PFS2E #1-07: Flooded King's Court with DM Deevor (Inactive)

Game Master Deevor

Flooded King's Court Slides

Challenge Points: 16


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Vigilant Seal

Male Human (Kellid) Ranger 5 | HP 68/68 | AC 23 | F: +10, R: +13, W: +13 | Perc: +13 (E) / 15 vs my prey | Hero Point : 0/3

The tense stand off over, Zoresk regains his composure and carries on. He checks his crossbow to ensure the bolt he set in it is still in place.

Horizon Hunters

AC: 24(T) Fort: 9(E) Reflex: 9(E) Will: 11(T) Speed: 20 Level: 5 Perception: 11(E) HP:58/58

" The architecture of this place confuses the hell out of me. Wonder what's out there? "

Envoy's Alliance

Half-Elf Bard 4 HP 44/44 | AC 19 | Fort +7 Ref +9 Will +9 Perc +9 ◆ Default Exploration Action: Search for Clues (Bardic Lore +8)

Eyeing the degraded rope Marcus warns, "I recommend not boarding unless you intend to go out to sea on your own. And likely fall through the floor as well."

Sovereign Court

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

Survival DC=15:

From the rotten state of the rope and the size of the barnacles using the boat as home, you gather that the boat has been moored here for at least 20 years, perhaps longer.

With Talia's pirate heritage, the group turn to her regarding the rowing boat currently filled with water ...

Dreadfang and Kurnek, knowing that a rowboat needs oars, look about the shore, but there are none.

Given what you know about the sewers there is definitely something not far across this pool, perhaps even greater treasure .... perhaps even greater dangers ... and there is still plenty of time before the tide returns....

What do you do?

To learn more about the rowing boat, please spoiler a relevant skill check, explaining how you would use the skill.

Vigilant Seal

M Human (Half-Orc) Abjurer 2 | Spell DC 18, Attack +8; 1st level spells 3/4; Focus 1 | *Buffs/Conditions: Mage Armor, antiplague | 13/22 HP | AC 17* | F +5 (+2 vs disease)*, R +6, W +6 | Perc +4 (low-light vis, arcane sense)

Survival: 1d20 + 4 ⇒ (15) + 4 = 19

"Hmmm, comrades, we may not have found something new, but it as least old enough to be interesting! This old dinghy has been here at least 20 years, maybe longer. It may have a rotten bottom, and I don't see any oars, but I think it may be our best chance to find out what's across this pond. I have an idea about how to use the boat, if the bottom will hold at least a little while."

Kurnek pulls a small feather from his pouch. The shaft appears to have been dipped in gold, and has a tiny rune resembling the letter H etched into it.

"This is a feather token. When I give the command, this little feather will transform into a 20-foot long ladder. It's a common enough bit of magical gear, and many Pathfinders carry one - as I do - in case we fall into a hole or need to climb through a second story window. I suggest that if the pond here is shallow enough, we can use the ladder to push the boat across; if not, perhaps we can break the ladder down and use the pieces to make oars."

Knowledge (engineering):

Knowledge (engineering): 1d20 + 8 ⇒ (19) + 8 = 27

Sovereign Court

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

When Kurnek goes to feel the dingy's timbers, he almost jumps back in shock. "Sound, the wood is sound! I never expected that from the way it was looking, perhaps if we can raise the boat up and bale the water from within, it should float. I mean would you believe it."

So taking their time, the Pathfinders re-float the boat and start off towards the north-west. Using Kurnek's staff as a pole you steer the boat through the calm waters of the pool. He finds that the depth is never deep enough for him to engage the feather, but he is impressed by the colours of the clear water as the illuminated end of his staff shines in the water. Until you reach ...

A rocky beach covered in bits of assorted refuse meets the water to the southeast. To the northwest, what once must have been a natural cavern wall partially collapsed some time ago by the settling ground on the water side, revealing an area beyond of worked stone. The chamber within is large and constructed of a pale green stone. Multiple rounded passages worm their way to the northeast and southwest, while a grand staircase rises to the northwest.

Slide coming soon.... and maybe more words ...

Sovereign Court

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

Just like the sewers, this new area is in complete darkness, only Dreadfang and Kurnek can see without the aid of light. As you walk forward, the surface of this cavern is slick and wet, covered with puddles of varying depth, it seems difficult to move quickly without slipping as you splash through the puddles underfoot.

