GM Bret’s Outpost III: PF2 #1-11 Flames of Rebellion (Inactive)

Game Master BretI

Maps and handouts


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Vigilant Seal

Sturdy yet Battered Young Male Varisian
Stats:
HP 21/21 | 2/2 Hero Points | Perc’ +8 ; Stealth +0 (-2) ; Speed 20 ft. | AC 18 (20 w. shield) | Fort' 7 ; Ref' +5 ; Will +6
Exploration: Defend (shield up) ; Active conditions:

The Squire holds the rope, so people can come up and look into the satchel's contents.
He points to where all the stuff is.


Bag:

This is another messenger bag like the one you found out in the field of skeletons. It is in slightly better shape since it was here inside the keep rather than laying outside in the open.

Sifting through the spilled contents of the bag, you find several missives dated nearly a century ago. They discuss matters of the day. One of the documents is a deed signed in 4617 AR for Diggen's Rest. There is also a wax sealed envelope marked with the date 14th Neth, 4091 AR that is addressed to Gregory Voth.

Slide 12 has the text of the deed. Much shorter than modern deeds!

There is also another archaic wayfinder here.

You think that the Pathfinder Society would consider the wayfinder and documents valuable.

Grand Archive

CN Goblin Male Bomber Alchemist 2 HP: 24/24 | AC: 18 | F: +7, R: +9, W: +3 | Perc: +3 | Cold/Elec/Fire Resist 1 | Speed: 25 ft. | Explore Mode: ? | Hero Points: 1 | Active Conditions: None

Flikk shrugs when he sees the other two goblins agree to help the ghost. "Flikk out voted I guess. Let's do this." He glances up at the longshanks and shrugs again. "They not mind."

He settles in on learning the words with Loohi, just in case he's needed.

Envoy's Alliance

CN Male Goblin (Unbreakable) Rogue 2 | HP 32/32 | AC 19 | F +7 R +8 W +5 | Perc [E] +5 | Stealth [T] +6 | Speed: 25ft | Darkvision | Active Conditions: Frightened 2 | Exploration: Avoid Notice

Loohi listens closely to Diggen so that he gets the words just right, muttering them under his breathe.


Spoiler:
1d20 + 5 ⇒ (17) + 5 = 221d20 + 7 ⇒ (14) + 7 = 211d20 + 5 ⇒ (20) + 5 = 251d20 + 8 ⇒ (2) + 8 = 101d20 + 6 ⇒ (3) + 6 = 91d20 + 7 ⇒ (14) + 7 = 21

Once he is convinced you have learned the ritual words, he reviews what he wants you to do.

Best Nashaxian in combat, and when it seems he's destroyed, he'll be weak enough to bind. What matters is that one of you place the item containing me against his throne and speak the proper words.

That'll seal the bugger back up in his throne and put him at the service of the keep's proper owner.

Once he's sealed up, place both of your hands against the object you seal me in and speak the same phrase; I'll be free to travel on to the afterlife I've earned with my service to the empire.

Once I'm gone, you'll be the keep's proper owners, with your own bound devil to oversee the place.

Saying that, he gives a nod and then merges into Loohi’s wayfinder.

Ionic:
The first part about sealing the devil is correct.

You get the impression that the second part isn’t needed and doesn’t do what he says it would. This ghost is a slick liar, but you are confident you read him correctly.

Horizon Hunters

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NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic watches the bag'n'book pluder salvage with a bit of interest but stays firmly on the ground. "Learned long time ago, too many on de riggin' great way ta fall."

His eyes narrow at Diggen's comments about the keep and rituals. He pulls everyone aside before they go up and states. "Don't trust de ghost. Lyin' drough his teed about how dis will go down. Might be dat he won't move on. Might be he has full control of de keep'n'devil. Say we just kill de devil out right. If devil leave or dead, den he shouldn't be trapped here."

Horizon Hunters

Human-Ulfen Barbarian / 1 AC 17, Fort +7, Ref +5, Will +6 HP 22 /22; Resistances cold 1 Speed 25 feet

Vandor keeps looking around for anything of intrest.

