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

Game Master The Great Rinaldo!

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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:

I believe the errata, as reflected on that link, updated it to stabilizing at 0hp. That said, I’ll go ahead and spend the hero point to stabilize.


The Midnight Mirror

Ah, I see that. OK, you are unconscious at 0hp, with Wounded 1.

Klank, the necromancer is up next and is going to cast a spell while adjacent to you. Do you have a reaction you can and wish to take?

Envoy's Alliance

Dwarven Male Fighter 5 | HP: 80/80 | AC: 24(26) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Klank lashes out with his shield as the necromancer begins to cast "Woah now, eat shield!"

Shield Bash, Bane: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 131d4 + 4 ⇒ (1) + 4 = 5

Klank swings his shield but his brain interferes a bit. Bah.

Attack of Opportunity:

Reaction! Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.

You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


The Midnight Mirror

Klank attempts to stop the necromancer from casting, but doesn't connect with his shield. The spell completes and the necromancer brushes Klanks arm with his hand as the aura around him expands again. 2 actions to cast, 1 to expand the aura.

Spell touch attacks automatically succeed unless the spell specifically calls out an attack roll, which this one does not. Klank takes 1d4 + 4 ⇒ (1) + 4 = 5 damage, DC 20 Fort for half (no damage on critical success, Enfeebled 1 on critical failure). Depending on the save, Klank may be knocked out.

Combat Card:

===========
Round 4
===========
Degbie [-19hp]
Ezekiel
Kernal Clank [-19hp] {save vs necromancer attack)
Zherayiss
----------
Skeleton (green) [-5hp]
----------
Conso {unconscious, Wounded 1}

===========
Round 5
===========
Ralthiss (black)
----------

Everybody but 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

"Why won't ye die?" Degbie bellows as he strikes again at the skeleton.

Falling Stone x2, then Step

Falling Stone: 1d20 + 6 ⇒ (19) + 6 = 25
Bludgeoning Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Falling Stone: 1d20 + 1 ⇒ (8) + 1 = 9
Bludgeoning Damage: 1d8 + 4 ⇒ (4) + 4 = 8

I have a potion in my backpack. But I think it's two actions to get it, right?

Envoy's Alliance

Dwarven Male Fighter 5 | HP: 80/80 | AC: 24(26) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Fort vs DC20: 1d20 + 8 ⇒ (6) + 8 = 14
Klank is wearing the Negative energy protection amulet. Here's to me hoping that is chill touch. I'll take my turn just in case.

Klank fights on, at least that's how it goes in his head. "Told ya ta keep those magics to yourself. I ain't got time fer that." He draws out his battle axe and tries to cut the man down!

Battle Axe, Bane: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 191d8 + 4 ⇒ (6) + 4 = 10
Battle Axe, Bane: 1d20 + 7 - 1 - 5 ⇒ (3) + 7 - 1 - 5 = 41d8 + 4 ⇒ (8) + 4 = 12

Draw axe, strike, strike. Will use AOO if he provokes again. Or to raise my shield. Whichever comes first.

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

"Hold fast and we can overcome! Ezekiel declared, hoping to spur on his allies as he unleashed more magical might against their foes.

Ezekiel
1st Action: Concentrate to maintain summoned Guard Dog (Ace)
2nd-3rd Action: Cast Ray of Frost vs. Necromancer
Ray: 1d20 + 7 ⇒ (5) + 7 = 12 Cold Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Ace
1st Action: Jaws: 1d20 + 6 ⇒ (9) + 6 = 15 damage: 1d4 + 1 ⇒ (2) + 1 = 3 piercing vs. Green Skeleton
2nd Action: Jaws: 1d20 + 1 ⇒ (4) + 1 = 5 damage: 1d4 + 1 ⇒ (4) + 1 = 5 piercing vs. Green Skeleton


The Midnight Mirror

Degbie: Interact to retrieve a stowed item is one action with the Manipulate trait (meaning it provokes reactions).

Klank: You are misremembering the amulet. It protects against Harm spells. Sadly, this is, in fact, Chill Touch, and Klank is now unconscious and Dying 1. Let me know if you are spending your Hero Point now, or waiting until you make your first recovery check.

Degbie strikes twice at the skeleton, finally managing to connect with one of his blows.

Ezekiel sends a bolt of cold toward the necromancer, but his aim is off and it flies past. His dog continues to have difficulty biting the skeleton, which is clearly a formidable and well-trained foe.

