[PFS2] 1-18 Lodge of the Living God (GM Watery Soup) (Inactive)

Game Master Watery Soup

Maps and Tracker


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Horizon Hunters

Male Ranger 6| CG Human (Garundi)| HP 86/86 | Perception +13 | AC 25 | F 12 | R 14 | W 13 | Survival +14
Active:
Boon - Vigilant Seal

Azu designates the zombie grabbing Franzine as his prey and uses his twin takedown.

TT 1 - Longsword+1: 1d20 + 8 ⇒ (10) + 8 = 18 Damage: 1d8 + 3 ⇒ (8) + 3 = 11

TT 2 - pick: 1d20 + 5 ⇒ (9) + 5 = 14 Damage (piercing): 1d4 + 3 ⇒ (4) + 3 = 7
If that kills Yellow, Las will designate blue as his next prey. If not, he attacks again.

Vigilant Seal

LG| Male| Dwarf (Ancient Blooded)| Fighter 2| 36/36| AC:18/20| FO:+8 RE:+6 WL:+4| +1 Circ to triggering save| Perc:+8| Stealth: +0 Spd:20| Hero Points:3| Active Conditions: none

Dorian had heard the pounding on the gate. and readied himelf for the inevitable...and then hed heard a shift in the battering which was more squishy and ichor was coming through the gate...then they were through and a zombie was dropped have mangled. Then they were though and rushing towards Franzine who slashed out before she was grabbed...then another came through to grapple her. He slashed out with the clan dagger. He felt it rip through the zombie. Adjusting his shield he then turned to focus his attacks on the one hed just hurt. Adjusting his shield through has attack off balance. he tried for a backhand swing and felt a solid connection on that swing.

attack of opportunity: 1d20 + 9 ⇒ (11) + 9 = 201d4 + 4 ⇒ (1) + 4 = 5
attack 1: 1d20 + 9 ⇒ (2) + 9 = 111d4 + 4 ⇒ (3) + 4 = 7
attack 2: 1d20 + 4 ⇒ (18) + 4 = 221d4 + 4 ⇒ (3) + 4 = 7

attack of opportunity on yellow. then ready shield. then attack 1 on yellow. then attack 2 on yellow


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

Azu and Dorian drop Yellow, and then Azu designates blue as his next prey.

Orange runs up and Shoves Franzine.

Shove vs Fortitude DC: 1d20 + 5 ⇒ (17) + 5 = 22

Orange then swings at Dorian!

Slam: 1d20 + 7 ⇒ (3) + 7 = 10
Bludgeoning: 1d6 + 3 ⇒ (1) + 3 = 4 plus Grab

Blue runs up, swinging at Franzine.

Slam: 1d20 + 7 ⇒ (10) + 7 = 17
Bludgeoning: 1d6 + 3 ⇒ (3) + 3 = 6

Slam, MAP: 1d20 + 7 - 5 ⇒ (5) + 7 - 5 = 7
Bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9

Green rushes in, swinging at Dorian.

Slam: 1d20 + 7 ⇒ (12) + 7 = 19
Bludgeoning: 1d6 + 3 ⇒ (1) + 3 = 4

Shield absorbs the damage, but he still grabs you.

Purple rushes in, swinging at Azu.

Slam: 1d20 + 7 ⇒ (8) + 7 = 15
Bludgeoning: 1d6 + 3 ⇒ (5) + 3 = 8

Slam, MAP: 1d20 + 7 - 5 ⇒ (6) + 7 - 5 = 8
Bludgeoning: 1d6 + 3 ⇒ (3) + 3 = 6

As the last zombie moves in, Trig calls on Sarenrae's power and a white light floods the area. The zombies recoil in horror.

Heal (3-action, 2nd): 2d8 ⇒ (8, 2) = 10

Wave 2, Round 1!

Franzine
Yellow (-28 hp)
Red (-23 hp)

Dorian (grabbed by Blue)
Azu
Orange (-15 hp)
Blue (-15 hp)
Green (-15 hp)
Purple (-15 hp)
Trig
Crunch

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Franzine swings her sword in a windmill-like arc, using the force of the spin to get two forceful strikes in.
+1 longsword: 1d20 + 9 ⇒ (13) + 9 = 22
slashing: 1d8 + 4 ⇒ (7) + 4 = 11

+1 longsword: 1d20 + 4 ⇒ (5) + 4 = 9
slashing: 1d8 + 4 ⇒ (2) + 4 = 6

She then raises her shield and gestures with her sword daring a zombie to attack.
C'mon, you sack of grave dirt. Come get some more.

