[Gameday IX] GM Dinketry and the Mountain of Sea and Sky (PF2e 2-02) (Inactive)

Game Master dinketry

Sign-Up Sheet

Slides

One if by sea, two if by sky?


51 to 100 of 359 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Envoy's Alliance

6-07 | female (she/her) nephilim human (Vidric) sorcerer (angelic) 9 | ◆◇↺ | HP 80/80 | AC 26 (27) | P+13, F+15, R+18, W+16 | Explore: Detect Magic | LLV, 30' | Focus: 1/2 | Spells: 1st (4/4) 2nd (3/4)* 3rd (4/4)** 4th (4/4) 5th (1/3)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: Experienced Mountaineer, *lucky number, **life link (x4), ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

Confirmed for Nina.

Envoy's Alliance

Male (Fey-Touched) Gnome Bard 10 | HP 128/128 | AC 27 | F+18 , R+17, W+20 (Heart S=>CS) | Perc +18 | Init +20 | Spell DC: 29. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, Focus□□ | Hero Pts 1 | Active Cond: none

Confirmed for Jeeves.

Horizon Hunters

CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

Confirmed for MugVug

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

Grum will be searching. Not stealth

Grand Archive

Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

Kamil is using stealth as his exploration's mode

Kamil responds to Nina

(mwangi) Ndio, mimi ni kutoka Sargava kama wewe, lakini nilitumia wakati wangu mwingi huko Bloodcove kabla ya kujiunga na Watafutaji Njia:
Yes, I'm from Sargava like you, but I passed most of my time in Bloodcove before joining the Pathfinders.

Grand Lodge

The Mountain's Maw |

GM rolls: 1d20 + 10 ⇒ (5) + 10 = 151d20 + 12 ⇒ (17) + 12 = 291d20 + 9 ⇒ (1) + 9 = 101d20 + 8 ⇒ (20) + 8 = 281d20 + 8 ⇒ (9) + 8 = 171d20 + 10 ⇒ (18) + 10 = 281d20 + 10 ⇒ (19) + 10 = 291d20 + 10 ⇒ (3) + 10 = 131d20 + 10 ⇒ (20) + 10 = 30

Grand Lodge

The Mountain's Maw |

As the adventurers follow the trail through the cedar forest, an intersection in the trail looms. Suddenly, crashing noises in the underbrush herald the appearance of a sampling of Kayajima's infamously-inhospitable fauna!

Slide #9 for art. I'll put the battle map at the top of the Slides presentation. No surprise round. I've extrapolated from your roleplaying what the party order would have been. A reminder - you each have a Hero Point.

COMBAT BEGIN!

Initiative Order:
  • Boar D
  • Jeeves
  • Boar B
  • Boar A
  • MugVug
  • Nina
  • Grum
  • Boar C
  • Kamil
  • With a squeal and a furious pounding of hooves feet, a quartet of boars crash into the intersection. The boar to the northeast proves fleeter of foot than the others, and charges headlong at the gnome, lowering its tusks to gore.

    Melee Attack vs Jeeves, Charge: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 332d6 + 6 ⇒ (4, 6) + 6 = 16 Critical Hit!
    Additional Critical Hit Damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13 That's 29 pts of damage, Jeeves!

    The boar brutally gores the gnome in the abdomen, blood spraying. With a enraged squeal, the boar rips its tusks out and slashes again at the bloodied bard.

    Melee Attack vs Jeeves: 1d20 + 12 ⇒ (8) + 12 = 202d6 + 6 ⇒ (5, 6) + 6 = 17 MISS!

    The boar misses the gnome's face by inches, but splatters Jeeves face with his own warm blood.

    Jeeves, you may act!

    Envoy's Alliance

    Male (Fey-Touched) Gnome Bard 10 | HP 128/128 | AC 27 | F+18 , R+17, W+20 (Heart S=>CS) | Perc +18 | Init +20 | Spell DC: 29. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, Focus□□ | Hero Pts 1 | Active Cond: none

    Jeeves reels from the boar's vicious attack. Ignoring the blood as best he can, he strums his lyre to play an inspirational tune.

    "The forest has monsters so scary.
    Attacking all tusky and hairy.
    .....I hope you agree
    .....To dodge better than me.
    Let the boars be the creatures we bury."

    Performance-Lingering Composition: 1d20 + 15 ⇒ (17) + 15 = 32

    Jeeves casts Inspire Courage. He spends a Focus Point to end with a flourish and casts Lingering Composition. Crit Success at DC 30 to last for 4 rounds.
    Inspire Courage: Allies get +1 Attack, +1 Damage for 4 rounds.

    He looks around and chants:
    "A boar stands before me. To life I am clinging.
    He's trying to gore me. A stone I'll be flinging."

    Inspired by his own melody, he sees a loose rock nearby and flings it at the attacking red boar.

