[PFS2] GM Rinaldo's Escaping the Grave (1-03) Table 2 (Inactive)

Game Master The Great Rinaldo!

Maps and Handouts


351 to 400 of 466 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)
Larraz wrote:
"Larraz Virtanne, originally from Katapesh, lately working with Captain Zongnoss. My team was overrun, and I haven't been able to get very far before running into more undead, so I've been hiding out here, hoping someone would come. I don't suppose you've seen anyone else from my team? Gibb, Kailli, or Pierces-the-Tide? Or ... Desert Wind, my faithful mount?"

As the team preps the wagon to leave, Klank asks Larraz in as somber a note as possible. "We've gathered as many bodies as we could and tried to identify them. Would you do us the honor of confirming or denying our attempts with who we think could be part of your team?"

If he agrees then he shows him the bodies of who they believe are Gibb, and the gnome or halfling on the steps of the school who may be Kaili. "Are you able to recognize these individuals? We believe this is Gibb, we found him in a chapel in town, along with lots of scorch marks and burned zombie corpses."

Then then points out the corpse from the steps in the robes "We're having a hard time with this one, but he resembles the description we received for Kaili. He died on the steps entering the college with a notebook in hand."

"The others identifiable corpses we found are most likely Clement Martins in the town square, Bryrigar Hassen in the college offices, and someone else we aren't sure about: a halfling or gnome crusader maybe from the town inn."

I'm all set to continue after that. Zhera's list looks complete from the notes we took in the maps section.


The Midnight Mirror

Larraz nods somberly and watches as Klank opens the body bags. "Yes, that is Gibb. This other, though, I do not believe it is Kailli - she is -- or was -- very slender, and never wore clothing like that."

He is unable to offer any suggestions on the other bodies.

Envoy's Alliance

CG Ulfen Male Monk 1 HP: 20/20 | AC: 16 | F: +6(5), R: +6 (5), W: +7 (6) | Perc: +5 | Speed: 25 ft. | Active Conditions: Fatigued | Active Stance: none

Home again, home again...

Grand Archive

N Female Half-Elf (human) Sorcerer (Draconic, Pathfinder Agent) 2 | HP 17/22 | AC: 18 (Bloodline magic) | F +5 R +7 W +6 | Perc +4 | 25 feet | Spells 1st: 4/4 Focus 0/1 | Activity: Detect magic | Class DC 18 | Active Conditions: None

Zhera gives the bodies a final look over, making sure that they are settled as best as she can, before she gives the group a good look over. "Alright, seems like we've got everything we'll be able to safely get this trip. Anyone have any other concerns or problems? No? Then let's get going."

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

"Agreed, let us depart. I feel like we have pushed our luck to far as is."

Ezekiel agrees as he climbs into the driver's seat of the wagon, preparing to head off once everyone is ready.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)
GM Rinaldo wrote:

Larraz nods somberly and watches as Klank opens the body bags. "Yes, that is Gibb. This other, though, I do not believe it is Kailli - she is -- or was -- very slender, and never wore clothing like that."

He is unable to offer any suggestions on the other bodies.

"We thank you Larraz." Kernal covers up the bodies "You did well to survive here, and the officers will want to learn what you learned from your experience. Use this ordeal to save others, your fellow agents will be avenged."

The Dwarf heads off to confer with his allies as the wagon is readied "He says that body out front isn't Kailli. I'm starting to think that they were not one of lost pathfinders after all. Just an unlucky teacher at the school."

Klank takes his position at the front of the procession, shield in hand and eyes keeping watch. Exploration mode: Search.

So ya, I would lean towards that corpse being not one we were searching for.


The Midnight Mirror

OK, everyone give me your exploration activities as you leave the college. Larraz is ok with having Desert Wind pull the cart, and he will lead the horse.

Envoy's Alliance

CG Ulfen Male Monk 1 HP: 20/20 | AC: 16 | F: +6(5), R: +6 (5), W: +7 (6) | Perc: +5 | Speed: 25 ft. | Active Conditions: Fatigued | Active Stance: none

Degbie's going to just stay in Search mode so I can rely on his perception.