Horizon Hunters

Male Ranger 6| CG Human (Garundi)| HP 86/86 | Perception +13 | AC 25 | F 12 | R 14 | W 13 | Survival +14
Active:
Boon - Vigilant Seal

assuming Franzine killed blue...

Azu sighs as prey is vanquished before he can lift a finger. Fortunately there were many more prey to hunt. Azu turns to the zombie in his corner, marks it, and attacks.

TT 1 Longsword +1: 1d20 + 8 ⇒ (2) + 8 = 10 Damage: 1d8 + 3 ⇒ (8) + 3 = 11

TT 2 Pick : 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d4 + 3 ⇒ (4) + 3 = 7

If purple is dead, then Azu turns and then designates orange as he prey.

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Oops! Sorry, Azu! I'll try to focus on creatures you aren't marking as hunted prey.

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

Crunch draws a fresh dagger and slashes at the zombie facing Dorian.
Melee Attack around cover: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 for 1d4 + 4 ⇒ (2) + 4 = 6 slashing damage.

They raise their shield against any fresh attacks, and prepare themselves to defend their allies again.
20 AC. Have shield block or more likely Retributive Strike.


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

Franzine drops Blue, and then Crunch drops Green.

Azu's longsword flies wide but his pick sticks in thr zombie's brain.

wave 2, Round 1!

Franzine
Yellow (-28 hp)
Red (-23 hp)

Dorian
Azu
Orange (-15 hp)
Blue (-31 hp)
Green (-26 hp)
Purple (-22 hp)

Trig
Crunch

Vigilant Seal

LG| Male| Dwarf (Ancient Blooded)| Fighter 2| 36/36| AC:18/20| FO:+8 RE:+6 WL:+4| +1 Circ to triggering save| Perc:+8| Stealth: +0 Spd:20| Hero Points:3| Active Conditions: none

Dorian nodded as the one grabbing him fella way thanks to his allies. looked like 1 shambler lefft. He adjusted his shield and swung his Clan Dagger. It was a weak attack and he didnt have his feet underneath of him correctly. He almost stumbled with his second attack and grumbled in his beard.

attack 1 vs orange: 1d20 + 9 ⇒ (3) + 9 = 121d4 + 4 ⇒ (4) + 4 = 8
attack 2 vs orange: 1d20 + 4 ⇒ (2) + 4 = 61d4 + 4 ⇒ (3) + 4 = 7
action 1 ready shield. action 2 attack orange.


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

Dorian's first attack lops off Orange's head.

---

Since nobody is damaged and the last fight is also near the gate, I'm moving us directly into the third wave.

While you were distracted by the zombie, the remaining skeletons have moved up the ramp. Skeletons climb up the walls and spill into the courtyard. The villagers, armed with sticks, shovels, and a few actual weapons, rush out to meet them, emboldened by your attacks.

The skeleton commander, mounted on a large skeletal horse, points his longsword at you.

"These ones! These are mine!"

He and his bodyguards prepare to enter the gate.

To be clear, the rest of the fight will go as well as your part of the fight. You only need to concern yourself with the monsters shown on the slide.

GM Screen:

Initiative (Azu): 1d20 + 8 ⇒ (6) + 8 = 14
Initiative (Crunch): 1d20 + 3 ⇒ (2) + 3 = 5
Initiative (Trig): 1d20 + 6 ⇒ (15) + 6 = 21
Initiative (Dorian): 1d20 + 6 ⇒ (10) + 6 = 16
Initiative (Franzine): 1d20 + 5 ⇒ (5) + 5 = 10
Champion: 1d20 + 8 ⇒ (10) + 8 = 18
Horse: 1d20 + 8 ⇒ (3) + 8 = 11
Skeletons: 1d20 + 2 ⇒ (17) + 2 = 19

Wave 3, Round 1!

Trig
Pink Skeleton
Lime Skeleton
Lavender Skeleton
Commander
Horse
Dorian
Azu
Franzine
Crunch

Recall Knowledge for the Champion, Horse, and the Skeletons are separate. All are Religion. The skeletal soldiers appear to be similar to the ones you've faced before, but you'll need a check to be sure.

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Franzine gives Bigby's Insulting Finger to the skeletal commander.

Sorry. Had to do it.

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

Any time to reposition or redraw weapons? Or is it a straight continuation?