Craft or Relevant Lore to investigate the collapsed cavern wall DC=16:

You investigate the wall's collapse and decide that when the earthquake shook Absalom 20 years ago, it severely weakened the wall between the sewers and this chamber. Erosion did the rest of the job, and the wall completely buckled only within the last few weeks.

Survival(trained only) DC=16:

You look at patches of reasonably dry ground and rocks and stones, you discern that no creatures have passed through this way recently, not for a long time!

Map accessible - slide 2

So what do you do and where next?

Envoy's Alliance

Half-Elf Bard 4 HP 44/44 | AC 19 | Fort +7 Ref +9 Will +9 Perc +9 ◆ Default Exploration Action: Search for Clues (Bardic Lore +8)

I'm assuming that the Lore check is not to recall knowledge. If it is, then you can turn the following roll into a +6 Bardic instead.

Craft (Untrained): 1d20 + 2 ⇒ (10) + 2 = 12

Marcus holds his lit rapier up to get a better view of the wall. Puzzled, he scratches his chin as he looks over the damage. "Hmmm... deliberate or just the beatings of time? I suppose we should assume the worst and hope for the best?"

He moves about the room, checking the exits for signs of sabotage or traps.

Adventuring action: Search w/ Perception +7

Horizon Hunters

Male Kobold HP 94 | AC 27 | F +14 R +17 W +16 | Perc +13 | Stealth +14 | speed 45 | Hero 1/1| Active Conditions: ---

Dreadfang looks around for signs of more monsters, or pirate treasure. Either one would do.

Survival: 1d20 + 3 ⇒ (16) + 3 = 19

Horizon Hunters

AC: 24(T) Fort: 9(E) Reflex: 9(E) Will: 11(T) Speed: 20 Level: 5 Perception: 11(E) HP:58/58

craft: 1d20 + 7 ⇒ (2) + 7 = 9
survival: 1d20 + 5 ⇒ (14) + 5 = 19
"I don't know. Suppose if we spent enough time we could find out. Though I can tell you we're the first people here in decades."

Vigilant Seal

M Human (Half-Orc) Abjurer 2 | Spell DC 18, Attack +8; 1st level spells 3/4; Focus 1 | *Buffs/Conditions: Mage Armor, antiplague | 13/22 HP | AC 17* | F +5 (+2 vs disease)*, R +6, W +6 | Perc +4 (low-light vis, arcane sense)

Crafting: 1d20 + 8 ⇒ (6) + 8 = 14

Survival: 1d20 + 4 ⇒ (17) + 4 = 21

Kurnek shrugs at the collapsed wall, but is surprised by the lack of any visible tracks on the dry ground.

"It appears we are the first creatures to come to this side of the pond in quite some time."

Kurnek falls back on his arcane sense and scans the area with detect magic.

Horizon Hunters

NG Human Male Field Medic Wizard (Evocation) 5 | HP: 53/53 | AC: 21 | F: +10, R: +12, W: +11 | Perc: +9 | Hero pts: 1/3 | Focus pts: 1 | Exploration: Detect Magic +13 | Speed: 25 ft. | Spells (1st): 4/4 (2nd) 4/4 (3rd) 3/3 | Active Conditions: Mage Armor | Exploration: Detect Magic

Craft: 1d20 ⇒ 1
Survival: 1d20 + 5 ⇒ (8) + 5 = 13

Worried about the condition of the boat they took, Vadris doesn't seem to be paying attention to his surroundings.

"I hope we don't get stranded out here. I'm not sure if I could make a swim across, especially when the tide comes in."

Sovereign Court

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

As Marcus pushes his torch like rapier forward, as he peers down many of the passageways, he sees or hears nothing, all seems quiet. The only sounds he hears are the echoes of the waves somewhere.

When he nears the steps leading up, he hears sounds of shuffling, maybe some creature is alive up there?

Apart from that, there are no magical auras given off in this area, just the quiet noise of the underground, dripping of water, the sounds of the sea, waves lapping somewhere off and the echoes of your own footsteps splashing through the puddles.

West, North or East ...

