Gameday IX - Revolution on the Riverside with DM Deevor (Inactive)

Game Master Deevor

Slides

Muster Sheet


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Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/3/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

"I can light up my brooch." Manny's hands flicker with light for a brief moment. "I'm good either way. I can summon Shylye and let her set up camp, if you want."

If we go through night, Manny can cast light on his brooch. If we set up camp, he will cast Unseen Servant and let it do the menial tasks of setting up camp.

Vigilant Seal

CG Female Human Cleric 3 | HP 35/35 | AC 17 | F: +6, R: +7, W: +11 | Perc: +9, Stealth: +7 | Speed 30ft |Hero Points: 0/3 | Focus Pool: 1/1| Font 2/3 | Reactions: None | Conditions: Bless (25 ft) | Exploration: Search

Erryn's tone is hesitant, but she nods. "Very well, if you're sure."

Horizon Hunters

Male Snow Goblin Fighter 8 HP 102/102 Hero Points 1/1 AC 26 (28 Shield) Saves F+14 R+15 W+11 Perc +13 (Darkvision, +15 on init) Exploration Scout Active Conditions: Reactions: Shield Block, Attack of Oppurtunity, Goblin Scuttle

"Yeth, light torcheth, go forward. Thtealth over-rated, not needed when big and thtrong!" Duvik says.

Despite having darkvision, Duvik's willing to light a torch and forgo his shield to help out our human friend.

Vigilant Seal

LG dwarf Champion2 l 36hp l F +9, R +3, W +7 l Perc +6 l Spd20 l AC18 (20 with shield raised) l Focus: 1 l Hero Points 1/1 l Perc +4 (Darkvision) l Active Conditions: Wounded 1

"The light will mark us clearly to any unfriendly eyes in the night...but if I'm honest my own lumbering about would not rate much better even in the dark. A torch won't hurt much."

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

”Yuck, me got boot full of swampwater. ” Zug complains, and takes advantage of the small pause to remove his boots and pour out the water. Along comes a family of frogs.

”Me vote for going forward. We close already. Me not bothered by dark.“

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/3/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

"Then let there... be light." Manny can't help himself as he shines a ray of light upon his brooch. "Onward!"

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

With Manny's light to make finding your way easier, you continue on towards the dark shape of a building on a slight hillock, hoping that the ground there will be drier and allow your party some respite from the swap. Certainly you have seen nothing else around that would make an easy camp-site. From the shape of the building, with it's tower jutting into the night sky, it very likely is the building you are looking for. You see other building shapes further on, probably the remains of the ruined village.

Durvik, confident is his strength marches steadily onwards through the boggy terrain. mud squelches under his boots. You all follow in single file behind the fighter.

Durvik, would you like to make a perception check please, Brigid may also make a perception check.

Horizon Hunters

Male Snow Goblin Fighter 8 HP 102/102 Hero Points 1/1 AC 26 (28 Shield) Saves F+14 R+15 W+11 Perc +13 (Darkvision, +15 on init) Exploration Scout Active Conditions: Reactions: Shield Block, Attack of Oppurtunity, Goblin Scuttle

"Torch altho show we not thkulking about and being naughty. Open heart and armth, we don't know enemy here."

"Remind me, will want food later," Duvik is having the time of his life mucking through, "Anyone bring pickleth?"

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

Durvik smiling and happy that soon they will reach their destination and food of cheeth,pickleth nad bithcuitth might be soon laid out for dinner, does not pay as much attention to his footing as he perhaps should. Instead of sinking a couple of inches before hitting solid ground, or at least solid mud, Durvik's keeps on sinking in the liquid mud, until he is waist deep in the mud. A ripple in the mud extends either side of the poor Durvik, to the edges of light that comes from Manny's broach. The way forward is barred by this quagmire, of brown sloppy liquid mud, into which Durvik has slipped.

Encounter Mode-Round 1-Slide 2

As Durvic struggles to get out of one of the swamp's deadly natural traps, he feels himself being pulled into the centre and sinks even further, the mud reaches up to his neck, only his head and most importantly his ears, remain unsullied by the mud. He is still able to breath, as his mouth and nose remain above the engulfing line of mud, but he feels the quagmire continue to pull at his body and bring him under the mud. In the darkness, the sounds of the mud slurps and bubbles make the night even more worrying.

You are all up...
@Durvic you can attempt a DC 17 Athletics check to swim to be waist high in the quaqmire, then attempt DC 17 Athletics checks to swim to wards the side.
@Everyone on dry (solid wet land) to aid Durvic you should make a DC 17 Athletics check to aid, or some other heroic solution.

