[PFS2_Luke_Parry] 1-14: Lions of Katapesh (Inactive)

Game Master Luke_Parry

Maps and Handouts


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Sovereign Court

Malark: 1d20 + 4 ⇒ (11) + 4 = 15.
Sparkin: 1d20 + 7 ⇒ (7) + 7 = 14.
Vellir: 1d20 + 5 ⇒ (12) + 5 = 17.
Zarden: 1d20 + 5 ⇒ (10) + 5 = 15.

Vellir, Malark, and Zarden recognise that it is leopards that are attacking the camp, and know what sort of locations they often lair in.

These PCs gain a +2 circumstance bonus to checks to Track these creatures.

Vellir can also definitely 'Hunt Prey' ;-)

Zip shakes his head.

"No, no I think I would know the difference between dogs and cats!"

Vigilant Seal

Half-Elf Fighter 1 - HP 12/19, AC 18 - Perception +8 - F: +6 / R: +6 / W: +6 - Speed: 25

Herbert looks around for tracks.

survival: 1d20 + 6 ⇒ (11) + 6 = 17

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Too bad I'm untrained in Survival.

"That is the reason why we are here, Zig. Your father is saddened by the news of missing goblins and we will do our best to stop that from happening."

Malark goes with Vellir and observes his tracking skills. Are there other things we can do to prepare the camp for possible attacks?

Grand Archive

Male Human Wizard 2 [22/22 HP] [AC (17)] [Fort +5 ; Ref +6 ; Will +8] [Perception +6] [Focus 1] [Hero 1]
Current Effects:
Mage Armor

How long has it been since the wolf attacks? Same day?

Do we see any tracks currently or do we need to prepare camp for an attack and track where they came from?

Perception to find tracks: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Sovereign Court

@Zarden: It is literally about an hour after the wolf attack - you were only a couple of miles away from the camp when it happened.

@Malark: You could spend some time building up the defences, but taking the fight *to* the aggressors works better - after all, the best defence is a good offense ;-)

Although Vellir struggles, Herbert manages to track the leopards back to their lair - a cave in a low cliff a few miles away.

Heading inside...

The cave is lit by smoky pitch torches (low-light), and appears to extend back a fair distance.

As the party cautiously moves forward, there is a chorus of angry yowls from one side, as two sets of green cats' eyes open and glare balefully at the party!

Leopards: 1d20 + 7 ⇒ (6) + 7 = 13.
Herbert: 1d20 + 8 ⇒ (10) + 8 = 18.
Malark: 1d20 + 6 ⇒ (15) + 6 = 21.
Quinoline: 1d20 + 5 ⇒ (14) + 5 = 19.
Sparkin: 1d20 + 7 ⇒ (15) + 7 = 22.
Vellir: 1d20 + 7 ⇒ (5) + 7 = 12.
Zarden: 1d20 + 5 ⇒ (16) + 5 = 21.

Entering the Lions' Den, Round 1:

Sparkin (-)
Malark (-)
Zarden (-)
Quinoline (-)
Herbert (-)

Leopards (-, -)
Vellir

Slide 4.

Party (sans-Vellir) is up!

For clarity: The black sections on the map are walls or pillars.

Also, if anyone wants to have light sources out / weapons drawn prior to combat starting, that is more than reasonable ;-)

Vigilant Seal

Half-Elf Fighter 1 - HP 12/19, AC 18 - Perception +8 - F: +6 / R: +6 / W: +6 - Speed: 25

Herbert has no light source but has no objections to having Light cast on his weapon.

"We will avenge the goblin children."

Weapon and shield in hand Herbert moves closer to those eyes then in a sudden charge moves up the stairs to attack.

flickermace: 1d20 + 9 ⇒ (8) + 9 = 17
bludgeoning: 1d8 + 4 ⇒ (2) + 4 = 6

aoo if needed:

flickermace aoo: 1d20 + 9 ⇒ (3) + 9 = 12
blugoning: 1d8 + 4 ⇒ (6) + 4 = 10

Radiant Oath

open | NG female (she/her) versatile human (Thuvian) alchemist (bomber) 11 | ◆◇↺ | AC 29 (31) | HP 140/140, shield 80/80 | P+17, F+21, R+20, W+18 | Explore: Investigate| DV, 30' | L: 6/6, A: 3/3, DV: 1/2, MF: 2/2, EoL: 2/2, IR: 10/16 | Hero: 1/3 | Active conditions: resist fire 5

Quinoline strides twice and throws an alchemist's fire at Blue.

