:
Acid flasks, Alchemist’s fires, Bottled lightning, Frost vials... are all in the Bombs category, and Bombs are martial thrown weapons with a range increment of 20 feet. So, if you are not trained in martial (or Bombs) you throw untrained (basically adding just your Dex).

In case Kamil ends up elsewhere, you can move to another place, Larhalt.

Yelinfathor conjures fire out of nowhere, and tosses it... but, maybe afraid of burning Emilio, he does not land the ball of flame amongst the centipedes.
Miss

ROUND 1 & 2
BOLD may act

Centipedes (6 damage)
Teja
The Mad Hopper - Flat-footed (7 damage)
Yelinfanthor
Kamil Durus
Emilio

Grand Archive

1 person marked this as a favorite.
Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

Forgot that long jump is two actions!
So one action, stride back and forth to have my 10ft. running start, then for two actions jumps 25ft.
I moved back my character.

Envoy's Alliance

NG (male) human (versatile) fighter 7 | HP 92 | cold+electricity resistance 1 void resistance 2 | AC 26 | F +13 R +12/14* W +12 | Bravery: success vs. fear -> critical success; reduce Frightened condition by 1 | Perc +14 (+1 Sense Motive vs masks and disguises) | Stealth +10 | +2 all initiative | 35ft.* | detect magic (CL 1), chill touch, electric arc, prestidigitation, ray of rost, read aura, shield, sigil (at-will CL 4)

sorry for taking all day to post!

reflex: 1d20 + 6 ⇒ (14) + 6 = 20
fortitude: 1d20 + 6 ⇒ (3) + 6 = 9

reflex: 1d20 + 6 ⇒ (12) + 6 = 18
fortitude: 1d20 + 6 ⇒ (12) + 6 = 18

so that's 8 or 9 damage and 2 failed saves against poison. Uh oh.

Envoy's Alliance

NG (male) human (versatile) fighter 7 | HP 92 | cold+electricity resistance 1 void resistance 2 | AC 26 | F +13 R +12/14* W +12 | Bravery: success vs. fear -> critical success; reduce Frightened condition by 1 | Perc +14 (+1 Sense Motive vs masks and disguises) | Stealth +10 | +2 all initiative | 35ft.* | detect magic (CL 1), chill touch, electric arc, prestidigitation, ray of rost, read aura, shield, sigil (at-will CL 4)

Emilio flees down the hallway. "I'm no good to you dead and I have nothing to handle this thing!" He says.

one action to recall knowledge, then two to flee down the hallway. Recall Knowledge is a secret check so you can just read the correct modifier for the right skill from my sheet when you make the roll


King in Thorns slideshow!

Emilio manages to brush aside most of the centipedes on one leg, but not the others on the other leg, and thus is stung pretty badly...
8 damage
At the same time, the venom from all these miniature bites starts burning his muscles, on all sides! He is in real pain.
1+4 more damage (total of 13)
And he is quite unbalanced by all this hurt and burning.
clumsy 1, and flat-footed

Emilio knows these are centipedes, of course, but not being much a Nature man, he cannot recall anything specific about what to do when then swarm together like this.

(Emilio, you can make a Fortitude save next round).

Maybe saddened by the fact their meals rush away in different directions, the centipedes turn, and skitter across the floor, moving through the red-hued dried-pool and start climbing all over Larhalt and Kamil, even trying to reach tall Teja.

The centipedes climb all over the man and the half-orc man, biting them all over, trying to get under their clothes...
Larhalt tries to shake his legs and kick them away--
Larhalt, can you make two DC20 basic Reflex Saves vs. 5 & 6 damage
And two DC20 Fortitude saves, please?

--while Kamil tries to brush them off his armor to not have them creep under.
Kamil, can you make two DC20 basic Reflex Saves vs. 8 & 4 damage
And two DC20 Fortitude saves, also.

Poison rules:
Emilio, just to make sure I got this right: Emilio failed two saves vs. poison. Normally Multiple Exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length. Thus, if I am correct, Emilio gets to Stage 1 (and has the effects of that) from the 1st failed save, and then gets to Stage 2 (w. those effects) from the 2nd failed save.