Grand Archive

N Female Half-Elf (human) Sorcerer (Draconic, Pathfinder Agent) 2 | HP 17/22 | AC: 18 (Bloodline magic) | F +5 R +7 W +6 | Perc +4 | 25 feet | Spells 1st: 4/4 Focus 0/1 | Activity: Detect magic | Class DC 18 | Active Conditions: None

Zhera starts up an almost ritualistic casting of detect magic, repeating the spell as soon as the first casting runs out.


The Midnight Mirror
Exploration Activities wrote:

Detect magic

You cast detect magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.

Search
You Seek meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly.

Are you planning to move at 300 (base travel speed) or 150 (half speed for careful searching)?

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Considering our wariness of patrols and the time sensitive nature of things I'd go with as fast as possible with still being able to notice patrols or ambushes.

Envoy's Alliance

CG Ulfen Male Monk 1 HP: 20/20 | AC: 16 | F: +6(5), R: +6 (5), W: +7 (6) | Perc: +5 | Speed: 25 ft. | Active Conditions: Fatigued | Active Stance: none

agreed

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

Agreed, let's book it. We've tested our luck this far.

Envoy's Alliance

NG Half-Orc Fighter 2 | HP 32/32 | AC 19 (21 Shield) | F +8 R +7 W +6 | P + 8 | Speed 25' | Class DC 18 | Conditions:

Yeah, I think a lot of exploration activities require slower movement and it's probably a good idea to go at regular speed.


The Midnight Mirror

OK, so Zhera is Detecting Magic and Degbie is Searching.

GM Screen:

1d20 + 5 ⇒ (18) + 5 = 23

As you pass back through Goldenflame village, Degbie calls a halt just as you arrive in the square. A tall figure in dark robes with a black scarf around his neck sees you, and says, "You thought you could pass through my territory unnoticed! You shall soon join my army of undead!"

Next to the man stands a skeleton wearing chain mail and carrying a longsword and a shield. On the ground nearby are two zombies.

Initiative:

Ezekiel : 1d20 + 6 ⇒ (11) + 6 = 17
Kernal Clank : 1d20 + 7 ⇒ (12) + 7 = 19
Zherayiss : 1d20 + 3 ⇒ (12) + 3 = 15
Degbie : 1d20 + 5 ⇒ (12) + 5 = 17
Conso : 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26

Ralthiss (black): 1d20 + 10 ⇒ (19) + 10 = 29
Skeleton (green): 1d20 + 8 ⇒ (7) + 8 = 15
Zombie (yellow) : 1d20 + 0 ⇒ (1) + 0 = 1
Zombie (red) : 1d20 + 0 ⇒ (20) + 0 = 20

Combat Card:

===========
Round 1
===========
Ralthiss (black)
----------
Conso
----------
Zombie (red)
----------
Kernal Clank
Ezekiel
Degbie
Zherayiss
----------
Skeleton (green)
Zombie (yellow)

From up on the fountain ledge, the man casts a spell, and the area around him takes on an evil shimmer. He then casts again, and touches the skeleton at his side.


Conso is up! On your turns, anyone can spend an action for a Religion check to Recall Knowledge on either skeletons or zombies. Be sure to tell me what you would like to know and what your bonus is, then I will make a secret check for you.

Envoy's Alliance

NG Half-Orc Fighter 2 | HP 32/32 | AC 19 (21 Shield) | F +8 R +7 W +6 | P + 8 | Speed 25' | Class DC 18 | Conditions:

Conso rushes forward at the northernmost zombie and attempts to knock it over.

Stride, Stride, Trip
Athletics: 1d20 + 6 ⇒ (18) + 6 = 24 vs. Reflex DC


The Midnight Mirror

With lightning reflexes, Conso quickly moves in and knocks over one of the zombies.

Red vs Conso: 1d20 + 7 ⇒ (3) + 7 = 10
The other zombie shambles over and swings a club-like arm at the champion, but merely bounces off his armor.

Combat Card:

===========
Round 1
===========
Kernal Clank
Ezekiel
Degbie
Zherayiss
----------
Skeleton (green)
Zombie (yellow) {prone}

===========
Round 2
===========
Ralthiss (black)
----------
Conso
----------
Zombie (red)
----------

Everyone else is up!

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Klank quickly closes the distance to join Conso's side. He swings his shield at the zombie's face, hoping to jar a few of its teeth loose. "Ya call this an army? Barely 'nuff here for a patrol!"

