[Outpost III / PFS2 Luke_Parry] 1-14: Lions of Katapesh (1-4) (Inactive)

Game Master Luke_Parry

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Sovereign Court

Dotting for fun and profit.

Sovereign Court

Yigrig Moneymaker, the powerful goblin merchant, slumps in a large chair. His face, normally so proud and assured, looks troubled. “It’s good to see you, Pathfinders! I have a lot of respect for the Society. You’ve been good to me in the past, and my family has aided you in return. But today I come before you, my hat in my hands, in need of help.

My family and I have almost brokered a trade agreement between the cities of Solku and Oenopion. It’s a beneficial deal, one where Solku gains the materials it needs to defend itself, Oenopion gains a new trading partner, and everyone stands to make a heap of coin. There’s only one issue standing in the way of the negotiation being finalized: a bridge must be constructed over the Elemion River to facilitate safe travel between the two cities. My family is responsible for building and maintaining this bridge. It should have been a simple job… easy to pull off.

It has been anything but easy.”

The old goblin leans forward. “Every morning at the work camp, it is discovered that more of my children have been pulled from their beds in the night, presumed dead. Every shipment of aid I send gets attacked. The last one I sent did not even arrive.

There is a lot of money riding on this deal, but I admit this isn’t about money anymore. This is personal. Someone is harming my family and I can’t sit by and let that happen.

I have contracted the Pathfinder Society to protect the bridge and surrounding work camp while construction is completed. I have a caravan ready to leave, filled with new workers and supplies for the bridge site. I want you on it. When you see it safely to the bridge site, I need you to stop the attacks on the camp by any means necessary until the job is complete. When you get to the work camp, you will meet my son Zig, the overseer of the project. Sweet kid… takes after his old man. He’ll be your liaison with the workers and see to your needs.

Nothing is more important than family. Nothing. And so, I’m asking you to take care of mine. Our future is in your hands.”

Feel free to introduce yourselves, and ask any questions that you might have :-)

Vigilant Seal

LN Twilight Halfling Sorcerer (Investigator ) 7 | 25 ft. speed | HP 42/48 | AC 22 Resistances evil 3| F +11 R +12 W + 14| Perc +12 T +1 Pursuing Lead (low-light vision; Expert prof for finding hidden things )| Stealth +12 | Focus 1 | Active Conditions: none
Skills:
Acrobatics, Arcana, Halfling Lore, Medicine, Nature, Occultism, Pathfinder Society Lore, Society, Stealth, Survival, Thievery, Underworld Lore +12, Deception, Intimidation +13, Religion +14, Diplomacy +17

"'Someone'?" repeats a halfling in a high-pitched, dispassionate tone. "So, you think these disappearances to be the result of some calculating mind, rather than opportunistic beasts? Yet, you describe their disappearances as having been 'pulled from their beds', which would suggest a more animalistic act."

Hamir strokes his chin. The shape of his diminutive form nearly hidden completely beneath his Iverness cape.

"And you identified the victims as 'my children'." he continues. "Are the victims all related, somehow? By more than just proximity? Could they be connected by blood, perhaps? Or by race?"

Sovereign Court

“Since the attacks began, information has been spotty getting out. However, I know that some sort of large animals have been attacking the work camp during the night, and something else has been aggressive toward anyone that tries to leave or enter the site, no matter what time of day. Bandits? Animals? Accounts have been conflicting, but whatever they are, they’re dangerous.

I call them my children, because they are all members of my extended family.”

Grand Archive

[HP 25/25 | AC 15 (+1 Shield) | Fort +6, Ref +5, Will +9 | Perception +7 | Arcana, Occultisim, Society +9 | Nature, Religion, Medicine +7]
Lore:
Acadamia Lore, Accounting Lore, Architecture Lore, Legal Lore, Thassilon Lore +9
Human Wizard 1

A well dressed human man in his mid 30's, sits in a nearby chair as the merchant speaks, a large leather tome in his hands as he seems to be skimming the pages. He doesn't really appear focused on the goblin's pleas for help, until a furrow crosses his brow.

Elemion River, hmmmmm... it appears my records are rather lacking on that region, would you be so kind as to tell me a bit more of the area? local inhabitants lay of the land, you know that kind of stuff

he sits eagerly quill in hand waiting for the goblin to reply

Sovereign Court

"Ummm... It's desert?"

Vigilant Seal

CN female Half-Orc Barbarian 1(Bump) |HP 33+4/33 |AC18| F10 R6 W8 | Perception +7 (Dark & Low-Light) | Athletics: +9 | Intimidation, Lore (Undead,Scouting): +5 | Medicine, Nature, Survival: +6

A large female half-orc is standing next to the wizard's chair. She wears a breast plate and worn clothes. Her black hair is cut at the sides, while the rest of it splits into three long braids that cover her back.
For a half-orc she has surprisingly blue eyes and there is a filigree necklace around her neck which doesn't seems to fit to the rest of her outfit.

She eyes the goblin suspiciously. The desert hmm? The desert is a dangerous place. Maybe it's just not a good idea to build bridges there for money...

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

An elderly Taldan lady, with pale skin, blue eyes and white hair slips into the room before the discussion starts.
She listens, and does not smile much, standing ramrod straight, looking very prim.
She is dressed in a fine pale grey dress, suitable for a noble, and has some simple and sober jewelry, as well as a pendant shaped in the form of an unblinking eye.

"I am delighted to meet you, Mr. Moneymaker. How do you do?"
She bows her head.
"My name is Lady Mona of Menetou, and I am sure your children are just playing games on you and trying to avoid work.
I will scold them for you."