Bomb: 1d20 + 9 ⇒ (15) + 9 = 24
Fire: 2d8 + 2 ⇒ (6, 2) + 2 = 10 +2 persistent fire

Grand Archive

Male Human Wizard 2 [22/22 HP] [AC (17)] [Fort +5 ; Ref +6 ; Will +8] [Perception +6] [Focus 1] [Hero 1]
Current Effects:
Mage Armor

Zarden can cast light on the fighter's weapon before entering the cave.

Zarden will move forward and send a Ray of Frost at Red.

Spell Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Cold Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Prior to combat, Malark would have cast Dancing Lights.

Malark steps forward and casually takes out his pan flute. With concentrated efforts, he focuses on prolonging his compositions for as long as he can hold. He starts playing a mellow tune that aims to bolster his allies.

Performance standard DC lvl. 1: 1d20 + 7 ⇒ (4) + 7 = 11

Stride, Interact, Lingering Composition (free), Inspire Courage

Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

Sparkin will move closer and cast daze at Red.
4 damage. DC 17 Basic Will. Stunned 1 on critical failure.

Sovereign Court

Sparkin messes with Red's mind...

Will: 1d20 + 5 ⇒ (13) + 5 = 18.

..but it resists the spell.

Malark starts Inspiring Courage.

Zarden tosses a blast of ice at Red, chilling the cat.

Quinoline tosses a bomb at Blue, charring it.

Herbert recklessly charges forward, and tries to wallop Red, but it dodges.

The leopards roar (and, worryingly, this is met by an answering roar from deeper inside the cave), and attack back!

Red pounces upon Herbert...

Jaws: 1d20 + 10 ⇒ (16) + 10 = 26, for 1d10 + 3 ⇒ (8) + 3 = 11 damage.
Jaws: 1d20 + 5 ⇒ (6) + 5 = 11, for 1d10 + 3 ⇒ (3) + 3 = 6 damage.
Jaws: 1d20 + 0 ⇒ (1) + 0 = 1, for 1d10 + 3 ⇒ (3) + 3 = 6 damage.

...but only its initial Strike lands.

Blue, still on fire, yowls in pain, and pounces down the wall at Quinoline!

Jaws: 1d20 + 10 ⇒ (4) + 10 = 14, for 1d10 + 3 ⇒ (1) + 3 = 4 damage.
Jaws: 1d20 + 5 ⇒ (14) + 5 = 19, for 1d10 + 3 ⇒ (3) + 3 = 6 damage.
Jaws: 1d20 + 0 ⇒ (17) + 0 = 17, for 1d10 + 3 ⇒ (4) + 3 = 7 damage.

Fortunately, she manages to sidestep its Strikes.

1d20 ⇒ 5

Entering the Lions' Den, Round 1/2:

Vellir
Sparkin (-)
Malark (-)
Zarden (-)
Quinoline (-)
Herbert (-11)

Leopards (-9, -12; Persistent Fire 2)

Party is up!

Horizon Hunters

CG Male Halfling Ranger 2 | HP 28/28 | AC 19 | F +7, R +10, W +6 | Perception +8 | Hero Points 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Track/Search
Haast:
Small Bird | HP 18/18 | AC 17 | F +5, R +7, W +6 | Perc +6 | Conditions:

Vellir runs forward to cover his earlier hesitation, then takes a shot. He holds off on sending his bird to the cats unless things turn dire.

Stride, Hunt Prey on Blue, Strike.

Crossbow vs. Blue: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Grand Archive

Male Human Wizard 2 [22/22 HP] [AC (17)] [Fort +5 ; Ref +6 ; Will +8] [Perception +6] [Focus 1] [Hero 1]
Current Effects:
Mage Armor

Zarden moves again and sends another ray at Red.