Shield Bash: 1d20 + 7 ⇒ (7) + 7 = 141d4 + 4 ⇒ (4) + 4 = 8

Stride, stride, strike. He was carrying his shield but not axe in hand. He'll also use reactive shield if he's hit to push his AC from 17 to 19.

Reactive Shield::

*Trigger: An enemy hits you with a melee Strike*
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.


The Midnight Mirror

Klank moves up and smacks the second zombie with his shield, producing a wet thunk and a groan. Solid hit, zombie is still up.

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

Feeling a sense of overwhelming forces as the undead creatures marched towards them, Ezekiel was encouraged by the valiant defense of Klank and Conso. Knowing he could directly add to such a "shield" wall himself, Ezekiel snapped his fingers as a thought streaked through his mind.

"Ace, we need you boy. Your aid would be greatly appreciated here!"

3 Actions: Cast Summon Animal 1st level spell.

A fluffy dog appears suddenly about 30 feet in front of Ezekiel. It's demeanor is gentle at first, giving an appreciate yip at the caster before it's attention turns to the foes before the group, and it takes off after the immediate threats.

Ace's actions
1: Move adjacent to Klank
2: Jaws: 1d20 + 6 ⇒ (7) + 6 = 13 Damage: 1d4 + 1 ⇒ (3) + 1 = 4 piercing
Attack is against Red zombie.


The Midnight Mirror

Ezekiel, for future reference, it would help to list the page number from the Bestiary for summons. I am guessing this is "Guard dog" from page 102?

Ezekiel calls a dog from ... somewhere ... which immediately goes to help Klank and Conso. It viciously bites the zombie, ripping a section of hand away. More damage, but the zombie is still going.

Envoy's Alliance

CG Ulfen Male Monk 1 HP: 20/20 | AC: 16 | F: +6(5), R: +6 (5), W: +7 (6) | Perc: +5 | Speed: 25 ft. | Active Conditions: Fatigued | Active Stance: none

Not liking the look of the skeleton and his master, Degbie moves to a closer position and drops to Mountain Stance.

Stride, Stride, Change Stance

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

Sorry, you are correct, it is the Guard Dog.


The Midnight Mirror

I'll give Zhera the morning to post before I bot her.


The Midnight Mirror

Zhera moves up and casts a spell to throw a rock at the zombie.
Spell attack: 1d20 + 7 ⇒ (11) + 7 = 18 damage: 1d6 + 4 ⇒ (2) + 4 = 6
It strikes true, and the zombie is wavering a bit.

The skeleton steps down from the fountain and engages Degbie.
Stride, Strike, Strike.
Attack #1: 1d20 + 10 ⇒ (6) + 10 = 16
Attack #2: 1d20 + 5 ⇒ (20) + 5 = 25 Ouch, that's a critical...damage: 1d8 + 4 ⇒ (1) + 4 = 5 doubled is 10 damage!
Degbie absorbs the first swing in his mountain stance, but the second hits him across the vitals and draws blood!

The zombie the Conso knocked over stands up potentially provoking reactions from Conso and/or Klank, if you have them and swings its fist at Conso.
Attack: 1d20 + 7 ⇒ (17) + 7 = 24 damage: 1d6 + 3 ⇒ (3) + 3 = 6 Conso takes 6 damage and is grabbed.

The robed necromancer concentrates, and the evil aura around him grows. He then points a finger at Klank and the half-orc feels a presence in his mind. Will save from Klank, please!

Combat Card:

===========
Round 2
===========
Conso {grabbed (flat-footed, immobilized)}
----------
Zombie (red) [-18hp]
----------
Kernal Clank {Will save vs spell}
Ezekiel
Degbie [-10hp]
Zherayiss
----------
Skeleton (green)
Zombie (yellow) {prone}

===========
Round 3
===========
Ralthiss (black)
----------

Conso is up, but has some issues to deal with:

Grabbed is unpleasant:

Grabbed: You’re held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.

Flat-Footed: You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC.

Immobilized: You can’t use any action with the move trait. If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.