Horizon Hunters

Male N Unbreakable Gbolin Druid 4 | HP 50/50 (Dog 42/42)| AC 21 (shield +2) (Dog 21)| F: +9, R: +8, W: +11 | Perc: +11 | Speed 25ft| Focus Pool: 1/1 | Hero points: 1/3 | Active conditions

An weather worn goblin sits cross legged on top of what in the very vaguest sense be called a "dog." The dog itself is a patchwork of hair and skin. One ear flops while the other one is sharp and point. It maw is a cross hatch of canines and a tongue that lazily drools to one side. The goblin, himself, wears a collection of hides and furs holding a spear. At the moment, it is hard to tell where the "dog" stops and the goblin begins.

"Elder Yigrig. It is good to see more leaders like you of our people working with the longshanks. This is a golden age for our people after the generations of strife. It does seem odd for most animals to pull children from shelters. It is both fiendish and with some thought. Was there signs of a fight or blood or anything. Or are they just missing?"

Ma'Hoo ponders what threats could come from that desert area

Nature: 1d20 + 11 ⇒ (2) + 11 = 13

The "dog" lets out a small snore to punctuate the question.

Horizon Hunters

N Male Gnome Sorcerer 3 Perception +6 | AC20|22 | HP32/32 | Fort +7, Reflex +8, Will +8
Resources:
Spell slots 1st: 1|4; 2nd: 1|3; Focus Points 0|1; Hero Points 0|1

The doors burst open as a slender gnome with grey skin and shockingly white hair hurries in. Sorry I am late sir, this place is so big and open and wide it is far too easy to get lost. Not like back home in Nar'Voth at all. Did I hear mention of lions or the like, oh my, thats not good. He stops as if thinking he has made some sort of terrible mistake. Just a moment, it will come to me, oh of course, introductions!

He bows, sweeping off a broad floppy hat. As he does so it exposes a large toad that squats on top of his head. The toad drops to the ground with a disclonsolate croak. Oops, apologies, oh I am so clumsy. Anyway, Yunko Fustbickle, at your service, he stops, Oh, a goblin. My my, how times change. Some people call me Firestarter but frankly that's just rude, I have hardly started any fires and the ones I did start generally weren't my fault!

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

Milady smiles, very please at the bowing and the hat doffing.
"Good day Master Fustbickle."

Sovereign Court

Yigrig sighs.

"I don't have any personal experience of the site, although I have already tried to help as much as I can, and what I’ve done has proven insufficient; that’s why I need you. If you can’t protect the bridge, then the only option left is to close the site and abandon negotiation on the trade agreement before any more goblins in the camp die or go missing."

With that, he leads you to the goblin caravan, which consists of 4 Huge wagons and 20 nervous goblin workers. It also contains a trove supplies including wooden beams and food. The leader of the caravan is a goblin named Muckmuck. Because many goblins loathe horses, the caravan’s wagons are pulled by camels.

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

Once you set out on the road, Muckmuck laughs to himself, but there is no humour in it.

“You longshanks think you can protect us? You can’t save Muckmuck. You’re weak. Face facts. We’re all going to die.

You sit there in the back and talk to the workers. We’re all scared. Doesn’t matter what we do. We’re all going to die.

Tell you truth, I don’t want to go. Yigrig reads too many books. He’s lost his mind. We all think about leaving before he gets us killed. Not help that the minstrel lost hand in teeth-brushing accident. Much blood. Can’t play lute anymore.

Tell you what. You want to help? You be the minstrel. Make fancy music. Make goblins feel less likely to run away. Convince them we’re not all going to die.”

Alright, this section is a skill challenge, trying to lift the goblins' spirits!

Everyone can make two checks, using the following skills (you can do the same skill twice, if you wish): Acrobatics, Athletics, Deception, or Performance.

Horizon Hunters

N Male Gnome Sorcerer 3 Perception +6 | AC20|22 | HP32/32 | Fort +7, Reflex +8, Will +8
Resources:
Spell slots 1st: 1|4; 2nd: 1|3; Focus Points 0|1; Hero Points 0|1

Yunko happily sits up next to the disconsolate Muckmuck. I am no longshanks and you seem pretty unusual for a goblin to me. Here, let me tell you some tales to wind away the tedium of the journey. They have acid breathing dragons, devious darkfolk and blundering pathfinders in them. I promise you they will be fun.

With that Yunko launches into series of tall tales about his travels through Nar'Voth. Largely they are plundered from various pathfinder chronicles he has read since he joined and many of them suspiciously feature gnomes in leading positions.

Deception: 1d20 + 9 ⇒ (7) + 9 = 16
Deception: 1d20 + 9 ⇒ (12) + 9 = 21

Vigilant Seal

LN Twilight Halfling Sorcerer (Investigator ) 7 | 25 ft. speed | HP 42/48 | AC 22 Resistances evil 3| F +11 R +12 W + 14| Perc +12 T +1 Pursuing Lead (low-light vision; Expert prof for finding hidden things )| Stealth +12 | Focus 1 | Active Conditions: none
Skills:
Acrobatics, Arcana, Halfling Lore, Medicine, Nature, Occultism, Pathfinder Society Lore, Society, Stealth, Survival, Thievery, Underworld Lore +12, Deception, Intimidation +13, Religion +14, Diplomacy +17
Luke_Parry wrote:
"Tell you what. You want to help? You be the minstrel. Make fancy music. Make goblins feel less likely to run away. Convince them we’re not all going to die.”

"Die?" Hamir contemplates aloud. "Why, not at all. To the contrary, I have no doubt in my mind that each of you will make it through this adventure unscathed. Indeed, I am certain that this trip will be quite uneventful."