Spell Attack: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Cold Damage: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Radiant Oath

open | NG female (she/her) versatile human (Thuvian) alchemist (bomber) 11 | ◆◇↺ | AC 29 (31) | HP 140/140, shield 80/80 | P+17, F+21, R+20, W+18 | Explore: Investigate| DV, 30' | L: 6/6, A: 3/3, DV: 1/2, MF: 2/2, EoL: 2/2, IR: 10/16 | Hero: 1/3 | Active conditions: resist fire 5

Quinoline will stride up to Herbert, apply Battle Medicine (her kit is on a bandolier so no Interact is required)

Assurance Medicine: 10 + 5 = 15
Healing: 2d8 ⇒ (1, 3) = 4

Then she strides to flank Red.

Vigilant Seal

Half-Elf Fighter 1 - HP 12/19, AC 18 - Perception +8 - F: +6 / R: +6 / W: +6 - Speed: 25

"Thanks much."

Being more cautious Herbert raises his shield then attacks the adjacent tiger.

flickermace att #1 vs flanked including Inspire: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
blugoning: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

flickermace att #2 vs flanked including Inspire: 1d20 + 9 + 1 - 5 ⇒ (13) + 9 + 1 - 5 = 18
blugoning: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

Sparkin will apply another daze at Red if it's still up, otherwise at Blue.
4 damage. DC 17 Basic Will. Stunned 1 on critical failure.

Sovereign Court

Vellir rushes forward and shoots, but his crossbow bolt goes wide.

Sparkin tries to interfere with Red's mind...

Will: 1d20 + 5 ⇒ (8) + 5 = 13.

...and is rewarded with a yowl of pain.

Zarden tosses another cold ray, but, wise to his actions, the big cat dodges.

Quinoline strides up to Herbert, and heals him.

Herbert tries to smack Red, but even with the flank, only one strike lands.

Entering the Lions' Den, Round 1/2:

Vellir
Sparkin (-)
Malark (-)
Zarden (-)
Quinoline (-)
Herbert (-7)
Leopards (-24, -12; Persistent Fire 2)

Malark is up!

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Malark lashes out a mental jolt at the nearest feline and continues to focus on his tune. "Work with me now"

Performance DC 15: 1d20 + 7 ⇒ (2) + 7 = 9

Daze, 4 damage, Will Save DC 17; Lingering Composition; Inspire Courage

Malark is frustrated once again as his performance misses a crucial note.

Sovereign Court

Will: 1d20 + 5 ⇒ (5) + 5 = 10.

Blue gives a yowl of pain!

Blue moves to flank Herbert, and then both try to drop him.

Jaws: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24, for 1d10 + 3 + 1d4 ⇒ (5) + 3 + (4) = 12.

Blue's first strike knocks Herbert out.

Red then turns, and tries to rip into Quinoline...

Jaws: 1d20 + 10 ⇒ (20) + 10 = 30, for 2d10 + 6 ⇒ (9, 10) + 6 = 25.
Jaws: 1d20 + 5 ⇒ (7) + 5 = 12, for 1d10 + 3 ⇒ (10) + 3 = 13.
Jaws: 1d20 + 0 ⇒ (7) + 0 = 7, for 1d10 + 3 ⇒ (2) + 3 = 5.

...landing a single, terrifying blow, that nearly takes an arm off!

1d20 ⇒ 10

Meanwhile, it continues to sizzle.

From down the tunnel, a feral-looking halfling, with clawed hands and feet, needle-like teeth, and the eyes of a cat, bounds, yowling in anger.

"You come into our lands, spreading the filth of your so-called civilisation, and when we defend ourselves, you come to kill us! You will all die, and we will feast on your bones!"

He then conjures a ball of flame, and throws it at Quinoline...

Produce Flame: 1d20 + 8 ⇒ (20) + 8 = 28, for 4d4 + 8 ⇒ (2, 4, 4, 3) + 8 = 21 Fire damage.

...dropping her with a lucky shot.

