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

Game Master BretI

Maps and handouts


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Vandor gets a shock but then gives back far more than he was dealt!

Green spear moves through a small hole in the barricade ahead, then waits there.

Blue Mage also runs away, running through the same hole. He casts a spell once he is in position, but none of you feel any hostile magic trying to affect you. You see Green Spear manipulate something, but you aren’t sure what.

The barricade is 5 feet wide and 5 feet high in the center, and 10 feet wide and 5 feet high next to the room's walls. A Small or smaller creature can stand atop the squares of the barricade next to the walls and attack creatures in adjacent squares. The northern side of the barricade is coated in slimy offal, requiring an Athletics check to climb. There is a crawl space in the center two squares of the barricade. Small characters can move through this crawl space at full Speed, but Medium characters must Crawl to pass through it.


Red spear stands ready with their spear.
Purple spear moves to block the other portion of the tunnel, spear ready.

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

Round 3

Red Spear, spear ready
Purple Spear, spear ready
Ionic 10 damage
Tuhdah
The Squire
Flikk
Vandor 5 damage
Loohi 3 damage

Green Spear
Blue Mage 21 damage

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 jogs up and around the corner and over to the barricade--
2 x Stride
--and then he will either:
• see if he can smash the barricade with his shield...
if a Strike vs. Hardness etc. is possible
• try to Climb up...
(if no breaking possible)

1d20 ⇒ 5
+9 if Attack
+7 if Athletics

Bludgeoning: 1d8 + 4 ⇒ (4) + 4 = 8


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Both of those are options. Since it is obvious it is covered with slippery offal and you mentioned strike first, I am going to assume you are trying to break it down.

The Squire slams his master’s shield into the barricade. Although it makes a lot of noise, neither is damaged by the blow.
Hardness is greater than 8

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

Round 3

Red Spear
Purple Spear
Ionic 10 damage
Tuhdah

The Squire
Flikk
Vandor 5 damage
Loohi 3 damage

Green Spear
Blue Mage 21 damage

Horizon Hunters

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

Having no idea what the DC can be for leaping over the barricade.

Vandor starts running and tries to leap over the barricade. with hopes to land next to a kobold.
Athletics: 1d20 + 7 ⇒ (17) + 7 = 24

move and leap (2 actions)
please move my token to where he ends up at.


High Jump, pg. 242:
HIGH JUMP [two-actions]
You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. If you didn't Stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.
Critical Success Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.
Success Increase the maximum vertical distance to 5 feet.
Failure You Leap normally.
Critical Failure You don't Leap at all, and instead you fall prone in your space.

Vandor makes a valiant attempt to leap onto the low part of the barricade, but doesn’t jump quite high enough.
You have one action left

Horizon Hunters

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

WOW big number
Vandor using the momentum from the leap starts the climb over the barricade.
Athletics: 1d20 + 7 ⇒ (13) + 7 = 20


Vandor finds it much easier to climb than jump the barrier. He is just barely able to climb over the offal and reaches the top.

Can move to anywhere on the top of the barrier. The areas against the wall give you height but allow you to strike at a wider area as described here.
I agree that the leap numbers seem rather underwhelming.

Please place you’re figure.

As he climbs, Purple strikes at him with his spear.
Spear: 1d20 + 3 ⇒ (20) + 3 = 23
Piercing damage: 1d6 + 1 ⇒ (2) + 1 = 3
Sneak: 1d4 ⇒ 2 Without combat climber you are flat footed.
Crit: 3 + 1d6 + 1 ⇒ 3 + (3) + 1 = 7
Sneak crit: 2 + 1d4 ⇒ 2 + (4) = 6

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

Round 3

Red Spear, spear ready
Purple Spear
Ionic 10 damage
Tuhdah

The Squire
Flikk
Vandor 18 damage
Loohi 3 damage
Green Spear
Blue Mage 21 damage

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

Ionic strides into the farther room having been left behind by everyone but Tuhdah. *huff* "Any one eva tell ya ta not leave ya elders behind? Jeez!"

Stride, stride, stride!

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 follows the others towards the fleeing kobolds into the barricade. As he gets through into the barricade, he lashes out at the little vermin creature.

Stride; Stride; Strike?

Gauntlet attack vs purple: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 bludgeoning damage: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

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

"Onward men, today we EVICT these squatters and reclaim OUR TOWER!" Flikk scurries after Loohi and scrambles underneath Squire while he bashes the barricade. Using his head as a ram he tries to thump the purple lizardman with Loohi.

Unarmed: NL, Bludgeoning, Inspire: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 181d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Stride, Stride, Strike. If purple is no more then switch targets to red.

If strike drops target:

Intimidate vs Teal Caster: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

You're Next!: Reaction Feat 1 (Emotion, Fear, Mental, Rogue)
Prerequisites trained in Intimidation. Trigger You reduce an enemy to 0 hit points.
After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.