    Telekinetic Projectile: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
    Damage: 3d6 + 4 + 1 ⇒ (6, 3, 3) + 4 + 1 = 17

    Grand Lodge

    The Mountain's Maw |

    Jeeves blasts a bit of rock into the back of his attacker's haunches.

    Almost as if in response to the song (or the attack), a second boar charges out of the underbrush at the gnome!

    Melee Attack vs Jeeves, Charge: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 282d6 + 6 ⇒ (4, 2) + 6 = 12 HIT! 12 pts of dmg, Jeeves!

    It then thrashes about with its tusks, similarly to the first.

    Melee Attack vs Jeeves: 1d20 + 12 ⇒ (20) + 12 = 322d6 + 6 ⇒ (4, 5) + 6 = 15 Critical Hit!
    Additional Critical Hit Damage: 2d6 + 6 ⇒ (6, 3) + 6 = 15 30 pts of damage total, Jeeves!

    A second boar successfully charges in and gores the gnome. As Jeeves cries out, it slashes upwards, successfully puncturing the gnome's throat. His song echoes forth, even as he crumples gurgling in a pool of his own blood.

    Jeeves, because that was a critical hit, I now have you at DYING 2.

    From the other side of the intersection, a third boar charges down Nina.

    Melee Attack vs Nina, Charge: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 332d6 + 6 ⇒ (4, 1) + 6 = 11 Critical Hit!
    Additional Critical Damage: 2d6 + 6 ⇒ (3, 6) + 6 = 15 26 pts of damage, Nina!

    In a similar fashion, after landing the goring charge, the boar whips out its tusks and moves to stab Nina in the throat.

    Melee Attack vs Nina: 1d20 + 12 ⇒ (18) + 12 = 302d6 + 6 ⇒ (6, 5) + 6 = 17 Critical Hit!
    Additional Critical Damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9 26 pts of damage from that hit, Nina!

    Nina falls under the onslaught of the malevolent boar, blood spraying from her sliced throat!

    Nina, because that was a critical hit, I now have you at DYING 2. MugVug, Nina, and Grum may all attack.

    Horizon Hunters

    Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

    Grum will work himself into a rage and then move adjacent to two of the boars.

    He will then strike red.

    +1 striking greataxe+ic: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26
    damage: 2d12 + 8 ⇒ (9, 5) + 8 = 22

    If somehow that is a critical hit, I also get the ax critical specialization. In short I do 14 damage to yellow. Full rules in the spoiler

    Critical Specialization:
    Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll for the critical hit, you deal damage to that creature equal to a roll of your weapon’s damage die (including extra dice for its potency rune, if any). This amount isn’t doubled, and no bonuses or other additional dice apply to this damage.

    Envoy's Alliance

    Male (Fey-Touched) Gnome Bard 10 | HP 128/128 | AC 27 | F+18 , R+17, W+20 (Heart S=>CS) | Perc +18 | Init +20 | Spell DC: 29. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, Focus□□ | Hero Pts 1 | Active Cond: none

    GM -- Do the boars have a Multiple Attack Penalty for their 2nd attack? Don't think it would help Jeeves, but Nina might escape her crit.

    Also, Grum (and others), assuming Inspire Courage is still in effect due to Lingering Composition, don't forget the +1 to attack and damage.

    Grand Lodge

    The Mountain's Maw |

    My mistake - you are correct, Jeeves. The second attack on Nina is NOT a critical hit, but still does enough damage to fell the Nina. Regardless, that would put Nina at DYING 1, not DYING 2.

    I am awarding a pyrrhic Hero Point to Jeeves for finding my mistake. Good job!

    Grum, your attack was not a critical hit, but did strike true. Awaiting MugVug.

    Envoy's Alliance

    6-07 | female (she/her) nephilim human (Vidric) sorcerer (angelic) 9 | ◆◇↺ | HP 80/80 | AC 26 (27) | P+13, F+15, R+18, W+16 | Explore: Detect Magic | LLV, 30' | Focus: 1/2 | Spells: 1st (4/4) 2nd (3/4)* 3rd (4/4)** 4th (4/4) 5th (1/3)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: Experienced Mountaineer, *lucky number, **life link (x4), ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

    Nina yelps as the boar runs her over.

    Horizon Hunters

    CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

    MugVug clenches his teeth as he watches the boars maul his companions.

    He sets his feet and begins making complex movements in the air with his hands and arms. The stylized tigers sewn into his hand wraps begin to glow with an arcane orange fire. As the movements accelerate he lets out a low growl and then ends the movements with a front roll to position himself behind the closest beast.

    Action 1: Enter tiger stance.

    Action 2: Step

    MugVug takes a stand versus the boar next to Jeeves' fallen body and then rakes the boar across the eyes with his left hand followed by a slash to the boars throat with his other.

    Striking Tiger Claw: 1d20 + 10 ⇒ (9) + 10 = 19 for 2d8 + 4 ⇒ (5, 4) + 4 = 13 points of slashing damage.