Grand Archive

CN Goblin Male Bomber Alchemist 2 HP: 24/24 | AC: 18 | F: +7, R: +9, W: +3 | Perc: +3 | Cold/Elec/Fire Resist 1 | Speed: 25 ft. | Explore Mode: ? | Hero Points: 1 | Active Conditions: None

Flikk watches the ghost disappear into the wayfinder and nods his head "Well, guess we can think for a minute now right? Yammer yammer yammer that guy did. We give that devil the boot when we good n ready am I right?" He gives a slightly nervous look at the wayfinder, half expecting the ghost to come out and haunt him.

"So where's them books n stuff shield guy? Anyone else hungry?" He stops and takes out ANOTHER snack.

Envoy's Alliance

CN Male Goblin (Unbreakable) Rogue 2 | HP 32/32 | AC 19 | F +7 R +8 W +5 | Perc [E] +5 | Stealth [T] +6 | Speed: 25ft | Darkvision | Active Conditions: Frightened 2 | Exploration: Avoid Notice

"Maybe I was too hasty. I thinks we need to hear out the devil before we listen to Mr. Diggen." He yells up to the others on the 3rd floor of the library, "YOU FIND ANYTHINGS GOOD? I'VE GOT THE GHOSTIE IN MY WAYFINDER!"


Waiting for your group to do something requiring my response, such as indicating they are ready to go up to the next level.
Diggen is in the wayfinder, so he can’t communicate with you any longer.

Horizon Hunters

Human-Ulfen Barbarian / 1 AC 17, Fort +7, Ref +5, Will +6 HP 22 /22; Resistances cold 1 Speed 25 feet

Vandor is ready to move on if he can not find anything of interest.


Vandor: If it wasn't clear, you noticed the bag that was on the third tier. Everyone who went up there saw its contents.

Horizon Hunters

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Human-Ulfen Barbarian / 1 AC 17, Fort +7, Ref +5, Will +6 HP 22 /22; Resistances cold 1 Speed 25 feet

I missed the bag altogether

Holding the deed in his hand. He calls down to the two goblins.
Hay, Flikk the pathfinders own this manor and the forty arces next to it. So Loohi, you can leave that ghost in the wayfinder."
And gives a big smile to the goblins.

"So has anyone fought a bearded devil before? Anything we need to know about them? Do devils not normally have beards?"

Vandor is ready to go to the next level

Vigilant Seal

Sturdy yet Battered Young Male Varisian
Stats:
HP 21/21 | 2/2 Hero Points | Perc’ +8 ; Stealth +0 (-2) ; Speed 20 ft. | AC 18 (20 w. shield) | Fort' 7 ; Ref' +5 ; Will +6
Exploration: Defend (shield up) ; Active conditions:

The Squire shoves Vandor towards the bag: "You are just like Master, you never listen to what I say!"

____

Quote:
So has anyone fought a bearded devil before?

"I sometimes fought with Master, and he never shaved a lot..."

Horizon Hunters

2 people marked this as a favorite.
NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic shouts up, "Callin' yar master a devil? Ouch!"

He stops to ponder what he knows about bearded devils.
Religion Trained: 1d20 + 5 ⇒ (14) + 5 = 19

Grand Archive

1 person marked this as a favorite.
CN Goblin Male Bomber Alchemist 2 HP: 24/24 | AC: 18 | F: +7, R: +9, W: +3 | Perc: +3 | Cold/Elec/Fire Resist 1 | Speed: 25 ft. | Explore Mode: ? | Hero Points: 1 | Active Conditions: None

"Oh. We already own it? Or, maybe not US... but close enough! Let's kick that devil out and plant some nice cucumbers in the yard. They climb that fence maybe." Then PICKLES!

He turns to Loohi's wayfinder and gives it an extended raspberry, spittle flying in all directions.

"Lets go serve eviction papers to that beardy guy."


What Ionic knows about bearded devils:

Like most devils, a bearded devil is best fought with a silver weapon preferably aligned to the powers of good. You expect it to be immune to fire. You would expect it to have telepathy and several languages including Infernal and Common.

They normally attack with a special glaive causing infernal wounds which bleed. These wounds are more difficult than most to stop the bleeding on. Magical healing of these wounds can fail altogether.

