[PFS2] 1-06 Lost on the Spirit Road (GM Watery Soup) (Inactive)

Game Master Watery Soup

Maps


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(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Gameplay thread.

Grand Archive

Dwarf Fighter 10 | HP 160/160(S:13/104/104) | AC 29 | F +210(S>CS) R +15(+3 vs damage) W +19 (Bravery) | Perception +14 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

A stout, heavily armored dwarf removes his helmet and grumbles "Aye laddies, I suppose they'll be sendin' us ta certain death yet again..."

Envoy's Alliance

♥️ 96 | AC 26 | Saves 14/15/12|Focus Points □ | PFS# 133608-2001 | Male Human Bard (Level 8) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/3/1 (Divine) - | Perception +12 |◆◇↺ |

Manny enters the room, plucking away on his lute. He's stuck on one chord progression and retries it a few times before nodding and adding a "yeah!"

"'Sup everyone. The name's Manny, short for Emmanuel. The Holysmith Family says hello." The human reaches for as many handshakes and high fives as he's allowed.

"Certain death is what heroes do, man." He overhears the dwarf. "Besides, ladies love when you dive into danger head first." He winks. "Some guys, too."

Radiant Oath

Male Human | Acrobat | Monk 1| Class DC 16 | Focus 1/1| HP: 19/19; Hero: 1/3 | AC: 18 (19 w/ buckler) | F (E) +6; R (E) +8; W (E) +7 |Perc (E): +5 |Spd: 25'

Slender human of Tian descent enters, as he speaks his voice carries a whisper of an accent, "Greetings, I am Zhang Wei. I would find it agreeable if you called me Wei." Wei bows then quickly stands and extends his hand in greeting. He looks to Orin and Manny, "Death is never certain. Certain danger... Much more so in our work."

Radiant Oath

HP42/42; AC 20 (22 shield); F+9, R+7, W+9; Fire resistance 2; Spd 20'; Perc +9 darkvision

A goblin wearing a helmet that is clearly a size too big walks in, cautiously, as he can only see about half the room. He bumps into a table and bounces off, his hands going to a defensive posture as he checks for unseen enemies before relaxing.

"Hello! Me am Hookie, of Saranrae! Me am servant of Dawnflower and also me am Pathfinder (probationary)! Me am happy to meet you and am happy to make enemies see light of Dawnflower! Hookie am on first mission, so Hookie am hoping he am not making bad mistakes! Hoo hoo!" He croons as he tilts his head back to take in the room, and his helmet falls off with a clatter.

Grand Archive

F Chameleon Gnome Barbarian 2

A gnome scurries in. Her hair and skin are brightly colored and clashing even for a gnome, though the colors are nearly hidden underneath various pouches and bags. An incongruous spear with a blade and hook on the end is slung over her shoulder, sticking up well above her head.

"Greetings, all! Name is Chikamin! This is my first real Pathfinder mission."

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

A human male, slightly taller than normal, enters quietly. Wearing a long dark blue coat made of tweed with leather patches on the elbows and chalk dust on the cuffs, he has a backpack slung over his shoulder overflowing with quills and papers, obviously packed in haste.

Brushing back dark hair with wisps of grey at his temples, he looks around the entry obviously lost, causing him to stroke his goatee in thought.

"Excuse me, sorry to be a bother. I was told to arrive here sharply for the Pathfinder Society. Something about a task that could benefit from the aid of an academic scholar..."

Uncomfortably switching his backpack to another shoulder, the gentleman with a hint of an accent looks each of you in turn, eyes darting quickly as he has a bit of a 'fish out of water' air to him.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Each of you have arrived in Sakakabe, a prosperous city in Minkai famous for its trade in silver and pearls, to help Venture-Captain Amara Li lay the groundwork for a lodge in Minkai. Amara Li has been collecting relics from across the world to house in a new museum with a focus on relics from Minkaian history that have been kept in other nations. To this end, she has been traveling all over the nation to pursue leads. Relics have come from a combination of purchases and donations, and she has occasionally called on local Pathfinders to guard the relics in transit.

Venture-Captain Li has summoned you all to meet with her in one of the gardens of the Kiniro Kyomai teahouse, a famous teahouse run by geisha. The quality of the Kiniro Kyomai’s tea, food, and samisen music make it a popular destination for locals and travelers alike.