ROUND 1 & 2
BOLD may act

Centipedes (6 damage)
Teja
The Mad Hopper - Flat-footed (7 damage) Make a Fortitude save
Yelinfanthor
Kamil Durus
Larhalt
Emilio - clumsy 1, and flat-footed[ (13 damage) Make a Fortitude save

GM Rolls:
Emilio: 1d6 ⇒ 1
1d8 ⇒ 4
Larhalt: 1d8 ⇒ 5
1d8 ⇒ 6
Kamil: 1d8 ⇒ 8
1d8 ⇒ 4
Emilio: 1d20 ⇒ 2

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins;Resilience); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

Teja extracts a torch from her pack, and then tries to light it with her flint and steel.

Grand Archive

Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

Reflex: 1d20 + 6 ⇒ (10) + 6 = 16
Reflex: 1d20 + 6 ⇒ (2) + 6 = 8
Fortitude: 1d20 + 5 ⇒ (11) + 5 = 16
Fortitude: 1d20 + 5 ⇒ (13) + 5 = 18
Having DC20 saves at level #1 is plain stupid...

Emilio casts Burning Hands Reflex DC17 on the creature When Larhalt is out o of the way

Damages, F: 2d6 ⇒ (6, 4) = 10

Envoy's Alliance

NG (male) human (versatile) fighter 7 | HP 92 | cold+electricity resistance 1 void resistance 2 | AC 26 | F +13 R +12/14* W +12 | Bravery: success vs. fear -> critical success; reduce Frightened condition by 1 | Perc +14 (+1 Sense Motive vs masks and disguises) | Stealth +10 | +2 all initiative | 35ft.* | detect magic (CL 1), chill touch, electric arc, prestidigitation, ray of rost, read aura, shield, sigil (at-will CL 4)

DC20 saves seem high, but many of us have +5 or +6 saves, so we are at least stronger than PF1 PCs. Consider some lvl 1 foes in PF1 had DC14 saves against things some PCs were 0 or -1 in.

fortitude: 1d20 + 6 ⇒ (16) + 6 = 22

phew

Emilio draws his healing potion and drinks it, then dons his shield.

minor healing potion: 1d8 ⇒ 6

that makes 7hp unless the 22 fort save still means I take some damage

Verdant Wheel

NG Male Whisper Elf Druid 1 | HP 14/14 | AC 17 | F +3 R +6 W +9 | Perc +7 | Stealth +6 | 30ft | focus 1/1 | spells 1st 2/2 | Active Conditions: ---
Wawindaji:
HP 11/11 | AC 16 | F +4 R +6 W +5 | Perc +5 | Stealth +6 | 35ft | Active Conditions: ---

The tattooed elf reacts quickly to the centipedes and moves to the door. As he goes another globe of fire lights in his hand. He hurls once he can see the mass once more.
Produce Flame: 1d20 + 7 ⇒ (3) + 7 = 10
fire: 1d4 + 4 ⇒ (1) + 4 = 5
But sadly the ball sails over the mass. A cures can be heard from under the elf's breath.

Meanwhile...

The large black cat moves to the other part of the doorway, sits down, and begins cleaning its paws.


King in Thorns slideshow!

Teja unslings her pack, gets the torch out and lights it.

Kamil is unable to remove any of the centipedes, really--
12 damage
--and they seem to have injected venom all over, and it starts coursing in his veins.
+9 damage ; clumsy 1, and flat-footed

As he burns, Kamil calls forth a wave of flame from his hands as soon as Larhalt moves, and, though the centipedes are extremely nimble, there is just too much fire everywhere, and the smell of burning flesh and chitin fills the room.
(saved failed) 15 damage to the Swarm

Out in the corridor, Emilio manages to fight against the poison, and he burns less strong, and is no longer feeling clumsy.
He pulls out a potion and drinks it--
Take 1 damage, healed by 6 = +5 ; still flat-footed (the poison was @ stage 2, down to stage 1)
--and dons his shield.