Verdant Wheel

Female |HP35/35|AC 16| F+8, R+6, W+8| Spd 25'|Perc +6| Low-light Vision, Scent (imprecise)| |1st (4/4) | 2nd (3/3) | Focus (1/1) | hero points (1) |

That big horse looking thing looks really scary, do you guys mind if I do my best to take it out?

Trig will cast a two-action second level heal on the horse, using her last action to increasing the reach.

2d8 + 16 ⇒ (5, 5) + 16 = 26


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

No repositioning or redrawing weapons, I think you guys can handle it. You guys didn't even take any damage in the last two rounds! (Or you did, but Trig healed it immediately and completely) :)

Trig casts reached heal on the horse.

Fortitude DC 19: 1d20 + 6 ⇒ (13) + 6 = 19

It grits its teeth and shrugs off half the damage.

---

Pink Strides all the way in, going straight for Franzine.

Scimitar: 1d20 + 6 ⇒ (14) + 6 = 20
Slashing: 1d6 + 2 ⇒ (5) + 2 = 7

Crunch has Glimpse available, and Franzine can use Shield Block.
Please decide what you're going to do before finding out the results of the rest of the rolls.

It continues its swing to Azu.

Spoiler:
Scimitar, Sweep, MAP: 1d20 + 6 + 1 - 5 ⇒ (19) + 6 + 1 - 5 = 21
Slashing, forceful: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

If both reactions were used, Azu will take the full damage.

Lime will come in.

Dorian gets an AoO. If he manages to drop Lime, Lavender will rush right in after it and do the same that Lime would have done. So either way ...

A skeleton swings at Dorian first:

Spoiler:
Scimitar: 1d20 + 6 ⇒ (20) + 6 = 26
Slashing: 1d6 + 2 ⇒ (3) + 2 = 5

And then continues to Crunch:

Spoiler:
Scimitar, Sweep, MAP, cover: 1d20 + 6 + 1 - 5 - 2 ⇒ (10) + 6 + 1 - 5 - 2 = 10
Slashing, forceful: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

If Lime survived Dorian's AoO (or Dorian chose not to take it), Lavender jukes right and then cuts left, slashing at Azu twice.

If Dorian didn't use his reaction on Lime, he can take it on Lavender.

Spoiler:
Scimitar: 1d20 + 6 ⇒ (6) + 6 = 12
Slashing: 1d6 + 2 ⇒ (3) + 2 = 5

Scimitar, MAP: 1d20 + 6 + 1 - 5 - 2 ⇒ (10) + 6 + 1 - 5 - 2 = 10
Slashing, forceful: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

I'm going to pause here so we can get all the reactions sorted before the commander charges in.

Wave 3, Round 1/2!

Trig
Pink Skeleton
Lime Skeleton
Lavender Skeleton
Commander
Horse (-13 hp)

Dorian (AoO)
Azu
Franzine (Glimpse? Shield Block?)
Crunch (Glimpse?)

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

wrt rolling right on - no, problem, totally cool.
In the face of this group, Crunch will hold the retributive strike past that first small scratch, but will react to protect Azu.

Crunch once again calls on Torag to protect their ally. They fling the dagger at the skeleton, even though they know it will be marginally effective.
Ranged Retribution: 1d20 + 4 ⇒ (5) + 4 = 9 for 1d4 + 4 ⇒ (1) + 4 = 5 slashing damage.
Terrible rolls, but still reduces the damage by 3

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Franz holds her ground as the skeleton rushes to her. She throws her shield up to deflect the blow, grunting from the force of the skeleton's swing.
Oof! They fight well, but not for long!

Vigilant Seal

LG| Male| Dwarf (Ancient Blooded)| Fighter 2| 36/36| AC:18/20| FO:+8 RE:+6 WL:+4| +1 Circ to triggering save| Perc:+8| Stealth: +0 Spd:20| Hero Points:3| Active Conditions: none

Not having anytime to switch weapons, Dorian slashed out as the skeleton rushed past him with the clan dagger

attack of opportunity: 1d20 + 9 ⇒ (5) + 9 = 141d4 + 4 ⇒ (4) + 4 = 8

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

Clan dagger is versatile bludgeoning, so you can get past the resistance, at least. :)


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

Franzine will Shield Block her hit, while Crunch uses their Glimpse on Azu.

Dorian smashes the hilt od his dagger into Lime, breaking its skull from its neck.

Lavender rushes in to take his place. He gets Dorian across the face, but misses Crunch.

The commander moves up, opens the remaining gate, and then rides in through the gate.

Wave 3, Round 1/2!