Zherayiss is up!

Envoy's Alliance

Dwarven Male Fighter 5 | HP: 80/80 | AC: 24(26) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Klank curses the narrows protections of the amulet and crashes into a heap on the raised fountain.

I'll just wait and make some recovery checks for now.

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

Zherayiss moves in closer as she starts another incant, this time bringing up a pile of rubble around the fountain to hopefully catch the skeleton off guard from behind. "This is not looking good. We need to take that skeleton down. Preferably sooner rather than later!"

(Telekinetic Projectile) Bludgeoning: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


The Midnight Mirror

Zherayiss magically blasts the skeleton with rubble, managing to connect with several good sized bits.

Attack: 1d20 + 10 ⇒ (18) + 10 = 28 damage: 1d8 + 4 ⇒ (1) + 4 = 5
The skeleton steps up and swings its sword at Degbie, landing another devastating blow, and knocking yet another of your group out. Not a crit, but still enough to take Degbie out.
It then raises its shield again to protect itself.

Klank recovery: 1d20 ⇒ 17 Success. Klank is now unconscious and Wounded 1.

Suddenly, you hear a noise from behind you, and Desert Wind, untethered from the cart, gallops up and stands protectively over Degbie's fallen form, kicking at the skeleton.
Attack: 1d20 + 9 ⇒ (18) + 9 = 27 damage: 1d6 + 3 ⇒ (6) + 3 = 9
The force of the horse's surprise attack is enough to dislodge several bones from the skeleton's spine, and it collapses.

Larraz walks up, calling out, "I have healing magic, who should I use it on?"

First, no this is not me doing a deus ex machina, it is actually written into the scenario at low tier for Larraz to assist if the party is having difficulty.

Larraz can cast Heal; having moved already this round, he can only cast the 1 or 2 action version right now, but that will heal one person 1d8+8. Klank is too far away, but he could heal anyone else. I'll let you tell me who you prefer.

Envoy's Alliance

Dwarven Male Fighter 5 | HP: 80/80 | AC: 24(26) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Saved by a horse. Klank will never live that one down.

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, with a rare look of genuine concern on her face turns to Conso and then back at Larraz. "He's been down for a bit, and I really worried he might not make it alone! I'll work on getting Debgie up!"

It's very nearly literally the calvary! I was really worried there for a while!


The Midnight Mirror

Larraz nods and chants in a low voice. As he does, the leaves around Conso move as if with a small breeze, and air flows deeply into the half-orc's lungs.
Heal: 1d8 + 8 ⇒ (8) + 8 = 16 BAM!
Conso's eyes open as the healing magic hits him!

It's the necromancer's turn, but I have to hurry off. Seeing Rise of Skywalker tonight! I'll post the new turn tonight or tomorrow morning.

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:

Phew! Things were looking a bit dim there.

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

Ohhh, Enjoy the movie! I probably will be seeing it tonight myself!

A small sigh of relief escapes Zhera's mouth before she realizes where she is and what she is doing. Her brief look of vulnerability soon quickly drops from her face. What am I getting so worked up over a bloody half-orc! He's not even one of the Rainmaker's golden children. Get a hold of yourself Zhera!


The Midnight Mirror

Seeing the skeleton destroyed and one of your number being healed, the necromancers lets out a shriek, then begins chanting. The chant is accompanied by wild arm motions, and finally he reaches into a small pouch and scatters black dust into the air. A wave of evil power emanates from him, washing across Klank, Conso, Ace, Degbie, and Desert Wind.
3-action Harm spell, everyone within 30' takes 1d8 ⇒ 8 damage, no save. Klank's amulet reduces that by 5, but since he still takes damage, he regains the Dying condition; Degbie goes from Dying 1 to Dying 2. Ezekiel, how many HP does Ace have? Does that take him out?

Degbie recovery check: 1d20 ⇒ 5

Combat Card:

===========
Round 5
===========
Ezekiel
Zherayiss
----------
Skeleton (green) [-17hp]
----------
Conso {prone, Wounded 1} [-4hp]
Kernal Clank {unconscious, Wounded 1, Dying 1}
Desert Wind [-8hp]
Larraz

===========
Round 6
===========
Ralthiss (black)
----------
Degbie {unconscious, Dying 3}

Ezekiel and Zherayiss are up! Degbie is at Dying 3 unless he chooses to spend a Hero Point for Heroic Recovery.