GM Screen:

Marcus perception 1d20 + 7 ⇒ (18) + 7 = 25

Battle Medic used on...Talia, Dreadfang.
Dreadfang 17HPs
Kurnek 22HPs
Marcus 18HPs
Talia 23HPs
Valdris 24HPs
Zoresk 21HPs
Valdris Spells Used - Magic Missile, Mage Armour
Kudrek Spells Used - Mage Armour

Light sources all from light spells:
Valdris - dagger
Kurnek - staff
Marcus - rapier

Vigilant Seal

M Human (Half-Orc) Abjurer 2 | Spell DC 18, Attack +8; 1st level spells 3/4; Focus 1 | *Buffs/Conditions: Mage Armor, antiplague | 13/22 HP | AC 17* | F +5 (+2 vs disease)*, R +6, W +6 | Perc +4 (low-light vis, arcane sense)

If the number of gray shapes covering the map indicates how many rooms there are, I can see why we aren't close to done!

"If we know that there is some creature ahead of us up those stairs, I think we ought to explore that way first," Kurnek suggests. "Not that I am looking for a fight we might otherwise avoid, but I don't like the idea of whatever it is sneaking up on us from behind if we go down one of the side passages first."

Horizon Hunters

AC: 24(T) Fort: 9(E) Reflex: 9(E) Will: 11(T) Speed: 20 Level: 5 Perception: 11(E) HP:58/58

" Yeah... I'm fine with that. Just point me in the direction you want and I'll try to fair better than my fight with the crocodile
"

Sovereign Court

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

The stairs rise up to a large chamber, Dreadfang and Kurnek look forward and see to the northwest, further stairs rise to another large room. An elegantly carved figure towers over the room, combining the body of an eel with the visage of a horrifying deep‑sea fish and four grasping tentacles. For the rest of the party, all but this chamber is dark and creepy. A feeling of horror hangs in the air, something is not right.

The sounds that you heard, came from this chamber, four shambling figures are rising from the floor, they seem to be lurching forward towards you, sensing life has come close to them, a sensation not felt for decades.

Up here, the surface has less puddles and is not as slippery as the chamber below, you are able to feel your feet find purchase on the stone floor.

Everyone except Valdris is up. Slide 3 has enlarged pictures of the tokens, remember that going up stairs is difficult terrain, so that applies to Zoresk and Valdris.

Player Initiatives:

Dreadfang: 1d20 + 3 ⇒ (8) + 3 = 11
Kurnek: 1d20 + 6 ⇒ (7) + 6 = 13
Marcus: 1d20 + 7 ⇒ (13) + 7 = 20
Talia: 1d20 + 7 ⇒ (17) + 7 = 24
Valdris: 1d20 + 5 ⇒ (1) + 5 = 6
Zoresk: 1d20 + 7 ⇒ (7) + 7 = 14

GM Screen:

1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 3 ⇒ (4) + 3 = 7
Battle Medic used on...Talia, Dreadfang.
Dreadfang 17HPs
Kurnek 22HPs
Marcus 18HPs
Talia 23HPs
Valdris 24HPs
Zoresk 21HPs
Valdris Spells Used - Magic Missile, Mage Armour
Kudrek Spells Used - Mage Armour

Light sources all from light spells:
Valdris - dagger
Kurnek - staff
Marcus - rapier

There are lots of grey squares because the map is difficult to cover things up,

Horizon Hunters

AC: 24(T) Fort: 9(E) Reflex: 9(E) Will: 11(T) Speed: 20 Level: 5 Perception: 11(E) HP:58/58


Move
Attack big zombie
boarding pike power attack: 1d20 + 10 ⇒ (11) + 10 = 21
damage: 2d10 + 4 ⇒ (8, 2) + 4 = 14 piercing

Talia smuggly walks up to a zombie and says," Looks like we got the drop on them. "

Horizon Hunters

Male Kobold HP 94 | AC 27 | F +14 R +17 W +16 | Perc +13 | Stealth +14 | speed 45 | Hero 1/1| Active Conditions: ---

Dreadfang scampers up alongside Talia, baring his claws. ”Die again!”, he commands, as he tears at them.

Stride, Tiger Stance, Flurry Of Blows
If Talia’s zombie is still up, attacking that. Otherwise, going for the big one
Attack 1: 1d20 + 6 ⇒ (17) + 6 = 23
Damage 1: 1d8 + 2 ⇒ (7) + 2 = 9S
Attack 2: 1d20 + 2 ⇒ (2) + 2 = 4
Damage 2: 1d8 + 2 ⇒ (8) + 2 = 10S

Envoy's Alliance

Half-Elf Bard 4 HP 44/44 | AC 19 | Fort +7 Ref +9 Will +9 Perc +9 ◆ Default Exploration Action: Search for Clues (Bardic Lore +8)

Marcus looks side to side at the approaching undead. "Hrmm... some large and some small.. I wonder if there is a difference other than mass and might... Either way, we should avoid being outflanked by them. Pick a target and eliminate them one by one."