Trig
Pink Skeleton (Enfeebled 2, 0/1)
Lime Skeleton (-8 hp)
Lavender Skeleton
Commander
Horse (-13 hp)
Dorian (-10 hp)
Azu (-6 hp)
Franzine (-2 hp, shield -2)
Crunch

Vigilant Seal

LG| Male| Dwarf (Ancient Blooded)| Fighter 2| 36/36| AC:18/20| FO:+8 RE:+6 WL:+4| +1 Circ to triggering save| Perc:+8| Stealth: +0 Spd:20| Hero Points:3| Active Conditions: none

Dorian looks at the situation and makes a quick decision. He keeps the clan dagger in his hand as he raises his shield to block an attack and pivots swinging at the Skeleton in front of Franzine. His attack was easily as good as the one he had that smashed the other rushing in, so without hesitation he swings a backhand strike at the skeleton in front of him not waiting to see if hed dropped the other..

attack on skelly: 1d20 + 9 ⇒ (10) + 9 = 191d4 + 4 ⇒ (4) + 4 = 8
attack on other skelly: 1d20 + 4 ⇒ (9) + 4 = 131d4 + 4 ⇒ (1) + 4 = 5

1. ready shield. 2 attack 1. 2 attack 2.


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

Dorian drops Pink!

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

Crunch cheers the dwarf's successful strike, draws their hammer, maneuvers up to the commander, and smashes the skeletal mount.

Warwammer: 1d20 + 7 ⇒ (11) + 7 = 18 for 1d8 + 4 ⇒ (4) + 4 = 8 bludgeoning.

Shield not raised; have retributive strike for an ally

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Ugh! I took a hit but I'm fine!
Franzine ignores the blood dripping down her arm and bolts forward onto the pile of broken bones to slam her shield into the skeletal warrior (lavender) in front of Dorian. She then swings her sword in a wide sideways arc into the ribs of the skeleton, hoping to slice through and sever the bony spine.
shield boss: 1d20 + 8 ⇒ (17) + 8 = 25
bash: 1d6 + 4 ⇒ (1) + 4 = 5
+1 longsword: 1d20 + 4 ⇒ (17) + 4 = 21
slash: 1d8 + 4 ⇒ (8) + 4 = 12

Great fighting, all! Let's work together to take out that commander! She shouts to bolster the morale of her companions.

Verdant Wheel

Female |HP35/35|AC 16| F+8, R+6, W+8| Spd 25'|Perc +6| Low-light Vision, Scent (imprecise)| |1st (4/4) | 2nd (3/3) | Focus (1/1) | hero points (1) |

Trig will target the commander witha 1st level heal

1d8 + 8 ⇒ (1) + 8 = 9
the save DC is 19

Horizon Hunters

Male Ranger 6| CG Human (Garundi)| HP 86/86 | Perception +13 | AC 25 | F 12 | R 14 | W 13 | Survival +14
Active:
Boon - Vigilant Seal

Last round ended before my turn, so I would like to designate the leader as prey if you're combining one battle into the next. Before I move, what enemies are still in play?


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

Dorian smashes Pink and Crunch hits the horse with a solid blow. Franzine takes out the final skeleton.

Trig sends a wave of positive energy at the commander, Fortitude: 1d20 + 7 ⇒ (13) + 7 = 20 which he partially resists. Trig notices he doesn't seem weak to positive energy.

Only the captain and his horse are left.

Wave 3, Round 1/2!

Trig
Pink Skeleton (-8 hp)
Lime Skeleton (-8 hp)
Lavender Skeleton (-12 hp)

Commander (-4 hp)
Horse (-21 hp)
Dorian (-10 hp)
Azu (-6 hp)
Franzine (-2 hp, shield -2)
Crunch

Horizon Hunters

Male Ranger 6| CG Human (Garundi)| HP 86/86 | Perception +13 | AC 25 | F 12 | R 14 | W 13 | Survival +14
Active:
Boon - Vigilant Seal

Can you attack a mounted rider instead of his horse? Were you okay with my designating the Commander as Prey from last round? Moving this along.

Azu finds himself cutoff from the combat. He retreats and then rushes past his companion and Dorian as he attacks the skeleton riding the skeleton.

If I can attack the Commander and have designated hims as prey from last round. I will go to this spot and attack. If I cannot attack the rider and/or it is not designated as prey, I attack the horse.