    Striking Tiger Claw: 1d20 + 6 ⇒ (13) + 6 = 19 for 2d8 + 4 ⇒ (3, 8) + 4 = 15 points of slashing damage.

    Action 3: Flurry of blows. Reminder that I am flanking the yellow boar.

    Grand Lodge

    The Mountain's Maw |

    The goblin monkey monk races into action, taking an advantageous position across from the orc barbarian. His lightning-fast blows strike true, wounding the boar that has savaged Jeeves!

    At that point, the last of the quartet of angry boars enters the fray, unable to charge in due to the crowded battlefield and multiple bodies. It snarls and makes for the goblin.

    Melee Attack #1 vs MugVug: 1d20 + 12 ⇒ (17) + 12 = 292d6 + 6 ⇒ (2, 3) + 6 = 11 HIT! 11 pts of dmg, MugVug!
    Melee Attack #2 vs MugVug: 1d20 + 12 ⇒ (5) + 12 = 172d6 + 6 ⇒ (3, 6) + 6 = 15 MISS!

    The boar slashes once successfully at the monk, catching him in the thigh.

    Kamil may act!

    Grand Archive

    Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

    Kamil is a little bit disroriented seeing, after a few seconds, two of his comrades laying uncounscious and bleeding on the ground before he could act.

    Recovering his senses, he says By the Serpent's spit! I need to act

    He takes a step towards the boar closest to him, draws his katana two handed and strikes.

    +1 Striking cold iron katana, IC: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
    Damages (S), IC: 2d10 + 3 + 1 ⇒ (10, 1) + 3 + 1 = 15

    Grand Lodge

    The Mountain's Maw |

    That second attack versus MugVug should have been at a further -4: even more of a miss.

    Kamil's katana slice misses the thrashing boar.

    ROUND 2!

    Initiative Order:
  • Jeeves STABLE; UNCONSCIOUS
  • Boar D
  • Boar B
  • Nina DYING 1
  • Boar A
  • MugVug
  • Grum
  • Boar C
  • Kamil
  • The gnome's wounds stop spurting blood. Meanwhile, the boar that initially attacked him races around the beefy-looking orc (by going around him to the north) in a wide loop, and comes back with its tusks on gore....at Kamil!

    Krum:
    If you have the ability to make an attack of opportunity, you may do so.

    Melee Attack vs Kamil, Charge: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 152d6 + 6 ⇒ (3, 2) + 6 = 11 MISS!

    The boar trips over its own hooves as it charges, and though it (just) keeps its feet as it reaches Kamil, it cannot bring its tusks to bear. Instead, it thrashes its head at the sorcerer with a squeal from a stationary position.

    Melee Attack vs Kamil: 1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 162d6 + 6 ⇒ (1, 1) + 6 = 8 MISS!

    Kamil ducks out of the way of the upswing. The boar that he attacked wages a series of slashes a the katana-wielding sorcerer.

    Melee Attack #1 vs Kamil: 1d20 + 12 ⇒ (19) + 12 = 312d6 + 6 ⇒ (4, 5) + 6 = 15 Critical Hit!
    Additional Critical Damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16 31 pts of dmg total, Kamil!
    Melee Attack #2 vs Kamil: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 192d6 + 6 ⇒ (2, 1) + 6 = 9 MISS!
    Melee Attack #3 vs Kamil: 1d20 + 12 - 8 ⇒ (17) + 12 - 8 = 212d6 + 6 ⇒ (5, 3) + 6 = 14 HIT! 9 pts of dmg, Kamil!

    The boar rips deep into Kamil's ribcage, leaving him breathless and gasping. By the time the boar slashes him in the shoulder, the sorcerer has collapsed to the ground.

    Kamil, I have you at DYING 1.

    Nina:
    Please give me a stabilisation roll.

    The boar that felled Nina races south past the melee, angles back, and lowers it tusks at the goblin!

    Melee Attack vs MugVug, Charge, Flanked: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 322d6 + 6 ⇒ (4, 4) + 6 = 14 Critical Hit!
    Additional Critical Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16 That's 30 pts of dmg, MugVug!

    The boar's charge crashes into the goblin monk's back, tusks protruding through his ribcage in the front as MugVug spits out a burst of blood and collapses to the earth. Feeling the blood frenzy, the boar trots around the last remaining combatant - the orc barbarian - setting up its packmate with a flanking position.

    MugVug, because that was a critical hit, I have you at DYING 2. Krum, the stage is ALL YOURS.

    Grand Archive

    Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

    this scenario will be very short :P

    Horizon Hunters

    Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

    Not sure if boars would be intelligent enough to flank, but I doubt it would do them any good anyways. I have deny advantage

    Seeing his comrades fall, Grum starts swinging ferociously.