Deception: 1d20 + 7 ⇒ (4) + 7 = 11
Deception: 1d20 + 7 ⇒ (6) + 7 = 13

Grand Archive

[HP 25/25 | AC 15 (+1 Shield) | Fort +6, Ref +5, Will +9 | Perception +7 | Arcana, Occultisim, Society +9 | Nature, Religion, Medicine +7]
Lore:
Acadamia Lore, Accounting Lore, Architecture Lore, Legal Lore, Thassilon Lore +9
Human Wizard 1

Looking around, Gerfanin quickly calculates that his odds for survival on this mission are greatly increased and directly proportionate to the number of other, victims.... ehhh target... umm OPTIONS! the creatures they may face have to choose from. With that, he decides to try and convince the goblins there is nothing to fear.

Well yes actually, our stout friend Mr Crookfeather is quite right. You see the likely hood of you running into any creatures able to eat you in one bite before you can call for help is quite low, particularly in this region, yes Dire Bears and Rocs are quite rare, really you have nothing to fear!

Deception: 1d20 + 5 ⇒ (20) + 5 = 25
Decpetion: 1d20 + 5 ⇒ (3) + 5 = 8

wooot crit on the first roll of the game :)

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

Milady smiles: 'Well, dear Mister Muck, I would be happy to be the minstrel, though I dare say my music is not fancy at all, simply not professional. But I do love to play the piano back home in Absalom."

With that, Milady starts to sing, using the tune from a famous opera, an uplifiting aria.
Standing up straight in the cart, puffing out her chest, in a loud crystal clear voice, she sings.

"Hand, hand, who needs a hand
"When Goblins are in a band?
"When Goblins are in a band
"Who needs a haaaaaaaaaaaand!

"Teeth, teeth, who needs to brush them
"When Goblins can spit phlegm?
"When Goblins spit phlegm
"Teeth, no need to brush themmmmmmmmm!"

Performance, trained: 1d20 + 8 ⇒ (20) + 8 = 28

(I follow in Gerfanin's steps)

Then Milady changes songs, sitting down to face Muckmuck, her eyes riveted on his, she now sings a deep and moving ballad, full of nostalgia.
She starts low--
"Die, die, we're all going to die...
Oh Goblin-boy the pipes the pipes are calling
From swamp to swamp and down the mountain side
The summer's gone and all the pigsties dying
'Tis you 'tis you must go and I must bide..."

--and then picks up, singing louder:

But come ye back when summer's in the meadow
Or when the valley's hushed and white with snow
'Tis I'll be here in sunshine or in shadow
Oh Goblin boy oh Goblin boy I love you so..."

Performance, trained: 1d20 + 8 ⇒ (16) + 8 = 24

Vigilant Seal

CN female Half-Orc Barbarian 1(Bump) |HP 33+4/33 |AC18| F10 R6 W8 | Perception +7 (Dark & Low-Light) | Athletics: +9 | Intimidation, Lore (Undead,Scouting): +5 | Medicine, Nature, Survival: +6

"Weak?" Shiira is visibly ensulted by the goblin's words. "People called me a lot, but weak ... I don't know about you and your goblin friends here, but I can defend myself! Need proof?"

With these words she picks up two wooden beams and lifts them up over her head.

Athletics:: 1d20 + 7 ⇒ (11) + 7 = 18

Vigilant Seal

CN female Half-Orc Barbarian 1(Bump) |HP 33+4/33 |AC18| F10 R6 W8 | Perception +7 (Dark & Low-Light) | Athletics: +9 | Intimidation, Lore (Undead,Scouting): +5 | Medicine, Nature, Survival: +6

"There. Happy? If you excuse me now, I.. wouldn't mind a more quiet place at the moment.

She makes a running jump over to one of the other caravans.

Athletics: 1d20 + 7 ⇒ (7) + 7 = 14

Horizon Hunters

Male N Unbreakable Gbolin Druid 4 | HP 50/50 (Dog 42/42)| AC 21 (shield +2) (Dog 21)| F: +9, R: +8, W: +11 | Perc: +11 | Speed 25ft| Focus Pool: 1/1 | Hero points: 1/3 | Active conditions

Ma'Hoo in goblin speaks to the others. "The longshanks are good. Goblins are good. We can be good together. I am as old as the sun and I have seen empires fall and empires rise. And we goblins are always there. Chiefs may go but we stay."

Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13

He then in a more jovial attidute. "Besides we have Dog." Patting the canine creature he rides. "Many hands winner of Will he Eat That?. And mother of many pups and grand pups."

Ma'Hoo then thoughs something rotten and Dog scarfs it up

Nature: 1d20 + 11 ⇒ (2) + 11 = 13

Seeing the list skills, if those were Deception or preform it would be only +1 for the skill.

Sovereign Court

Yunko is reasonably distracting, managing to take several goblins' minds off what has been happening.

Hamir tries his best as well, but he is just not convincing.

Gerfanin, likewise, tries to be distracting, and actually manages to keep several goblins engaged on day 1, but they lose interest on day 2.

Milday's singing, on the other hand, has the goblins asking for encores!

Shiira does some entertaining bench-pressing on day 1, but overexerts herself, and isn't able to repeat it on the second day.

Ma'hoo, despite being a fellow goblin, just isn't able to relate to this group.

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

Towards the end of the second day's journey, there is suddenly several loud howls from the east, and two large wolves, wisps of smoke curling from their jaws, pound over a sand dune!