Intimidating Glare: Prerequisites trained in Intimidation. You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.


As Loohi goes into the tunnel, the walls of it shift. Suddenly the barricade collapses on Loohi! Flikk who was also intent on going through the tunnel skids to a stop when it collapses before him.
Loohi please make a Reflex save
Flikk, please move yourself to someplace else since the trap triggers as soon as the first person is in the tunnel.
You would still have one action, Flikk

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 skids to a halt as Loohi ruins the nice tunnel they had to use "Ack, you broke it! Clean up on middle aisle, snip snap!" Instead of going under the barricade, Flikk decides to just try to go up and over!

Athletics: 1d20 + 6 ⇒ (8) + 6 = 14

If that makes it then the rest of my turn stands as written before.


Flikk finds the offal too slippery and hasn’t found a good handhold yet.

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 ⇒ (13) + 8 = 21

Loohi attempts to dodge the pieces of falling debris to avoid getting flattened.


Very close, but that is a failure.

Loohi scrambles forward as collapsing debris and broken glass rain down on him. He makes it out the other side to find himself surrounded by Kobolds. His movement forced Purple back.
Bludgeoning damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Slashing damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10

As he comes through, he strikes Purple, greatly injuring it.

Red attempts to reward Loohi for making it through by stabbing at him. Fortunately some of the collapsing debris gets in the way.
Spear: 1d20 + 3 ⇒ (2) + 3 = 5
Piercing damage: 1d6 + 1 ⇒ (5) + 1 = 6

Flikk skids to a stop, blames Loohi for the collapsed barricade, and then tries but fails to climb over.

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

Round 3

Red Spear
Purple Spear 7 damage
Ionic 10 damage
Tuhdah

The Squire
Flikk
Vandor 5 damage
Loohi 25 damage
Green Spear
Blue Mage 21 damage


The portions of the barricade marked with red explosions are broken. They provide greater cover but are still just as hard to climb.

Looking down, Vandor can tell that climbing from the other side is easy enough it doesn’t require a check. It counts as greater difficult terrain.

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 follows everyone and continues to inspire.

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

Ionic tries to get over the barrier grumbling about the stupid lizards and their stupid trap making.

Athletics: 1d20 + 7 ⇒ (6) + 7 = 13
He tries to climb around Vandor and then down the other side.
Not entirely sure where or how far he can get.


Tuhdah provides inspiration.

Ionic is not able to climb the barrier.

Green Spear climbs the barrier from it’s side, then strikes down with his spear against Flikk. He misses by a wide margin.
Spear: 1d20 + 3 ⇒ (3) + 3 = 6
Piercing damage: 1d6 + 1 ⇒ (5) + 1 = 6

Blue Mage casts a spell at Loohi and then casts one on himself.

DC 20 will save:

Get bonus to saves from Inspire Courage.

Crit success: Unaffected
Success: Frightened 1
Failure: Frightened 2
Crit Failure: Frightened 3 and flee for 1 round

Red spear strikes frantically at Loohi, never coming close to hitting.
Spear: 1d20 + 3 ⇒ (1) + 3 = 4
Piercing damage: 1d6 + 1 ⇒ (1) + 1 = 2

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

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

Purple Spear steps back and then strikes at Loohi. Only the second attack hits.
Spear: 1d20 + 3 ⇒ (3) + 3 = 6
Piercing damage: 1d6 + 1 ⇒ (2) + 1 = 3

Spear, 2nd attack: 1d20 + 3 - 5 ⇒ (20) + 3 - 5 = 18 Natural 20, so failure becomes success
Piercing damage: 1d6 + 1 ⇒ (5) + 1 = 6
Exact results depend on Loohi’s save vs Blue Mage’s spell

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

Round 4

Red Spear
Purple Spear 7 damage
Ionic 10 damage
Tuhdah
The Squire
Flikk
Vandor 5 damage
Loohi 31 damage

Green Spear
Blue Mage 21 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

Will DC20: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 fail: frightened 2

With all the punishment he is taking, he is a bit delirious and frightened. With no seeming way out he continues to assail the same kobold he has been. He then steps back to get away from these ruffians. Being away from his attackers, he feels a little bit better.

Strike; Strike; Step; Frightened goes down one step

Gauntlet attack: 1d20 + 7 + 1 - 2 ⇒ (9) + 7 + 1 - 2 = 15 bludgeoning damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Spiked gauntlet (2nd) attack: 1d20 + 3 + 1 - 2 ⇒ (15) + 3 + 1 - 2 = 17 bludgeoning damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 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 tries to smash his shield into Green once--

Shield Boss: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Bludgeoning: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

--and if this did not hit or was not enough to bring Green down, he goes for a second attack--

Shield Boss: 1d20 + 9 + 1 - 5 ⇒ (20) + 9 + 1 - 5 = 25
Bludgeoning: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 26 damage if crit'

--hoping that takes Green down.