    Attacking yellow again
    +1 striking great axe + ic: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 322d12 + 6 + 1 ⇒ (3, 11) + 6 + 1 = 21

    Second strike vs yellow, if yellow is down, white
    +1 striking great ac + IC - MAP: 1d20 + 14 + 1 - 5 ⇒ (11) + 14 + 1 - 5 = 212d12 + 6 + 1 ⇒ (8, 10) + 6 + 1 = 25

    third strike vs yellow, if yellow is down, white
    +1 striking great ax + IC - MAP: 1d20 + 14 + 1 - 10 ⇒ (17) + 14 + 1 - 10 = 222d12 + 6 + 1 ⇒ (10, 10) + 6 + 1 = 27

    Grand Lodge

    The Mountain's Maw |

    Grum, that first strike is a critical hit. Go ahead and roll whatever extra that means for you. Those next two attacks will be against white.

    Horizon Hunters

    Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

    Nothing really. Just double the damage. Since no other boar is adjacent, it doesn't do anything

    Horizon Hunters

    CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

    I will use my hero point to not be dying please.

    Envoy's Alliance

    6-07 | female (she/her) nephilim human (Vidric) sorcerer (angelic) 9 | ◆◇↺ | HP 80/80 | AC 26 (27) | P+13, F+15, R+18, W+16 | Explore: Detect Magic | LLV, 30' | Focus: 1/2 | Spells: 1st (4/4) 2nd (3/4)* 3rd (4/4)** 4th (4/4) 5th (1/3)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: Experienced Mountaineer, *lucky number, **life link (x4), ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

    Stabilize, DC 11: 1d20 ⇒ 18

    Grand Lodge

    The Mountain's Maw |
    Nina Jaribu wrote:
    [Stabilize, DC 11]1d20

    It’s a flat DC 15 check, but luckily you made it!

    Grum strikes down the wounded boar in front of him with a vicious overhand chop, nearly severing the thing's head. His backswing slashes through the belly of one of the flanking boars and then with a whip-speed THOCK! the orc buries his axe in the thing's skull, dropping it with a pained squeal. The boar at Grum's back tries to slash him with its tusks.

    Melee Attack #1 vs Grum: 1d20 + 12 ⇒ (14) + 12 = 262d6 + 6 ⇒ (6, 1) + 6 = 13 HIT! 13pts of damage, Grum!
    Melee Attack #2 vs Grum: 1d20 + 12 - 4 ⇒ (15) + 12 - 4 = 232d6 + 6 ⇒ (6, 4) + 6 = 16 HIT! 16pts of damage, Grum!
    Melee Attack #3 vs Grum: 1d20 + 12 - 8 ⇒ (8) + 12 - 8 = 122d6 + 6 ⇒ (5, 5) + 6 = 16 MISS!

    ROUND 3!

    Initiative Order:
  • Jeeves STABLE; UNCONSCIOUS
  • Boar D
  • Boar B
  • Nina STABLE; UNCONSCIOUS
  • Kamil STABLE; UNCONSCIOUS
  • Boar A
  • Grum
  • MugVug STABLE; UNCONSCIOUS
  • Boar C
  • The remaining boar races north out of the fracas, rounds hard and lines up the orc with its tusks in a flanking flourish!

    Melee Attack vs Grum, Charge, Flanking: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 192d6 + 6 ⇒ (3, 4) + 6 = 13 MISS!

    The boar seems ready to punish the barbarian with a further painful stab to the flank, but Grum steps aside at the last moment!

    Melee Attack vs Grum, Flanking: 1d20 + 12 - 4 ⇒ (1) + 12 - 4 = 92d6 + 6 ⇒ (1, 3) + 6 = 10 MISS!

    Off-balance and winded, the boar misses wildly, almost falling over in the process.

    Grum, FINISH THEM!

    Envoy's Alliance

    6-07 | female (she/her) nephilim human (Vidric) sorcerer (angelic) 9 | ◆◇↺ | HP 80/80 | AC 26 (27) | P+13, F+15, R+18, W+16 | Explore: Detect Magic | LLV, 30' | Focus: 1/2 | Spells: 1st (4/4) 2nd (3/4)* 3rd (4/4)** 4th (4/4) 5th (1/3)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: Experienced Mountaineer, *lucky number, **life link (x4), ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]
    Kamil Durus wrote:
    this scenario will be very short :P

    Ironically, the whole point of Nina's build is to prevent this. She has 6 2nd level heals, plus 4 1st level heals for in combat healing, plus an aura that boost healing. She can probably heal as fast as they dish out damage ... she just needed two actions.

    Envoy's Alliance

    6-07 | female (she/her) nephilim human (Vidric) sorcerer (angelic) 9 | ◆◇↺ | HP 80/80 | AC 26 (27) | P+13, F+15, R+18, W+16 | Explore: Detect Magic | LLV, 30' | Focus: 1/2 | Spells: 1st (4/4) 2nd (3/4)* 3rd (4/4)** 4th (4/4) 5th (1/3)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: Experienced Mountaineer, *lucky number, **life link (x4), ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]
    GM Dinketry wrote:
    Nina Jaribu wrote:
    [Dice=Stabilize, DC 11]1d20
    It’s a flat DC 15 check, but luckily you made it!