Identify big zombie (+6), Identify small zombie (+6), inspire courage +1

Sovereign Court

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

With the threat of zombies on both sides, it seems Marcus is unable to think straight and cannot add anything to his assertion that there's a big one with bigger claws than the little one. Definitely undead though...

He just watches as both Talia and Dreadfang deal big hits against the large zombie, even more surprised by Dreadfang's strike that seemed to rip great chunks from the Zombies body.

GM Screen:

Big 1d20 + 6 ⇒ (6) + 6 = 12
Little 1d20 + 6 ⇒ (2) + 6 = 8

Vigilant Seal

Male Human (Kellid) Ranger 5 | HP 68/68 | AC 23 | F: +10, R: +13, W: +13 | Perc: +13 (E) / 15 vs my prey | Hero Point : 0/3

Zorek climbs the steps and designates red biggun as his prey and then fires a bolt at it.

I also get a free recall vs the monster. Religion is +5. On a critical, everyone will get a +1 circumstance bonus to attack the red one

Crossbow Ace
1d20 + 7 ⇒ (1) + 7 = 81d10 + 2 ⇒ (7) + 2 = 9 piercing
if hit: 1d8 ⇒ 6 precision

NVMD...nat 1

Vigilant Seal

M Human (Half-Orc) Abjurer 2 | Spell DC 18, Attack +8; 1st level spells 3/4; Focus 1 | *Buffs/Conditions: Mage Armor, antiplague | 13/22 HP | AC 17* | F +5 (+2 vs disease)*, R +6, W +6 | Perc +4 (low-light vis, arcane sense)

“Perhaps I was a bit hasty in suggesting we start by heading towards the noises without knowing what to expect,” Kurnek says ruefully. “But at least we expected something. Let’s see if we can’t take these abominations down quickly!”

Kurnek’s voice booms and echoes in the ancient hall as he calls out phrases of arcane power, and an oleaginous sheen spreads across the floor under large, yellow-tinged zombie. Once the entire area occupied by the monster is covered, the wizard bows his head for a moment in concentration and the air around him shimmers with an aura of protective magic.

◆◆: Cast a spell, grease (Reflex save or Acrobatics vs DC 18 or fall prone; affected area outlined in red)

◆: Cast focus spell, protective ward (+1 to AC to Kurnek & allies within 5’; affected area outlined in blue)

Sovereign Court

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

As Zoresk thinks hard about the creature, his concentration waivers and almost sends a bolt into Talia's back, as the she feels and hears the bolt bounce off her armour. The ranger remembers these undead as Zombie Brutes, slow creatures that are susceptible to blades that can cut deep into their rotting flesh.

Kurnek uses his magical powers to make the ground below even more slippery than the chamber below. A green slimy liquid appears under the large zombie, but somehow he is able to keep his feet. Then Kurnek gives added protection to himself and his allies.

The big brute's feet slip and slide, but remains standing. It's mouth sag to the side, in a smile, a rotten tooth falls to the floor.

Winding up to reach down and hit Dreadfang, the creature slips in the grease and falls. As he falls he puts out his putrid rotten hand to steady himself with Dreadfang, hope it would damage the little kobold as well. Dreadfang is to quick for the zombie as he evades not just the first but the second strike as well.

Dreadfang is then assaulted by the small zombie next to him, but both strikes miss, leaving the zombie crying a silent cry of frustration.

The other zombies head for their closest prey, or meal, that of Kurnek. The zombie brute swings at the wizard and misses, but the smaller of the zombies, manages to catch Kurnek as he swayed out of the way of the flying fist, grabbing the wizard and squeezing the life from his lungs as Kurnek. The wizard attempts to continue his reciting of his protective words, but as the air escapes his lungs, the words fail to materialise.