GM Screen:

GM: 1d20 + 8 ⇒ (18) + 8 = 26

Birgit: 1d20 + 6 ⇒ (5) + 6 = 11
Duvik: 1d20 + 4 ⇒ (11) + 4 = 15
Manny: 1d20 + 6 ⇒ (3) + 6 = 9
Erryn: 1d20 + 7 ⇒ (13) + 7 = 20
Liger: 1d20 + 6 ⇒ (9) + 6 = 15
Zug: 1d20 + 5 ⇒ (13) + 5 = 18

The map shows a 25ft by 25ft light green quagmire, you are approaching in single file towards it.

Quagmire mechanics:

On its turn the quagmire pulls each creature within it 1 square toward the center of the quagmire and 1 step further submerged;
a creature that is submerged up to its waist becomes submerged up to its neck, and a creature that is submerged up to its neck is pulled under and has to hold its breath to avoid suffocation (Core Rulebook 478).

A creature in the quagmire can attempt a DC 17 Athletics check to Swim to either raise itself by 1 step if its submerged to its neck or worse, or to swim out of the quagmire if its submerged up to only its waist. On a critical failure, the creature is pulled down 1 step. A creature that Swims out of the quagmire escapes the hazard and is prone adjacent to the quagmire.

Other creatures can Aid the creature somehow or attempt to pull a creature within their reach out with a DC 17 Athletics check, with the same results as if the creature attempted the check.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/3/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

"Uh... are you sure this is the right way, Durvik... oh, that's not good." Manny looks for his rope. "Hold on, buddy!"

Athletics to Aid:
Athletics: 1d20 + 6 ⇒ (3) + 6 = 9

If I crit fail that roll, please use a hero point to let me reroll.

Verdant Wheel

Liger the Umpteenth, CN (any) Leshy Eldritch-Trickster Rogue/Sorcerer 1 | HP 3/17| AC 17| F+4 R+8 W+6| Perc(E) +6 darkvision, low light vision | Stealth(T) +6 speed 25| Hero Points: 1| Active Conditions:none

"Durvik, you appear to be swimming... And doing so in a most unfortunate fashion... I recommend those who can to lend a hand. I, personally, shall stand over here and supervise this endeavor." Liger carefully moves to the side so that Zug may step forward unhindered.

Liger has no item of use or reach, is not trained in Athletics, and only an 8 in Strength... Thus is almost as likely to crit fail as to successfully aid, and risks falling in himself to try and help. If they can give a bonus for using Nature to know anything helpful in this situation, and/or crafting or thievery to, say, help tie something to the rope to aid. (By either making it easier to throw it to Durvik, or something that will help make it easier to grab on when thrown) I would be happy to do so.

Vigilant Seal

LG dwarf Champion2 l 36hp l F +9, R +3, W +7 l Perc +6 l Spd20 l AC18 (20 with shield raised) l Focus: 1 l Hero Points 1/1 l Perc +4 (Darkvision) l Active Conditions: Wounded 1

"Duvik, don't thrash about! If you go under we might not get you back!" Gingerly stepping forward--all too aware of the weight of her armor--Birgid draws her spear and reverses it, gripping just below the spearhead with an armored hand and extending the haft out towards the goblin. "Just grab on and we'll pull you to safety!"

Athletics Aid: 1d20 + 7 ⇒ (4) + 7 = 11 Oh come on, dice roller!

Horizon Hunters

Male Snow Goblin Fighter 8 HP 102/102 Hero Points 1/1 AC 26 (28 Shield) Saves F+14 R+15 W+11 Perc +13 (Darkvision, +15 on init) Exploration Scout Active Conditions: Reactions: Shield Block, Attack of Oppurtunity, Goblin Scuttle

"Hahahaahaha!" Duvik cheerfully, and quite possibly insanely starts to laugh. "Muckity muck muck!" He tosses the torch he was carrying back a few feet from where he is and begins to try to swim his way free.

Athletics: 1d20 + 7 ⇒ (14) + 7 = 21

Vigilant Seal

CG Female Human Cleric 3 | HP 35/35 | AC 17 | F: +6, R: +7, W: +11 | Perc: +9, Stealth: +7 | Speed 30ft |Hero Points: 0/3 | Focus Pool: 1/1| Font 2/3 | Reactions: None | Conditions: Bless (25 ft) | Exploration: Search

As soon as she realizes what's happening, Erryn reaches into her pack and begins unwinding a coil of rope. She steps up to Birgid, holding one end out. "Here, tie this around yourself before you fall in with him." She holds the other end out to Emmanuel. "Take hold of this, if you please."

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

"Oh no, Duvik! Not drown in mud - bad way to die! Me has rope, me help you!"

Zug rummages through his backpack to bring out a coil of rope, only to notice Erryn already has some rope ready. But more rope must be better! He tosses one end to Duvik, and sprints to tie the other end to any tree, rock, dwarf or human nearby.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

With Durvik already 10ft away, Brigid waves her spear towards him, but already he is too far away and the end just waves aimlessly in the air. Brigid would need a weapon with the reach trait. She pulls the weapon back and places it end down in the ground beside her.