    It should be 10+Dying Value. The DC 15 flat check is to end persistent damagem

    Grand Archive

    Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

    Stabilize DC11: 1d20 ⇒ 15

    Horizon Hunters

    Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

    Grum absorbs the damage as best he can and then swings at red.

    At red
    +1 striking great ax: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 202d12 + 6 + 1 ⇒ (7, 3) + 6 + 1 = 17

    At red again
    +1 striking great ax + IC - MAP: 1d20 + 14 + 1 - 5 ⇒ (7) + 14 + 1 - 5 = 172d12 + 6 + 1 ⇒ (1, 4) + 6 + 1 = 12

    At red once more
    +1 striking great ax + IC - MAP: 1d20 + 14 + 1 - 10 ⇒ (18) + 14 + 1 - 10 = 232d12 + 6 + 1 ⇒ (5, 6) + 6 + 1 = 18

    Grand Lodge

    The Mountain's Maw |

    Bloodied and angry, the orc swings down hard on the injured boar, eliciting a pained and similarly-angry squeal. Grum misses with his backswing, his biceps and shoulders burning with intensity. With a roar, Grum swings low in front of him, shearing off the boar's forelegs and sending the creature face-first into the churned mud. The creature twitches and squeals feebly before stilling in a pool of its own making.

    The last living (and uninjured boar) thrashes and stabs at the raging orc.

    Melee Attack #1 vs Grum: 1d20 + 12 ⇒ (10) + 12 = 222d6 + 6 ⇒ (5, 5) + 6 = 16 HIT! 16pts of damage, Grum!
    Melee Attack #2 vs Grum: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 102d6 + 6 ⇒ (2, 5) + 6 = 13 MISS!
    Melee Attack #3 vs Grum: 1d20 + 12 - 8 ⇒ (4) + 12 - 8 = 82d6 + 6 ⇒ (3, 6) + 6 = 15 MISS!

    ROUND 4!

    Initiative Order:
  • Jeeves STABLE; UNCONSCIOUS
  • Boar D
  • Boar B
  • Nina STABLE; UNCONSCIOUS
  • Kamil STABLE; UNCONSCIOUS
  • Boar A
  • Grum
  • MugVug STABLE; UNCONSCIOUS
  • Boar C
  • Grum, you're up to bat! This is the last round of Jeeves' lingering performance.

    Horizon Hunters

    Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

    Gotta make this round count then

    Grum will roar with frustration as a tusks pierce his skin. He shouts once more to try and scare the boar.

    He then brings his great ax down on top of the boar.

    +1 striking great ax + IC: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 292d12 + 6 + 1 ⇒ (7, 2) + 6 + 1 = 16

    Cutting his way through the boar once, he then changes momentum and comes from the side.

    +1 striking great ax + IC - MAP: 1d20 + 14 + 1 - 5 ⇒ (15) + 14 + 1 - 5 = 252d12 + 6 + 1 ⇒ (12, 9) + 6 + 1 = 28

    Grum howls with rage and comes back for a third time.

    +1 striking great ax + IC - MAP: 1d20 + 14 + 1 - 10 ⇒ (5) + 14 + 1 - 10 = 102d12 + 6 + 1 ⇒ (1, 4) + 6 + 1 = 12

    6 rounds of rage left

    Grand Lodge

    The Mountain's Maw |

    Grum slices the orc twice through the flank, opening up the beast's belly in gory strikes that loose its intestines from their abdominal pinnings. The beast roars in pained fear, and with the orc's final missed swing, the boar races away.

    The boar has a movement speed of 40 feet. If you'd like to pursue, Grum, please let me know.

    Horizon Hunters

    Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

    No way I can keep up with it.

    Seeing the boar flee, Grum thinks for a half of moment of pursuing. Noticing his fallen comrades, he chooses not too.

    He lets his rage subside before moving between his comrades, rummaging through their supplies for potions or elixirs to administer to them.

    Grand Lodge

    The Mountain's Maw |

    I'll let you colleagues let you know what healing that you find on them. You may roll for it, Grum.

    Horizon Hunters

    Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

    I see Mugvug and Kamil took minor healing potions as school items, so I'll start with the those two

    MHP Mugvug: 1d8 ⇒ 7
    MHP Kamil: 1d8 ⇒ 7

    Looks like Jeeves has a lesser healing potion in his bandolier.

    LHP Jeeves: 2d8 + 5 ⇒ (4, 5) + 5 = 14

    Does not look like Nina has any, so I'll just use mine

    MHP: 1d8 ⇒ 7

    Once Grum administers the potions, he leans against a tree, one hand on his great ax, with the head resting in the ground. "Patch yourselves up. I'll clean the boars"

    With that he goes skinning and butchering the wild hogs.

