Teja Khellekdottir |
I seem to have vanished from the map. Added myself back where I was and moved a step to follow red.
Teja steps up behind red again and sticks her rapier into him.
attack,flank: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
damage,Sneak attk: 1d6 + 1d6 ⇒ (5) + (3) = 8
deadly if crit: 1d8 ⇒ 6
Then she adds her dagger, just for fun.
attack,flank,agile: 1d20 + 9 + 2 - 4 ⇒ (6) + 9 + 2 - 4 = 13
damage: 1d6 ⇒ 6
If red was down before my turn, instead attacks would have gone against the gnome (flanking with mug).
Valeros L3 |
Valeros was quickly surrounded and blades fell around him. He tried to move about as best he could but still managed to take a hit. When one moved to disengage he lashed out.
Sword AoO against Blue: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Finally, getting into the flow, he turned his sights on one bandit and lashed out with his shield and then stabbed with his sword. Then he brought up the shield for a more defensive position.
Action 1&2: double slice vs purple
Action 3: raise shield
shield attack purple: 1d20 + 10 ⇒ (10) + 10 = 20
shield damage: 1d6 + 4 ⇒ (6) + 4 = 10
sword attack vs purple: 1d20 + 10 ⇒ (10) + 10 = 20
sword damage: 1d8 + 4 ⇒ (3) + 4 = 7
GM Watery Soup |
Arlo moves and covers himself.
MugVug tries to grapple the gnome without success, and then flails at her, but can't land a blow.
Gregol steps back and lets some more fire fly from his fingertips, but this time the bandit is prepared and dodges.
Red watches Fernardo load the torpedo bay, and gets off an attack just before he's blown to smithereens.
Shortsword AoO: 1d20 + 9 ⇒ (10) + 9 = 19
Slashing: 1d6 + 3 ⇒ (1) + 3 = 4
Fernardo's inertial dampers fluctuate for a bit, but he's otherwise safe. Red falls. He then sends a disrupter blast at Blue, whose warp coils overload and explodes.
Teja is so sneaky that not even Google Slides can contain her! She reappears on the far side of the gnome and puts the pointy end of her rapier into the gnome's shoulder. But her dagger misses the follow-up strike.
Valeros strikes at Purple with both his sword and shield, the combination catches the bandit off-guard and both hit.
---
Numbers rapidly dwindling, the bandits make their last stand.
Green steps to get flanking, and then strikes twice.
I just realized the shortsword is agile, so the MAP should be -4. I will not retcon any past actions but will correct it going forward.
Shortsword: 1d20 + 9 ⇒ (9) + 9 = 18 vs FF
Slashing: 1d6 + 3 ⇒ (2) + 3 = 5
Shortsword, MAP (agile): 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12 vs FF
Slashing: 1d6 + 3 ⇒ (5) + 3 = 8
Purple: Strike, Strike, Strike
Dazzled, DC 21: 1d100 ⇒ 79
Shortsword: 1d20 + 9 ⇒ (11) + 9 = 20 vs FF
Slashing: 1d6 + 3 ⇒ (2) + 3 = 5
I assume Valeros will Shield Block, and won't take off any damage.
Dazzled, DC 21: 1d100 ⇒ 9
Shortsword, MAP (agile): 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14 vs FF
Slashing: 1d6 + 3 ⇒ (2) + 3 = 5
Dazzled, DC 21: 1d100 ⇒ 34
Shortsword, MAP (agile): 1d20 + 9 - 8 ⇒ (15) + 9 - 8 = 16 vs FF
Slashing: 1d6 + 3 ⇒ (6) + 3 = 9
The gnome will circle around to flank Teja (she doesn't know Teja can't be flanked), and then slash twice with a kukri.
Dazzled, DC 21: 1d100 ⇒ 31
Kukri: 1d20 + 10 ⇒ (8) + 10 = 18
Slashing: 1d6 + 5 ⇒ (5) + 5 = 10
Dazzled, DC 21: 1d100 ⇒ 43
Kukri, MAP: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8
Slashing: 1d6 + 5 ⇒ (1) + 5 = 6
Yellow will use his dagger on Teja.