Twin Takedown Longsword +1: 1d20 + 8 ⇒ (6) + 8 = 14 Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Twin Takedown pick : 1d20 + 5 ⇒ (3) + 5 = 8 Damage: 1d4 + 3 ⇒ (1) + 3 = 4

If I have an extra action, then I will drop the pick and Quickdraw my light mace

3rd Strike: 1d20 + 3 ⇒ (7) + 3 = 10 Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

Yes, the rider can be considered to be in all of the squares the mount occupies, so he can be attacked.


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

What Crunch said - the rider can be attacked.

Azu: Stride, Twin Takedown, Quick Draw. Unfortunately, none of the attacks hit, and the skeleton captain swings at you as you run by.

Attack of Opportunity, Longsword: 1d20 + 10 ⇒ (16) + 10 = 26
Slashing: 1d8 + 4 ⇒ (3) + 4 = 7

---

The captain begins swinging his longsword.

vs Crunch:
Longsword: 1d20 + 10 ⇒ (9) + 10 = 19
Slashing: 1d8 + 4 ⇒ (4) + 4 = 8

vs Azu
Longsword, MAP: 1d20 + 10 - 5 ⇒ (10) + 10 - 5 = 15
Slashing: 1d8 + 4 ⇒ (5) + 4 = 9

vs Crunch
Longsword, MAP: 1d20 + 10 - 10 ⇒ (6) + 10 - 10 = 6
Slashing: 1d8 + 4 ⇒ (4) + 4 = 8

He slashes Crunch once. All reactions are used, I believe.

Wave 3, Round 2/3!

Trig
Pink Skeleton (-8 hp)
Lime Skeleton (-8 hp)
Lavender Skeleton (-12 hp)

Commander (-4 hp)
Horse (-21 hp)
Dorian (-10 hp)
Azu (-13 hp)
Franzine (-2 hp, shield -2)
Crunch (-7 hp)

Vigilant Seal

LG| Male| Dwarf (Ancient Blooded)| Fighter 2| 36/36| AC:18/20| FO:+8 RE:+6 WL:+4| +1 Circ to triggering save| Perc:+8| Stealth: +0 Spd:20| Hero Points:3| Active Conditions: none

Dorian looked at the bottleneck and realized the Skeletal Commander had the advantage. He hurried up the stairs and stuck the dagger back in its sheath, pulling the warhammer out and looked out from the top of the stairs.

action 1 move. action 2 sheath dagger. action 3 draw warhammer

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

We should pull back a bit so that we can all fight! Surround him if possible! Franzine shouts, anxious to get involved in the battle.

Glaring at the commander, she taunts it, trying to shake its resolve.
C'mon, you rattling old chair made of bones! That's right. You heard me. After I strike you down with the fury of Iomedae, I'm gonna turn your bones into a throne! The outhouse would look nice with a decorative bone seat!
Intimidate vs. Will: 1d20 + 6 ⇒ (17) + 6 = 23
Franzine then moves backwards, motioning to the commander to take her on.

Demoralize:
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

Had not reacted during or since the action I moved up and hit the horse.
So will react to reduce the OA's damage to Azu by 3 and retributive strike.

Warwammer: 1d20 + 7 ⇒ (5) + 7 = 12 for 1d8 + 4 ⇒ (5) + 4 = 9 bludgeoning damage.
Whiff!

On turn:
Lay the hammer down on the horse once again.
Warwammer: 1d20 + 7 ⇒ (20) + 7 = 27 for 1d8 + 4 ⇒ (2) + 4 = 6 bludgeoning damage.
BOOM!

Hearing Franzine's call for caution, Crunch steps back cautiously and raises his shield.


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

Franzine says some mean words to the skeleton commander. The commander looks at her quizzically, or he would, if he had a brain. Unfortunately, immune to mental effects.

Crunch does a much better job of instilling fear in their opponent, by smashing the horse to bits.

As Crunch disperses the necromantic energy holding the bones together, they explode, sending bits of bone flying in all directions. Crunch and Azu take Slashing: 2d6 ⇒ (6, 4) = 10 damage (DC 13 basic Reflex). Dorian avoids this because he's elevated.

Wave 3, Round 2/3!

Trig
Pink Skeleton (-8 hp)
Lime Skeleton (-8 hp)
Lavender Skeleton (-12 hp)

Commander (-4 hp)
Horse (-33 hp)
Dorian (-10 hp)
Azu (-13 hp, -10 hp DC 13 Reflex)
Franzine (-2 hp, shield -2)
Crunch (-7 hp; -10 hp DC 13 Reflex)

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Aww, crud. I thought the commander had some intelligence when he said "These ones! These are mine!"
Oh well.