Then, finally, he tries to climb up onto the barrier--
Athletics: 1d20 + 8 ⇒ (19) + 8 = 27


@Loohi, Since you failed, the natural 20 roll would have hit your AC, meaning you took more damage.
Additional Crit damage on Loohi: 1d6 + 1 ⇒ (2) + 1 = 3

I am sorry, but you are unconscious and at Dying 2 since you went down to a Crit.

Everyone else has this round to try and help you, otherwise you will need a stabilization check.

Loohi having been frightened by the magic, does not defend themselves well enough from Purple’s spear and falls unconscious to the attack.

The Squire misses green with his first shield strike because of cover, but takes them out with his second strike. He then climbs to the top of the barricade.

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

Round 4

Red Spear
Purple Spear 7 damage
Ionic 10 damage
Tuhdah

The Squire
Flikk
Vandor 5 damage
Loohi dying 2, need stabilization check or other recovery method

Green Spear
Blue Mage 21 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

@GM Loohi would have used the Nimble Dodge reaction which would make the hit not a hit.


Alright, sounds good to me. Technically you should declare this before the attack, but that sort of thing doesn't work well in PbP.
Updating for the dodge.

Although it seems certain that Loohi would go down to Purple's spear attack, the nimble goblin dodges just enough that the spear doesn't hit him in a critical area. He isn't able to get completely out of the way, but he feels sure that if he hadn't dodged like that he would be down and bleeding.

He then turns to purple and strikes at him twice. The first attack doesn't connect, but the second does enough to take Purple out of action!

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

Round 4

Red Spear
Purple Spear 12 damage
Ionic 10 damage
Tuhdah

The Squire
Flikk
Vandor 5 damage

Loohi 31 damage
Green Spear
Blue Mage 21 damage

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

A frustrated Flikk growls at the mountain of greasy, broken furniture before him. Flikk, why you not good climber like dumb longshanks with shield? Gah, I should you, ME! Watch this!

Athletics: Climb: 1d20 + 5 ⇒ (1) + 5 = 6 How fitting.

"Ahhh, I've fallen and.. I CAN get up!" Flikk scrambles embarrassingly back to his feet and tries to climb up Hamburg Hill once again.

Athletics: Climb: 1d20 + 5 ⇒ (12) + 5 = 17

I assume the first climb was a crit failure. So athletics/stand/athletics.


Flikk falls prone with his first attempt to climb, but that just makes him that much more determined. Picking himself up, he finally manages to find a way up to the top of the broken barricade!

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

Round 4

Red Spear
Purple Spear 12 damage
Ionic 10 damage
Tuhdah

The Squire
Flikk
Vandor 5 damage
Loohi 31 damage
Green Spear
Blue Mage 21 damage

Horizon Hunters

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

Hopping off the barricade, Vandor makes his way to block any escape and swings his sword at the tiny spell casting lizard.

Two handed greatsword attack w/rage: 1d20 + 7 ⇒ (11) + 7 = 18
slashing damage w/rage: 1d12 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Not sure if he can use sudden charge when starting on the top of the stack.

Then he swing again
Two handed greatsword attack w/rage: 1d20 + 7 ⇒ (18) + 7 = 25
slashing damage w/rage: 1d12 + 4 + 2 ⇒ (3) + 4 + 2 = 9

MOVE, STRIKE, STRIKE


I don’t think you can charge through greater difficult terrain, so no.

Vandor’s first strike smashes through an invisible shield to hurt the mage. His second strike finishes the job.

Blue mage is down.

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

Round 4

Red Spear
Purple Spear 12 damage
Ionic 10 damage
Tuhdah

The Squire
Flikk
Vandor 5 damage
Loohi 31 damage
Green Spear
Blue Mage 33 damage

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 continues to inspire. He then sends a loose rock from the ground at the last kobold.

Telekinetic Projectile
Spell Attack: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8


The rock bounces off a section of the barricade and barely misses.

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

Round 4

Red Spear
Purple Spear 12 damage
Ionic 10 damage
Tuhdah
The Squire
Flikk
Vandor 5 damage
Loohi 31 damage
Green Spear
Blue Mage 33 damage

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

Ionic gives a sigh as he stares at the barrier and decides to try something else. He drops his axe and dagger into the wood of the thing and pulls out his sling. Loading it, he fires at the last standing kobold. "Stupid, barrier. Makin' me use my sling, Ugh! Hate this thin'. So finicky and hard to aim wid!"