Yelinfathor's love of animals of all kind gets in the way of his attacks... and he just cannot come to harming these centipedes.

ROUND 2 & 3
BOLD may act

Centipedes (21 damage)
Teja
Yelinfanthor
Kamil Durus - clumsy 1, and flat-footed (21 damage) Need to make a Fortitude save next round
Emilio - flat-footed (8 damage) Need to make a Fortitude save next round
Larhalt
The Mad Hopper - Flat-footed (7 damage) Need to make a Fortitude save

GM Rolls:
Kamil: 1d6 ⇒ 4
1d8 ⇒ 5
Reflex: 1d20 ⇒ 4
Emilio: 1d6 ⇒ 1

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Fortitude save, DC20: 1d20 + 6 ⇒ (10) + 6 = 16

Hopper fails to fight off the venom. He steps a bit fizzy back to the room and glances at the situation:

"Kamil, Larhalt move out of the way!" He yells and pulls out a flask with an alchemical fire

Kamil cast a spell which should still leave him with 2 more actions right? He should be able to cast the spell and move out. If they move out of the way

Hopper throws the flask at the bugs if Larhalt and Kamil moves from where they are:

Attack, alchemical fire: 1d20 + 6 ⇒ (10) + 6 = 16
Damage, fire: 1d8 ⇒ 8 +1 splash damage and 1 persisted fire damage


King in Thorns slideshow!

The spell is two actions.
But one action left, yes.

Grand Archive

1 person marked this as a favorite.
Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

Kamil strikes at the swarms.

Katana (one handed): 1d20 + 7 ⇒ (18) + 7 = 25
Damages: 1d6 + 3 ⇒ (3) + 3 = 6

I don't mind being hit by the splash

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Ok, in that case, dear GM if I may I would change my condition to I am throwing the potion after everyone makes there move. In that case, heroes can decide if they do or don't mind of being hit ;)
To explain my actions a bit: 1 action: move into the room; 2nd action: pull out alchemist's fire; 3rd action: throw the flask


King in Thorns slideshow!

The poison keeps on burning through Hopper's veins--
2 damage ; and you are clumsy 1 (meaning a bit lower attack roll etc.), and flat-footed
--as he moves into the room, pulls out a flask of some Goblin fiery concoction, and tosses it!
Unfortunately, it misses... splattering the swarm and Kamil and Larhalt if he did not move away.

Larhalt-- (1 damage if you did not move)

Kamil had just used his katana against the Swarm-- (I imagine you Slashed? Not versatile for Pierce?)
--and though the blow was not as efficient as against a monster with a nice skin and vital organs, he did do damage.
6-2= 4 damage

The Mad Hopper's flask explodes beside the swarm, but the fire splashes onto them and, again, it burns them to a crisp!
1+5= 6 damage

So much so that the centipedes dissolve as a group, and the few non burnt ones escape...

At the same time, burnt by the fire, Kamil topples over, crashing to the ground and dropping his katana.
0 hp = dying 1

Combat Over
LET US REMAIN IN ROUNDS to resolve the dying and poison
So all can just say what they do

Kamil Durus - dying 1 Need to make a Fortitude save for next round
Emilio - flat-footed (8 damage) Need to make a Fortitude save for next round
Larhalt - (1 damage ?)
The Mad Hopper - (9 damage) Need to make a Fortitude save for next round

GM Rolls:
Hopper: 1d8 ⇒ 2

Grand Archive

Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

Fortitude: 1d20 + 5 ⇒ (19) + 5 = 24
Recovery DC11: 1d20 ⇒ 9

Kamil body resists the poison but continues to bleed on the floor. dying 2


King in Thorns slideshow!

And though Kamil resists the poison, and reduces its potency, there is still some coursing through his veins, burning him some more... and it seems he is starting to have seizures.
You feel he is at death's door, and something should be done-- rapidly.