Horizon Hunters

Male Ranger 6| CG Human (Garundi)| HP 86/86 | Perception +13 | AC 25 | F 12 | R 14 | W 13 | Survival +14
Active:
Boon - Vigilant Seal

Reflex: 1d20 + 9 ⇒ (15) + 9 = 24

Azu uses his weapons to deflect the flying bones in mid-air.

Azu then launches another series of assaults.

TT 1 Longsword +1: 1d20 + 8 ⇒ (6) + 8 = 14 Damage: 1d8 + 3 ⇒ (8) + 3 = 11
TT 2 Light mace: 1d20 + 5 ⇒ (20) + 5 = 25 Damage (Blunt): 1d6 + 3 ⇒ (5) + 3 = 8

Azu follows up again with this light mace

3rd Strike: 1d20 + 3 ⇒ (14) + 3 = 17 Damage (Blunt): 1d6 + 3 ⇒ (3) + 3 = 6

Then hearing someone's advice, he Steps back.

.

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

Reflex: 1d20 + 4 ⇒ (5) + 4 = 9
Hero point that
Reflex: 1d20 + 4 ⇒ (19) + 4 = 23
aww, yeah


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

Azu only scores 1 hit, but it's a doozy.

Wave 3, Round 3!

Trig
Pink Skeleton (-8 hp)
Lime Skeleton (-8 hp)
Lavender Skeleton (-12 hp)

Commander (-20 hp)
Horse (-33 hp)
Dorian (-10 hp)
Azu (-13 hp)
Franzine (-2 hp, shield -2)
Crunch (-7 hp)

Horizon Hunters

Male Ranger 6| CG Human (Garundi)| HP 86/86 | Perception +13 | AC 25 | F 12 | R 14 | W 13 | Survival +14
Active:
Boon - Vigilant Seal

Having seen the horse explode, Azu will step back as soon the Commander makes his attack.

"Trig, can you hit with another wave of divine energy now that we are all clear?"

If Trig doesn't destroy it, then Azu will quick draw his sling and attack from at least 5' away.

Verdant Wheel

Female |HP35/35|AC 16| F+8, R+6, W+8| Spd 25'|Perc +6| Low-light Vision, Scent (imprecise)| |1st (4/4) | 2nd (3/3) | Focus (1/1) | hero points (1) |

trig will use her last 2nd level heal to try to take down the commander.

2d8 + 16 ⇒ (2, 2) + 16 = 20
still dc 19


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

Fortitude: 1d20 + 7 ⇒ (1) + 7 = 8

With a howling screech, the commander falls.

End of combat.

---

The Pathfinders hear a shout of joy from the villagers, one of whom breathlessly informs them that they've defeated the final skeletons and the battle is over.

They also regretfully inform that Junissa Yovitch did not survive the battle.

Narsen thanks the Pathfinders profusely for their help and assures them that this has firmly cemented the relationship between Razmiran and the Pathfinder Society, and that he hopes for many years of productive and mutually beneficial cooperation.

You do have one final task before the relief team arrives - you need to identify an individual who's going to be a good recruit. You'll need to improve their attitude to Helpful, and make a Perception check vs their Deception DC (everyone assures yiu they won't squeal but most are lying). The most expedient way is for everyone to choose 3 names (overlap is OK), post 3 Diplomacy checks, and 3 Perception checks.

Vigilant Seal

LG| Male| Dwarf (Ancient Blooded)| Fighter 2| 36/36| AC:18/20| FO:+8 RE:+6 WL:+4| +1 Circ to triggering save| Perc:+8| Stealth: +0 Spd:20| Hero Points:3| Active Conditions: none

Dorian walks back down the stares saying I was fixing to jump behind it if I couldn't find a ladder

Then there is a joyous shout from the crowd as the battle ends.

In the following days the group mingles with the town's folk and see who could become a member.

Dorian picks to hang out with his three crewmen that worked so hard together.

perception first diplomacy second Petrus: 1d20 + 6 ⇒ (14) + 6 = 201d20 + 1 ⇒ (12) + 1 = 13

perception first diplomacy second Bessima: 1d20 + 6 ⇒ (15) + 6 = 211d20 + 1 ⇒ (20) + 1 = 21

perception first diplomacy second Rakka: 1d20 + 6 ⇒ (5) + 6 = 111d20 + 1 ⇒ (4) + 1 = 5

1. Petrus,
2. Bessema Lingler
3. Rakka

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Franzine is saddened to hear about Junissa's death in battle. She offers to attend the burial service and offers her condolences to Junissa's family and friends, giving them flowers she picked on her way to the village.
At the burial, Franzine cringes at some of the Razmiran prayers, but doesn't say anything in respect to the deceased. As the casket is lowered, she offers her own prayers in silence and sets the remainder of her flowers on the casket. Afterwards, she has a somber walk back to the fort.