Round 1:

Talia hits yellow once, Round 2 - Inspire Courage
Dreadfang hits yellow once, does extra damage, Round 2 -Inspire Courage
Marcus fails to recall any knowledge but inspires courage - Round 2 +1 AC
Zoresk recalls knowledge - success but misses with shot
Kurnek casts grease - 10 rounds, but the brute remains standing
Yellow zombie - slips over(Reflex fail), then takes 2 attacks from the prone position on Dreadfang. Yellow zombie is Prone
Blue zombie both attacks miss
Lava zombie moves and strikes but misses
Green zombie moves and hits Kurnek for 7HPs damage and Kurnek is grabbed. This will disrupt any sustaining of the Focus spell. (although the rules are pretty unclear)
Vladris - to act +1AC this round

You are all up, Round 1 Valdris, Round 2 the rest of you.

GM Screen:

Recall 1d20 + 5 ⇒ (10) + 5 = 15
Ref Save Red 1d20 + 3 ⇒ (18) + 3 = 21
Battle Medic used on...Talia, Dreadfang.
Dreadfang 17HPs
Kurnek 15/22HPs
Marcus 18HPs
Talia 23HPs
Valdris 24HPs
Zoresk 21HPs
Valdris Spells Used - Magic Missile, Mage Armour
Light sources all from light spells:
Valdris - dagger
Kurnek - staff
Marcus - rapier

Yellow 33
Blue
Lava
Green

Yellow Ref Save 1d20 + 3 ⇒ (4) + 3 = 7
Green damage 1d8 + 4 ⇒ (3) + 4 = 7

Yellow strike 1 on Dreadfang 1d20 - 2 ⇒ (7) - 2 = 5
Yellow strike 2 on Dreadfang 1d20 - 2 - 5 ⇒ (7) - 2 - 5 = 0
Blue strike 1 on Dreadfang 1d20 ⇒ 2
Blue strike 2 on Dreadfang 1d20 - 5 ⇒ (13) - 5 = 8
Lava strike on Kurnek 1d20 ⇒ 3
Green strike on Kurnek 1d20 ⇒ 12

The dice gods are with you on this combat ...

Horizon Hunters

NG Human Male Field Medic Wizard (Evocation) 5 | HP: 53/53 | AC: 21 | F: +10, R: +12, W: +11 | Perc: +9 | Hero pts: 1/3 | Focus pts: 1 | Exploration: Detect Magic +13 | Speed: 25 ft. | Spells (1st): 4/4 (2nd) 4/4 (3rd) 3/3 | Active Conditions: Mage Armor | Exploration: Detect Magic

Taking a step, next to his grabbed colleague, Valdris mutters a few words laden with arcane power. Gesturing with his free hand at the end of the incantation, he spreads his fingers, shooting out a cone of fire at the smaller and larger undead creatures!

Burning Hands : Basic Reflex 18: 2d6 ⇒ (3, 6) = 9

Horizon Hunters

Male Kobold HP 94 | AC 27 | F +14 R +17 W +16 | Perc +13 | Stealth +14 | speed 45 | Hero 1/1| Active Conditions: ---

”Ha HA!”, cries Dreadfang, as he evades the zombies’ blows. ”Prepare to meet your doom!”

He sways to the right, as though to reposition, then quickly claws at the large zombie’s legs.

Feint, Tiger Stance, Flurry of Blows
Deception: 1d20 + 5 ⇒ (6) + 5 = 11
Attack 1: 1d20 + 6 ⇒ (12) + 6 = 18
Damage 1: 1d8 + 2 ⇒ (7) + 2 = 9S
Attack 2: 1d20 + 2 ⇒ (10) + 2 = 12
Damage 2: 1d8 + 2 ⇒ (4) + 2 = 6S

Sovereign Court

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

@Kurnek ... being grabbed does not stop you Sustaining a Spell really don't like some of these 2E rules.
@Valdris ... not sure a cone gets both Zombies, without getting Kurnek also with a 15-ft cone, from your current position. Plus going upstairs, is Difficult Terrain so you have to Stride not Step ... unless it's down or across. You can reposition your token to enable you to get them in a 15-ft cone if you want.

Dreadfang rips more flesh from the Zombie Brute is front of him, as it writhes around on the greasy floor. 1st strike hit, as does the second with Inspire Courage, also +1 to damage. Try to remember to add that in when striking... I won't being doing in the future and will not allow retcons if you forget. All details are in the Round 1 spoiler.

However the big brute of a Zombie, with it's entrails covered in the green grease and flopping around on the ground, is still clinging onto unlife and able to fight for flesh to sate it's appetite.