Entering the Lions' Den, Round 2/3:

Vellir (-)
Sparkin (-)
Malark (-)
Zarden (-)
Herbert (-19; Unconscious; Dying 1)
Quinoline (-35; Unconscious; Dying 2)

Leopards (-24, -18; Persistent Fire 2)
KTD (-)

Party is up. At this juncture, I will remind everyone that you have a Hero Point...

Vigilant Seal

Half-Elf Fighter 1 - HP 12/19, AC 18 - Perception +8 - F: +6 / R: +6 / W: +6 - Speed: 25

Herbert raised his shield but tbh he is more likely to have taken the aoo then the shield block.

flickermace aoo including inspire: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
blugoning: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

recovery check DC 10 +1: 1d20 ⇒ 20

Horizon Hunters

CG Male Halfling Ranger 2 | HP 28/28 | AC 19 | F +7, R +10, W +6 | Perception +8 | Hero Points 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Track/Search
Haast:
Small Bird | HP 18/18 | AC 17 | F +5, R +7, W +6 | Perc +6 | Conditions:

Crits in PF2 don't have you rolling extra dice, you just double the existing value. Still probably enough to drop, though.

Vellir barely keeps his composure as he fires back. "Haast, distract them! And you, we'll stop and talk if you call these things off!"

Reload, Command (Haast Flies and Supports), Strike Blue.

Crossbow vs. Blue: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Bleed: 1d4 ⇒ 3

Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

Sparkin will move up and cast a 2-action heal on Quinoline.
heal: 1d8 + 8 ⇒ (2) + 8 = 10

Sovereign Court

@Vellir: Actually, crits can either double, *or* roll twice, according to the CRB. However, either way, that is a minimum of 44 points of damage to Quinoline, which KOs her.

Vellir pegs Blue with a crossbow bolt, allowing his Bird to find an opening!

Now the cat is both on fire, and bleeding...

Entering the Lions' Den, Round 2/3:

Vellir (-)
Sparkin (-)
Malark (-)
Zarden (-)
Herbert (-19; Unconscious; Dying 1)
Quinoline (-35; Unconscious; Dying 2)

Leopards (-24, -24; Persistent Fire 2; Bleed 1d4)
KTD (-)

Party (sans Vellir) is up!

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Malark strides towards his fallen companions and casts Soothe on the downed alchemist. "Arise, my friend. We might need more of your concoctions."

Soothe: 1d10 + 4 ⇒ (8) + 4 = 12

Stride, Soothe

Sovereign Court

Malark Soothes Herbert's bite, causing his eyes to flutter open, whilst Sparkin tends to Quinoline.

Entering the Lions' Den, Round 2/3:

Vellir (-)
Sparkin (-)
Malark (-)
Zarden (-)
Herbert (-7; Wounded 1)
Quinoline (-25; Wounded 1)

Leopards (-24, -24; Persistent Fire 2; Bleed 1d4)
KTD (-)

Zarden, Herbert, and Quinoline are up!

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Sorry. My post got ninja'd. If Sparkin will heal Quinoline, then the Soothe spell will be on Herbert.

Horizon Hunters

CG Male Halfling Ranger 2 | HP 28/28 | AC 19 | F +7, R +10, W +6 | Perception +8 | Hero Points 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Track/Search
Haast:
Small Bird | HP 18/18 | AC 17 | F +5, R +7, W +6 | Perc +6 | Conditions:

Huh. Not sure how I missed that, but it's a cool option.

Radiant Oath

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open | NG female (she/her) versatile human (Thuvian) alchemist (bomber) 11 | ◆◇↺ | AC 29 (31) | HP 140/140, shield 80/80 | P+17, F+21, R+20, W+18 | Explore: Investigate| DV, 30' | L: 6/6, A: 3/3, DV: 1/2, MF: 2/2, EoL: 2/2, IR: 10/16 | Hero: 1/3 | Active conditions: resist fire 5

Not much you can do against a double crit, and, as the level 3 player, it's better that I asborbed both because otherwise we'd have 3 people down.

"We bring civilization, yes, but you're squandering your chance to find a mutual solution by killing the workers," she says as she stands.