The beard that gives them their name is a foul thing carrying disease. You have heard it moves and attacks on its own!

Game mechanics:
Immunities fire; Weaknesses good 5; Resistances physical 3 (except silver), poison 5

Infernal Wound (divine, necromancy) Nashaxian's glaive Strike also deals 1d4 persistent bleed damage that resists attempts to heal it. The flat check to stop the bleeding starts at DC 15. The DC is reduced to 10 only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 3. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 18 counteract check or the magic fails to heal the creature.
Wriggling Beard [one‑action] Frequency once per round; Effect Nashaxian makes a beard Strike. This Strike ignores his multiple attack penalty and doesn't count toward that penalty.

——

You also know that the devil may be able to be controlled, but can’t be evicted except in accordance with the contract binding it. Infernal contract law isn’t something you have had to deal with in the past, might want to see if you can find an expert. You expect there are some at the Grand Lodge.

Next step, more kobolds! I will start setting up the encounter now. Feel free to discuss as you make your way up the stairs.

If anyone wants to do anything with the contents of the bag, let me know.

Horizon Hunters

Male Goblin Bard 1 [15/15 HP] [AC 17] [Fort +4 ; Ref +5 ; Will +6] [Perception +6] [Exploration: Search] [Focus 1] [Hero 1] [1st Level Spells 2/2]

Tuhduh looks at the contents of the bag and gets out the wax-sealed envelope. "What's in this envelope. It's dated long time ago. Maybe we open and look? Might be important."

If no one objects Tuhduh will open it.


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Since no one has posted an objection, I will assume that Tuhdah opens the sealed letter.

Inside he finds what appears to be a personal letter from someone named Kerinha presumably to Gregory Voth. See slide 13

Satisfied that you’ve found the most interesting items from the library, you set off up the stairs.

A narrow, twisting passageway, clearly built for defense over convenience, winds its way north from the stairwell. The ancient stones here are solid and free of dust, though a few of the sturdy blocks comprising the floor seem to have shifted or settled during the centuries since the tower was first erected.

Initiative:

Flikk, Avoid Notice, Stealth: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Ionic, Scout, Perception: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Loohi, Avoid Notice, Stealth: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
The Squire, Defend, Perception: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Tuhdah, Search, Perception: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Vandor, Unspecified, Perception: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10

Blue Mage: 1d20 + 5 ⇒ (1) + 5 = 6
Red Spear: 1d20 + 3 ⇒ (17) + 3 = 20
Green Spear: 1d20 + 3 ⇒ (5) + 3 = 8
Purple Spear: 1d20 + 3 ⇒ (15) + 3 = 18
Red Sling: 1d20 + 3 ⇒ (19) + 3 = 22
Green Sling: 1d20 + 3 ⇒ (7) + 3 = 10
Purple Sling: 1d20 + 3 ⇒ (4) + 3 = 7

Tuhdah hears the faint sounds of movement ahead. Sounds like multiple creatures but he doesn’t know how many nor exactly how far ahead they are.

Neither side can see the other at the moment.

Bolded may act

Round 1

Red Sling
Red Spear
Flikk
Purple Spear
Ionic
Tuhdah
Green Sling
The Squire
Vandor
Loohi
Green Spear
Purple Sling
Blue Mage

Grand Archive

CN Goblin Male Bomber Alchemist 2 HP: 24/24 | AC: 18 | F: +7, R: +9, W: +3 | Perc: +3 | Cold/Elec/Fire Resist 1 | Speed: 25 ft. | Explore Mode: ? | Hero Points: 1 | Active Conditions: None

Flikk nods at Tuhdah as he points ahead. Flikk draws his bow and nocks and arrow, creeping a bit closer so he can shoot one of those little lizardmen in the face!

I guess I'll stealth stride until I see one and shoot it if I have an action left. Where are we on the map exactly?


Sorry, forgot to put your avatars on the map! Slide 14

Going half speed I do not think you will be able to see them without moving three times.