I fear that misfortune may have struck some of your fellow agents. I hope that you can help them return here to safety, but I fear the task I have to request of you may instead center around recovering what you can from your fallen allies and, if it is safe to do so, completing the mission in their stead."

Last year, I received a donation of relics from Taldor. The route is lengthy and complicated, so I will spare you unnecessary details. A caravan carrying the relics safely arrived in Hongal to the north, where it met up with a pair of Pathfinder agents, Lin Po and Ti Lan. These agents inspected the cargo, sent me a missive indicating that all was in order, and joined a second caravan to take the Spirit Road through the Forest of Spirits. The journey is understandably long, taking over two months to complete. Still, the caravan is late, and I fear that they may have run into trouble along the way. They were supposed to reach Sakakabe two weeks ago."

While it’s possible that they were waylaid in the northernmost parts of Minkai, I believe it’s far more likely that they ran into trouble in the Forest of Spirits, a mystical place that shelters departed souls and most of the world’s kami. Kami are spiritual guardians with a deep connection to certain living locations or living things. The locals pay great respect to the kami, never intruding further into the forest than their one coastal road, the Spirit Road, and a number of small settlements built around shrines. This should make tracking the caravan simple, since there’s only a single road along which they should have had to rest or resupply at some point. I need you to check each of the roadside settlements until you find the last one to have seen the caravan, then track it from there and figure out what happened.

Be sure to respect the kami and the local traditions honoring them; I don’t want you to come to harm in your journey. The kami are mostly benevolent, so long as they receive the proper respect, but there are some dangers that might have harried the caravan. Bandits, hobgoblins, and giants, among other creatures, dwell within the forest. The forest also hosts some aggressive plants and animals, not to mention malign spirits such as the oni, the sworn enemies of the kami. The locals will know more than I of what perils to expect.

"Questions?"

Can you each post your modifier for a Nature or Forest Lore check?

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

As Venture-Captain Li explains the details of the mission Ezekiel is furiously writing down notes, barely looking up from the flurry of his quill until she is finished with the briefing.

"Interesting, quite the potential for peril indeed on that road. While the most immediate concern would be the spirit forest itself, is it possible they were carrying something in the artifacts that other parties could be interested in who are maybe not as versed in the dangers of the Spirit Road? It's possible they were waylaid by forces of ill intent. Also, do we have a specific contact within any of the settlements of the Spirit Road that we should be working with?


Ezekiel has a +6 on Nature checks and he does speak Tien, if that's helpful at all.

Grand Archive

Dwarf Fighter 10 | HP 160/160(S:13/104/104) | AC 29 | F +210(S>CS) R +15(+3 vs damage) W +19 (Bravery) | Perception +14 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

Despite his previous grumblings Orin does pay careful attention to the briefing.

"Tis an honour to be selected to recover missin' Pathfinders. As for the caravan, what details do we have available on the historical contents?"

Untrained Nature +2

Grand Archive

F Chameleon Gnome Barbarian 2

"How big is the caravan?" Chikamin asks. "How many people, wagons, horses?"

Big ol' +0 on Nature here.

Envoy's Alliance

♥️ 96 | AC 26 | Saves 14/15/12|Focus Points □ | PFS# 133608-2001 | Male Human Bard (Level 8) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/3/1 (Divine) - | Perception +12 |◆◇↺ |

"Dang, that sucks." Manny nods, mostly to himself. "We need to find out what happened to those Pathfinders."

He takes a look at Ckikamin. "Damn, I wish I could rock hair like yours. What's your secret?"

+0 modifier to both skill checks.

Boons: Touched by the Storm(General) gives me Electric Resistance 1.

Verdant Wheel

|Half Elf|Ac 16|F +4 R+5 W +9|17/17 HP|Perception +7|Focus Points 2/2

Mister Gunter arrives just in time to hear about the upcoming mission, but too late to meet his fellow path-finders. He stands towards the fringes of the group since that is his comfort zone in these urban areas.
He always sleeps soundly in the bosom of mother storm, but these urban monstrosities put him on edge...

Mister Gunter raises his hand to attract attention...
"Excuse me...Are there any settlements along the road that are unfriendly to pathfinders?"