If you post before Marcus, but went after Marcus in Round 1, when Marcus posts, if he continues to Inspire Courage I will retcon the Inspire Courage to your rolls. Hope that makes sense.

Horizon Hunters

AC: 24(T) Fort: 9(E) Reflex: 9(E) Will: 11(T) Speed: 20 Level: 5 Perception: 11(E) HP:58/58


All attacking the same one I hit before
attack 1: 1d20 + 11 ⇒ (5) + 11 = 16
attack 2: 1d20 + 6 ⇒ (20) + 6 = 26
damage 1: 1d10 + 5 ⇒ (5) + 5 = 10 p
damage 2: 1d10 + 5 ⇒ (3) + 5 = 8 p
If it's still up
attack 3: 1d20 + 1 ⇒ (1) + 1 = 2

Talia just unleashes a series of devastating blows upon the slow witted zombie.

Vigilant Seal

M Human (Half-Orc) Abjurer 2 | Spell DC 18, Attack +8; 1st level spells 3/4; Focus 1 | *Buffs/Conditions: Mage Armor, antiplague | 13/22 HP | AC 17* | F +5 (+2 vs disease)*, R +6, W +6 | Perc +4 (low-light vis, arcane sense)

Let's see... working through the Escape rules.

Kurnek grunts in pain. “Thanks, Valdris. My gods, these things are awful. And owww.”

He twists and pulls, trying to escape the zombie’s grasp.

Escape (attack): 1d20 + 6 ⇒ (9) + 6 = 15

Assuming that’s a success:

Kurnek takes a guarded step down to get away from the zombies, then concentrates to extend his protective ward both in time and space.

◆: Escape (Attack)

◆: Step

◆: Sustain a spell, protective ward, increases protection to 10’ around Kurnek to include +1 to AC for Kurnek, Zoresk, Marcus, and Valdris.

If the Escape attempt fails:

Kurnek writhes but can’t get away from the zombie. He concentrates for a moment to extend his protective ward (+1 AC for Kurnek, Zoresk, Marcus, Valdris), then casts shield on himself.

Sovereign Court

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

Valdris manages to send flames shooting from his hands, catching both Zombies in their scorching breath. The flames aimed to catch the larger of the two, allow the smaller Zombie to duck, reducing the damage, but all can smell the awful stench of burning flesh and hair.

With one final blow, Taila is able to finally send the Zombie Brute to Pharesma's Boneyard. Before sweeping her blade across and scoring a doubly damaging blow on the small zombie threatening Dreadfang. She stands back admiring the precision of the second blow in the chest of the Zombie, loosing her focus and completely misses with the third strike. She leaves the smaller Zombie standing, with a gaping hole weeping gore and ichor from the chest.

Meanwhile, Kurnek struggles to free himself from the grasping hands of the zombie holding him, but it's hold on him remains tight. Unable to escape the grasp of the zombie, he continues to protect his allies and shield himself from further damage.

Dreadfang is Kurdek's only ally that DOES NOT receive protection (+1 AC) from the spell.

Marcus and Zoresk left in Round 2, before creatures.

GM Screen:

Ref 1d20 + 3 ⇒ (18) + 3 = 21
Ref 1d20 + 3 ⇒ (12) + 3 = 15
Yellow - Dead
Blue 20
Lava 9
Green 5

Battle Medic used on...Talia, Dreadfang.
Dreadfang 17HPs
Kurnek 15/22HPs
Marcus 18HPs
Talia 23HPs
Valdris 24HPs
Zoresk 21HPs
Valdris Spells Used - Magic Missile, Mage Armour, Scorching Ray
Kurnek spells Used - Focus spell protective ward, Grease
Light sources all from light spells:
Valdris - dagger
Kurnek - staff
Marcus - rapier

Envoy's Alliance

Half-Elf Bard 4 HP 44/44 | AC 19 | Fort +7 Ref +9 Will +9 Perc +9 ◆ Default Exploration Action: Search for Clues (Bardic Lore +8)

"Cuts deep you say?"

Marcus's eyes dart back and forth at the rubble until he spots a jagged piece. He points at it, then at the zombie holding onto Kurnek.

"This should be suitable..."

He shouts a gruff word in Aklo and the piece hurls at the zombie.