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Spoiler:
1d20 + 5 ⇒ (12) + 5 = 17

@Flikk It has been four hours. I have moved you forward until you could see them. It just barely took you into your third action because of corners. You can just barely see Green Sling from where I have placed you.

Flikk carefully moves forward, trying to be sneaky.

Bolded may act

Round 1

Red Sling
Red Spear
Flikk
Purple Spear
Ionic
Tuhdah

Green Sling
The Squire
Vandor
Loohi
Green Spear
Purple Sling
Blue Mage

Grand Archive

CN Goblin Male Bomber Alchemist 2 HP: 24/24 | AC: 18 | F: +7, R: +9, W: +3 | Perc: +3 | Cold/Elec/Fire Resist 1 | Speed: 25 ft. | Explore Mode: ? | Hero Points: 1 | Active Conditions: None

Looking at the map that should be 25 feet, half speed puts it at 50. I'll bump up to the corner and try shooting around the corner at their front line: Red. Goblins have a movement of 30'.

Arrow to the Face?:

Short Bow, Sneak Attack?: 1d20 + 5 ⇒ (8) + 5 = 131d6 + 1d6 ⇒ (2) + (3) = 5


Except in Pathfinder math half of 25 feet is 10 feet. The rounding and hard corners is what caused you to go into your third action.

You can be where you placed yourself, I just don’t think you have an action left to shoot,

Grand Archive

CN Goblin Male Bomber Alchemist 2 HP: 24/24 | AC: 18 | F: +7, R: +9, W: +3 | Perc: +3 | Cold/Elec/Fire Resist 1 | Speed: 25 ft. | Explore Mode: ? | Hero Points: 1 | Active Conditions: None

Huh. Oh, duh. Ya not 30', 25'. Ya, its quite odd how they break it up the way they do. I have always just counted the squares and doubled the distance when moving half speed. My apologies.

Horizon Hunters

Male Goblin Bard 1 [15/15 HP] [AC 17] [Fort +4 ; Ref +5 ; Will +6] [Perception +6] [Exploration: Search] [Focus 1] [Hero 1] [1st Level Spells 2/2]

If Flikk is sneaking, Tuhdah will stay put and delay until someone louder moves along.


Waiting for Ionic

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

OH AH sorry! I got out of it there for a few days and didn't get posts in! Sorry to hold things up!
As the group was moving closer, Ionic started to list off the information he had about the devil and what it can likely do.

Ionic takes up his axe and dagger and charges in head first. "Righty! Takin' de lead here!"

Three strides for 60' of movement.


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As Ionic comes around the corner, he sees that at least some of the kobolds were waiting for someone to do that. They fire off their slings at him as a reward for being first!

All except Blue Mage of the Kobolds is the same type. I used different figures so it would be easier to tell them apart rather than just relying on the border color.

Red Slinger Sling: 1d20 + 5 ⇒ (3) + 5 = 8
Bludgeoning damage: 1d4 ⇒ 1

Red Spear Sling: 1d20 + 5 ⇒ (19) + 5 = 24
Bludgeoning damage: 1d4 ⇒ 3

Purple Spear Sling: 1d20 + 5 ⇒ (20) + 5 = 25
Bludgeoning damage: 1d4 ⇒ 3
Crit!: 3 + 1d4 ⇒ 3 + (4) = 7

Two of them hit him, one right in the forehead!

I assume that is a noisy enough entrance that Tuhdah wants to come out of delay.

Bolded may act

Round 1

Red Sling
Red Spear
Flikk
Purple Spear
Ionic 10 damage
Tuhdah
Green Sling
The Squire
Vandor
Loohi
Green Spear
Purple Sling
Blue Mage

Horizon Hunters

Male Goblin Bard 1 [15/15 HP] [AC 17] [Fort +4 ; Ref +5 ; Will +6] [Perception +6] [Exploration: Search] [Focus 1] [Hero 1] [1st Level Spells 2/2]

Tuhduh will move forward and inspire Courage. Everyone should be in range. Then he'll cast shield.


Tuhdah moves up, but not so far that the kobolds would see him. His words are inspiring to his companions though.