CW: 1d20 + 10 ⇒ (14) + 10 = 24.
Gerfanin: 1d20 + 5 ⇒ (7) + 5 = 12.
Hamir: 1d20 + 5 ⇒ (8) + 5 = 13.
Ma'Hoo: 1d20 + 11 ⇒ (16) + 11 = 27.
Milady: 1d20 + 5 ⇒ (3) + 5 = 8.
Shiira: 1d20 + 5 ⇒ (1) + 5 = 6.
Yunko: 1d20 + 6 ⇒ (3) + 6 = 9.

Desert Ambush, Round 1:

Yunko (-)
CW (-, -)
Hamir (-)
Gerfanin (-)
Yunko (-)
Milady (-)
Shiira (-)

Slide 2.

Yunko is up!

Horizon Hunters

N Male Gnome Sorcerer 3 Perception +6 | AC20|22 | HP32/32 | Fort +7, Reflex +8, Will +8
Resources:
Spell slots 1st: 1|4; 2nd: 1|3; Focus Points 0|1; Hero Points 0|1

Yunko gives a shout of alarm, Wolves, err, big ones!

He scurries forward into the cover of some shrubs and quickly starts to mutter a spell. Condensed dew flows from the shrubs and rocks into his hand as he forms it into a ball. Looking uup he hurls it at the nearest wolf (Blue)

Actions:

Action 1: Move
Actions 2 and 3: Cast Hydraulic Push at Blue

Spell attack: 1d20 + 9 ⇒ (20) + 9 = 29

Nice start, a crit! This is not doubled, hydraulic push specifies its crit effect.

Damage: 6d6 ⇒ (5, 1, 3, 1, 3, 2) = 15 bludgeoning and pushed back 10'

Sovereign Court

Yunko fires off a blast of pressurised water, knocking Blue backwards.

Howling, both wolves rush forward, and attack the Pink cart...

Jaws: 1d20 + 12 ⇒ (19) + 12 = 31, for 2d10 + 10 ⇒ (4, 3) + 10 = 17 damage, +1 Fire.
Jaws: 1d20 + 12 ⇒ (4) + 12 = 16, for 1d10 + 5 ⇒ (4) + 5 = 9 damage, +1 Fire.

...setting it on fire in the process, as small flames exit their mouths when they bite down!

A PC who is adjacent to a wagon can spend an Interact action and attempt a DC 16 Reflex save to put out a fire using blankets, water, or some other appropriate tool.

1d6 ⇒ 5

Desert Ambush, Round 1/2:

CW (-15, -)
Hamir (-)
Gerfanin (-)
Yunko (-)
Milady (-)
Shiira (-)
Yunko (-)

Wagons (-, -33; On Fire (1d6), -, -)

Party is up!

Vigilant Seal

LN Twilight Halfling Sorcerer (Investigator ) 7 | 25 ft. speed | HP 42/48 | AC 22 Resistances evil 3| F +11 R +12 W + 14| Perc +12 T +1 Pursuing Lead (low-light vision; Expert prof for finding hidden things )| Stealth +12 | Focus 1 | Active Conditions: none
Skills:
Acrobatics, Arcana, Halfling Lore, Medicine, Nature, Occultism, Pathfinder Society Lore, Society, Stealth, Survival, Thievery, Underworld Lore +12, Deception, Intimidation +13, Religion +14, Diplomacy +17

"Wolves?" Hamir things aloud. "A potential culprit for the kidnapper, I suppose. And readily dealt with."

He moves closer to the beasts, then from the safety of behind a rock he conjures a fireball before throwing it at the nearest creature.

Ranged (produce flame) v. red: 1d20 + 7 ⇒ (17) + 7 = 24
Damage (F): 1d4 + 3 ⇒ (3) + 3 = 6
n a critical success, the target takes double damage and 1d4 persistent fire damage.

Grand Archive

[HP 25/25 | AC 15 (+1 Shield) | Fort +6, Ref +5, Will +9 | Perception +7 | Arcana, Occultisim, Society +9 | Nature, Religion, Medicine +7]
Lore:
Acadamia Lore, Accounting Lore, Architecture Lore, Legal Lore, Thassilon Lore +9
Human Wizard 1

DONT EAT ME!!!............ Gerfanin screams as he runs behind the white cart

He turns to look at the beast and tries to figure out what it is

Then noticing the flames and smoke he tries to douse some of the fire by throwing sand at it. Reflex: 1d20 + 4 ⇒ (16) + 4 = 20

Actions:

1. move
2. recall knowledge on creatures
3. Attempt to put out fire

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

"Wolves, wolves,
Don't let 'em bite you!"

Milady starts rattling out advice about fighting these animals, inspiring all to courage, and she tries to put power and volume into her words, so they echo out across the land!
Performance, trained: 1d20 + 8 ⇒ (6) + 8 = 14
DC is standard DC for the level of the highest level PC in our group (thus a failure for sure?)
But the land is too vast and flat and the words are lost in the distance and not lingering.

All have +1 status bonus to attack rolls, damage rolls, and saves against fear effects for one round[/b], so, either this round, or, for those who have acted before me, next round.

She will then run over to the cart on fire, pulling her shawl off her and using it to try and put the flames out--
Rolling the dice: if the fire was put out by Gerfanin already, she will instead use the roll to try to Recall Knowledge on the beasts (Nature +3, Occultism +4, Arcana -1)
Reflex, Trained: 1d20 + 5 ⇒ (13) + 5 = 18

1 Action - Inspire Courage
Free Action (1 Focus Point spent) - Lingering Performance
1 Action - Stride
1 Action - Interact vs. Fire

Vigilant Seal

CN female Half-Orc Barbarian 1(Bump) |HP 33+4/33 |AC18| F10 R6 W8 | Perception +7 (Dark & Low-Light) | Athletics: +9 | Intimidation, Lore (Undead,Scouting): +5 | Medicine, Nature, Survival: +6

Shiira acts surprised when she sees the firespitting wolves.
"What ARE these??" She jumps of the wagon, energized by the events and runs forward. She hisses at the wolves and tries to scare them away.