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

I will definitely use my hero point. Does that put me at wounded 1 or 3?


The Midnight Mirror

Normally recovering from the Dying condition gives you Wounded 1 or increases your existing Wounded value, regardless of how far into Dying you went. Using your hero point causes your Wounded condition not to increase over what it currently was, so in your case you do not gain the Wounded condition at all. Link: CRB, Heroic Recovery

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

SWEET! So unconscious but at 0 HP. That's great with Z ready to heal.

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 reaches into the front pockets of her belt and pulls out a slim, vibrant green vial. She double checks the label before popping the cork, using her foot to open Debgie's mouth and pouring the liquid into the downed man. She then snaps his mouth closed, tilts his head back to make sure the airway is open and firmly places her foot on his chest.

minor elixir of life: 1d6 ⇒ 5

She pulls out a scroll as he starts to revive. Before looking down at him with the smile a predator has when finding fresh prey. "I just used my expensive emergency elixir on you. You're going to repay me, either in coin right now or by taking down that necromancer and making it so I can earn that coin later! So which will it be, hmm?" She leans a little more ever so slightly on the barkeep's chest.

Interact to draw, interact to feed and interact to finally get her magic weapons croll out. And then some mild extortion! (Which is meant to be fun. If it isn't please let me know, I'll cut it out.)

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

"I've a lesser in me bag, but we c'n share drink later, lass. Time ta kill a necro."

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

Ace has exactly 8 hit points, so he's out. He wasn't have much luck with his rolls anyways.

The wave of necrotic energy washes over Ezekiel as he watches his summoned guard dog fade back to the realm he was summoned from.

Reaching into the depths of his courage, Ezekiel channeled more arcane might, hoping to drop the Necromancer once and for all.

1st-2nd Action: Cast Ray of Frost vs. Necromancer
Ray: 1d20 + 7 ⇒ (15) + 7 = 22 Cold Damage: 1d4 + 4 ⇒ (2) + 4 = 6
3rd Action: Cast Shield

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
Degbie wrote:
"I've a lesser in me bag, but we c'n share drink later, lass. Time ta kill a necro."

Zhera's eye brows inch up as she takes her foot off the monk and extends a hand out to him. "Oh, you sprang for the expensive stuff, didn't you? That's one drink I would be willing to share with you! Though you're right, now is not the right time."

Just now realizing I could play off of this...


The Midnight Mirror

Zherayiss carefully administers a healing potion to Degbie, who wakes up, hurt but alive.

Ezekiel sends a ray of freezing cold that hits the necromancer directly in the chest. First damage on the necromancer!

Now that he's awake, Degbie can take his turn! You are prone and anything that was in your hand is dropped, but otherwise you are good to go. Based on the text of "Moving Through a Creature's Space" and "Prone and Incapacitated Creatures" (CRB p474), I see no penalty for unintentionally sharing a square with a willing ally as long as the smaller one is prone. Now that you can act, you do need to end your turn not sharing a square, and you can't stand until you Crawl out of Desert Wind's space.

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 crawls out from under the horse with a "Thankye m'friend".

He then pulls his potion of lesser healing out of his bag and chugs it.

crawl, manipulate, drink...sigh, goodbye expensive potion...

Healing Potion, lesser: 2d8 + 5 ⇒ (6, 7) + 5 = 18

"Ta havath, I'll find a way tae pay ya back, lass. I'll not be able ta take 'nother hit, n' we need ta get ta Klank!"


The Midnight Mirror

Larraz moves over to stand near Conso, then chants again. Once more, a breeze stirs from nowhere and swirls the leaves around Klank.
Heal: 1d8 + 8 ⇒ (1) + 8 = 9 He pants slightly and says, "That's all I have, I hope it's enough!" Meanwhile, Desert Wind stands guard over Degbie as the monk recovers.

Larraz Strides and casts 2-action Heal, leaving no actions to command Desert Wind. Conso and Klank are up! Klank is conscious at 9hp, Wounded 2, and Prone. Conso is conscious at 8hp, Wounded 1, and Prone.