    Grand Lodge

    The Mountain's Maw |

    If that doesn't deserve a dang hero point, then nothing does. BONUS HERO POINT awarded to Grum. Huzzah! I'll assume you all Treat Wounds and then magic up as needed. I'll give you the next bit of the adventure and we can handle healing off-camera. Do note if any of you wind up having the Wounded condition (from NOT receiving Treat Wounds).

    You continue north along the trail as it begins to climb altitude. Shortly thereafter, the forest gives way to an expansive clearing. A gigantic statue stands in front of what appears to have once been an entryway. Up ahead, ruined spires and ancient stone buildings litter the grounds. To the northeast, a mountain rises toward the sky. To the southeast, the terrain slopes downward and a gap in the tree line reveals a view of the sparkling sea. The buzz of distant cicadas fills the air.

    A tengu woman stares at the complex muttering to herself. She’s tall and elegant, with dark feathers, clad in simple robes and wooden sandals. A smoking fire pit and a run-down wooden structure are nearby.

    She is represented on the slides via Slide #11.

    As you approach, she turns and speaks in a soft voice, “Welcome, Pathfinders. My name is Kukuha - Kukuha Mukai. Apologies again for not meeting you in Sakakabe; I was eager to see what I could glean before your arrival. Fola’s information has proven correct. There are indeed ley lines running through the island here, and quite powerful ones at that, though it seems something is interfering with their function.”

    You may all make your introductions.

    Grand Archive

    Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

    Kamil wakes up with a big headache. What... what happened?!

    Seeing the carnage around him, he realized that he owes his life to Grum.

    Thanks you mate! You're quite a warrior for taking down these monsters all by yourself! We will be dead without you. I need to improve my skills and my toughness...

    Having no skill in medicine, he waits for Nina to use her talents on him or someone else knowing how to treat wounds.

    Once everyone is healed, he is more careful than before, this time he already has his weapon ready.

    == Arriving in front of Kukuka at the ancien site ==

    With a flourished bow, Kamil presents himself.

    Greetings, Kukuha Mukai. I'm Kamil Durus, connoisseur of both Art and Blade. A pleasure and an honor to meet you.

    Envoy's Alliance

    6-07 | female (she/her) nephilim human (Vidric) sorcerer (angelic) 9 | ◆◇↺ | HP 80/80 | AC 26 (27) | P+13, F+15, R+18, W+16 | Explore: Detect Magic | LLV, 30' | Focus: 1/2 | Spells: 1st (4/4) 2nd (3/4)* 3rd (4/4)** 4th (4/4) 5th (1/3)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: Experienced Mountaineer, *lucky number, **life link (x4), ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

    Huzzah for Grum!

    Grum's MHP: 1d8 ⇒ 6

    Nina blinks awake and sees everyone wounded. Her eyes flash and she's surrounded by a halo of light.

    I see everyone at:

    Grum -37
    Kamil -35
    Jeeves -63
    MugVug -39
    Nina -26

    3-action 2nd level Heal, Angelic Halo: 2d8 + 2 ⇒ (7, 7) + 2 = 16
    3-action 2nd level Heal, Angelic Halo: 2d8 + 2 ⇒ (8, 3) + 2 = 13
    3-action 2nd level Heal, Angelic Halo: 2d8 + 2 ⇒ (6, 7) + 2 = 15

    That brings everyone except Jeeves to full.

    2-action 2nd level Heal, Angelic Halo: 2d8 + 18 + 2 ⇒ (6, 3) + 18 + 2 = 29

    That should bring everyone to full.

    Two of those Heals will be off her Staff of Heal for accounting purposes.

    I assume we can rest for 10 minutes to clear Wounded?

    Envoy's Alliance

    Male (Fey-Touched) Gnome Bard 10 | HP 128/128 | AC 27 | F+18 , R+17, W+20 (Heart S=>CS) | Perc +18 | Init +20 | Spell DC: 29. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, Focus□□ | Hero Pts 1 | Active Cond: none

    Springing to his feet, Jeeves is in shock. He looks around. "I had a dream I injured a boar, but seems I took 2nd place in that duel." Seeing our barbarian feeding potions to the others, he smiles weakly, "Many thanks, Master Grum. I can only hope my music helped provide some small inspiration."

    His clothing is an absolute mess. Shaking his head, he mutters, "I have no time ... for blood and grime."
    Jeeves casts Prestidigitation to clean his clothing.

    When Nina casts the first batch of spells, Jeeves feels much better. He bows to her and, as she's about to use a final spell ONLY on him, he holds up his hand to stop her. "Thank you SO much. But please...best to save your spells when they can benefit all. I'm fine to continue. I shall tend to my minor wounds later."
    Jeeves received 14 (potion) + 44 (Nina's 3-action heals). 58/63 is good enough for now.

    While Grum is working on the boars, I presume some of us are searching the area. Don't wanna miss any treasure bundles!