1.Rage (AC 18, HP 33+4 - I will just adapt my statistics whenever the AC changes)
2.Stride
3.Demoralize/Intimidating Glare (red wolf)

Intimidating Glare: 1d20 + 4 ⇒ (7) + 4 = 11

(Hmm.. Was worth a try)

Horizon Hunters

N Male Gnome Sorcerer 3 Perception +6 | AC20|22 | HP32/32 | Fort +7, Reflex +8, Will +8
Resources:
Spell slots 1st: 1|4; 2nd: 1|3; Focus Points 0|1; Hero Points 0|1

Yunko quickly creates a ball of fire in his hand which he tosses at Blue. He follows it up with another massive ball of water which he also hurls at Blue. Kill them quickly, dont let them destroy the wagons, we need those wagons!

He glances over to the goblins, Well, do something useful you lot!

Actions:

Action 1: Elemental Toss
Spell attack, inspire: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Fire damage, inspire: 2d8 + 1 ⇒ (6, 3) + 1 = 10

Actions 2 and 3: Hydraulic push
Spell attack, inspire: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Bludgeoning damage, inspire: 3d8 + 1 ⇒ (3, 6, 5) + 1 = 15 and push 5' although it doesnt look like there is space to do so.

Spending a hero point to reroll that attack, +1 due to promotional clothing boon

Spell attack, inspire, boon: 1d20 + 9 + 1 + 1 ⇒ (12) + 9 + 1 + 1 = 23

Vigilant Seal

CN female Half-Orc Barbarian 1(Bump) |HP 33+4/33 |AC18| F10 R6 W8 | Perception +7 (Dark & Low-Light) | Athletics: +9 | Intimidation, Lore (Undead,Scouting): +5 | Medicine, Nature, Survival: +6

(With "Skillful Mentor" the Demoralize check will be 12 instead of 11, but I don't expect that's a difference)

Horizon Hunters

Male N Unbreakable Gbolin Druid 4 | HP 50/50 (Dog 42/42)| AC 21 (shield +2) (Dog 21)| F: +9, R: +8, W: +11 | Perc: +11 | Speed 25ft| Focus Pool: 1/1 | Hero points: 1/3 | Active conditions

FYI Ma'Hoo is riding Dog at all times unless otherwise stated. It is a medium companion and Ma'hoo is a rough rider. Though that does not give Dog the "Mount" trait

Also I think you have two Yunko's and got me mixed up in the initiative

Ma'hoo chants and calls fort a gyser of water at the blue wold

Hydraulic Push (2nd): 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Damagage: 5d6 ⇒ (4, 4, 1, 1, 3) = 13 plus push back 5 feet (Ideally away from the wagon)

If there is a gap then he has Dog move between the wolf and the wagon and take a bite.

Dog Bite: 1d20 + 10 - 5 + 1 ⇒ (7) + 10 - 5 + 1 = 13
Bite damage: 2d8 + 3 + 1 ⇒ (8, 1) + 3 + 1 = 13

Sovereign Court

Hamir fires a bolt of flame at Red, scorching it.

Gerfanin moves over, picks up some sand, and uses it to smother the flames (that is three actions).

Yunko fires a ball of flame, which misses Blue...

...but his subsequent ball of water slams into it with a satisfying thud.

Milady starts inspiring her allies...

Milady: 1d20 + 3 ⇒ (8) + 3 = 11.

...but has no idea what these creatures are.

Shiira rages, strides over, and tries to scare one of the wolves, but it doesn't work.

Ma'Hoo tosses a Hydraulic Push at Blue, which leaves it bruised, and very wet.

Dog's subsequent attack is turned aside by the wolf's thick fur.

Red then attempts to keep crunching on the wagon...

Jaws: 1d20 + 12 ⇒ (20) + 12 = 32, for 2d10 + 10 ⇒ (3, 9) + 10 = 22 damage, +1 Fire damage.

...shattering it, and then moving on to the Cyan wagon....

Jaws: 1d20 + 7 ⇒ (19) + 7 = 26, for 2d10 + 10 ⇒ (6, 1) + 10 = 17 damage, +1 Fire damage.

..cracking one of its wheels, and setting it alight.

Blue, leaving a trail of wet fur, moves over to the Cyan wagon, and bites as well...

Jaws: 1d20 + 12 ⇒ (11) + 12 = 23, for 1d10 + 5 ⇒ (2) + 5 = 7 damage, +1 Fire damage.
Jaws: 1d20 + 7 ⇒ (2) + 7 = 9, for 1d10 + 5 ⇒ (1) + 5 = 6 damage, +1 Fire damage.

...but its jaws only find purchase once.

The wagon is, however, still on fire...

1d6 ⇒ 6

Once again, someone can attempt a Reflex save to put it out.

Desert Ambush, Round 2/3:

CW (-44, -6)
Hamir (-)
Gerfanin (-)
Yunko (-)
Milady (-)
Shiira (-)
Ma'Hoo (-)

Wagons (-, -32; On Fire (1d6), -)

Party is up!

Grand Archive

[HP 25/25 | AC 15 (+1 Shield) | Fort +6, Ref +5, Will +9 | Perception +7 | Arcana, Occultisim, Society +9 | Nature, Religion, Medicine +7]
Lore:
Acadamia Lore, Accounting Lore, Architecture Lore, Legal Lore, Thassilon Lore +9
Human Wizard 1

Gerfanin moves away from wolves, and begins casting a spell on the red wolf.