◆: Stride to a suitable piece of rubble for slashing damage
◆◆: Telekinetic Projectile

Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage (S): 1d6 + 4 ⇒ (3) + 4 = 7

I did not move myself on the map, but I assumed that i'll need to move somewhere to touch some suitable rubble. GM, please move me to where you feel is appropriate.

Vigilant Seal

Male Human (Kellid) Ranger 5 | HP 68/68 | AC 23 | F: +10, R: +13, W: +13 | Perc: +13 (E) / 15 vs my prey | Hero Point : 0/3

Zoresk reloads his crossbow and aims at his prey.

Crossbow Ace + Inspire Courage
1d20 + 8 ⇒ (18) + 8 = 261d10 + 3 ⇒ (8) + 3 = 11
1d8 ⇒ 6 precision damage

Seeing a solid hit, he smirks, and reloads.

Sovereign Court

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

Marcus Perception to find suitable projectile, 1d20 + 7 ⇒ (8) + 7 = 15 DC=15

Marcus manages to find a rusty metal tip of a dagger, that must have fallen eons ago by a tomb robber or defender of the faith. Despite it's age and decay, there is enough of the metal left that it cuts deep into the Zombies neck but misses severing the cervical plexus, as the Zombie's flesh in the neck and shoulder flops to the side, but it still maintains its grip on Kurnek.

Marcus:

As this area has been undisturbed for ages (except for the tide), it gets more difficult to find sharp rubble, or any rubble, except where the wall fell. Next round as part of a move action, Perception DC=19 to find sharp rubble, Fail find blunt rubble, Crit Fail find no rubble.

Zoresk fires at the large Zombie eyeing him with hunger, he fires and hits the the Zombies face, smashing into its cheekbone, dislodging its eye, that hangs loosely from what remains of the right side of the face. The bolt continues through the skull, as the right half of its brain and bone flies in all directions.

Dreadfang is caught in a terrible battle with the smallish Zombie, being nimble the kobold is easily able to side step the attacks from the Zombie.

The Brute Zombie eyeing Zoresk, sends a huge punch his way, connecting with the ranger's chin, 13HPs damage, and forcing him backwards down the stairs.

Zoresk, Reflex save DC=14, open spoiler on failure:

You are pushed back so hard, you cannot balance and fall down the stairs, your are prone at the bottom of the stairs.

The Zombie with Kurdek in it's grasp, bites deep into Kurdek's neck, 14HPs damage, it tears at his flesh and drops the wizard as it stuffs the half-orcs torn flesh into it's mouth, gorging on the bloody mess of gore and flesh from Kurdek's shoulder, chest and neck. Kurdek is no longer grabbed.

Kurdek, Fort Save vs Disease DC=18, open on a failure:

On a failure:
An infected creature can't be healed damage taken from Zombie Rot until it has been cured of the disease.
You are at Stage 1 - no ill effect.
On a critical failure
You are at Stage 2 - take 1d6 ⇒ 3 negative damage

You are all up again

Round 2, synopsis:

Valdris Burning Hands on Lava and Green Zombies
Dreadfang Rips apart Yellow Zombie with 2 hits
Talia hits yellow Zombie killing it, then critically hits Blue
Kurnek tries to escape, then Protective Ward & Shield - grabbed condition
Marcus Tele Projectile hits Green Zombie
Zoresk critically hits Lava Zombie
Green Zombie bites into Kurdeck, 14HPs damage + DC 18 Fort vs Disease (Kurdek not grabbed)
Lava Zombie punches Zoresk, 13HPs damage, DC=14 Reflex save
Blue Zombie misses

GM Screen:

Yellow - Dead
Green - 22
Lava 35
Blue 20
Battle Medic used on...Talia, Dreadfang.
Dreadfang 17HPs
Kurnek 1/22HPs
Marcus 18HPs
Talia 23HPs
Valdris 24HPs
Zoresk 8/21HPs
Valdris Spells Used - Magic Missile, Mage Armour, Scorching Ray
Kurnek spells Used - Focus spell protective ward, Grease
Light sources all from light spells:
Valdris - dagger
Kurnek - staff
Marcus - rapier
Green
1d20 ⇒ 7
1d20 - 5 ⇒ (15) - 5 = 10 1d12 + 4 ⇒ (10) + 4 = 14
Lava
1d20 ⇒ 7 1d12 + 5 ⇒ (8) + 5 = 13
1d20 - 5 ⇒ (7) - 5 = 2
Blue
1d20 ⇒ 6
1d20 - 5 ⇒ (5) - 5 = 0