Going from stage 1 to stage 2, thus 1d6 damage and since damage, it increases dying 2 to dying 3

Bold can act
Emilio - flat-footed (8 damage) Need to make a Fortitude save for this round
Larhalt - (1 damage ?)
The Mad Hopper - (9 damage) Need to make a Fortitude save for this round
Teja
Yelinfanthor

Kamil Durus - dying 3 Need to make a Fortitude save for next round

Verdant Wheel

NG Male Whisper Elf Druid 1 | HP 14/14 | AC 17 | F +3 R +6 W +9 | Perc +7 | Stealth +6 | 30ft | focus 1/1 | spells 1st 2/2 | Active Conditions: ---
Wawindaji:
HP 11/11 | AC 16 | F +4 R +6 W +5 | Perc +5 | Stealth +6 | 35ft | Active Conditions: ---

The tattooed elf moves with speed, efficiency, and grace. In but a moment he is kneeling at Kamil's side with a sponge and linen cloth. He quickly applies a sponging of something that causes the tiny wounds to bubble slightly and just as quickly it is covered by a linen patch.

> move
> Treat Poison Medicine: 1d20 + 7 ⇒ (16) + 7 = 23

Treat Poison:
Treat Poison Single Action

Manipulate
Source Core Rulebook pg. 248
Requirements You have healer’s tools (page 290).
You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.

Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.

> Battle Medicine Medicine:Treat Wounds: 1d20 + 7 ⇒ (10) + 7 = 17 Restore HP: 2d8 ⇒ (7, 4) = 11

Meanwhile...

The large black cat follows the elf. Takes a couple moments to sniff Kamil's face and then begins giving big, face-covering licks. As usual it feels like sandpaper that just short of takes your skin off.

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins;Resilience); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

Teja rushes forward to try and help Kamil.

Happy to aid-another if someone else has a decent bonus here, otherwise..

medicine(trained) to stabilise (DC17) : 1d20 + 3 ⇒ (11) + 3 = 14 So unless this is an easy task that is not even good enough to aid.

I think you jumped straight from dying 1 to dying 3 there.

Envoy's Alliance

NG (male) human (versatile) fighter 7 | HP 92 | cold+electricity resistance 1 void resistance 2 | AC 26 | F +13 R +12/14* W +12 | Bravery: success vs. fear -> critical success; reduce Frightened condition by 1 | Perc +14 (+1 Sense Motive vs masks and disguises) | Stealth +10 | +2 all initiative | 35ft.* | detect magic (CL 1), chill touch, electric arc, prestidigitation, ray of rost, read aura, shield, sigil (at-will CL 4)

fortitude: 1d20 + 6 ⇒ (8) + 6 = 14

I did not realize mundane weapons could harm swarms in PF2 or Emilio would not have retreated. I apologize, everyone.

Emilio rushes back into the room upon hearing the commotion. He sees his companion on the floor and quickly regrets drinking his potion. "Does anyone else have a healing draught for him?"


King in Thorns slideshow!

Yelinfathor moves over, and--

(since you have a bandolier on your character sheet, I imagine you have your Healer's Kit placed in the bandolier? - it cannot be in one of the belt pouches anyhow, since the kit is Bulk 1 and the pouch can only hold 4 L, or did you split it up into two pouches?)

--starts to treat Kamil's wounds.

(since the bandolier can be dedicated to a full set of tools, such as healer’s tools, allowing you to draw the tools as part of the action that requires them you can do this, without having to use action(s) to get the kit out)

The wounds covered by the linen patch start to heal... even if the sandpaper licks of the cat feel like the poison is back, on Kamil's sensitive skin!

Kamil opens his eyes.

Teja moves up-- and pulls her healing kit out, ready to use it on any other who might need it.

(since you do not seem to have a bandolier in your character sheet, then I imagine you need at least 1 action - probably 2 - to get your kit out ; then it would take to 2 actions to Administer First Aid - and you've already used 1 action to move, so that leaves only 1 or 0 actions)

Bold can act
Emilio - flat-footed (8 damage) Need to make a Fortitude save for this round
Larhalt - (1 damage ?)
The Mad Hopper - (9 damage) Need to make a Fortitude save for this round

Teja
Yelinfanthor
Kamil Durus - wounded 1 - (11 damage) Need to make a Fortitude save for next round

Verdant Wheel

NG Male Whisper Elf Druid 1 | HP 14/14 | AC 17 | F +3 R +6 W +9 | Perc +7 | Stealth +6 | 30ft | focus 1/1 | spells 1st 2/2 | Active Conditions: ---
Wawindaji:
HP 11/11 | AC 16 | F +4 R +6 W +5 | Perc +5 | Stealth +6 | 35ft | Active Conditions: ---

Note: Due to my successful poison treatment, Kamil will get a +2 to his next Fort save vs the poison.