Befuddle:

Arcane, Emotion, Enchantment, Mental
Traditions: Arcane
Cast: [2] somatic, verbal
Range: 30 feet
Targets: 1 creature
Duration: 1 round
Saving Throw: Will Save
DC: 18

Target's Saving Throw Result:
Critical Success The target is unaffected.
Success The target is clumsy 1 and stupefied 1.
Failure The target is clumsy 2 and stupefied 2.
Critical Failure The target is clumsy 3, stupefied 3, and confused.

You sow seeds of confusion in your target’s mind, causing their actions and thoughts to become clumsy.

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

Milady once again speaks out loud and clear:

"Wolves, wolves, are bad dogs and eat wheels
But we are strong and will make 'em heel!"

Inspire Courage @all have +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
1st Action - Inspire Courage

She does think that the red eyed wolf seems to have stronger jaws than the blue eyed one.

Can Milady determine if the wolves have Reach - or be sure they do not?

She moves over to behind the wagon with the cyan wheels---

• if she cannot tell for sure about Reach she takes the yellow arrow route
--gingerly stepping carefully over to avoid those jaws.
2nd & 3rd Actions - Step + Step

• if she is sure about no Reach she takes the blue arrow route
--moving over behind the cart, but without time enough to put the fire out, she looks over at the red eyed wolf and yells: "BAD dog! Mommy is not happy with you! Go to your time out corner, NOW!"
Demoralize, trained, vs. Will DC: 1d20 + 2 + 2 + 4 ⇒ (14) + 2 + 2 + 4 = 22 (-4 if wolf does not understand common)
(30 foot range ; immune for 10 minutes after attempt)
Success: frightened 1 ; Critical Success: frightened 2
Frightened: gripped by fear & struggle to control nerves (-X to all your checks and DCs)
(decrease X by 1 at the end of each of your turns)

2nd & 3rd Actions - Stride + Demoralize

Vigilant Seal

CN female Half-Orc Barbarian 1(Bump) |HP 33+4/33 |AC18| F10 R6 W8 | Perception +7 (Dark & Low-Light) | Athletics: +9 | Intimidation, Lore (Undead,Scouting): +5 | Medicine, Nature, Survival: +6

Okay. Nice idea. But that's enough! Shiira states, before she pushes the red wolf away from the wagon and throws herself in between.
And if you think you can bite me, I can bite back!

Shove: 1d20 + 9 ⇒ (19) + 9 = 28
Strike Jaw: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d10 + 7 ⇒ (9) + 7 = 16
Strike Claw(agile): 1d20 + 1 ⇒ (12) + 1 = 13 Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Horizon Hunters

Male N Unbreakable Gbolin Druid 4 | HP 50/50 (Dog 42/42)| AC 21 (shield +2) (Dog 21)| F: +9, R: +8, W: +11 | Perc: +11 | Speed 25ft| Focus Pool: 1/1 | Hero points: 1/3 | Active conditions

Ma'Hoo chants and calls out some static electicity from the dry sands and arcs it between the two wolves.

Electric Arc: 2d4 + 3 ⇒ (3, 3) + 3 = 9 Basic Reflex DC 19

He then nudges Dog to stride and bite at the closest wolf

Dog Bite: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Bite Damage: 2d8 + 3 + 1 ⇒ (5, 6) + 3 + 1 = 15

Horizon Hunters

N Male Gnome Sorcerer 3 Perception +6 | AC20|22 | HP32/32 | Fort +7, Reflex +8, Will +8
Resources:
Spell slots 1st: 1|4; 2nd: 1|3; Focus Points 0|1; Hero Points 0|1

Yunko shouts out, Kill the wolves, we can put the fires out when they are dead!

With that he shouts at the blue wolf t try ad startle it and follows it up by conjuring another massive ball of water.

Actions:

Action 1: Intimidate Blue, I have intimidating glare. If blue is down ed is out of range and I will instead move up towards the caravans with this action.
Intimidate: 1d20 + 9 ⇒ (1) + 9 = 10

Actions 2 and 3: Hydraulic Push on blue if he is still alive, otherwise red.

Spell attack, inspire: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Damage: 3d6 ⇒ (6, 2, 5) = 13

Vigilant Seal

LN Twilight Halfling Sorcerer (Investigator ) 7 | 25 ft. speed | HP 42/48 | AC 22 Resistances evil 3| F +11 R +12 W + 14| Perc +12 T +1 Pursuing Lead (low-light vision; Expert prof for finding hidden things )| Stealth +12 | Focus 1 | Active Conditions: none
Skills:
Acrobatics, Arcana, Halfling Lore, Medicine, Nature, Occultism, Pathfinder Society Lore, Society, Stealth, Survival, Thievery, Underworld Lore +12, Deception, Intimidation +13, Religion +14, Diplomacy +17

Hamir's hand once again burns with fire, which he tosses at the nearest wolf, before heading toward one of the wagson.

Ranged (produce flame) v. red: 1d20 + 7 ⇒ (4) + 7 = 11
Damage (F): 1d4 + 3 ⇒ (3) + 3 = 6

Sovereign Court

Hamir fires a blast of flame, which unfortunately misses.

Gerfanin casts a spell...

Will: 1d20 + 8 ⇒ (4) + 8 = 12.

...messing with the mind of the Red wolf.

Yunko is, sadly, not very intimidating, and his dog can't find a vulnerable spot on the wolf's body.