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

Over lunch and dinner, Franzine chit-chats with a few of the townsfolk who offered their services helping to rebuild the fort. She hopes to get a good sense for someone who will be worthy -and honest- enough to take the Pathfinder coin.

Braderock
Diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Matthild
Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

Sylvina
Diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Horizon Hunters

Male Ranger 6| CG Human (Garundi)| HP 86/86 | Perception +13 | AC 25 | F 12 | R 14 | W 13 | Survival +14
Active:
Boon - Vigilant Seal

@Team, I think it might be easier to focus on the people who are already "Friendly."

Azu is relieved when the Commander is defeated. But he finds himself perplexed at having little benefit from his companion and gives it a curious look. Azu then returns the sling to its owner. Azu asks the villagers if some special burial is needed for Junissa Yovitch.

Later, Azu tries to find a Pathfinder recruit. First, he starts with Matthild, the known spy. He hopes the events here have changed his(her?) disposition. Azu waits until those who are more skilledin these arts talks first, less a wrong word ruins any chance.

Dipomacy)If I can use Scouting or Herbal Lore with Trapmaker, add +4: 1d20 ⇒ 14

Peception: 1d20 + 8 ⇒ (8) + 8 = 16

Next Azu tries to carpenter, Broderick Brunn

Diplomacy (I can talk about wood via Nature add +6): 1d20 ⇒ 8

Peception: 1d20 + 8 ⇒ (10) + 8 = 18

Finally, Azu moves on to the sage, Sylvina

Diplomacy: 1d20 ⇒ 20

Peception: 1d20 + 8 ⇒ (6) + 8 = 14

Ha, ninja'd by Franzine

Verdant Wheel

Female |HP35/35|AC 16| F+8, R+6, W+8| Spd 25'|Perc +6| Low-light Vision, Scent (imprecise)| |1st (4/4) | 2nd (3/3) | Focus (1/1) | hero points (1) |

Trig is quite saddened by the death of a villager. Maybe we should have made sure that they all had the healing potions that Sylvina had made

in the days after the battle, Trig spends some time talking to Sylvina, Lotte and Aasif.

Sylvina
Deception: 1d20 + 9 ⇒ (19) + 9 = 28
Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Lotte
Deception: 1d20 + 9 ⇒ (13) + 9 = 22
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Aasif
Deception: 1d20 + 9 ⇒ (12) + 9 = 21
Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Whoa, i rolled really well!

Envoy's Alliance

LG Goblin Champion 7 (they/them) | HP 97/97 | AC 28 (30 w/ Shield) | F +14 R +12/14 W +12 | Perc +10 | Stealth +11 | Speed 25' | Explore: Defend | Hero Points 1 | Character Sheet

Having spent a lot of time working with Junissa, Crunch is deeply saddened by her death. They attend whatever services are performed, and then spend some alone time working on the roof of the great hall.

When the notion of recruiting a potential pathfinder or two is brought to the fore, they get out of their funk and head into town for a few drinks.

Having worked with Braderock, that is the first person they buy a round for.
Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 3 ⇒ (16) + 3 = 19

And then it's the trapmaker Matthild, whose excellent work had a hand in slowing and hurting the undead horde.
Diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17
Perception: 1d20 + 3 ⇒ (3) + 3 = 6

And finally, Bessima. Her alignment speaks of untrustworthiness, but Crunch believes in redemption and second chances. They know she worked with Dorian for many days and acquitted herself well.
Diplomacy: 1d20 + 5 ⇒ (9) + 5 = 14
Perception: 1d20 + 3 ⇒ (10) + 3 = 13

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Franzine notices Trig speaking with Aasif. She confronts Trig at an opportune time when they're alone.
Trig. Be warned. Aasif is not to be trusted. Remember? He's too shady.


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

I just noticed that I previously told you Matthild would inform - good thing nobody paid attention, because that was wrong! You should have gotten the sense she would NOT inform (but needed her to be Helpful to confirm)!

Franzine and Crunch actively participate at the funderal for Junissa, while the others watch from afar. The gesture is appreciated by most. Some are still distrustful of the Pathfinders, believing that the undead wouldn't have come here if not for the arrival of the Society. Others realize that everyone would be dead but for the Pathfinders.