Combat Card:

===========
Round 5
===========
Conso {prone, Wounded 1} [-12hp]
Kernal Clank {Prone, Wounded 2} [-14hp]

===========
Round 6
===========
Ralthiss (black) [-6hp]
----------
Ezekiel
Zherayiss
Degbie
Larraz
>>Desert Wind [-8hp]

Envoy's Alliance

Dwarven Male Fighter 5 | HP: 80/80 | AC: 24(26) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Life and consciousness return to the Kernal thanks to Larraz. His eyes slam open and the memories and sounds of the still raging battle snap his mind into focus. He claws for shield, staggers to his feet and tries to slam the necro upside the face with the flat of the shield. "Ye think ye were done with me? Think agin!" His family accent bleeding out more than usual.

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

Pickup Shield, Stand, Strike. Will use AOO if he provokes again. Or to raise my shield. Whichever comes first.

AOO if needed:

Shield Bash, Bane: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 191d4 + 4 ⇒ (1) + 4 = 5

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:

I think Conso was healed for 16?

Life returns to Conso and he stands and sees Larraz nearby. He points at the other half-orc, raising his eyebrows. "We are lucky to have found you, friend. My thanks!" he says as he rushes to assist Klank, driving forward with his rapier held out before him like a knight with lance during a joust.

Attack: 1d20 + 6 ⇒ (11) + 6 = 17 1d6 + 3 ⇒ (6) + 3 = 9

Stand, Stride, Attack

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 shakes her head and chokes back something pithy about the idiocy of charging back in on something that just about killed them. She rolls her eyes before starting to look for something to toss after the necromancer.

Go guys go!


The Midnight Mirror

Conso, I rolled 1d8+1 and got a total of 9 healing; I wrote 8 accidentally. You should be at 9/20.

Also, after being unconscious you would not have your weapon in hand. You'll need an action to either pick up the one you dropped, or draw a new one, unless you have some way of getting a weapon out as a free action (or want to use unarmed). Let me know how you want to re-do your turn. If you can manage an attack, I'll keep that roll.

Klank grabs his shield and stands, swinging it at the necromancer. Sadly, he is not quite balanced and the swing misses.

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:

Sorry about that. Don’t see a way I can attack this round then. Conso will stand and grab both his rapier and shield.


The Midnight Mirror

Conso gets up and re-arms himself while thanking Larraz for the assistance.

The necromancer, seeing both Klank and Conso back in the fight, carefully withdraws out of sword reach, then begins running from you.
Step southwest to get out of threat reach, then two Strides.

As he moves and takes the evil aura away, Klank and Conso feel the air become less oppressive.

Combat Card:

===========
Round 6
===========
Ezekiel
Zherayiss
Degbie
Larraz
>>Desert Wind [-8hp]
Conso {prone, Wounded 1} [-11hp]
Kernal Clank {Prone, Wounded 2} [-14hp]

===========
Round 7
===========
Ralthiss (black) [-6hp]
----------

Everyone is up!

Envoy's Alliance

Dwarven Male Fighter 5 | HP: 80/80 | AC: 24(26) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Klank picks up his battle axe from the steps then heads after the fleeing necromancer as fast as a Dwarf can. "Get on him before he brings more of the walking dead on us!"

Not a ton I can do, my only ranged weapons are some throwing hammers. Do we have some ranged support or are people going to let him go? He'll outrun Klank.

Pick up axe then stride x2

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 charges forward tossing the dagger he'd once liberated from a rowdy bar patron at the Necromancer too far out of reach to lay a hand on him. "Git back here ye bloody coward!"

Stride, Stride, Attack

Dagger (Ranged): 1d20 + 4 ⇒ (19) + 4 = 23
Damage (P,S): 1d4 + 3 ⇒ (3) + 3 = 6

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

"He flees! Quick, before he brings back more of his ilk!"

Ezekiel rushes up and unleashes another Ray of Frost on his foe!

Ezekiel
1st Action: Move 5 squares.
2nd-3rd Action: Cast Ray of Frost vs Green Skeleton
Ray of Frost: 1d20 + 7 ⇒ (18) + 7 = 25 Cold Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Crit Damage: 1d4 + 4 ⇒ (4) + 4 = 8


The Midnight Mirror

Degbie, when did you draw that dagger? If you can point me to a post, that's great. If not, you have to spend an action drawing and can't stride twice and still throw.

Ezekiel, the fleeing figure is neither green nor a skeleton, but since there's only one enemy, I can figure it out. ;-) Sadly, as good as that attack was, it wasn't a crit. Just FYI, in 2e, double damage on a crit is literally doubling the original roll, not rolling again like it was in 1e.