Milady glares at the wolf, who, despite not understanding her, is a bit intimidated by her body language (but only because it is Stupefied!).

Yes, they have reach.

Shiira, impressively, manages to shove the wolf back, but doesn't manage to land a blow otherwise.

Ma'Hoo tosses an arc of electricity...

Reflex: 1d20 + 8 ⇒ (11) + 8 = 19.
Reflex: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15.

...singeing both.

His pet then finishes off Blue.

Red whines, but keeps attacking the wagons...

Jaws: 1d20 + 12 - 1 ⇒ (18) + 12 - 1 = 29, for 2d10 + 10 ⇒ (7, 3) + 10 = 20 damage.

Its first bite shatters the front axle of the Cyan wagon, so it then moves on to Green...

Jaws: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8, for 2d10 + 10 ⇒ (4, 3) + 10 = 17 damage.

...and misses.

Desert Ambush, Round 3/4:

CW (-15; Clumsy 2; Stupefied 2)
Hamir (-)
Gerfanin (-)
Yunko (-)
Milady (-)
Shiira (-)
Ma'Hoo (-)

Wagons (-, -)

Party is up!

Horizon Hunters

N Male Gnome Sorcerer 3 Perception +6 | AC20|22 | HP32/32 | Fort +7, Reflex +8, Will +8
Resources:
Spell slots 1st: 1|4; 2nd: 1|3; Focus Points 0|1; Hero Points 0|1

Yunko forms a ball of fire in his hands and hurls it at the creature. He then pauses and focuses, from under his hat comes a long, low, riiiiibit

Actions:

Actions 1 and 2: Casts flaming sphere at the wolf, DC19 reflex save or 3d6 ⇒ (4, 5, 3) = 12 fire damage. A save means it takes no damage.
Action 3: Familiar focus to recover my focus point

Vigilant Seal

CN female Half-Orc Barbarian 1(Bump) |HP 33+4/33 |AC18| F10 R6 W8 | Perception +7 (Dark & Low-Light) | Athletics: +9 | Intimidation, Lore (Undead,Scouting): +5 | Medicine, Nature, Survival: +6

Shiira without another word runs over to the wolf and tries to bite it again!

Stride
Strike Jaw: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d10 + 6 ⇒ (9) + 6 = 15
Strike Jaw: 1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d10 + 6 ⇒ (10) + 6 = 16

(Don't know if Inspire Courage still applies, if so the rolls are all +1)

Vigilant Seal

LN Twilight Halfling Sorcerer (Investigator ) 7 | 25 ft. speed | HP 42/48 | AC 22 Resistances evil 3| F +11 R +12 W + 14| Perc +12 T +1 Pursuing Lead (low-light vision; Expert prof for finding hidden things )| Stealth +12 | Focus 1 | Active Conditions: none
Skills:
Acrobatics, Arcana, Halfling Lore, Medicine, Nature, Occultism, Pathfinder Society Lore, Society, Stealth, Survival, Thievery, Underworld Lore +12, Deception, Intimidation +13, Religion +14, Diplomacy +17

"It would be most unfortunate if we lost all of our wagons." notes Hamir.

Ranged (produce flame) v. red: 1d20 + 7 ⇒ (18) + 7 = 25
Damage (F): 1d4 + 3 ⇒ (3) + 3 = 6

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

Inspire Courage is going every round, so, yes, all have +1 to hit & to damage rolls.
@Hamir you also have +1 to hit and to damage for Produce Flame etc.

Milady continues to Inspire Courage, before Stepping out of range of the wolf, and then she tries to scold it!

Demoralize, trained, vs. Will DC: 1d20 + 2 + 2 + 4 ⇒ (16) + 2 + 2 + 4 = 24 (-4 if no language)
(30 foot range ; immune for 10 minutes after attempt)
Success: frightened 1 ; Critical Success: frightened 2
Frightened: gripped by fear & struggle to control nerves (-X to all your checks and DCs)
(decrease X by 1 at the end of each of your turns)

Sovereign Court

@Milady: This wolf is the one you scolded last round, so is immune for 10 minutes, as per your post? Do you wish to declare another action?

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

Since they have Reach, Milady would have only done Step + Step last time.
So let us just pass for this round since I got a "free" Demoralize last time.

Grand Archive

[HP 25/25 | AC 15 (+1 Shield) | Fort +6, Ref +5, Will +9 | Perception +7 | Arcana, Occultisim, Society +9 | Nature, Religion, Medicine +7]
Lore:
Acadamia Lore, Accounting Lore, Architecture Lore, Legal Lore, Thassilon Lore +9
Human Wizard 1

Gerfanin runs away from the beast screaming "IT'S TRYING TO EAT ME!" to try to keep the beast away from him he flicks his hand flinging a shard of wood from one of the broken wagons at it.

Actions:

1. Move
2. Cast Telekinetic Projectile at the red wolf
Spell Attack: 1d20 + 7 ⇒ (6) + 7 = 131d6 + 4 ⇒ (5) + 4 = 9DMG

Horizon Hunters

Male N Unbreakable Gbolin Druid 4 | HP 50/50 (Dog 42/42)| AC 21 (shield +2) (Dog 21)| F: +9, R: +8, W: +11 | Perc: +11 | Speed 25ft| Focus Pool: 1/1 | Hero points: 1/3 | Active conditions

With a cry in goblin "Bad wolf! no chew carts!" Ma'hoo brings Dog around to flank and snap again.

Dog Bite: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Bite Damage: 2d8 + 3 + 2 ⇒ (4, 2) + 3 + 2 = 11

He then follows up with two quick thrusts with his own spear.