Moving around the edge of the quagmire, Liger is able to quickly see the whole of the quagmire from the ripples that emanate from Durvik's struggles. He starts to move to the other side of the quagmire, in case Durvik continues to float, sink or swim that way.
Liger Nature 1d20 + 4 ⇒ (7) + 4 = 11 - not sure you can do much is this encounter

Meanwhile on the bank, several friends move to the edge of the quagmire, guided by Liger's advice. Manny moves to shed as much light as he can on the area, whilst he struggles to get out some rope, which for some reason appears to be right at the bottom of his backpack. Meanwhile Erryn manages to quickly find her rope, tying it around Brigid's waist, before handing the other end to Manny. Zug, excited by the opportunity to show how good goblins can be in a crisis, takes out his rope and throws one end of it at Durvik, 1d20 + 2 - 2 - 4 ⇒ (15) + 2 - 2 - 4 = 11, before rushing forward to Erryn with the other end. Nearest Human/Dwarf, Erryn now has the thrown rope.

Durvik for his part, takes on board Brigid's advice and stops his thrashing, instead he is able to pull himself up out of the mud, freeing his hands and catching onto the rope that landed close by.

Round synopsis
Brigid has a rope tied around her waist, the other end is in Manny's hand.
Erryn is being offered the rope that currently has Durvik at the other end.
Durvik has a rope secured in his hand.
Liger is offering advice.

Encounter Mode-Round 2-Slide 2

Feeling a little happier, with the rope secured in his hand, Durvik feels his ordeal is almost over, except he doesn't understand the full nature of the quagmire, that once more pulls at his body, dragging him under once more. Again, the mud laps around his neck as he reaches the centre of the quagmire.

I haven't been able to find in the rulebook, yet how to determine the accuracy of throwing rope at a square or to a person. So if you know, then shout up now. Otherwise I'm going to go with this, to throw the rope to be within reach of Durvik. Simple untrained skill is 10, you take -2 for a rope acting as an improvised weapon (unless you have the improvised weapon feat), with 10ft range increment (-2), using strength as the modifier as per normal thrown weapons. Hope you feel this is fair.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/3/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

Manny tries to brace against the slick ground. "I once met this pirate with a huge beard. On command it would stretch to like 10 feet long. His favorite trick was to jump off the plank and then hang on to the plank itself so he could surprise the enemy when they didn't hear the splash."

Athletics:
1d20 + 6 ⇒ (19) + 6 = 25

If I crit fail that roll, please use a hero point to let me reroll.

"Come on Durvik! I got ya!"

Vigilant Seal

CG Female Human Cleric 3 | HP 35/35 | AC 17 | F: +6, R: +7, W: +11 | Perc: +9, Stealth: +7 | Speed 30ft |Hero Points: 0/3 | Focus Pool: 1/1| Font 2/3 | Reactions: None | Conditions: Bless (25 ft) | Exploration: Search

Erryn takes her end of Zug's rope and hands it to Birgid, before taking hold of her own rope tied around the dwarf's waist and doing her best to serve as an anchor. Wrapping it around one of her arms, she whispers a prayer for resilience on behalf of Birgid and Durvik.

Casting guidance on each of them, a +1 status bonus to one check before my next turn. Durvik: remember you get 3 actions per turn, and swimming only takes 1 action.

Horizon Hunters

Male Snow Goblin Fighter 8 HP 102/102 Hero Points 1/1 AC 26 (28 Shield) Saves F+14 R+15 W+11 Perc +13 (Darkvision, +15 on init) Exploration Scout Active Conditions: Reactions: Shield Block, Attack of Oppurtunity, Goblin Scuttle

There's no R in my character's name.

Duvik begins trying to get free of the fun mud.

Athletics to swim, guidance: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Athletics to swim: 1d20 + 7 ⇒ (7) + 7 = 14
Athletics to swim??: 1d20 + 7 ⇒ (5) + 7 = 12

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/3/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

Oh, I have 3 actions. Right.

Durvik. Duvik. Come on, Manny. That's how you lost that date with the guard a few weeks ago.

Manny shakes his head, grabs the rope Birgid is tied to, and pulls.

Please reuse my Athletics check from above. Grabbing the rope and pulling counts as two actions, right? I'll use my hero point to reroll if I critically fail.

If Duvik isn't free, Manny will pull again to aid.

Athletics:
1d20 + 6 ⇒ (12) + 6 = 18

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

"Yes, very good! Very good! Duvik old tight, big people pull hard! We get you out in no time! Me help with mighty magic!" Zug shouts and jumps excitedly up and down.

Zug wiggles his fingers and conjures words of magic to cast prestidigitation. The minor magical effect starts cleaning the muck out of Duvik's hands to help the goblin maintain a better grip on the rope.