    When the group reaches the clearing and meets Kukuha, Jeeves doffs his top hat and bows low, "I'm Jeeves. Humbly at your service. It's an honor to meet you." After a short pause, he adds, "We apologize for our delay. We got stuck at a pork in the road."

    When she mentions the ley lines, "That's incredible they're still here. But you say they're not functioning...how can we help?"

    GM ... approx what time of day is it getting to be?

    Horizon Hunters

    CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

    MugVug gingerly removes the entrails that Grum so thoughtfully dumped in his lap and then gets up off the ground. He brushes as much as the blood and gore off as he can.

    He nods thankfully towards Nina and then runs over and hugs Grum's leg.

    Thank you, thank you oh great warrior Grum. You saved us all from being a meal to these pig beasts. I can only hope to be as strong and capable as you in the future! Thank you thank you thank you.

    When we reach the clearing and meet Kukuha MugVug's eyes widen as he has never seen a Tengu before. He bows deeply at the waist.

    Greetings to you. I am MugVug and I am hopeful to be of service.

    Envoy's Alliance

    6-07 | female (she/her) nephilim human (Vidric) sorcerer (angelic) 9 | ◆◇↺ | HP 80/80 | AC 26 (27) | P+13, F+15, R+18, W+16 | Explore: Detect Magic | LLV, 30' | Focus: 1/2 | Spells: 1st (4/4) 2nd (3/4)* 3rd (4/4)** 4th (4/4) 5th (1/3)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: Experienced Mountaineer, *lucky number, **life link (x4), ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

    Jeeves, if you're not at full, you'll retain the Wounded condition. It's up to you whether to accept it, but Nina can us a 1st level Heal (1d8+8+2} instead 9f the 2nd level, that will leave her with three 2nd level Heals.

    Grand Lodge

    The Mountain's Maw |

    Yes, you can take 10 minutes to rest after that cataclysmic combat. Apart from the boar meat (no, not treasure bundles), there's nothing of interest to find in searching. As per Jeeves' request, he's not fully healed (at 58/63 hp).

    Kukuha's eyes twinkle at your introductions. She then draws your attention to the sights around you, looking across the panoramic vista. “It’s quite beautiful, is it not?” She motions to the northwest, toward the trees. “Makuzen Forest, the verdant bounty of the land.” She turnsto the sea glittering in the southeast. “Airishin Cove, resting by the sea.” Finally, Kukuha gestures to the mountain in the northeast. “And Soruseiji Peak, stretching toward the sky. These are not only places of natural beauty; my research and divinations would appear to indicate that each is a kind of gate for natural power. They appear to be damaged or malfunctioning somehow, though, but I believe by placing special focuses at each, we can repair them.” She taps the ground with a talon. “And when that’s done, here is where I will carry out a final ritual - uniting land, sea, and sky — thus stabilising the protective powers of the convergence. This should make it safe to establish our lodge."

    “Unfortunately, I have not been able to access these locations. That is where I need your aid. I have prepared several ritual focus items that should aid in restoring each gate. Travel to Makuzen Forest’s heart, Airishin Cove, and Soruseiji Peak, and take a ritual focus to each. I do not know what you will find there, but I trust that your instincts will guide you true.”

    Kukuha then shakes her head. “We have to do this the right way. Kayajima is home to many creatures. To simply take the island’s powers and position ourselves as its tyrants — I cannot allow that to happen, and besides, honest negotiation is always a better foundation than force. Pay the island and its inhabitants the utmost respect as you carry out this mission. In this way, I hope the Pathfinder Society will be viewed as a welcomed presence rather than a conquering foe.”

    The tengu then cocks her head at you all, seeing the blood-stains on some of your clothing. "Has there been some trouble?"

    Envoy's Alliance

    6-07 | female (she/her) nephilim human (Vidric) sorcerer (angelic) 9 | ◆◇↺ | HP 80/80 | AC 26 (27) | P+13, F+15, R+18, W+16 | Explore: Detect Magic | LLV, 30' | Focus: 1/2 | Spells: 1st (4/4) 2nd (3/4)* 3rd (4/4)** 4th (4/4) 5th (1/3)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: Experienced Mountaineer, *lucky number, **life link (x4), ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

    "Nina Jaribu, of the Envoys' Alliance," Nina introduces. She will detect magic to find out about the ley lines for hereelf. "So, what do you think? Is this a g9od place for a Pathfinder Lodge?"

    Envoy's Alliance

    Male (Fey-Touched) Gnome Bard 10 | HP 128/128 | AC 27 | F+18 , R+17, W+20 (Heart S=>CS) | Perc +18 | Init +20 | Spell DC: 29. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, Focus□□ | Hero Pts 1 | Active Cond: none

    I don't believe Jeeves has the Wounded condition because he used the hero point as he was ABOUT to go to Dying 2 from the crit. GM, is that correct? However, a 1st level spell would be enough, so if you're sure Nina has one to spare...