(Nature +7)

Radiant Oath

HP42/42; AC 20 (22 shield); F+9, R+7, W+9; Fire resistance 2; Spd 20'; Perc +9 darkvision

No Nature, but I do have Survival +5 if it matters.

Hookie listens very carefully, nodding slightly until his helmet falls over his eyes. Then he takes it off and scowls. "What am a kami? And what am oni?"

Radiant Oath

Male Human | Acrobat | Monk 1| Class DC 16 | Focus 1/1| HP: 19/19; Hero: 1/3 | AC: 18 (19 w/ buckler) | F (E) +6; R (E) +8; W (E) +7 |Perc (E): +5 |Spd: 25'

Nature +2, Forest Lore +1 and both are Untrained.

"Do you know how or why the kami tolerate the monsters in the forest? " After receiving a response, "Were there others interested in the artifacts? This maybe a matter of poor luck, or a planned theft."


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

GM Screen:

Orin Nature: 1d20 + 2 ⇒ (8) + 2 = 10
Chikamin Nature: 1d20 ⇒ 8
Emmanuel Nature: 1d20 ⇒ 8
Emory Nature: 1d20 + 7 ⇒ (11) + 7 = 18
Hookie Nature: 1d20 ⇒ 18
Wei Nature: 1d20 + 2 ⇒ (16) + 2 = 18

Emory, Hookie, and Wei have heard of the Forest of Spirits. There are a large number of kami, benign spirits (for the most part) that can possess living creatures. They can share memories, but can't control their hosts' physical actions.

Orin:

"All we know is that the caravan left Hongal. The remainder of the caravan is banal - farmers and merchants moving routine goods."

Chikamin:

"The caravans aren't large. Usually they are 3-5 wagons. Because they don't all have the same destination or timelines, sometimes the caravan size changes over the course of the journey."

Emory:

"The villages can be quite different. They all have charm in some way, and foibles in some way. They could be indifferent, or friendly, but very rarely hostile. Some villages can be wary of you, and some might be superstitious. Be on your toes!"

Hookie:

"Kami and oni are both spirits. Kami are generally friendly or neutral, and oni are hostile."

Wei:

"Kami are generally seen - and see themselves - as caretakers of the woods. They will attack those they think are there to hurt the woods, or their neck of the woods. They are also protected by creatures in the woods, so if you are perceived as being a threat to the kami, you may be attacked."

"I can't imagine anyone deliberately targeting these artefacts. They have great cultural value, but little resale or black market value. Some items that I remember being on the list were a scarf, a latern, and a bonsai tree - it would really baffle me why someone would steal these items."

Grand Archive

Dwarf Fighter 10 | HP 160/160(S:13/104/104) | AC 29 | F +210(S>CS) R +15(+3 vs damage) W +19 (Bravery) | Perception +14 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

Orion nods as he listens to the various questions ans answers.

"Sounds like we best be on our way, those relics won't rescue themselves."

Envoy's Alliance

♥️ 96 | AC 26 | Saves 14/15/12|Focus Points □ | PFS# 133608-2001 | Male Human Bard (Level 8) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/3/1 (Divine) - | Perception +12 |◆◇↺ |

"Good point. Sounds like we should find those relics and get out before we upset the local spirits." Manny shrugs. "That's what I think, anyway."

Verdant Wheel

|Half Elf|Ac 16|F +4 R+5 W +9|17/17 HP|Perception +7|Focus Points 2/2

"Let us go into the wilds dear friends...with the mother storm to guide us we have nothing to fear. We go now and be one with the forest..."

Mister Gunter closes his eyes in a brief moment of silence while he communes with nature in his own way. He now feels centered and ready to defend the forest, and assist the pathfinders in their cultural pursuits.

Radiant Oath

Male Human | Acrobat | Monk 1| Class DC 16 | Focus 1/1| HP: 19/19; Hero: 1/3 | AC: 18 (19 w/ buckler) | F (E) +6; R (E) +8; W (E) +7 |Perc (E): +5 |Spd: 25'

Wei bows before VC Amara, "IS there anything further you can share before we depart?" Once the VC has finished, he gathers his gear and prepares to travel.