Dazzled, DC 21: 1d100 ⇒ 36
Dagger: 1d20 + 8 ⇒ (4) + 8 = 12
Slashing: 1d4 + 3 ⇒ (4) + 3 = 7
Dazzled, DC 21: 1d100 ⇒ 46
Dagger, MAP (agile): 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
Slashing: 1d4 + 3 ⇒ (2) + 3 = 5
Dazzled, DC 21: 1d100 ⇒ 41
Dagger, MAP (agile): 1d20 + 8 - 8 ⇒ (18) + 8 - 8 = 18
Slashing: 1d4 + 3 ⇒ (1) + 3 = 4
He lands one small cut.
Round 3/4! The bolded my go.
Fernardo
Gregol (-7 hp)
Arlo (-18 hp)
Teja (-5 hp)
Green Bandit (-9 hp)
Blue Bandit (-20 hp)
Purple Bandit (-17 hp, dazzled 2/10)
Gnome (-40 hp, dazzled 2/10)
Red Bandit (-17 hp)
Orange Bandit (-20 hp)
Yellow Bandit (dazzled 2/10)
Mugvug (-16 hp)
Valeros (-18 hp)
Teja Khellekdottir |
"Ouch!" cries Teja "That was no paper cut!"
She steps aside and drives her rapier into the back of the purple bandit.
attack, flank: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
damage,sneak: 1d6 + 1d6 ⇒ (4) + (5) = 9
Then, for good measure, uses her dagger too.Vs purple if still up, otherwise yellow
attack,flank,agile: 1d20 + 9 + 2 - 4 ⇒ (16) + 9 + 2 - 4 = 23
damage: 1d4 + 1d6 ⇒ (3) + (5) = 8
Valeros L3 |
Valero will use shiled block as a reaction and the aggressive block as a free action. Purple has the choice of either being pushed back 5 feet or becoming flat-footed.
I'll await decision on that before continuing actions.
GM Watery Soup |
Purple will choose to get pushed back. Since you reacted to their first action, they will have had to Step back into position, and only make two Strikes rather than 3.
Fernardo Mattero |
Seeing the enemy Gnome trying to be devious, and failing miserably, Fernardo casts another spell. 3 more photon torpedoes streak forth and strike the enemy Gnome...
Force damage vs. Enemy Gnome: 3d4 + 3 ⇒ (2, 2, 4) + 3 = 11
GM Watery Soup |
The first missile drops the gnome so the other two can be redirected.
Valeros L3 |
Valeros felt that heavy blow land on his shield and pushed aggressor back and tben block the next blow. He retaliated by trying to slam his shield into the man's face. He then lashed out behind him at the other attacker with his sword before bringing his shield back up to a defensive position.
Action 1
Shield bash against purple: 1d20 + 12 ⇒ (8) + 12 = 20
Shield damage: 1d6 + 4 ⇒ (2) + 4 = 6
Action 2
Sword attack vs Green: 1d20 + 7 ⇒ (1) + 7 = 8
sword damage: 1d8 + 4 ⇒ (6) + 4 = 10
Action 3 raise shield
Gregol Silverbeard |
The grin on Gregol's face makes it perfectly obvious that the gnome is having a grand ol' time. Once more, he flings a flaming bolt at the one dressed in the hideous green.
Action 1/2: Produce Flame. Target Green.
Produce Flame: 1d20 + 10 ⇒ (5) + 10 = 15 Double damage, and 2d4 persistent fire damage, if that is a critical success.
Fire Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Action 3: Cast Shield.
MugVug |
As the gnome falls, MugVug lashes around her arm with his tail and uses the momentum of her fall to propel him towards the yella bandit.
Action 1 - Step
He then takes advantage of the fact that he is engaged with Teja to land a blow with his tiger claw strike to his back,
Tiger claw strike: 1d20 + 9 ⇒ (1) + 9 = 10 (flanked) for 2d8 + 3 ⇒ (6, 1) + 3 = 10 points of slashing damage.
MugVug stumbles a little as that blow gets tangled in the bandit's weapon belt, but with his other hand he reaches up and slashes across the bandit's throat,
Tiger claw strike: 1d20 + 5 ⇒ (12) + 5 = 17 (flanked) for 2d8 + 3 ⇒ (1, 6) + 3 = 10 points of slashing damage.