Quinoline throws an alchemist's fire at Red.

Alchemist's Fire: 1d20 + 9 ⇒ (19) + 9 = 28
Fire: 2d8 + 2 ⇒ (5, 2) + 2 = 9 +2 persistent fire
Crit?: 2d8 + 2 ⇒ (6, 6) + 2 = 14

I'm not sure if everyone knows, but as a bomber, Quinoline directs all the splash at the target so there is no splash zone.

Quinoline then moves out of the line of fire.

Grand Archive

Male Human Wizard 2 [22/22 HP] [AC (17)] [Fort +5 ; Ref +6 ; Will +8] [Perception +6] [Focus 1] [Hero 1]
Current Effects:
Mage Armor

Zarden sends another ray of Frost at Blue.

Spell Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Cold Damage: 1d4 + 4 ⇒ (3) + 4 = 7

He then casts Shield for his 3rd action.

Current AC 17

Vigilant Seal

Half-Elf Fighter 1 - HP 12/19, AC 18 - Perception +8 - F: +6 / R: +6 / W: +6 - Speed: 25

"Ugh."

Herbert stands up, Picks up his weapon, and smashes blue to clear at least one enemy.

Flickermace vs blue activating potency crystal, inspired: 1d20 + 9 + 1 + 1 ⇒ (18) + 9 + 1 + 1 = 29
blugoning/magic: 2d8 + 4 + 1 ⇒ (1, 1) + 4 + 1 = 7

Sovereign Court

Zarden tosses a frost ray, but it is easily dodged.

Herbert groans, stands up...

2d8 + 4 + 1 ⇒ (3, 5) + 4 + 1 = 13

...and promptly decapitates Blue.

Quinoline then tosses an alchemist fire down Red's open mouth, blowing its lower jaw off.

"Nooo!" screams the Halfling.

He then hustles forward, and tosses another blob of fire at Quinoline...

Produce Flame: 1d20 + 8 ⇒ (20) + 8 = 28, for 4d4 + 8 ⇒ (2, 4, 4, 3) + 8 = 21 Fire damage.

...nearly blowing *her* head off.

I am glad that the level 3 'decided' to front-line :-/

"I'll take you all down!", he rages.

Entering the Lions' Den, Round 3/4:

Vellir (-)
Sparkin (-)
Malark (-)
Zarden (-)
Herbert (-7; Wounded 1)
Quinoline (-35; Unconscious; Dying 3; Wounded 1)

KTD (-)

Party is up!

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Malark continues to play some soothing music and releases another wave of positive energy at Quinoline. "It will take more than that to take us down. We'll get through this. Onward, fellow Pathfinders!"

Soothe: 1d10 + 4 ⇒ (4) + 4 = 8

Soothe on Quinoline, Inspire Courage

Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

Sparkin will cast another 2-action heal on Qunoline.
heal: 1d8 + 8 ⇒ (3) + 8 = 11

"Hang in there. We'll take care of this!"

He'll then try to demoralize the halfling.
Intimidate: 1d20 + 2 ⇒ (17) + 2 = 19

"You'll be sorry that you messed with the Pathfinder Society!"

Vigilant Seal

Half-Elf Fighter 1 - HP 12/19, AC 18 - Perception +8 - F: +6 / R: +6 / W: +6 - Speed: 25

Herbert will pick up his shield, Move up the stairs I've been assuming they count as difficult terrain. and raises his shield.

"I don't think calm and reasonable is an option here."

If attacked Herbert will shield block. If they try to cast he will attempt to disrupt it.

possible aoo: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
blugoning: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

If they do provoke by casting then Herbert will use his hero point on that aoo.

hero point aoo: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18

Radiant Oath

open | NG female (she/her) versatile human (Thuvian) alchemist (bomber) 11 | ◆◇↺ | AC 29 (31) | HP 140/140, shield 80/80 | P+17, F+21, R+20, W+18 | Explore: Investigate| DV, 30' | L: 6/6, A: 3/3, DV: 1/2, MF: 2/2, EoL: 2/2, IR: 10/16 | Hero: 1/3 | Active conditions: resist fire 5
Luke_Parry wrote:
I am glad that the level 3 'decided' to front-line :-/

Decided need not be in quotes. I ran around Blue to flank Red knowing exactly that I would take a bunch of hits. Did not think they would all be crits, though ... but that's what Hero Points are for! :)

Quinoline stands and returns fire. Well, lightning, actually. I'm excluding cover. Subtract as appropriate.