Envoy's Alliance

CG Ulfen Male Monk 1 HP: 20/20 | AC: 16 | F: +6(5), R: +6 (5), W: +7 (6) | Perc: +5 | Speed: 25 ft. | Active Conditions: Fatigued | Active Stance: none

Well, that was what Degbie was hoping would happen as far as pulling the skelly. Also- point of order, apparently undead things like to crit him. They must know he plans on going cleric.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

AOO: Shield Bash: 1d20 + 7 ⇒ (2) + 7 = 91d4 + 4 ⇒ (4) + 4 = 8
Will Save: 1d20 + 5 ⇒ (20) + 5 = 25

Klank the DWARF lashes out when he gets the chance at the zombie as it rises then ignores whatever magic mumbo jumbo the leader tries to instill in his mind. "Best try that on someone else, I don't have time for it."

Just want to reiterate those rolls were legit. I always take them in order of occurrence, unless otherwise asked by the GM.

Envoy's Alliance

NG Half-Orc Fighter 2 | HP 32/32 | AC 19 (21 Shield) | F +8 R +7 W +6 | P + 8 | Speed 25' | Class DC 18 | Conditions:

Conso grunts and tries to escape from the zombie's grasp and draw his rapier.

Escape: 1d20 + 6 ⇒ (1) + 6 = 7
Escape: 1d20 + 6 - 5 ⇒ (17) + 6 - 5 = 18

Escape attempts have the Attack trait, so I believe I can make a second attempt bit it takes the -5 penalty? Whether the second attempt is successful or not, Conso will attempt to draw his rapier with his third action. Roll in case he's still grabbed:

1d20 ⇒ 9


The Midnight Mirror
Kernal Klank wrote:
Just want to reiterate those rolls were legit. I always take them in order of occurrence, unless otherwise asked by the GM.

No worries, I trust my players. :)

Klank is distracted by warding off the spell, and is unsuccessful at attacking the zombie as it stands up.

Conso struggles against his captor, and manages to escape its grasp. He pulls out his rapier and prepares to defend himself.

Red Zombie target: Conso, Klank, Ace: 1d3 ⇒ 2
Red Zombie attack #1: 1d20 + 7 ⇒ (20) + 7 = 27 Oh dear...damage: 1d6 + 3 ⇒ (4) + 3 = 7 doubled is 14 damage + grab
The zombie Conso escaped from turns its attention to Klank, and manages to land a solid blow, ringing Klank's helmet. With its prey held, it pulls the dwarf in and attempts to bite him...
Red Zombie attack #2 (bite): 1d20 + 2 ⇒ (9) + 2 = 11
...but Klank wriggles in its grasp and avoids the jaws.
Klank is now at 4hp and is grabbed.

Combat Card:

===========
Round 2
===========
Kernal Clank [-14hp] {grabbed}
Ezekiel
Degbie [-10hp]
Zherayiss
----------
Skeleton (green)
Zombie (yellow) {prone}

===========
Round 3
===========
Ralthiss (black)
----------
Conso
----------
Zombie (red) [-18hp]
----------

Everyone but Conso is up! Klank is grabbed and very hurt. He avoided the jaws, but they look nasty.

Grabbed:

Grabbed: You’re held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.
Flat-Footed: You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC.

Immobilized: You can’t use any action with the move trait. If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.

Envoy's Alliance

CG Ulfen Male Monk 1 HP: 20/20 | AC: 16 | F: +6(5), R: +6 (5), W: +7 (6) | Perc: +5 | Speed: 25 ft. | Active Conditions: Fatigued | Active Stance: none

Degbie grits his teeth at the wounds inflicted by the skeleton's sword breaking through his defenses. "I s'pose that's yer way o' askin' for me hand?"

Falling Rock x3 on the Skelly

Falling Stone: 1d20 + 6 ⇒ (7) + 6 = 13
Bludgeoning Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Falling Stone: 1d20 + 1 ⇒ (7) + 1 = 8
Bludgeoning Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Falling Stone: 1d20 - 4 ⇒ (16) - 4 = 12
Bludgeoning Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Well crap.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Klank starts fighting for his life as his head rings and hungry jaws snap at his throat. "Finish this off before it takes my head for its evening meal!"

He pushes it away with his shield, moving a step to the north, then crushes its skull with the face of his shield. "Shoot it Ezekiel quickly!" He shouts, panting under the surge of life saving adrenaline.