Well, I don't want to roll athletics - a far too great chance of crit failure. Wow, aiding another is hard in 2e!

Verdant Wheel

Liger the Umpteenth, CN (any) Leshy Eldritch-Trickster Rogue/Sorcerer 1 | HP 3/17| AC 17| F+4 R+8 W+6| Perc(E) +6 darkvision, low light vision | Stealth(T) +6 speed 25| Hero Points: 1| Active Conditions:none

Apologies Duvik, I typoed earlier and might have set the trend. Also, yes Zug, aiding is hard in 2e. Hence why Liger is essentially useless during this encounter.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

Duvik once more manages to swim up to clear his head of the muddy liquid, whilst Manny takes the strain on the rope and pulls Durvik, 5ft closer to the shore. Duvik's torch that was floating in the quagmire, giving some extra light, is extinguished as it slips below the muddy surface.

Brigid also takes up the rope and manages to get try and pull Duvik closer to the more solid ground, pulling him closer.

Birgid Athletics 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Birgid Athletics 1d20 + 7 ⇒ (15) + 7 = 22

She manages to pull Duvik to the edge of the quagmire and onto the more solid ground, the goblin covered with foul smelling mud.

Following Liger's advice you follow his directions around the quagmire and approach the first silhouette of a building. Nestled next to the lone hill is a the drab-looking silhouette of a village where many of the houses look to have collapsed, sinking slowly into the morass. On a hillside, overlooking the village, resides a weathered, two-story house with a broken tower. You climb the small hill to get out of the water covered bog you have been travelling through. At least on this exposed hill, where the full moon appears, shedding it's silver light on the boggy ground you have just crossed. The light shines on the dilapidated building, the building seems uninhabited, no sounds can be heard from within the building, the sounds of frogs croaking around about in the bog is the sound that can most be heard. You wait on the steps of the building deciding what to do next, Manny's broach and the light from the moon, provide your only light, at least the mud here isn't covered by water.

Positioned on slide 3, also include in posts anything you do before reaching this point.

Perception DC=25:

Can you hear the sound of voices talking floating across the bog?

GM Screen:

Birgid 36/36HPs AC 18/20
Duvik 17/17HPs AC 18/20
Manny 26/26HPs AC 18
Erryn 17/17HPs AC 15/16
Liger 17/17HPs AC 17
Zug 19/19HPs AC 18

Vigilant Seal

LG dwarf Champion2 l 36hp l F +9, R +3, W +7 l Perc +6 l Spd20 l AC18 (20 with shield raised) l Focus: 1 l Hero Points 1/1 l Perc +4 (Darkvision) l Active Conditions: Wounded 1

Ah, missed it by 20min! Thanks for keeping things moving, GM

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||
Birgid Sapphiresong wrote:
Ah, missed it by 20min! Thanks for keeping things moving, GM

But you can lead you party into the building if you like ..

Vigilant Seal

LG dwarf Champion2 l 36hp l F +9, R +3, W +7 l Perc +6 l Spd20 l AC18 (20 with shield raised) l Focus: 1 l Hero Points 1/1 l Perc +4 (Darkvision) l Active Conditions: Wounded 1

"Well that was bracing! Duvik, I thank you for setting an example the rest of us might learn from. Shall we say hello?" Birgid gestures to the building with the spear she's been cleaning and then puts it away, then straps her shield to her arm just in case.

"Anyone mind if I take point?"

Horizon Hunters

Male Snow Goblin Fighter 8 HP 102/102 Hero Points 1/1 AC 26 (28 Shield) Saves F+14 R+15 W+11 Perc +13 (Darkvision, +15 on init) Exploration Scout Active Conditions: Reactions: Shield Block, Attack of Oppurtunity, Goblin Scuttle

"That was fun!" Duvik said. He'll want to return and take a swim later. He'll light a new torch. "Take point, Birg, what I care?"

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/3/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

"I'll keep the lights on." Manny keeps his brooch lit and his whip ready.

Horizon Hunters

Male Snow Goblin Fighter 8 HP 102/102 Hero Points 1/1 AC 26 (28 Shield) Saves F+14 R+15 W+11 Perc +13 (Darkvision, +15 on init) Exploration Scout Active Conditions: Reactions: Shield Block, Attack of Oppurtunity, Goblin Scuttle

"Torch ith better. Torch burnth!" Duvik resolutely keeps his torch alit, though he has just enough control to not attempt to burn anything.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

Brigid brushes away cobwebs from around the door frame as she enters, the strands are thin sticky sparkly lines of reflective light. Birgid and Duvik enter the building, both are surprised by the condition of the building, walls are still standing. Whoever or whatever occupied the building in the centuries past since it was built had obviously tried to maintain the building. However, the floorboards seem to bend and give a lot as you walk on them, the dampness of the swamp has encroached on the floors here despite being on slightly raised ground. The silver moonlight enters through the various windows, all broken and missing any barrier to the outside world. To the south-west of the building is the tower, Duvik can make out more cobwebs in that direction and a large pile of rubble on the floor under the tower. The wind blows gently through the derelict building, as it does outside.