Radiant Oath

HP42/42; AC 20 (22 shield); F+9, R+7, W+9; Fire resistance 2; Spd 20'; Perc +9 darkvision

Hookie nods, but watches Gunter closely for signs of his stormy mother.

Grand Archive

F Chameleon Gnome Barbarian 2

"Let's go!" says Chikamin, adjusting her pack and heading for the door.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Wei: Amara can't think of anything else.

Although Sakakabe is the closest city to the forest of Spirits, it still takes several weeks of travel on a road that winds through the Osogen Grasslands to reach the Forest of Spirits.

Along the way, you cross paths with travelers heading south into Minkai, as well as the nomadic herders who call the rolling plains home. No one you meet in the grasslands has seen the caravan the PCs are looking for.

When you enter the Forest of Spirits, the atmosphere changes. The forest is cool and damp, and profoundly alive. Snow blankets the ground and clings to branches of towering pine and spruce trees. Birds, rodents, foxes, deer, bears, and numerous other creatures roam through the woods, keeping their distance from the road. The density of the trees suggests that logging is almost unheard of in this forest. Animals are not the only creatures moving out in the woods; you occasionally see unexplained movement in the trees and rocks or feel like someone is watching them. However, whenever you stop or look closely, you're always unable to see anything other than the woods.

As you progress through the forest, you visit several small villages, none of which have seen the caravan that you're looking for.

You eventually reach a larger village. A plaque on the outside of the village is written in Tien.

Tien:
Welcome to Ayaichi

You approach some people in the town square to ask about the caravan, but they all look at you funny and ignore your attempts to communicate.

Housekeeping: can each of you look over your icons on Slide 2 and make sure they accurately represent you? We are not in combat nor is combat imminent. ;) Just housekeeping.

Radiant Oath

HP42/42; AC 20 (22 shield); F+9, R+7, W+9; Fire resistance 2; Spd 20'; Perc +9 darkvision

Looks good.

"Is anyone speaking Common here? Hookie am not speaking people language here." He looks confused and refuses to try to read signs on goblin principle.

Verdant Wheel

|Half Elf|Ac 16|F +4 R+5 W +9|17/17 HP|Perception +7|Focus Points 2/2

Mister Gunter observes this strange evasive behavior from the populace, and tries to make himself useful by scouting around...while the group proceeds through the village.

The icon show on the map is my conjurer instead of my druid.

Mister Gunter uses the Scout Exploration Activity for now.
(Scouting Lore +4) This can grant a +1 to initiative checks, should an encounter occur.

Envoy's Alliance

♥️ 96 | AC 26 | Saves 14/15/12|Focus Points □ | PFS# 133608-2001 | Male Human Bard (Level 8) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/3/1 (Divine) - | Perception +12 |◆◇↺ |

"I may not know the language of the people here. But I know the language of music!" Manny pulls out his lute and begins strumming a rousing beat.

Performance: 1d20 + 7 ⇒ (12) + 7 = 19

"Yeah! Still got it!" Manny keeps an eye out for any lovely people looking for a good time...

Grand Archive

Dwarf Fighter 10 | HP 160/160(S:13/104/104) | AC 29 | F +210(S>CS) R +15(+3 vs damage) W +19 (Bravery) | Perception +14 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

Icon is good at my end. I added a small border to help with visibility on them.

Orin grumbles a bit, used to being ignored by locals he turns to his companions "Too ba' we left da wizards back home, they're always speakin' all sorts o' languages. Lets look for an inn or a trading post. The Spirit Road gets enough travel that somebody 'eres gotta be able to at least answer a few questions."

Orin does his best to find any welcoming looking establishments.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Hookie no lookie at crazy longshank language.

Manny pulls out a lute and starts singing. Even though nobody in the village can understand the words, the language of music is universal. One of the villagers even brings out his own instrument. It's a stringed instrument played with a bow. He calls it an "er hu."

Tien:
It's an er hu.

The villager sings along. In the background, some people begin acting. It seems to be a song about a hunt.

Each of you can make a Nature, Hunting Lore, or Survival check to interpret their song.