Ezekiel moves up and sends a ray of frost at the escaping necromancer, chilling him but not knocking him out.

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

sorry, holdover from P1. I'll stride twice and draw instead

Envoy's Alliance

Dwarven Male Fighter 5 | HP: 80/80 | AC: 24(26) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Ya those new rules about drawing weapons is why Klank has smashed with his shield so often vs using his battle axe.

Klank obviously approves with the others decision to chase down the man instead of letting him flee. "Good shot Ezekiel, you missed his head by inches."

I also had no idea ray of frost had a 120' range on it. Time to take that for my sorcerer! Most all of the cantrips are 30' ranges.

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:

With Conso’s last action would he need an action each for rapier and shield? That’s what I was assuming. So I think I need to move him back from where he’s currently on the map.

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

Shield is probably going to stay strapped on. It's not easy to put on or remove it, though if it doesn't I wouldn't be surprised.

Zhera drops her scroll deciding there's no time and pulls out her bow she fires off two quick shots at the fleeing figure. "Threaten and nearly kill us and then turn tail like a coward. Should have bloody known someone who USES UNDEAD WOULD BE SUCH A SCARDY CAT!"
Longbow Arrow 1: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d8 ⇒ 3
Longbow Arrow 2: 1d20 + 6 - 5 ⇒ (16) + 6 - 5 = 17
Damage: 1d8 ⇒ 3


The Midnight Mirror

Zhera: I can't find anything in the rules about shields being strapped on. They require a single action to equip, and can be dropped for free just like any other held item. If you are aware of rules I've missed, please point me at them.

Conso: Yes, you do need an action for each of the items. In your updated post You wrote Stand, Equip, Equip, so those were your three actions. You were still in the square you fell in. I didn't realize you had moved as well. That said, you still have your full actions this round to take.

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
GM Rinaldo wrote:

Zhera: I can't find anything in the rules about shields being strapped on. They require a single action to equip, and can be dropped for free just like any other held item. If you are aware of rules I've missed, please point me at them.

Conso: Yes, you do need an action for each of the items. In your updated post You wrote Stand, Equip, Equip, so those were your three actions. You were still in the square you fell in. I didn't realize you had moved as well. That said, you still have your full actions this round to take.

Nope, I was not aware those were the rules. I hadn't read anything just carry-over from 1E and an understanding of how shields work irl. Few shields were held just in hand (one solid hit could knock it out of your hand and then you're in trouble.)

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 toward the necromancer coming aside Degbie, but then feeling winded from his sprint, stopped to call upon Cayden Cailean and heal some more of the damage to himself.

Should have pulled out a dagger on the prior turn to throw. Stride, Stride, Lay on Hands.


The Midnight Mirror

As some of the party give chase and others fire ranged attacks, the necromancer continues to run.

Ralthiss takes three 25' Strides and is now 50' off of the map. Are you going to continue to chase him, or let him go?

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

I lean towards letting him go, but Degbie can at best maintain the speed he's going, unless someone wants to get on the horse to head him off. From a metagame perspective, we might miss some treasure, but I'm okay with that. Degbie, on the other hand.. he almost died, so he'd probably want to throw that knife at least.

Envoy's Alliance

Dwarven Male Fighter 5 | HP: 80/80 | AC: 24(26) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Klank watches the faster necromancer flee and can do nothing about it. His short Dwarven legs and lack of a long range weapon makes up his mind. "I can't catch him, but the rest of you may have a chance... " He turns to see Desert Wind.

"This fine steed could run him down! Larraz, finish what you came here to do!" He gestures for the half orc to mount his steed and finish off the fleeing man.

Delaying for a moment to see what everyone does.

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’s shoulders slump a tad as the necromancer continues to run off. ”Perhaps et es best to focus on our mission and get back wif what we have retrieved. Et feels as ef we have already been on a long journey.”

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

Holy Crap, Degbie's crossbow has range!

As a final insult, spouting expletives in the necromancers direction, Degbie lets the knife fall from his hand, draws his crossbow, loads it, and lets fly.

"Cayden's blessed me with tougher bouts o' pain in the privvy, Coward!"

Draw Crossbow, Load, Shoot

Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage (P): 1d8 ⇒ 8

Probably missed though


The Midnight Mirror

Degbie fires one more shot at the fleeing necromancer, but it goes over the man's shoulder.

Anyone else?

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