Slide 3

You do not have to be trained in Pathfinder Lore to attempt the Pathfinder Lore check

Pathfinder Lore DC 14 and above:

From the position of this building in relation to the rest of the buildings that make up this ruined village, it is highly likely this is the old Pathfinder Lodge.

Pathfinder Lore DC 4 and below:

From the position of this building in relation to the rest of the buildings that make up this ruined village, it is highly likely this was the residence of the towns most important person, a lord or mayor.

GM Screen:

Birgid 36/36HPs AC 18/20 - Exploration Search 1d20 + 6 ⇒ (19) + 6 = 25
Duvik 17/17HPs AC 18/20
Manny 26/26HPs AC 18 - Exploration Search 1d20 + 6 ⇒ (10) + 6 = 16
Erryn 17/17HPs AC 15/16 - Exploration Search 1d20 + 7 ⇒ (15) + 7 = 22
Liger 17/17HPs AC 17
Zug 19/19HPs AC 18

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/3/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

"Wow." Manny whistles as they enter.

Int Check: 1d20 ⇒ 11

"Well, it's well kept, at least. These floorboards are not a good sign. Maybe we can find clues about the last occupants."

Vigilant Seal

LG dwarf Champion2 l 36hp l F +9, R +3, W +7 l Perc +6 l Spd20 l AC18 (20 with shield raised) l Focus: 1 l Hero Points 1/1 l Perc +4 (Darkvision) l Active Conditions: Wounded 1

Pathfinder Lore: 1d20 ⇒ 7

"For something in the middle of a marsh its a small miracle the place is as intact as it is--or residents have put some work in." Nervously inching her way across the room, Birgid hugs close to the walls in the hope that the floors would be more stable there. "Are we looking for anything in particular?"

Vigilant Seal

CG Female Human Cleric 3 | HP 35/35 | AC 17 | F: +6, R: +7, W: +11 | Perc: +9, Stealth: +7 | Speed 30ft |Hero Points: 0/3 | Focus Pool: 1/1| Font 2/3 | Reactions: None | Conditions: Bless (25 ft) | Exploration: Search

Lore check:
Pathfinder Lore: 1d20 ⇒ 1

Erryn follows in, sticking close to Birgid. [b]"What was this place?" she asks. She briefly reaches out with her magical senses, trying to see what her eyes might miss.

I'd like to cast detect magic at my current position, ignoring any auras that the party's gear might have.

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Pathfinder lore, untrained: 1d20 + 1 ⇒ (16) + 1 = 17

"Ooo, building still standing!" Zug marvels the building as he carefully steps inside. He takes an appraising look at the interior.

"Me thinks this is the lodge. But who lives here now?"

Verdant Wheel

Liger the Umpteenth, CN (any) Leshy Eldritch-Trickster Rogue/Sorcerer 1 | HP 3/17| AC 17| F+4 R+8 W+6| Perc(E) +6 darkvision, low light vision | Stealth(T) +6 speed 25| Hero Points: 1| Active Conditions:none

"Everyone safely out of the muck? good, good... And since I am in such a good mood, I won't even mention where-... Well, I just said i wouldn't mention it didn't I?" Liger then takes her place towards the back of the party, enjoying the landscape and the view of the building.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18 Expert and Darkvision if either matter.

As they step inside the building Liger takes a long look around the place. What a waste of a good building, sitting empty like this... I could easily move several subjects here and they would be quite happy, mind you.

Pathfinder Lore, Untrained: 1d20 + 0 ⇒ (11) + 0 = 11

Not liking the presence of spider-webs, Liger will resume his usual practice of stealthing everywhere he can, in order to stay out of sight.

Stealth: 1d20 + 6 ⇒ (13) + 6 = 19

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

GM Screen:

HS 1d20 ⇒ 4
SS 1d20 ⇒ 5
PS 1d20 ⇒ 18
Birgit: 1d20 + 6 ⇒ (6) + 6 = 12
Duvik: 1d20 + 4 ⇒ (5) + 4 = 9
Manny: 1d20 + 6 ⇒ (17) + 6 = 23
Erryn: 1d20 + 7 ⇒ (11) + 7 = 18
Liger: 1d20 + 6 ⇒ (2) + 6 = 8
Zug: 1d20 + 5 ⇒ (11) + 5 = 16

Birgid 36/36HPs AC 18/20 - Exploration Search 1d20 + 6 ⇒ (19) + 6 = 25
Duvik 17/17HPs AC 18/20
Manny 26/26HPs AC 18 - Exploration Search 1d20 + 6 ⇒ (10) + 6 = 16
Erryn 17/17HPs AC 15/16 - Exploration Search 1d20 + 7 ⇒ (15) + 7 = 22
Liger 17/17HPs AC 17
Zug 19/19HPs AC 18

Suddenly a couple of spiders drop down on their web, Birgid, Duvik, Liger and Zug see these black eight-legged creatures fall from the tower, held on the end of a web-line just on the ground. The roof above the group, 10ft high could provide an easy way for the spiders to maneuver. WEbs seem to cover the interior of the building, as though it hasn't been disturbed for a long time.