Verdant Wheel

|Half Elf|Ac 16|F +4 R+5 W +9|17/17 HP|Perception +7|Focus Points 2/2

Nature: 1d20 + 7 ⇒ (10) + 7 = 17

Grand Archive

Dwarf Fighter 10 | HP 160/160(S:13/104/104) | AC 29 | F +210(S>CS) R +15(+3 vs damage) W +19 (Bravery) | Perception +14 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

untrained survival: 1d20 + 2 ⇒ (12) + 2 = 14

Orin does his best to listen to the song and dance routine.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Emory, with his druidic knowledge of nature, realizes that they are describing the environs around the village. The dancers line up in two lines, describing a fork in the road. There is the main road, on which you arrived, and an older road through the thick of the forest.

Orin listens to the song politely, but he prefers hard rock music.

Envoy's Alliance

♥️ 96 | AC 26 | Saves 14/15/12|Focus Points □ | PFS# 133608-2001 | Male Human Bard (Level 8) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/3/1 (Divine) - | Perception +12 |◆◇↺ |

Untrained Hunting Lore: 1d20 ⇒ 13

Manny is busy shifting his music to deal with the local's instruments and styles.

Grand Archive

F Chameleon Gnome Barbarian 2

My icon's fine.

Chikamin tries to see if she can glean anything else from the dance.

Survival: 1d20 + 3 ⇒ (19) + 3 = 22

Radiant Oath

HP42/42; AC 20 (22 shield); F+9, R+7, W+9; Fire resistance 2; Spd 20'; Perc +9 darkvision

Survival: 1d20 + 5 ⇒ (10) + 5 = 15


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Chikamin and Hookie realize they are acting out something that happened. A caravan of foreigners arrived but wanted to take the branch road. The villagers warned them against it but they went anyway.

Verdant Wheel

|Half Elf|Ac 16|F +4 R+5 W +9|17/17 HP|Perception +7|Focus Points 2/2

Mister Gunter takes a stick and tries to draw a fork in the road on the ground, and then he tries to draw a humanoid shape along the alternate road. He points to the humanoid figure as if to ask if dangerous hamanoids are found along the road...Hes hoping they will draw what the dangers look like.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

You sketch out a crude map of the road system and point to the humanoid. They talk amongst themselves in Tien for a bit.

Tien:
Um, why haven't you told the rest of the party you understand Tien? Or are you being naughty by opening spoilers you're not supposed to open? ;)

They come to some agreement and they draw a bunch of pine trees next to the village.

Verdant Wheel

|Half Elf|Ac 16|F +4 R+5 W +9|17/17 HP|Perception +7|Focus Points 2/2

Mister Gunter nods appreciateively at the villagers...

He takes his stick and draws a box with two wheels on it to represent the caravan near the pine trees, and then he stabs it with the end of his spear...completely obliterating the caravan...

He looks up at the villagers with a questioning look on his face...
As if to ask if they met their doom at the pine trees.

Envoy's Alliance

♥️ 96 | AC 26 | Saves 14/15/12|Focus Points □ | PFS# 133608-2001 | Male Human Bard (Level 8) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/3/1 (Divine) - | Perception +12 |◆◇↺ |

"Good job Emory. Sounds like they tried to go the hard way." He frowns. "We'll have to go that way too, huh?"

Verdant Wheel

|Half Elf|Ac 16|F +4 R+5 W +9|17/17 HP|Perception +7|Focus Points 2/2

Emory nods at Emmanuel...

"It may be tough to get much more information out of them since we cannot speak the language."

"Anyone else want to try before we explore the pine trees?"

Mister Gunter leans on his spear and breathes in the fresh air with savory delight.

Grand Archive

Dwarf Fighter 10 | HP 160/160(S:13/104/104) | AC 29 | F +210(S>CS) R +15(+3 vs damage) W +19 (Bravery) | Perception +14 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

Orin shakes his head. "On the off chance our fellow Pathfinders are somehow still alive right now I'd hate to miss them cuz we took it slow. Let's head out, I'm not sure we're going to learn anything else here."

Grand Archive

F Chameleon Gnome Barbarian 2

"Yes, yes, let's go!" says Chikamin, shuffling impatiently. "In the forest, I can ask!"

If the party isn't immediately waylaid in the forest, Chikamin plans to look for a creature she can use Burrow Elocutionist with.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Unfortunately, you are waylaid before you make it to the forest. Two walking pine trees roar into the village, swinging their branches at people and buildings. The villagers scatter, running into their homes.