Escape: 1d20 + 7 ⇒ (20) + 7 = 27 Free movement, excellent!
Escape or Attack if I'm Free: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 201d4 + 4 ⇒ (1) + 4 = 5 Maybe a crit?
Raise Shield regardless. Save immediate for Shield Block


The Midnight Mirror

Degbie brings a series of attacks down onto the skeleton, which just grins its skinless grin at him.

Klank gets away from the zombie holding him and steps back, then drops his own attack. He manages to lop off the creature's head, and down it goes. Not a crit, but still enough damage to finish it off!

Ezekiel and Zhera are up!

Grand Archive

2 people marked this as a favorite.
N Female Half-Elf (human) Sorcerer (Draconic, Pathfinder Agent) 2 | HP 17/22 | AC: 18 (Bloodline magic) | F +5 R +7 W +6 | Perc +4 | 25 feet | Spells 1st: 4/4 Focus 0/1 | Activity: Detect magic | Class DC 18 | Active Conditions: None

Thanks for the bot last round, sorry for the lack of posts yesterday!
Zhera gives the zombie on the ground a good look and decides to take advantage of the situation. She gives a low rumbling growl oddly reminiscent of annoyed dragon, it seems to oddly reverberate around the plaza, as she shifts into her usual harsh, Draconic sounding casting. She raises a hand and brings up many dead leaves around the woman before flinging them at the prone zombie, the still reverberating growl seeming to focus in on and stabilize the leaves as they fly. "Dang undead!"

(Telekinetic Projectile), True strike: 1d20 + 7 ⇒ (2) + 7 = 9
(Telekinetic Projectile), True strike, second roll: 1d20 + 7 ⇒ (18) + 7 = 25
Damage, slashing: 1d6 + 4 ⇒ (6) + 4 = 10 Ooohh, I hope that's a crit!

First action to cast True strike allowing her to roll twice and take the better result. I'm assuming the zombie didn't take an action to gain cover vs. ranged attacks. (I was mistaken on my first reading of both and thought that true strike would ignore that, but it doesn't seem to sadly.) Final two actions are to cast Telekinetic projectile for slashing.


1 person marked this as a favorite.
The Midnight Mirror

Zherayiss's casting is ominous as she draws power around her. Sending out a shower of leaves and sharp stones, she blasts the remaining zombie, flensing the flesh from its bones. The remains fall to the ground.
Nicely done! Critical hit, and 20 points kills it outright!

Envoy's Alliance

1 person marked this as a favorite.
NG Half-Orc Fighter 2 | HP 32/32 | AC 19 (21 Shield) | F +8 R +7 W +6 | P + 8 | Speed 25' | Class DC 18 | Conditions:

Nice. I feel like we needed some good rolls.


The Midnight Mirror

Still waiting on Ezekiel. If he doesn't post by lunch I'll bot him.

Grand Archive

N Female Half-Elf (human) Sorcerer (Draconic, Pathfinder Agent) 2 | HP 17/22 | AC: 18 (Bloodline magic) | F +5 R +7 W +6 | Perc +4 | 25 feet | Spells 1st: 4/4 Focus 0/1 | Activity: Detect magic | Class DC 18 | Active Conditions: None

Zhera gives a small hoot of triumph and then turns to look at everyone else. "Now that's how it's done boys." She pats a small container on her hip and states, "I've get a scroll of Magic Weapon here. If anyone wants it cast on their weapon, come right up!"
Planning on using her scroll from pathfinder training, but it takes 3 actions total to use (interact to draw it and then two actions to cast it like the normal spell)

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

Sorry, work got busy yesterday and it was my wife's night out with her group, so I was left with the kids last night. Here now!

"See, through use of our planar allies, nothing is beyond our accomplishment!"
Ezekiel cries out, proud of the planar puppy he was able to summon.

Sending the dog to continue the assault, Ezekiel walks up and prepares for a potential rebuke.

Ezekiel
1st Action: Concentrate to maintain Guard Dog (Ace)
2nd Action: Walk up 25 feet.
3rd Action: Cast Shield

Guard Dog (Ace)
1st Action: Move 1 square.
2nd Action: Jaws: 1d20 + 6 ⇒ (5) + 6 = 11 Damage: 1d4 + 1 ⇒ (2) + 1 = 3 vs Green Zombie


The Midnight Mirror

And I got busy and forgot to check back in, so all good! :)

Ezekiel sends his dog in to continue the fight, but it is unable to damage the zombie. Ezekiel himself advances and prepares a defensive spell.