Green slinger decides a certain dwarf got too close and decides to switch weapons. He drops the sling, a bullet spilling out of it. Then he gets out his spear and attempts to stab Ionic. He missed both times.
Spear: 1d20 + 3 ⇒ (14) + 3 = 17
Piercing damage: 1d6 + 1 ⇒ (5) + 1 = 6

Spear, 2nd attack: 1d20 + 3 - 5 ⇒ (12) + 3 - 5 = 10
Piercing damage: 1d6 + 1 ⇒ (3) + 1 = 4

Inspire active, +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Bolded may act

Round 1

Red Sling
Red Spear
Flikk
Purple Spear
Ionic 10 damage
Tuhdah
Green Sling
The Squire
Vandor
Loohi

Green Spear
Purple Sling
Blue Mage

Envoy's Alliance

CN Male Goblin (Unbreakable) Rogue 2 | HP 32/32 | AC 19 | F +7 R +8 W +5 | Perc [E] +5 | Stealth [T] +6 | Speed: 25ft | Darkvision | Active Conditions: Frightened 2 | Exploration: Avoid Notice

Loohi moves quickly through the hall, following the sounds of Ionic. He swings his spiked fist once at the nearest kobold, but misses handily due to being so turned around in these small quarters.

Spiked Gauntlet attack: 1d20 + 7 ⇒ (2) + 7 = 9 piercing damage: 1d4 + 3 ⇒ (2) + 3 = 5

Vigilant Seal

Sturdy yet Battered Young Male Varisian
Stats:
HP 21/21 | 2/2 Hero Points | Perc’ +8 ; Stealth +0 (-2) ; Speed 20 ft. | AC 18 (20 w. shield) | Fort' 7 ; Ref' +5 ; Will +6
Exploration: Defend (shield up) ; Active conditions:

The Squire grabs his shield with two hands-- and hustles forward.

1 action Enter Stance
2 actions Stride x 2


Loohi is fast enough to rush forward and attempt to hit one of the kobolds. They miss, but the kobold doesn't appear very appreciative.

The Squire gets there with his shield raised, but doesn't have time to attack.

Inspire Courage active, +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Bolded may act

Round 1

Red Sling
Red Spear
Flikk
Purple Spear
Ionic 10 damage
Tuhdah
Green Sling
The Squire
Vandor
Loohi
Green Spear
Purple Sling
Blue Mage

Horizon Hunters

Human-Ulfen Barbarian / 1 AC 17, Fort +7, Ref +5, Will +6 HP 22 /22; Resistances cold 1 Speed 25 feet

Vandor moves up and throws a javelin the first green kobold.
javelin attack: 1d20 + 5 ⇒ (10) + 5 = 15
Per damage: 1d6 + 4 ⇒ (4) + 4 = 8

Move
Move
strike


Vandor misses with his javelin.

Green spear shoots in the general direction of Vandor. It then runs away!
Sling: 1d20 + 5 ⇒ (2) + 5 = 7
Bludgeoning damage: 1d4 ⇒ 4

Purple sling shoots at Loohi twice. Only the first rock hits.
Sling: 1d20 + 5 ⇒ (16) + 5 = 21
Bludgeoning damage: 1d4 ⇒ 1
Sling: 1d20 + 5 - 5 ⇒ (17) + 5 - 5 = 17
Bludgeoning damage: 1d4 ⇒ 3

Blue Mage casts Electric Arc getting both Loohi and Vandor with the spell. “Take that, invaders!
Electrical damage: 1d4 + 4 ⇒ (1) + 4 = 5 Basic Reflex save, DC 20

They then run away!

Red sling drops their sling, gets out a spear, and pokes at Ionic in front of them.
Spear: 1d20 + 3 ⇒ (10) + 3 = 13
Piercing damage: 1d6 + 1 ⇒ (6) + 1 = 7

Spear, 2nd attack: 1d20 + 3 - 5 ⇒ (2) + 3 - 5 = 0
Piercing damage: 1d6 + 1 ⇒ (6) + 1 = 7

Red spear runs away!