    Looking at the blood stains on the other Pathfinder's clothes, Jeeves snaps his fingers and grumbles, "I knew I forgot something. If any of you desire your clothes being tidied up, you need only but ask."

    Turning back to Kukuha, Jeeves explains, "We had to defend ourselves from a pack of wild boars. Of course, we would have tried to reason with them, as I speak the language of most beasts. Unfortunately, they had gored two of us before most of the group had a chance to react." Indicating the barbarian, he adds, "Grum here stood his ground and protected all of us till the last one fled."

    He continues, "Rest assured we will treat the land and its inhabitants with honor and respect as we restore the gates, defending ourselves with force only when necessary."

    Envoy's Alliance

    6-07 | female (she/her) nephilim human (Vidric) sorcerer (angelic) 9 | ◆◇↺ | HP 80/80 | AC 26 (27) | P+13, F+15, R+18, W+16 | Explore: Detect Magic | LLV, 30' | Focus: 1/2 | Spells: 1st (4/4) 2nd (3/4)* 3rd (4/4)** 4th (4/4) 5th (1/3)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: Experienced Mountaineer, *lucky number, **life link (x4), ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

    I forgot that Hero Points don't generate Wounded! However, Nina can easily spare a 1st level heal - for in-combat healing, she'll still have 3 1st level spells, 3 2nd level spells, plus a Battle Medicine (with Assurance) for each person.

    ---

    "Of course, we will have the utmost respect for the island and its inhabitants."

    Horizon Hunters

    Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

    Grum says nothing and maintains his stoic demeanor. Once Kukuha finishes he gives a subtle nod.

    "We shall do what you have requested"

    Envoy's Alliance

    Male (Fey-Touched) Gnome Bard 10 | HP 128/128 | AC 27 | F+18 , R+17, W+20 (Heart S=>CS) | Perc +18 | Init +20 | Spell DC: 29. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, Focus□□ | Hero Pts 1 | Active Cond: none

    When Nina explains to Jeeves she has plenty of low-level heals, he reluctantly agrees. "Well, if you're sure, Mistress Nina. I appreciate it."

    Grand Archive

    Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

    Yes, of course, respect for the inhabitants of this place...
    Who are they?

    Says Kamil.

    Grand Lodge

    The Mountain's Maw |

    The tengu cocks her head at Nina, then gestures to the ruins around her.

    "I have thoroughly searched the ruins of Kayajima Fortress. The buildings are crumbling guard towers - once homes for the warriors and citizens who once lived here. Once restored, in tune via the ritual focuses with the ley lines predominantly found here, we should be able to break ground on a new Pathfinder lodge."

    She produces a satchel from under her robes and pulls items from it.

    "Here is what I found within the ruins." She produces a tile game made of bone, a box with several sets of brass chopsticks, and several stone stamps carved to resemble various animals. "There is no enchantment present. You may search for yourself if you wish, but I have been thorough. The gates of natural power, however - well, I am more scholar than adventurer."

    Crafting, Society, or Lore (Architecture) DC 18:
    You recognise the building style of the fortress to be similar to that of older structures in Sakakabe.

    Nina, Kamil, and MugVug:
    You recognise the massive statue at the entry to the fortress as being similar to the carvings featured in Sakakabe — a protective figure to ward off bad luck or something similar.

    "You can visit each gate as you choose. I can give you the ritual focus pertinent to each gate; you need not take all three focuses at the same time, but you can do so if you wish. I will begin to prepare the final ritual here. Use this place as your base camp - I would be happy to hear of your progress as you go!"

    At Kamil's question, Kukuha cocks her head once more. "Why, the spirits of the land! I would envision that you would learn more of them as you travel. I do not think that they are hostile; they are likely more curious than anything else. For now."

    Envoy's Alliance

    Male (Fey-Touched) Gnome Bard 10 | HP 128/128 | AC 27 | F+18 , R+17, W+20 (Heart S=>CS) | Perc +18 | Init +20 | Spell DC: 29. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, Focus□□ | Hero Pts 1 | Active Cond: none

    Jeeves studies the artifacts, and turns to Kukuha, "Is it posible that we'll need these 3 items to access parts of the ruins?" After another look at the tile game, the brass chopsticks, and stone stamps, he asks, "In case it's important, can you tell us at which location you found each of these relics?"

    After others have asked questions, Jeeves summarizes, "So we're to travel to Makuzen Forest, Airishin Cove, and Soruseiji Peak to restore the gates using a ritual focus. When shall we begin and can you suggest which gate we should fix first?"

    GM, what time of day is it?

    Grand Lodge

    The Mountain's Maw |

    ”I found these within the ruins,” Kukuha repeats. ”I don’t think they have anything to do with the rituals at the ritual gates.”

    You are standing at the ruins of Kayajima fortress. The three ritual gates are different and unrelated things.

    51 to 100 of 359 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [Gameday IX] GM Dinketry and the Mountain of Sea and Sky All Messageboards

    Want to post a reply? Sign in.