Skeleton Attack (longsword): 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 1d8 + 4 ⇒ (5) + 4 = 9
The skeleton moves slightly to keep itself between all of you and its master, while continuing the assault on Degbie. It lands another vicious blow, then raises its shield to defend.
Degbie takes another 9 damage, leaving him at 1hp.

The necromancer moves toward Conso, and again points his finger while chanting.
Spell attack: 1d20 + 10 ⇒ (20) + 10 = 30 Yikes! Damage: 1d4 + 4 ⇒ (3) + 4 = 7 doubled is 14 damage!
A beam of blackness fires out from the necromancer's finger, and Conso falls to the ground!

Conso is Dying 1 and unconscious. He now goes last in the round, just before the necromancer's next turn. Each turn you will roll a recovery check. At the start of any turn, or when your dying value would increase, you can spend your hero point on Heroic Recovery. That includes right now, if you want to just skip the recovery rolls entirely.

Combat Card:

===========
Round 3
===========
Kernal Clank [-14hp]
Degbie [-10hp]
Zherayiss
Ezekiel
----------
Skeleton (green)
----------
Conso {unconscious, Dying 1}
===========
Round 3
===========
Ralthiss (black)
----------

Everyone except Conso is up!

Envoy's Alliance

CG Ulfen Male Monk 1 HP: 20/20 | AC: 16 | F: +6(5), R: +6 (5), W: +7 (6) | Perc: +5 | Speed: 25 ft. | Active Conditions: Fatigued | Active Stance: none

"It'd be noice if ye'd stop hittin' me wit yer sword!" grumbles Degbie through gritted teeth as he tries to maintain his attack to keep the skeleton away from his allies.

Second verse, same as the first. Falling Stone X3

Falling Stone: 1d20 + 6 ⇒ (6) + 6 = 12
Bludgeoning Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Falling Stone: 1d20 + 1 ⇒ (17) + 1 = 18
Bludgeoning Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Falling Stone: 1d20 - 4 ⇒ (1) - 4 = -3
Bludgeoning Damage: 1d8 + 5 ⇒ (7) + 5 = 12

There's at least a chance I might have hit him with one of those.


The Midnight Mirror

Though barely conscious, Degbie keeps fighting. Unfortunately, the skeleton's shield does its job, and he doesn't manage to land a damaging blow.

Envoy's Alliance

NG Half-Orc Fighter 2 | HP 32/32 | AC 19 (21 Shield) | F +8 R +7 W +6 | P + 8 | Speed 25' | Class DC 18 | Conditions:

Would Conso be Dying 2 actually since he was Wounded 1?


The Midnight Mirror

Yep, I had forgotten you were already wounded from before.

Envoy's Alliance

NG Half-Orc Fighter 2 | HP 32/32 | AC 19 (21 Shield) | F +8 R +7 W +6 | P + 8 | Speed 25' | Class DC 18 | Conditions:

If Conso survives, "Escaping the Grave" is going to feel really appropriate.

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

"Degbie! Stand fast, Ace and I won't let you down!"

As Ace, the guard dog, continues to attack the Skeleton, Ezekiel releases his arcane power, hoping to provide relief for his dangerous injured ally.

Ezekiel
1st Action: Concentrate to maintain Guard Down (Ace)
2nd-3rd Action: Cast Electric Arc vs Green Skeleton
Basic Reflex Save (DC 17)
Electrice Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Guard Dog (Ace)
1st Action: Jaws: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d4 + 1 ⇒ (3) + 1 = 4 piercing vs Green Skeleton
2nd Action: Jaws: 1d20 + 1 ⇒ (10) + 1 = 11 Damage: 1d4 + 1 ⇒ (3) + 1 = 4 piercing vs Green Skeleton


The Midnight Mirror

GM Screen:
Skeleton Reflex: 1d20 + 10 ⇒ (3) + 10 = 13

Ezekiel sends out a bolt of lightning into the skeleton. Though the electricity arcs up and down the metal armor and shield, the skeleton appears unaffected. Skeleton appears to have resistance against electricity.