Bottled Lightning: 1d20 + 9 ⇒ (12) + 9 = 21
Electricity: 2d6 + 2 ⇒ (2, 5) + 2 = 9 +FF

2 splash electricity if miss

She then moves around the pillar.

Edit: Just realized I need to stand, so I can't drink my potion for minimum healing this turn.

Horizon Hunters

CG Male Halfling Ranger 2 | HP 28/28 | AC 19 | F +7, R +10, W +6 | Perception +8 | Hero Points 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Track/Search
Haast:
Small Bird | HP 18/18 | AC 17 | F +5, R +7, W +6 | Perc +6 | Conditions:

Vellir throws Haast a few hand gestures while reloading, a signal to attack the halfling. The eagle is in position when the bolt soars his way.

Reload, Command (Fly, Support), Strike.

Crossbow vs. Halfling: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Bleed: 1d4 ⇒ 2 plus dazzled

Grand Archive

Male Human Wizard 2 [22/22 HP] [AC (17)] [Fort +5 ; Ref +6 ; Will +8] [Perception +6] [Focus 1] [Hero 1]
Current Effects:
Mage Armor

Zarden casts and sends three black bolts into the feral halfling.

3-Action Magic Missile

Force Damage: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11

Sovereign Court

@Quinoline: To an extent. Technically, I could have directed that last crit at Herbert instead of you, but that would have killed him, so...

Vellir fires his crossbow, winging the halfling!

Sparkin and Malark both heal Quinoline.

Zarden tosses a brace of force missiles, which do a number on the angry halfling.

Quinoline tosses a blast of electricity, which leaves the halfling's teeth chattering.

Herbert moves forward, shield raised, to threaten the halfling.

The halfling responds by gritting his teeth, raising his *own* shield, and throwing a blast of fire at Herbert (the AoO misses)...

Produce Flame: 1d20 + 8 ⇒ (20) + 8 = 28, for 4d4 + 8 ⇒ (4, 1, 2, 4) + 8 = 19 Fire damage.
1d20 ⇒ 10

...nearly outright killing the poor man.

1d20 ⇒ 19
1d4 ⇒ 3

Entering the Lions' Den, Round 4/5:

Vellir (-)
Sparkin (-)
Malark (-)
Zarden (-)
Quinoline (-16; Wounded 2)
Herbert (-19; Unconscious, Dying 3, Wounded 1)

KTD (-24)

Party is up.

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

"Better to just give yourself in."

Demoralize: 1d20 + 7 ⇒ (9) + 7 = 16

Malark continues to bolster his allies.

Demoralize, Inspire Courage

Grand Archive

Male Human Wizard 2 [22/22 HP] [AC (17)] [Fort +5 ; Ref +6 ; Will +8] [Perception +6] [Focus 1] [Hero 1]
Current Effects:
Mage Armor

Zarden will use all three actions to cast. When he's finished casting an animated broom appears 15 feet from the halfling. "Hopefully this will distract him."

The broom moves to the halfling and swings at him.

Cast Summon Construct. 30 foot range on the spell. The animated broom has two actions.

Bristles: 1d20 + 6 ⇒ (20) + 6 = 26
bludgeoning damage: 1d4 ⇒ 2 plus Dust (Fort DC 15)

Crit damage: 1d4 ⇒ 4

Dust:

A creature hit by an animated broom’s bristles must succeed at a DC 15 Fortitude save or spend its next action coughing. Even if hit by multiple dust attacks, the creature has to spend only 1 action coughing to clear the dust out. A creature that doesn’t breathe is immune to this effect.

Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

Sparkin puts a 2-action heal on Herbert.
heal: 1d8 + 8 ⇒ (4) + 8 = 12

Radiant Oath

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open | NG female (she/her) versatile human (Thuvian) alchemist (bomber) 11 | ◆◇↺ | AC 29 (31) | HP 140/140, shield 80/80 | P+17, F+21, R+20, W+18 | Explore: Investigate| DV, 30' | L: 6/6, A: 3/3, DV: 1/2, MF: 2/2, EoL: 2/2, IR: 10/16 | Hero: 1/3 | Active conditions: resist fire 5

GM, can you please go into Campaign Settings and toggle the "Crit every roll" button off? Thanks.

Quinoline drinks a lesser healing potion.

Healing: 2d8 + 5 ⇒ (7, 2) + 5 = 14

She moves back around the pillar, and heaves an alchemist's fire.

Alchemist's Fire: 1d20 + 9 ⇒ (20) + 9 = 29
Fire: 2d8 + 2 ⇒ (2, 1) + 2 = 5 +2 persistent fire
Crit: 2d8 + 2 ⇒ (5, 6) + 2 = 13

Never mind, maybe it's not so bad ... ?

Horizon Hunters

CG Male Halfling Ranger 2 | HP 28/28 | AC 19 | F +7, R +10, W +6 | Perception +8 | Hero Points 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Track/Search
Haast:
Small Bird | HP 18/18 | AC 17 | F +5, R +7, W +6 | Perc +6 | Conditions:

Vellir is feeling in over his head as he keeps up his routine of load-and-shoot.

Reload, Command (Fly, Support), Strike.

Crossbow: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage: 1d8 + 1 ⇒ (6) + 1 = 7 plus bleed and dazzle

Sovereign Court

Vellir delivers a crossbow bolt, at speed, to the Halfling.

Sparkin heals Herbert back to consciousness.

Malark continues to Inspire!

Zarden conjures a broom to bludgeon the Halfing...

Fort: 1d20 + 10 ⇒ (20) + 10 = 30.

...who ignores the dust cloud that is kicked up.

Quinoline then tosses a Molotov cocktail straight at the Halfling's head!

Entering the Lions' Den, Round 4/5:

Vellir (-)
Sparkin (-)
Malark (-)
Zarden (-)
Quinoline (-16; Wounded 2)
Herbert (-7; Wounded 2)
KTD (-55; Bleed 1d4; Persistent Fire 2)

Herbert is up!

Vigilant Seal

Half-Elf Fighter 1 - HP 12/19, AC 18 - Perception +8 - F: +6 / R: +6 / W: +6 - Speed: 25

Harbert stands up, picks up his weapon, and attacks.

As far as I can tell both of my Potency crystals can be attached to my Flickermace so Herbert will use his other one.

Herbert is surprised to still be alive. He stands, picks up his flickermace, activates the crystal, and hopes for a mighty blow.

flickermace vs flanked opponent including inspire: 1d20 + 9 + 1 + 1 ⇒ (15) + 9 + 1 + 1 = 26
blugoning/magic: 2d8 + 4 + 1 ⇒ (3, 5) + 4 + 1 = 13
extra crit dmg?: 2d8 + 4 + 1 ⇒ (6, 8) + 4 + 1 = 19

aoo if needed: 1d20 + 9 + 1 + 1 ⇒ (12) + 9 + 1 + 1 = 23
blugoning/magic: 2d8 + 4 + 1 ⇒ (1, 2) + 4 + 1 = 8

Sovereign Court

Herbert hits, but does not crit, the Halfling.

Nevertheless, it is enough the cave the creature's skull in.

As the light fades from his eyes, his form reverts to that of a much more 'normal', almost peaceful, Halfling.

Combat over.

Searching around...

The feline’s lair is filled with the bodies of goblins and other creatures that have been killed by the group of felines. A variety of odds and ends can be found among the fallen, including 36 gp in assorted coins.

-------------

With the defeat of the Halfling Druid and his pets, bridge construction continues without any further interruptions.

When you return to Yigrig, you are presented with a sack of gold, his heartfelt thanks, and the promise of future work 'for the Family', if further problems rear their heads.

Scenario completed!

I'll get chronicle sheets out in the next 24 hours.

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