The spiders are hidden from Erryn and Manny

Encounter Mode - Slide 3 - Round 1
Manny, Erryn, Birgid and Zug are up.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/3/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

Assuming someone warns him, Manny comes alert. "Huh, what? Spiders? Hey Zug, you know any good spider songs?"

Manny readies his whip to hit the first enemy to approach.

Readied Whip, 10 ft:

Whip: 1d20 + 4 ⇒ (3) + 4 = 7
Nonlethal Slashing: 1d4 + 2 ⇒ (2) + 2 = 4

Then he casts Shield to protect himself. AC is up by 1.

Finally he takes a Step forward to cover more room.

Vigilant Seal

CG Female Human Cleric 3 | HP 35/35 | AC 17 | F: +6, R: +7, W: +11 | Perc: +9, Stealth: +7 | Speed 30ft |Hero Points: 0/3 | Focus Pool: 1/1| Font 2/3 | Reactions: None | Conditions: Bless (25 ft) | Exploration: Search

Likewise, Erryn draws her rapier and holds out her free hand, the fingers twisted into a warding gesture. "Good luck," she says to Birgid's back, infusing the words with power.

Casting shield and then guidance on Birgid. I'm assuming it's been an hour since the mess with the quicksand, otherwise I'll give the +1 to Manny.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||
Erryn Canmore wrote:
guidance on Birgid. I'm assuming it's been an hour since the mess with the quicksand, otherwise I'll give the +1 to Manny.[/ooc]

Fine for Birgid to have the guidance

Vigilant Seal

LG dwarf Champion2 l 36hp l F +9, R +3, W +7 l Perc +6 l Spd20 l AC18 (20 with shield raised) l Focus: 1 l Hero Points 1/1 l Perc +4 (Darkvision) l Active Conditions: Wounded 1

Knowing that Erryn has her back, Birgid shifts her stance and draws her blade, drawing it back for a thrust if any spiders rush their group.

Draw Weapon, then Ready a Strike if one of the spiders comes into reach
Strike: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

"Spider song, yes me know one..." Zug says and starts singing.

"Creepy crawly spider climbed down the wall
hungry in the belly, want to eat us all

Oh no, is very sad song, end very bad. Me just play happy cowbell-music instead."

And so, Zug takes his namesake instrument and starts hammering away. It's hard to tell whether it is happy or not, and it could be debated if it was music in the first place. But it certainly brings everyone's blood up to face the spiders.

While performing his musical number, the goblins also casts shield spell to protect himself.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

All around you, the webs of the spiders seem to come alive as small black spiders gather around you. The two large spiders climb along the ceiling towards you and both shoot a sticky web towards the first members of the party, both Birgid and Duvik are immobilised as the sticky web substance envelopes them.

Scuttling up from from the holes in the floor, a swarm of spiders moves forward and engulfs Duvik and bites into him, 1d4 - 1 ⇒ (3) - 1 = 2 damage, another black swarm engulfs Birgid, who strikes out with her bastard sword as the swarm advance, swatting many of the spiders with her sweep of the sword.Coming around the corner of the wall another swarm engulfs Erryn and bites her 1d4 - 1 ⇒ (4) - 1 = 3 damage.

Spider swarms are in the same square as the character they are engulfing, the slide shows them half in the characters square.

If you are Immobilized, you must take an action to free yourself with a DC=17 Fortitude save. (Duvik and Brigid)

Erryn Reflex Save DC=13, if you pass:

You manage to dodge most of the bites and the spider poison does not enter your body. You do not have to make the Fortitude save below

Duvik and Erryn Fortitude Save DC=13, if you fail:

Poison 1 - Take 1 Poison damage and Enfeebled 1

Combat Synopsis:

Birgid: Immobilized + Under Spider Swarm (same square) + Guidance(Erryn) used
Duvik Immobilized + Under spider swarm + saves required + 2HPs damage
Erryn Under spider swarm + saves required + 3HPs damage
Zug - Inspire Courage round 1

Encounter Mode - Slide 3 - Round 1(Duvik, Liger) / Round 2
(Manny, Erryn, Birgid,Zug)

GM Screen:

S1 1d20 ⇒ 18
S2 1d20 ⇒ 17
HS1
HS2
SSB - 4
SSG
SSY
Birgid 36/36HPs AC 18/20 - Exploration Search 1d20 + 6 ⇒ (19) + 6 = 25
Duvik 15/17HPs AC 18/20
Manny 26/26HPs AC 18 - Exploration Search 1d20 + 6 ⇒ (10) + 6 = 16
Erryn 14/17HPs AC 15/16 - Exploration Search 1d20 + 7 ⇒ (15) + 7 = 22
Liger 17/17HPs AC 17
Zug 19/19HPs AC 18/19 (Shield spell)

Immobilised:

You can’t use any action with the move trait. If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.