King in Thorns slideshow!

@Yelinfanthor: your Healing Kit was in your bandolier, right?
(Recall Knowledge is important in the beginning! Nice that things change)

Emilio rushes back into the room, and the poison keeps on racing through his body, getting stronger again.
2 damage & you are clumsy 1, and flat-footed

Bold can act
Larhalt - (1 damage ?)
The Mad Hopper - (9 damage) Need to make a Fortitude save for this round

Teja
Yelinfanthor
Kamil Durus - wounded 1 - (11 damage) Need to make a Fortitude save for next round but you have +2
Emilio - clumsy 1, and flat-footed - (10 damage) Need to make a Fortitude save for next round

GM Rolls:
1d8 ⇒ 2

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Fortitude save: 1d20 + 6 ⇒ (10) + 6 = 16
Hopper walks towards Kamil and lies on the ground.
"I don't want to hurt my head when the poison finally takes me down. Please try to keep me alive until the poisons lose its strength."

He breathes heavily and closes his eyes.

Well I agree that DC20 for level 1 PC's is a bit ridiculous. I have +6 to Fort which means I need to roll 14+ on a d20 which means I have a 30% chance of success. If I fail the initial two rolls I am basically guaranteed to fall down to the poison. At stage two I need to roll 2 fort saves in the row to get healed, or one crit. So for the most part poison will eat whole my HP and there is nothing that I can do about it. Drinking healing potion now will only waste it (I could potentially benefit from +1 against poisons but it increases my chances to 35% on a roll). The poison does have a set duration (as all of them do) so I just need to wait it through:( I would say that this poison is a bit OP in this scenario.

Grand Archive

Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

DC20 for a quest is quite ridiculous as you have as many chance to critically fail or save!

Kamil drinks his potion minor healing potion: 1d8 ⇒ 8
Thanks!

Fortitude vs Poison DC20: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Verdant Wheel

NG Male Whisper Elf Druid 1 | HP 14/14 | AC 17 | F +3 R +6 W +9 | Perc +7 | Stealth +6 | 30ft | focus 1/1 | spells 1st 2/2 | Active Conditions: ---
Wawindaji:
HP 11/11 | AC 16 | F +4 R +6 W +5 | Perc +5 | Stealth +6 | 35ft | Active Conditions: ---

Correct, as I don't really have anything else to put in there.


King in Thorns slideshow!

Hopper and Kamil suffer some more from the poison, and then it keeps eating away at them two, and Emilio, for some more seconds.

3 more rounds max' (I roll for all this to get it over with)

Yelinfanthor uses his battle healing powers on Hopper and Emilio, bolstering their health.
Hopper lets the poison hurt him till the end, but is healed for a nice bit, in the end the poison hurts him some...And it is the same for Emilio.
(both get 5 more damage total, w. healing counted for, so neither drop to 0)

Kamil heals himself, and then also lets the poison run its course. He healed himself well, but the poison burns hard--
11 damage - 8 healing + 22 damage = -3 HP (+6 from Healing) @3 HP final
--and he takes another healing potion from someone during this time to fend off the pain, and finish rather tired and wounded.
Somewhere, deep in his mind, he decides to eradicate all centipedes from Golarion!

Someone has a spare Healing potion I imagine?