Action 2 - Flurry of Blows
As a final use of the momentum he gained through his daring maneuver he lashes out with his tail at the bandit wearing the purple scarf.
Tail strike: 1d20 - 1 ⇒ (3) - 1 = 2 for 2d8 + 3 ⇒ (4, 7) + 3 = 14 of bludgeoning damage.
Action 3 - Tail strike
Arlo of the Solemn Towers |
Arlo looks upon the swirling melee with amazement. He is quite happy he is no longer in the middle of it.
His targets for a blast of magic seem limited, though he can make out one of bandits just to the south of his position (green).
That unfortunate bandit will be the target of an electric arc spell.
damage: 1d4 + 4 ⇒ (4) + 4 = 8
This will also arc to yellow for identical damage. Both bandits receive a DC19 reflex save for half damage.
Arlo also renews his shield spell.
GM Watery Soup |
Teja stabs Purple right in the sternum, and he clutches his chest as he falls. She whirls and slashes at Yellow, but he dodges.
Fernardo fires a force missile at the gnome, causing her to fall backwards, and redirects the other two at Green.
Valeros attacks redirecting Green, sending him crumpling.
Gregol sends a jet of flame at redirecting Yellow, but misses.
Mugvug slashes Yellow, landing one blow.
Arlo commands electricity, jolting Yellow.
Reflex: 1d20 + 7 ⇒ (7) + 7 = 14
Yellow drops his dagger and runs off.
If any of you want to fire ranged weapons or run after him (I note Mugvug has 40' speed!), we can just handwave his death. The bandits were all lackeys, hired by the gnome, so if captured he yields no useful information.
Final tally:
Fernardo
Gregol (-7 hp)
Arlo (-18 hp)
Teja (-5 hp)
Green Bandit (-23 hp)
Blue Bandit (-20 hp)
Purple Bandit (-26 hp)
Gnome (-43 hp)
Red Bandit (-21 hp)
Orange Bandit (-20 hp)
Yellow Bandit (-18 hp)
Mugvug (-16 hp)
Valeros (-18 hp)
I will let you discuss healing on your own. There's no time pressure.
---
Searching the gnome’s body reveals a scrap of paper and a bronze badge embossed with the image of a snake. The note says simply “Stop the investigators. Hide our involvement.”
Arlo of the Solemn Towers |
Society: 1d20 + 9 ⇒ (17) + 9 = 26
"That badge means this gnome was part of the Aspis Consortium."
Arlo will probably be digging into his healing potions unless there is a better solution in the group. He took a beating.
Fernardo Mattero |
If I can still see him I can use Drain Bonded Item on my signet ring to get back the 1L magic missile spell and hit him from here.
Fernardo offers his free lesser heal potion if anyone need it. He then takes off his backpack, takes out and uses his wand of mage armor on himself while reading through his spellbook.
10 minutes to regain Focus Spell point.
Teja Khellekdottir |
Teja offers around a healing potion for Mugvug and Valeros.
"I picked up a set of these before leaving, enjoy!"
Valeros L3 |
Valeros waves off the offered potion. "I was cut but not terribly. A little bandage, and some time will fix it up. Save the msgic stuff until we really needed." Valeros reaponds. With all that said and done he'd keep both sword and shield out while they walked a bit.
Gregol Silverbeard |
With an obvious flair for the dramatics, Gregol proclaims, "Tis but a flesh wound!" Seemingly pleased with himself, he keep in step with the others, his crystal-topped staff being used efficiently as both a walking aid and a show piece.
Fernardo Mattero |
"Perhaps you should search the bodies and the woods for any useful supplies." calls out Fernardo, looking over the top of his spellbook. "Personally, if I was hurt, I would want to get healed before anything else happened. Everyone is different, I suppose." , he adds as he finishes his 10 minute reading break.
MugVug |
MugVug grins and takes the offered healing potion,
What flavor is it? Oh I hope it is strawberry flavored. Those are my favorite!
He downs the potion in one gulp.
Healing Potion: 1d8 ⇒ 2
Arlo of the Solemn Towers |
"You are, of course, correct, Fernardo. I'm simply not in the practice of rifling through bodies. That said, perhaps a search of the bodies and area is appropriate."