“They too far away” Sling: 1d20 + 4 ⇒ (19) + 4 = 23
Damage, piercing: 1d6 + 2 ⇒ (6) + 2 = 8


In spite of his grumbling, the sling is very effective. Ionic's sling bullet flies over the barrier and hits the remaining kobold in the head, knocking them out!

Combat over

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 stumbles away from the dropped kobolds and grabs his healing potion and greedily downs it.

Minor healing potion: 1d8 ⇒ 2

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
GM Bret wrote:

In spite of his grumbling, the sling is very effective. Ionic's sling bullet flies over the barrier and hits the remaining kobold in the head, knocking them out!

Combat over

"See! Even ends de combat! Prevents everyone else from hurting the kobolds. Stupid ding, inconsiderate! Snipin' someone ain't satisfyin' like cuttin'em is!"

Ionic grumbles about the sling some more but his heart isn't in it anymore. He puts the loathed thing away and picks up his weapons making sure they are okay and clean, before stowing them too. He then finally takes his time to clamber over the offending barrier and slide down the other side.

"Right, Wound bindin' time! Ought use my potion, I guess. Bound my wounds already... Dese lizards hurt more den dey ought. Den go get a devil? Dough still don't trust dat Diggen fellow."
Minor healing potion: 1d8 ⇒ 8


Might want to completely heal first. :)

This looks like it was the primary living area of the kobolds. The barricade is made up of various pieces of furniture and collected trash. There is a lever on the kobold’s side, that is probably what some of you saw one of the kobolds manipulate as you came in here. It is likely what they used to activate the trap.

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:

"Anybody need their wounds tended to?"

The Squire kicks the barricade and bashes it with his shield to dismantle it.

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 gingerly raises a hand. "If it's not too much troubles..."

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 can apply medicine at +3 if anyone is interested.

Flikk raises his arms in victory, not at the last of the kobolds being killed, but instead at him finally climbing the barrier. "Hey shield guy, no knocking down OUR barrier. May come in handy against that devil guy!" He hops down and ruthlessly starts looting the corpses, stabbing any that move too much for his liking.

Horizon Hunters

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

Vandor's rage subsides and he looks at the carnage around him. Haveing a big smile on his face he walks up to Loohi and pats Loohi hard on the back. "You fought well little one. Just remember to pivot more when they swing. You get hit less.
Here had one of my healing potions may it serve you well."
And Vandor hands Loohi a minor healing potion.

Not sure if he need to drink it now or some one can do magic healing and he can save it for latter.


Medicine skill can heal for 2d8, if you take the full hour it adds another 2d8 healing.
The problem is a critical failure on the Medicine check does damage.
Magical healing is much faster.

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 cast Soothe on Loohi before anyone attempts to use Medicine.

Healing on Loohi: 1d10 + 4 ⇒ (6) + 4 = 10

I can also attempt a Medicine check at a +4 if no one is better than that

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

Ionic has a +5, he'll take a crack at any wounds that are still open.

Ionic pulls out hiw healer's kit and sets Loohi down. He pulls out a pickle and hands it to the goblin. "Righto, kiddo. Get ya patched up. Chomp on dis. What's dat look for? Just a pickle. Hear ya guys like pickles... and 'sides eatin' something is distractin'"

Medicine: 1d20 + 5 ⇒ (5) + 5 = 10

He frowns at his kit, though, "Dangit! Forgot to put de catgut dread back when I put in de pickles ... Someone else got dis?"
Anyone else want a Treat Wounds attempt?

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:

"I am fine-- though I am amazed I am not hurt.
Master always said: To not be wounded and fight another day, run away from the battle before it starts."

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 bites into the pickle and waits for Ionic to finish up. He grabs the tools and takes a stab at it himself. Unfortunately, he only stabbed himself a few times. He shrugs and hands it back, "Guess it's just not mades to get all fixed. And thanks Tuhduh brother."

Medicine: 1d20 + 3 ⇒ (11) + 3 = 14


If everyone has tried, you could wait an hour and try again. It is probably getting a little late in the game day, I would need to go back through in order to check.
Do you want to continue going or try camping someplace in the tower?

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 is fine with whatever the others want.

Horizon Hunters

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

"Sorry not trained in the healing arts, I can keep you alive but not help with the healing process" Vandor remarks.

"If we plan to rest for the night, might I suggest some where more defensible."

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:

If anyone needs healing, the Squire has his Healing Kit and Medicine [Tr.]+6

"What?! You mean a foot massage is not needed to heal you?
But... why did Master insist all the time?!"

Rolls if Needed:
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 6 ⇒ (1) + 6 = 7


Medicine from The Squire on Vandor: 2d8 ⇒ (8, 6) = 14 Three people were hurt, took them in order.

Status:

Ionic 2 damage
Tuhdah
The Squire
Flikk
Vandor
Loohi 21 damage

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