Petrus, Aasif, and Rakka stand guard during the ceremony. Azu previously determined that Aasif was likely lying, and although he is very helpful to the Pathfinders, Trig also gets the sense that he's lying. Petrus seems friendlier after the siege, but Dorian spies him relaying information to Lumley after the funeral. Rakka still observes the Pathfinders from afar with indifference.

Crossing off Petrus and Aasif. (orange)

Franzine, Azu, and Crunch pay a visit to Matthild at the farmhouse. Or rather, they meet her at some bushes at the edge of the farm, because Benyan and Gerlind are the most vocal opponents of the Pathfinders. She loves the deadfall trap that the Pathfinders made, and they use a small one to catch a rabbit for lunch. Matthild expresses interest in the Society and swears she won't inform. Franzine and Azu are convinced she's truthful, but Crunch isn't.

Matthild is Helpful and appears to be telling the truth. I've colored her green.

On the way back from the farmhouse, Franzine, Azu, and Crunch drop by Braderock's cooperage to talk about the leftover wood. He outwardly remains very friendly, but also very evasive whenever the Pathfinders ask him questions. Franzine and Crunch can't get a good read on him, but Azu gets the feeling that his loyalties lie with Razmir.

Braderock is orange.

Crunch goes off to grab second lunch, and Franzine and Azu pay a visit to Sylvina at her shop to return the unused potions. Trig is there, offering the rats in her pockets some cheese, which they seem to enjoy. Sylvina helpfully offers some love potions, which all three vocally decline but secretly plot to come back and accept later. She asks about the Lodge and who the Pathfinder Society will be sending to staff it. She swears she won't tell anyone about the Society's plans, and she appears to be telling the truth.

Sylvina is green.

Bessama returns to her life at the inn. Seeing the Pathfinders shed blood for the villagers, she's considerably friendlier. Dorian and Crunch help her clear dishes after lunch, and they get the sense that her being ostracized in the community may make her less likely to inform. But she's still wary of the Pathfinders and not helpful.

No change with Bessama's situation.

While Dorian and Crunch help Bessama, Trig invites Lotte to share a latte with her. Lotte offers a lot of help to the Pathfinder Society - too much, in fact. Trig's suspicions grow when Lotte offers to run a special inn just for all the visiting dignitaries, and realizes that she's not a good fit.

Lotte is orange.

---

You've identified two candidates for the tokens - Matthild and Sylvina. You can offer one of Fola's tokens to either one, both, or keep looking. There's actually no exact number of tokens you were given, but let's just say you have three just to leave some room in case you want to keep looking.

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

I thought we only had one coin, but, yeah, I'll make a few more checks. I'm good giving the two tokens to Matthild and Sylvina. Then the third if I get a good score on any of the following three.

Franzine spends some time with the blacksmiths to discuss their craftsmanship and inspect their wares. She lets them know that working with the Pathfinders would be quite beneficial to both parties. They could supply the Pathfinders with tools needed for upkeep of the lodge and, better yet, if the smithys decided to make weapons, they could probably make a lot of coin or sweet trade deals supplying Pathfinder agents with weapons before they go on their adventures.

She then makes a visit to Pliskin, letting him know that his craftsmanship with traps could earn him some coin by creating defenses for the lodge. It would also help the cooks of the lodge as well. They would need to catch plenty of game in the woods to feed all the hungry Pathfinders passing through between missions.

Edgar H.
Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Martin H.
Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11
Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Plisken the Brown
Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Horizon Hunters

Male Ranger 6| CG Human (Garundi)| HP 86/86 | Perception +13 | AC 25 | F 12 | R 14 | W 13 | Survival +14
Active:
Boon - Vigilant Seal

Azu, with nothing better to do, meets up with Fanzine and Plisken. He two discusses the art of trapmaking and how it contributes to the lore that includes Scouting.

Diplo (if Lore Scouting works add +4): 1d20 ⇒ 1

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Azu seems to get on the wrong foot with Pliskin, and hopes he hasn't sabotaged Franzine's efforts. Discouraged by the outcome, Azu decides to leave th talking to others, though he tags long if invited to assess character.

Sorry about that Franzine. I need to sacrifice more wood elves to the Dice Gods.

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

It's alright, Azu. I think the time I spent at the smithy went pretty well. We had a nice time chatting about blacksmithing and weapon crafting. The Hengus' are very good at their craft.

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