Perception is +8
Fernardo Mattero |
Which potion did you drink? Most free ones are minor (1d8), my free one is lesser (2d8+5). Perhaps Arlo or Valros should drink mine since the are both down 18.
GM Watery Soup |
I'm going to move us on. Please keep discussing healing, and make sure your taglines are up to date with your current hit points.
After another hour’s travel, the Pathfinders arrive at a footpath leading down to the site of the wreck on the lake shore. A pack of undead creatures—the vanguard of the approaching swarm—roam the shallows near the beached ship, too numerous to fight past.
As in, this is a skill challenge, not a combat challenge.
Storm clouds loom not far up the coast, giving the Pathfinders a limited window in which to operate before more undead swarm the area.
At each stage of the challenge, I will present an objective, as well as 2-4 skills you could use. Alternative suggestions are not only acceptable, but encouraged. However, a higher DC may apply if it's not super relevant.
Phase 1: Get on the boat!
The team will need to make it past the pack an onto the boat. Stealth to sneak past the undead, Deception to pose as undead, Craft to improvise a raft, or Athletics to quickly swim to the ship are possible skills.
Gregol Silverbeard |
Gregol holds his nose as they come within range of the undead horde. "This reminds me of my younger days, when I was taking a acting class in Absalom," he says quietly to the others. "We were forced to shamble around like some kind of zombies for an entire day! Let's see how much I can still remember."
I would like to use Performance in place of Deception, if that's alright. I get an additional +1 specifically for Acting.
Performance: 1d20 + 9 ⇒ (2) + 9 = 11
Okay. That's pitiful. Assuming that we have a Hero Point, I'd like to make use of it now. Otherwise, just ignore this.
Guess that wasn't any better.
Fernardo Mattero |
"I remember this one time in Swords School, Master Marcos Farabellus himself taught us how to make a raft in case of something just like this. Let me see if I can remember how."
Crafting (Expert) to make a raft: 1d20 + 13 ⇒ (9) + 13 = 22
Final answer. I hope that's good enough.
MugVug |
MugVug looks at the horde of shambling undead, and then scans the beach for adequate cover to sneak past them. He smiles at his companions, reaches into his belt pouch for one of the pieces of cake he smuggled along, jams it into his mouth and then holds his finger up in a shushing motion and winks.
He then darts off, taking advantage of the cover to get to the boat without being seen.
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20
Arlo of the Solemn Towers |
Arlo raises an eyebrow at Fernardo's raft. "You call that a raft? You did it wrong. You have to wrap the vines over, under, AND in between each member....like this...."
crafting: 1d20 + 9 ⇒ (7) + 9 = 16
Arlo may regret this. His raft doesn't sink, but only just.
Teja Khellekdottir |
Teja, noticing MugVug, or perhaps not, decides that stealth is indeed the better part of valor at the moment.
stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Valeros L3 |
"Not my day... " Valeros mutters to himself. "I'll get to the ship and try and cover everyone." with that he will try and make the swim to the boat despite not enjoying any of this.
Athletics: 1d20 + 11 ⇒ (11) + 11 = 22
GM Watery Soup |
Gregor recalls his zombie acting class, and starts acting like a zombie. However, it quickly becomes clear that his acting professor had no idea what real zombies were like. He ends up attracting unwanted attention. (-1)
Teja and MugVug take the most direct path, just being sneaky (+2).
Fernardo and Arlo make a raft, but Fernardo does all the work. (+1) Valeros swims alongside. (+1)
Phase 1 total successes: 3
---
Phase 2: Investigate Quickly and Quietly
The Pathfinders might use: Perception to find cargo, Stealth to move quietly, or Sailing Lore or Mercantile Lore to know where cargo and documents are usually stored on a trade ship.
Teja Khellekdottir |
As stealth worked well before, Teja continues to keep her head down as she explores the ship, hoping to avoid any untoward attention.
stealth: 1d20 + 7 ⇒ (16) + 7 = 23
Valeros L3 |
After climbing aboard Valeros shakes the water off himself. He gives a little shiver as the wind hits him and casts a glance at the undead out there. Rather than stand around he pressed on. "This cargo won't find itself, let's go," he said more to himself than the others. He drew his blade and then began to search for the cargo.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Fernardo Mattero |
Fernardo joins Valerie in searching the ship...