Enfeebled:

You’re physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

Forgot to mention, but the musical performance was inspire courage ( +1 atk/dmg). And as noted in discussion, my plan for round 2 is to throw a bomb. I'll just wait if I can get any rules clarifications.

Vigilant Seal

LG dwarf Champion2 l 36hp l F +9, R +3, W +7 l Perc +6 l Spd20 l AC18 (20 with shield raised) l Focus: 1 l Hero Points 1/1 l Perc +4 (Darkvision) l Active Conditions: Wounded 1

You mentioned a swarm engulfed me, how much damage did I take and do you need a Fort save from me as well?

"Always with the blasted spiders!" Birgid roars, ignoring the webbing for the moment in favor of slashing at the spiders chewing on her now.

Attack #1: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Attack #1: 1d20 + 7 + 1 - 5 ⇒ (6) + 7 + 1 - 5 = 9 Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

"Damn it all! I can't fight like this!" Gritting her teeth, Birgid yanks at the webbing anchoring her to the floor.

Fortitude: 1d20 + 9 ⇒ (15) + 9 = 24

Verdant Wheel

Liger the Umpteenth, CN (any) Leshy Eldritch-Trickster Rogue/Sorcerer 1 | HP 3/17| AC 17| F+4 R+8 W+6| Perc(E) +6 darkvision, low light vision | Stealth(T) +6 speed 25| Hero Points: 1| Active Conditions:none

Liger hisses in annoyance at the appearance of the spiders. "How dare you attempt to feed on me or my subjects! Do you not know to whom you are looking at?" Stupid spiders. Always eating the useful ones, when they should be hunting those pesky insects who try to eat me.

Liger drops an electric arc on yellow swarm and green swarm respectively. Arc Damage: 1d4 + 4 ⇒ (1) + 4 = 5 DC 17 reflex for half.

Then, if Liger's following path does not go through a swarm (see discussion to know why I ask, although I don't think there is a way he would move through one), Liger will stride East one square, and North 2 squares. If it would go through a swarm, then she simply draws their rapier.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/3/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

Manny sighs as he prepares to crack his whip... at swarms. "Great, more swarms." He stows his whip and pulls out a torch. He tries to light it, if he has time.

I'm assuming Manny can light a torch with an interact action.

Vigilant Seal

CG Female Human Cleric 3 | HP 35/35 | AC 17 | F: +6, R: +7, W: +11 | Perc: +9, Stealth: +7 | Speed 30ft |Hero Points: 0/3 | Focus Pool: 1/1| Font 2/3 | Reactions: None | Conditions: Bless (25 ft) | Exploration: Search

Reflex: 1d20 + 5 ⇒ (8) + 5 = 13

Does making the save reduce my damage, or just stop me from being exposed to the poison?

As the spiders swarm over and bite at her, a pulse of negative energy rushes out of Erryn's body and into the offending bugs. She backs out and away from the horrible little monsters, swatting at her neck and clothes all the while.

Harm, DC 17 Basic Fort: 1d10 ⇒ 7

Fist, Lethal: 1d20 + 5 + 1 - 2 ⇒ (7) + 5 + 1 - 2 = 11
Bludgeoning: 1d4 + 1 ⇒ (4) + 1 = 5

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

Zug keeps on playing the cowbell, this time one-handed.

With his free hand, he takes a glass vial from his belt, and for a moment a feral look flickers on his eyes. There is something about tossing fire that brings out the goblin in you.

Without hesitation, Zug throws the vial at swarm of green-tinted spiders.

Throw bomb,IC: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
fire damage,IC: 1d8 + 1 ⇒ (5) + 1 = 6 +1 persistent, +1 splash

+1 splash to blue swarm, Duvik, and Birgid. If Duvik and Birgid do not consent, let's retcon the action

> Insipire courage
> Draw the bomb (interact?)
> Strike

Horizon Hunters

Male Snow Goblin Fighter 8 HP 102/102 Hero Points 1/1 AC 26 (28 Shield) Saves F+14 R+15 W+11 Perc +13 (Darkvision, +15 on init) Exploration Scout Active Conditions: Reactions: Shield Block, Attack of Oppurtunity, Goblin Scuttle

Fortitude Save, DC 13: 1d20 + 6 ⇒ (14) + 6 = 20
Duvik tries to break free from the paralyzing active ingredient in the spider venom

Fort Save, DC 17: 1d20 + 6 ⇒ (14) + 6 = 20

He then draws his warhammer and starts to smash the bugs around him.