Spear Attack: 1d20 + 9 + 1 - 5 ⇒ (19) + 9 + 1 - 5 = 24
Spear Damage: 2d6 + 2 + 1 ⇒ (3, 6) + 2 + 1 = 12

Spear Attack: 1d20 + 9 + 1 - 10 ⇒ (18) + 9 + 1 - 10 = 18
Spear Damage: 2d6 + 2 + 1 ⇒ (6, 4) + 2 + 1 = 13

Sovereign Court

Hamir tosses a bolt of flame, which singes the wolf.

Gerfanin retreats, tossing a piece of broken wheel at the wolf, but misses.

Yunko conjures a flaming sphere...

Reflex: 1d20 + 8 ⇒ (9) + 8 = 17.

...charring the wolf.

Milady continues to Inspire her colleagues.

Shiira charges forward, and bites down hard upon the wolf.

Ma'Hoo's dog then rips out its jugular.

Combat over!

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

The Goblins (who had run away as soon as the combat started), slowly come back, and survey the wreckage.

Their mood is subdued, but they know that if you hadn't been around, the entire wagon would have been lost, and likely many of them would have died as well.

After the ambush, nothing remains to be done but to take the wagons that survived the attack and complete the journey to the bridge camp. The surviving goblins regroup and pack anything they can salvage from destroyed wagons into the remaining wagons.

When you arrive at the camp, you find it bustling with activity. Goblin engineers do their best to guide goblin workers as they build the decking and assemble the piers; the bridge appears simple, but sturdy, and is approximately half complete by this point.

As the wagons are unloaded, Muckmuck shows the party to Zig, leader of the bridge camp.

While many of the goblins at the work camp are covered in dirt and sweat, Zig stands tall and straight among them. He pours over maps of the surrounding area before speaking. “It is good to see you. They call me Zig. I’m glad my father asked you to come here to help.

We have been building a very important bridge. But every night, the big cats attack our camp. We leave out meat for them and they saunter right past it. Instead, they seem bent on filling their bellies with goblin flesh. If we move camp across the river; they cross over it overnight. If we light fires around the camp to scare them away, the goblins workers burn themselves in the flames. It’s a lose-lose situation.

Every few nights, the cats come back to hunt us. Everyone is terrified and that’s bad for business. With all this talk of some saber-toothed whatever coming for us in the night, we’re all too scared to finish our work. If someone doesn’t take these furballs out, I suspect the bridge isn’t ever gonna get built.

These kitties aren’t natural. Whatever you need, you got it. I can give you workers to build fences. But fences alone aren’t going to be enough, especially when we don't have enough lumber to build a full circuit, as well as the bridge itself. Either the cats go, or this bridge is history. The only other answer is death. Please, I beg of you - track them down to their lair, and put an end to them!"

I'll take Survival checks at this point ;-)

By way of thanks for what you have done thus far, the Goblins give you some weapons that they found 'accidentally' in the supplies - bolas, a +1 khopesh, and a fighting fan.

Vigilant Seal

CN female Half-Orc Barbarian 1(Bump) |HP 33+4/33 |AC18| F10 R6 W8 | Perception +7 (Dark & Low-Light) | Athletics: +9 | Intimidation, Lore (Undead,Scouting): +5 | Medicine, Nature, Survival: +6

Shiira is just standing there, arms crossed and observes everything around her. She listens to Zig and mumbles (more to herself): "Even more unnatural creatures..."

Survival: 1d20 + 6 ⇒ (16) + 6 = 22

She also looks around if she sees anything unusual:
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Vigilant Seal

LN Twilight Halfling Sorcerer (Investigator ) 7 | 25 ft. speed | HP 42/48 | AC 22 Resistances evil 3| F +11 R +12 W + 14| Perc +12 T +1 Pursuing Lead (low-light vision; Expert prof for finding hidden things )| Stealth +12 | Focus 1 | Active Conditions: none
Skills:
Acrobatics, Arcana, Halfling Lore, Medicine, Nature, Occultism, Pathfinder Society Lore, Society, Stealth, Survival, Thievery, Underworld Lore +12, Deception, Intimidation +13, Religion +14, Diplomacy +17

With only a +2, Hamir won't make any Survival checks unless he needs to.

If Hamir needs to:

Survival: 1d20 + 2 ⇒ (14) + 2 = 16

"The behaviors that you describe certainly don't sound like they are natural. Nor do I have any reason to believe that an animal would find goblin flesh preferable to that of local fowl or game." notes Hamir.

Looking at the half-built bridge and its structure, he asks, "Have you encountered any other notable obstacles to construction?"

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Horizon Hunters

N Male Gnome Sorcerer 3 Perception +6 | AC20|22 | HP32/32 | Fort +7, Reflex +8, Will +8
Resources:
Spell slots 1st: 1|4; 2nd: 1|3; Focus Points 0|1; Hero Points 0|1

Yunko nods, Yes, this doesnt sound right at all. this isnt how animals normally act. Has anything happened since you have been here that might stir things up? you havent dug up any old graves or desecrated some sort of sacred land or anything have you? Any sign of local resistance to the bridge building? They could be being directed by some sort of angry shaman.

Yunko would like to make a nature chck if possible, at +6. He leaves Survival to those better suited to it.

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

After having sung during the rest of the voyage to get her Focus Point back Milady would try to Aid the first person doing a Survival check, using Inspire Competence--

Performance, trained: 1d20 + 8 ⇒ (14) + 8 = 22

--so +1 to Shiira's roll?

"I read a wonderful book on Big Cats, and there was very nice love affair between the Hunter and this damsel... well, anyhow."

Is anybody wounded?
Milady would have tried to heal them.

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