See Slide 2.

GM Screen:

Chikamin Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Emmanuel Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Emory Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Hookie Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Orin Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Wei Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Yellow Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Green Perception: 1d20 + 7 ⇒ (19) + 7 = 26

The green pine triple moves into the square.

Round 1, all the Pathfinders may go!

Green Pine
Emory
Wei
Orin
Hookie
Emmanuel
Chikamin

Yellow Pine

In case you are new to PF2, please note the type of damage you are dealing. There are many more weaknesses and resistances than in PF1. Also, Recall Knowledge is a secret roll, so if you're Recalling Knowledge, post your modifier.

Envoy's Alliance

♥️ 96 | AC 26 | Saves 14/15/12|Focus Points □ | PFS# 133608-2001 | Male Human Bard (Level 8) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/3/1 (Divine) - | Perception +12 |◆◇↺ |

"Okay, moving tree things. Got it." Manny calls out to his companions.

"Don't give up and let's take them down, quickly! Their flower power is no match for our glower power!"

Manny Inspires Courage in his friends within 60 feet, granting a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.

He draws his shortbow and takes aim at the Green tree.

Shortbow, Inspire Courage: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Piercing, Inspire Courage: 1d6 + 1 ⇒ (2) + 1 = 3

The arrow splashes into the fountain. "Whoops. My bad."

Verdant Wheel

|Half Elf|Ac 16|F +4 R+5 W +9|17/17 HP|Perception +7|Focus Points 2/2

With a quick flourishing hand jester and an unpronounceable word of power, a small ball of flame appears in Mister Gunter's hand.

He then hurls it at the walking tree! (Green)
"Mother Storm...guide my hand true, and protect these innocent peoples of Tien!"

Action 1-2: Cast Produce Flame
Action 3: quickly massages Orin's shoulders
Reaction: Aid grants a circumstance bonus to Orin's attack roll

Mister Gunter quickly and concisely massages Orin's shoulders and neck muscles in preparation for the upcoming fight to loosen his muscles and make them ready to strike hard and fast...

Cooperative Nature - Human Ancestry Feat (+4 to Aid Checks)

Ranged Attack (Procduce Flame): 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Damage (Produce Flame): 1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Aid (Skill: Decided by GM): 1d20 + 4 ⇒ (13) + 4 = 17
Add appropriate skill bonus to die roll.

Grand Archive

F Chameleon Gnome Barbarian 2

"No, no! Leave them alone!" shouts Chikamin.

Action 1: Rage + draconic rage, giving the rage action the arcane, evocation, and acid traits.
Action 2: Stride 20'
Action 3: Strike (from 10' because her guisarme provides reach)

Chikamin dashes forward and swings mightily with her polearm at Green!

Melee attack: 1d20 + 6 ⇒ (5) + 6 = 11
Slashing damage: 1d20 + 3 ⇒ (18) + 3 = 21 +4 acid damage from draconic rage


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺
Emory Gunter wrote:
Mister Gunter quickly and concisely massages Orin's shoulders and neck muscles in preparation for the upcoming fight to loosen his muscles and make them ready to strike hard and fast...

Let's call it Medicine. Not everyone knows how to give a proper two second massage!

Orin gets +1 to his next attack.

Grand Archive

Dwarf Fighter 10 | HP 160/160(S:13/104/104) | AC 29 | F +210(S>CS) R +15(+3 vs damage) W +19 (Bravery) | Perception +14 (Darkvision) Reactions: AoO, Raise Shield, Shield Block* || *Bonus Shield Block reaction every round.

Orin smiles back at Emory as he looses his pick and stays low to the ground as he kicks up dust suddenly rushing to the back of the green tree before taking a swing.

>Ready Pick, >>Sudden Charge

inspired pick: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
piercing damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

sudden charge:
+>+>SUDDEN CHARGE
FIGHTER FLOURISH OPEN
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

If relevant Orin will use his AoO at the first opportunity. +10/1d6+5P (Fatal d10)

Grand Archive

F Chameleon Gnome Barbarian 2

Gah, just realized I forgot to add the Inspire Courage bonus to my attack and damage rolls.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

I will add it when I resolve. Off hand, I don't think it will matter.

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