"Go thquish now!"

Warhammer: 1d20 + 9 ⇒ (13) + 9 = 22
Bludgeoning Damage: 1d8 + 4 ⇒ (6) + 4 = 10

cool with splash damage

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

With a couple of sweeps with her sword, Birgid is able to disperse the swarm of spider that engulfed her, before pulling herself from the sticky mess of the web.

Erryn is able to step aside from the worst of the bites, attempting to swat away more spiders, but there are just too many of them, so she runs for cover.

Liger's magic crackles, but doesn't seem able to harm the spider swarms, so he moves away from the congregation of spiders.

Zug throws a fire bomb at the spiders surrounding Duvik, which explodes sending thousands of sparks through the air, the sparks being the burning bodies of the minuscule spiders, unfortunately Duvik and Brigid get caught in the blaze, their faces singed by the burning explosive 1 damage each. Fortunately the dampness of the building, ensures that the fire bomb fails to ignite the fabric of the old lodge. Everyone's ears are kept ringing by the sounds of Zug's incessant drumming.

The force of the explosion, almost knocks Duvik off his feet, as he is pushed to the wall, the webbing holds him fast, but is severely weakened, enabling Duvik to easily break free of the webbing. The bites that tried to poison Duvik, are irritating, but nothing that the goblin has not dealt with in the past, ignoring it he continues the fight, swatting the final few spiders with his hammer.

Seeing two of their prey struggling with the webs, the two spiders scuttle forward and try to bite the closest creatures. The first manages to bite Birgid for 1d6 + 2 ⇒ (1) + 2 = 3 damage, but is unable to make the second attack count. The other's fangs get caught on Duvik's armour, but with the second bite is able to sink its fangs into the goblin, 1d6 + 2 ⇒ (2) + 2 = 4 damage.

Both Birgid and Duvik need to make a fortitude save against the poison.

Birgid Fort DC=16 on a fail:

Poison Stage 1: 1d10 ⇒ 9 poison damage plus flatfooted for 1 round

Duvik Fort DC=16 on a fail:

Poison Stage 1: 1d10 ⇒ 10 poison damage plus flatfooted for 1 round

The swarm, sees easy prey and scurries across to Manny and Zug. Manny swishes his torch in an effort to distract the swarm, but the masses continue and bite Manny damaging his neck and arms, 1d4 - 1 ⇒ (4) - 1 = 3 and again 1d4 - 1 ⇒ (4) - 1 = 3. Zug's drumming is no deterrent for the spiders as them bounce around with every drum beat. They engulf the goblin biting his head once 1d4 - 1 ⇒ (4) - 1 = 3 and then his legs 1d4 - 1 ⇒ (1) - 1 = 0.

Manny and Zug need to make these saves twice, one for each bite.

Manny, Zug Reflex Save DC=13, if you pass::

You manage to dodge most of the bites and the spider poison does not enter your body. You do not have to make the Fortitude save below

Manny, Zug Fortitude Save DC=13, if you fail::

Poison 1 - Take 1 Poison damage and Enfeebled 1

Combat Synopsis:

2 swarms dispersed, yellow swarm attacks Manny and Zug
Birgid: Guidance(Erryn) used, 4HP damage, attacked by spider, poison save required
Duvik 4HPs damage, attacked by spider, poison save required
Erryn Not being threatened
Liger Not being threatened
Manny 6HPs damage, under swarm, 2 x swarm saves required
Zug - 3HPs damage + 1 non-lethal, under swarm, 2 x swarm saves required, Inspire Courage round 2

Encounter Mode - Slide 3 - Round 2(Duvik, Liger) / Round 3(Manny, Erryn, Birgid,Zug)

GM Screen:

1d20 ⇒ 10
1d20 - 5 ⇒ (3) - 5 = -2
1d20 ⇒ 4
1d20 - 5 ⇒ (14) - 5 = 9
HS1
HS2
SSB - 4 - Gone
SSG - Gone
SSY
Birgid 32/36HPs AC 18/20 - Exploration Search 1d20 + 6 ⇒ (19) + 6 = 25
Duvik 10/17HPs AC 18/20
Manny 20/26HPs AC 18 - Exploration Search 1d20 + 6 ⇒ (10) + 6 = 16
Erryn 14/17HPs AC 15/16 - Exploration Search 1d20 + 7 ⇒ (15) + 7 = 22
Liger 17/17HPs AC 17
Zug 15/19HPs AC 18/19 (Shield spell) - 1 is Non-Lethal

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