GM Rolls:
Yel: 1d20 ⇒ 10
Yel: 1d20 ⇒ 14
Yel: 2d8 ⇒ (8, 1) = 9
Yel: 2d8 ⇒ (7, 4) = 11
Hopper: 1d20 ⇒ 14
Hopper: 1d20 ⇒ 11
Hopper: 1d20 ⇒ 1
Hopper: 3d8 + 1d6 ⇒ (1, 8, 3) + (2) = 14
Emilio: 1d20 ⇒ 1
Emilio: 1d20 ⇒ 9
Emilio: 1d20 ⇒ 16
Hopper: 3d8 ⇒ (8, 4, 4) = 16
Kamil: 1d20 ⇒ 8
Kamil: 1d20 ⇒ 15
Kamil: 1d20 ⇒ 5
Kamil: 3d8 + 1d6 ⇒ (6, 6, 8) + (2) = 22
Kamil: 1d8 ⇒ 6


King in Thorns slideshow!

You then spend some time, resting and eating a bit, while Yelinfathor heals you up--

(with 10 minutes per person, Yel can do Medicine to try and heal you up by 2d8's - since there is no more fighting, let us say you patch up a bit)

--and after an hour, you feel good enough to tend to the body of the dead man and decide what to do next.

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

I had one healing potion still available, so yeah it gets consumed in the process of healing.

"Damn, that potion was brutal. I still feel the chills. "

Hopper turns to Lizzy:
"Lizzy does be a helpful little lizard and check that large corridor for me will you?"


Lizzy walks slowly on the main corridor looking around

Lizzy has +5 to perception and +5 to Stealth, given her small posture she might not trigger some traps thou.

Grand Archive

Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

Osirion's dangers are the same of the Mwangi's ones... Numerous swarms of insects that doesn't let you live.
I'm still not sure what happened exactly here. Is this man the real Durvin?

Kamil search in the dead's belonging to find some way to confirm or infirm his identity.


King in Thorns slideshow!

Hopper's potion did the trick to help Kamil during the poison crisis.

When you set out, after resting an hour, and gathering your wits, you see the long narrower corridor passes two doors, and leads to a room with a couple statues.

The big wide corridor facing the double doors leads to a set of double doors far away, with another set of double doors to the right, facing the entranceway.

If you first check the room with the statues red cross you see the two statues in this room depict a pair of robed skeletons each of which is pointing at the other.

Horizon Hunters

Male Half-Orc Monk 1| speed : 25 | perception +4 (darkvision) | HP 18/18 | AC 18 | fort +6; ref +8; will +6

Larhalt looks at the statues.

Love the decoration... It really gives some personality to that room...

He, then, goes to the room north of there. He checks if the door is safe.

@GM:
perception (trap): 1d20 + 4 ⇒ (3) + 4 = 7


King in Thorns slideshow!

Larhalt knows there is no trap, and opens the door.

He pears inside, his tusks glinting in the light of his friend's magic spell.

This room is a mockery of a traditional burial chamber.

The weapon, armor, and shield in the corner of the room were of poor quality even when they were placed here, and they are now rusted beyond any hope of repairing them.

There are three stone slabs in the center of the room.

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins;Resilience); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

"Who would do this?" wonders Teja/

"And who was that centipede man really"

Grand Archive

Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

No ideas... a madman perhaps?

Kamil stays a little behind, wary of another trick in this ancient tomb.


King in Thorns slideshow!

Name revealed on Slide 5 (man's portrait)

When you looked at the man's body, covered in hundreds of centipede bites, and obviously deceased because of the virulent poison, you find some papers, that Teja, who speaks Osiriani, can easily read and share with you.

Some letters show that he was named Nefaram Subeli, and their stamps and letterheads divulge that he was a clerk in Osirion’s permit office.
It seems he was an unscrupulous one, who took advantage of the shifting bureaucracy to easily make and authorize a fake permit, but that looks perfectly good, since his job was to green-light such permits.

You realize that he aimed to reach the site ahead of the Society’s true representatives - you -, and, posing as an agent of the Pathfinder Society, he hired a team of laborers to take over clearing the sand from the location.

When he met him he was planning to pocket any treasures he found within, and then, by the time the Pathfinders investigate what has happened, he’d be long gone, leaving the Society to take the fall.

But, alas, you arrived too early and he left for an other Plane.

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