Inspire active, +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Bolded may act

Round 2

Red Sling
Red Spear
Flikk
Purple Spear
Ionic 10 damage
Tuhdah
Green Sling
The Squire
Vandor Basic Reflex DC 20 5 damage
Loohi 1 damage Basic Reflex DC20 5 damage
Green Spear
Purple Sling
Blue Mage

Grand Archive

CN Goblin Male Bomber Alchemist 2 HP: 24/24 | AC: 18 | F: +7, R: +9, W: +3 | Perc: +3 | Cold/Elec/Fire Resist 1 | Speed: 25 ft. | Explore Mode: ? | Hero Points: 1 | Active Conditions: None

Flikk waits patiently, hoping the battlefield gets a bit less crowded.

Delay


Purple Spear runs away!

Inspire active, +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Bolded may act

Round 2

Red Sling
Red Spear
Flikk delay
Purple Spear
Ionic 10 damage
Tuhdah

Green Sling
The Squire
Vandor
Loohi 1 damage
Green Spear
Purple Sling
Blue Mage

Horizon Hunters

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NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic lifts his axe, keeping his dagger low, smiling predatorily at the red sling bearing lizard in front of him. "Those hits hurt, you know. And hurting a pirate, even retired ones, is a bad idea!"

He strikes down with his axe, before swinging around and back up with the dagger, trying to get a third backhanded slash in as well.

“First the Axe!” Dwarven Waraxe: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage, Slashing: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
“Next the dagger!” Clan dagger, 2nd strike: 1d20 + 7 - 2 + 1 ⇒ (1) + 7 - 2 + 1 = 7
Damage, Piercing: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
“Dagger again!” Clan dagger, 3rd+ strike: 1d20 + 7 - 4 + 1 ⇒ (8) + 7 - 4 + 1 = 12
Damage, Piercing: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Horizon Hunters

Male Goblin Bard 1 [15/15 HP] [AC 17] [Fort +4 ; Ref +5 ; Will +6] [Perception +6] [Exploration: Search] [Focus 1] [Hero 1] [1st Level Spells 2/2]

Tuhduh moves up, continues to Inspire his comrads, and casts Shield


Ionic’s axe strikes true, felling the kobold in a single hit.

Turning his dagger to the other kobold, he misses twice.

Tuhdah moves up and continues to inspire his comrades, but doesn’t ignore his own defense.

Green sling strikes at Ionic with his spear. He misses both times. He then steps back a bit.
Spear: 1d20 + 3 ⇒ (8) + 3 = 11
Piercing damage: 1d6 + 1 ⇒ (3) + 1 = 4

Spear, 2nd attack: 1d20 + 3 - 5 ⇒ (10) + 3 - 5 = 8
Piercing damage: 1d6 + 1 ⇒ (5) + 1 = 6
Inspire active, +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Bolded may act

Round 2

Red Sling 11 damage
Red Spear
Flikk delay
Purple Spear
Ionic 10 damage
Tuhdah
Green Sling
The Squire
Vandor
Loohi 1 damage

Green Spear
Purple Sling
Blue Mage

Vigilant Seal

Sturdy yet Battered Young Male Varisian
Stats:
HP 21/21 | 2/2 Hero Points | Perc’ +8 ; Stealth +0 (-2) ; Speed 20 ft. | AC 18 (20 w. shield) | Fort' 7 ; Ref' +5 ; Will +6
Exploration: Defend (shield up) ; Active conditions:

The Squire sees an opening, and, all of a sudden, charges up past the first two enemies.
He comes to a stop, and, still holding his shield in two hands, tries to smash the one furthest from him, against the wall--

in Everstand Stance
•• 2 Action Sudden Charge
attack vs. purple sling

Shield Boss: 1d20 + 9 ⇒ (9) + 9 = 18
Bludgeoning: 1d8 + 4 ⇒ (6) + 4 = 10

--then he swings his shield again, going for the same enemy if still standing, or the one he is flanking if not.

• 1 Action Strike w. MAP
attack vs. purple sling if alive
vs. green sling if purple sling down

The Squire sees an opening, and, all of a sudden, charges up past the first two enemies.
He comes to a stop, and, still holding his shield in two hands, tries to smash the one furthest from him, against the wall--
Shield Boss 2nd Attack: 1d20 + 9 - 5 ⇒ (19) + 9 - 5 = 23 vs. -2 AC (flat footed) if green sling
Bludgeoning: 1d8 + 4 ⇒ (7) + 4 = 11


The Squire moves up past the two kobolds and just barely manages to hit the first In spite of the cover while easily hitting the second one. They both go down.