Ace fares no better, nearly getting its jaws onto the undead, but instead gripping nothing but shield, and getting a little jolt for his trouble. Skeleton uses Shield Block to prevent the damage.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)
Zherayiss Taniyia wrote:

Zhera gives a small hoot of triumph and then turns to look at everyone else. "Now that's how it's done boys." She pats a small container on her hip and states, "I've get a scroll of Magic Weapon here. If anyone wants it cast on their weapon, come right up!"

Planning on using her scroll from pathfinder training, but it takes 3 actions total to use (interact to draw it and then two actions to cast it like the normal spell)

"A fine offer Lady, but I think I got my hands full at the present!" Grumbles Klank as he watches Conso crash to the ground and Degbie nearly cleaved in two.

Knowing there is little he can do for his half orc friend, and watching the spellcaster rain death on the group, Klank hustles as best he can to make things difficult for the necromancer.

He reaches out with his free hand and tries to grab ahold of the man's robes. "Best stay close fella. I've got five things I wanna tell ya."

Athletics to Grapple vs Fortitude DC: 1d20 + 7 ⇒ (5) + 7 = 12

Stride x2, Grapple


The Midnight Mirror

Klank WIll save: 1d20 + 5 ⇒ (11) + 5 = 16
As Klank approaches the necromancer, he feels an evil presence that makes it harder for him to concentrate on his attacks. The necromancer manages to avoid Klank's grasp.
Klank will suffer -1 to all attack rolls as long as he is inside the spell radius indicated on the map.

Zhera is still up.

Grand Archive

N Female Half-Elf (human) Sorcerer (Draconic, Pathfinder Agent) 2 | HP 17/22 | AC: 18 (Bloodline magic) | F +5 R +7 W +6 | Perc +4 | 25 feet | Spells 1st: 4/4 Focus 0/1 | Activity: Detect magic | Class DC 18 | Active Conditions: None

Zhera blinks for a second before remembering that the party had picked up a holy water back at the college and quickly pulls it out of her belt pouch. She gets ready to lob it at the skeleton before ultimately deciding she should ensure that it works and works well. She repeats her ominous growl from the round before and then tosses the container into the air. "Here's hoping this thing hits and hits HARD!"

Interact action to draw the holy water, Verbal casting action to cast True Strike, and then strike to toss the bottle. Sadly Holy waters have a range increment of 20 and she is juuuusssst too far for a perfectly accurate shot. True strike stipulates it ignores 'circumstance penalties' (and flat checks from cover) but not sure if the '-2 penalty' from range counts. If it does True Strike might be a bit powerful for a first level spell. Also because this is a spell given by her blood line, Zhera gets her blood magic ability (+1 to AC for a round) she sadly can't give it to someone else though (cause there is no other target).

True strike Holy water roll 1, Range penalty: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
True strike Holy water roll 2, Range penalty: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23

Good damage, 1 good splash: 1d6 ⇒ 5


The Midnight Mirror

The range penalty is not listed as a circumstance penalty, so True Strike does not help with that. It does prevent the flat check for concealment, though.

Zhera mutters a spell as she pulls out holy water, and as she lobs it toward the skeleton, it magically veers around Degbie and over Ace to hit the skeleton directly. The water sizzles and hisses as it eats into the undead bones. First "blood" on the skeleton!

Skeleton Attack #1 (longsword): 1d20 + 10 ⇒ (7) + 10 = 17
Skeleton Attack #2 (longsword): 1d20 + 5 ⇒ (12) + 5 = 17
The skeleton swings at Degbie, but the monk stands as still as a mighty mountain, and ignores the blade despite it hitting him squarely twice. Saved by Mountain Stance on both strikes! Skellie's third action is to Raise Shield again.

It is now Conso's turn. You need to make a DC 12 Flat Check or increase your dying value to 3. If that happens, you can immediately spend your Hero Point to stabilize and be conscious with 1hp at Wounded 1, or you can wait for next round to see if you stabilize on your final check. Alternately, you can decide not to make the flat check at all and simply spend the Hero Point immediately, in which case you can start your turn with 1hp. (I had misread the Heroic Recovery rules before and thought you remained unconscious, but you do wake up if you spend the Hero Points.) Heroic Recovery, page 461

351 to 400 of 466 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS2] GM Rinaldo's Escaping the Grave (1-03) Table 2 All Messageboards

Want to post a reply? Sign in.