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
I'm not sure if I used my Hero Point. I don't think so. I would like to now if I may.
Hero Point (If possible) for Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Lol.
Gregol Silverbeard |
Gregol decides to take a more subtle approach, sneaking quietly aboard the ship, reminiscing over the story of the Grand Heist of Absalom.
Stealth: 1d20 + 8 ⇒ (17) + 8 = 25
GM Watery Soup |
Teja and Gregol sneak around the ship, finding documents of value. Fernardo and Valeros look around, but don't contribute much.
Phase 1 total successes: 3
Phase 2 success: 2
Perception to find cargo, Stealth to move quietly, or Sailing Lore or Mercantile Lore to know where cargo and documents are usually stored on a trade ship.
Arlo and MugVug - you're up!
MugVug |
MugVug recognizes the vessel for what type it is, and figures he probably knows exactly where the cargo is stored. However, the sight of all of those shambling monstrosities out there makes him realize that he should probably just stay quiet.
Stealth: 1d20 + 8 ⇒ (9) + 8 = 17
Man, I would so very much have liked to actually use Mercantile Lore for once, but I am just that little bit more sneaky.
GM Watery Soup |
Arlo finds some relevant documents suggesting the wreck was not as accidental as purported.
Mugvug sneaks around, but steps on a creaky floorboard and a few zombie heads turn. A group of zombies breaks off from the main horde to investigate the boat.
Phase 1: +3
Phase 2: +3
---
Time to go!
Phase 3: Load Cargo
The Pathfinders might use: Athletics to carry heavy cargo, Perception to watch for approaching undead, Mercantile Lore or Labor lore to make logistical plan, or Nature to time departure with favorable conditions.
Teja Khellekdottir |
Teja, having snuck around to find papers, heads up to the front of the boat to keep an eye on the approaching undead.
perception: 1d20 + 6 ⇒ (10) + 6 = 16
Valeros L3 |
Valeros will whisper, "Can you keep them clear? I'll grab what can be grabbed being the most fit to haul it."
Athletics to carry whats needed when time is right: 1d20 + 11 ⇒ (2) + 11 = 13
Going to spend my hero point on that
Heroic athletics: 1d20 + 11 ⇒ (7) + 11 = 18
Gregol Silverbeard |
Gregol rubs the underside of his nose with the top of his finger, a move that seems more habit than useful, as he peers shoreward at the water. "I should be able to smell them before I even seen them"
Perception: 1d20 + 7 ⇒ (14) + 7 = 21 (+2 if within 30ft. to be able to smell.)
MugVug |
Once again MugVug is pretty sure he could come up with a great plan to get as much cargo off the boat as efficiently and quickly as possible but due to the proximity of all of the undead he decides to just heft a few barrels and haul them off as quickly as he can.
Athletics: 1d20 + 8 ⇒ (10) + 8 = 18
GM Watery Soup |
Fernardo, Teja, and Gregol all keep an eye out, but only Gregol spots the zombie detachment boarding the ship.
Valeros and MugVug both manage to load themselves up with boxes of steel ingots.
Arlo still has to go.
---
Phase 1: +3
Phase 2: +3
Phase 3: +3 (Arlo pending)
---
I'm going to post the final phase just to expedite the finish and unlock these characters in case any of you are participating in Gen Con.
Phase 4: Escape
The Pathfinders might use: Stealth to move quietly, Athletics to swim or row a raft, Deception to create a diversion, or Religion to know how best to avoid undead.
Arlo of the Solemn Towers |
Arlo speaks quietly, but when he does, it's in a cheesy pirate accent. "Arrgh, my mateys, be sure an keep a weather eye out for encroaching undead!"
perception: 1d20 + 8 ⇒ (16) + 8 = 24
Arlo of the Solemn Towers |
While we're at it, let's get the last one done as well.
When the time comes, Arlo attempts to move as quietly as possible, this time eschewing any piratey accents.
stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Gregol Silverbeard |
As the others work to get the raft going, Gregor casts some minor illusions to try and distract the zombies.
Deception: 1d20 + 8 ⇒ (8) + 8 = 16