Inspire active, +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Bolded may act

Round 2

Red Sling 11 damage
Red Spear
Flikk delay
Purple Spear
Ionic 10 damage
Tuhdah
Green Sling
The Squire
Vandor
Loohi 1 damage

Green Spear
Purple Sling
Blue Mage

Envoy's Alliance

CN Male Goblin (Unbreakable) Rogue 2 | HP 32/32 | AC 19 | F +7 R +8 W +5 | Perc [E] +5 | Stealth [T] +6 | Speed: 25ft | Darkvision | Active Conditions: Frightened 2 | Exploration: Avoid Notice

Reflex: 1d20 + 8 ⇒ (15) + 8 = 23

Loohi dances out of the way of most of the electrical energy coming at him, but does get hit a bit. (2 damage from Electric Arc)

Loohi watches the Squire take down the kobolds, which works well, as he wanted to pay back that mage. He chases him down and lashes out with both fists.

Stride; Strike; Strike

Gauntlet attack w/ inspire: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 bludgeoning damage w/ inspire: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Spiked Gauntlet (2nd) attack w/ inspire: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 piercing damage w/ inspire: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6

EDIT: Include Inspire Courage


Loohi avoids much if the damage from the electric arc.

He connects with his fist twice in quick succession on the kobold mage.

Inspire active, +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Bolded may act

Round 2

Red Spear
Flikk delay
Purple Spear
Ionic 10 damage
Tuhdah
The Squire
Vandor basic reflex DC 20 5 electricity damage
Loohi 3 damage
Green Spear
Blue Mage 11 damage

Envoy's Alliance

CN Male Goblin (Unbreakable) Rogue 2 | HP 32/32 | AC 19 | F +7 R +8 W +5 | Perc [E] +5 | Stealth [T] +6 | Speed: 25ft | Darkvision | Active Conditions: Frightened 2 | Exploration: Avoid Notice

Forgot about inspire. Updated previous post to include.


Alright that made the difference between a hit and a miss. Updated mine above as well.

Grand Archive

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CN Goblin Male Bomber Alchemist 2 HP: 24/24 | AC: 18 | F: +7, R: +9, W: +3 | Perc: +3 | Cold/Elec/Fire Resist 1 | Speed: 25 ft. | Explore Mode: ? | Hero Points: 1 | Active Conditions: None

Flikk peers around the corner and watches the floor pile up with lizard bodies and he grins, rushing around the corner with a terrible warcry. He keeps running until he finally ends up next to the Squire and gives the teal lizard a punch to the nose! "We aren't invading, we're EVICTING!"

Double stride, unarmed strike teal.

Unarmed: NL: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 3 ⇒ (4) + 3 = 7


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Although done with quite a bit of gusto, Flikk fails to connect with his blow. The judges rate him high on style, but low on technique. The kobold judge rates him poorly in all categories, hissing at Flikk.

Inspire active, +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Bolded may act

Round 2

Red Spear
Purple Spear
Ionic 10 damage
Tuhdah
The Squire
Flikk
Vandor basic reflex DC 20 5 electricity damage
Loohi 3 damage
Green Spear
Blue Mage 11 damage

Horizon Hunters

Human-Ulfen Barbarian / 1 AC 17, Fort +7, Ref +5, Will +6 HP 22 /22; Resistances cold 1 Speed 25 feet

Getting zapped Vandor tries to duck away from most of the spell.
Fort: 1d20 + 5 ⇒ (11) + 5 = 16

"Stinking little lizards!
Taking a firm grip on his two handed sword. Vandor heedless of the dangers from is raging blood lust, moves to where he has a clean swing at the first kobold that he comes across.
Kobold get AOO

Two handed greatsword attack w/rage: 1d20 + 7 ⇒ (11) + 7 = 18
slashing damage w/rage: 1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10

AC is now 16

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