Horizon Hunters

NG Human Male Field Medic Wizard (Evocation) 5 | HP: 53/53 | AC: 21 | F: +10, R: +12, W: +11 | Perc: +9 | Hero pts: 1/3 | Focus pts: 1 | Exploration: Detect Magic +13 | Speed: 25 ft. | Spells (1st): 4/4 (2nd) 4/4 (3rd) 3/3 | Active Conditions: Mage Armor | Exploration: Detect Magic

I used Burning hands, not Scorching Ray, as that would be too awesome to have at level 2.

Valdris, getting back into his healer's kit, swiftly patches up Kurdek just before greasing him up.

Battle Medicine: 2d8 ⇒ (8, 4) = 12

"Hopefully this helps!"

◆: Battle Medicine Kurdek
◆◆: Cast Grease on Kurdek

Envoy's Alliance

Half-Elf Bard 4 HP 44/44 | AC 19 | Fort +7 Ref +9 Will +9 Perc +9 ◆ Default Exploration Action: Search for Clues (Bardic Lore +8)

Seeing Valdris addressing Kurdek's grievous wounds, Marcus does his best to keep Zoresk in the front line. He taps his chin and makes a makes a motion as though stitching a wound and he mutters in aklo.

◆◆: Cast Soothe on Valdris
Healing: 1d10 + 4 ⇒ (10) + 4 = 14 and +2 status bonus to saves against mental effects for 1 minute

"One big one down, one more to go. No wounds a few incantations can't fix so as they say at Oppara's Operas... second verse same as the first!"

◆: Inspire Courage

Vigilant Seal

M Human (Half-Orc) Abjurer 2 | Spell DC 18, Attack +8; 1st level spells 3/4; Focus 1 | *Buffs/Conditions: Mage Armor, antiplague | 13/22 HP | AC 17* | F +5 (+2 vs disease)*, R +6, W +6 | Perc +4 (low-light vis, arcane sense)

Antiplague don't fail me now!

Fortitude, Antiplague: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Spending a hero point to reroll:

Fortitude, Antiplague: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11

Sheesh.

Kurnek coughs up some blood and shakes his head, trying to clear it. "Thank You Valdris. That was a nasty bite, but aside from the pain and blood loss, I feel fine."

The half-orc hustles a few steps back down the stairs concentrates to extend his magical protection further, then draws one of his elixirs of life.

◆: Stride

◆: Sustain a spell, protective ward, increases protection to 15’ around Kurnek to include +1 to AC for Kurnek, Zoresk, Marcus, Talia, and Valdris.

◆: Interact (retrieve elixir).

Sorry - I got Kurnek positioned on the map and thought I posted this a couple of hours ago.

Horizon Hunters

AC: 24(T) Fort: 9(E) Reflex: 9(E) Will: 11(T) Speed: 20 Level: 5 Perception: 11(E) HP:58/58


Attack big zombie
attack 1: 1d20 + 11 ⇒ (13) + 11 = 24
attack 2: 1d20 + 6 ⇒ (8) + 6 = 14
attack 3: 1d20 + 1 ⇒ (16) + 1 = 17
damage 1: 1d10 + 5 ⇒ (7) + 5 = 12
damage 2: 1d10 + 5 ⇒ (9) + 5 = 14
damage 3: 1d10 + 5 ⇒ (8) + 5 = 13

" Dreadfang you get the tiny one. I'll get the big one," Talia says while stabbing into the giant zombie.

Vigilant Seal

Male Human (Kellid) Ranger 5 | HP 68/68 | AC 23 | F: +10, R: +13, W: +13 | Perc: +13 (E) / 15 vs my prey | Hero Point : 0/3

reflex: 1d20 + 9 ⇒ (15) + 9 = 24

Maintaining his balance, Zoresk fires another bolt.

1d20 + 8 ⇒ (19) + 8 = 271d10 + 3 ⇒ (10) + 3 = 13
if first hit: 1d8 ⇒ 5

He reloads.

Zoresk fires again. Will fire at the same one. If it is down, second shot will go at green

1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 161d10 + 3 ⇒ (1) + 3 = 4

Horizon Hunters

Male Kobold HP 94 | AC 27 | F +14 R +17 W +16 | Perc +13 | Stealth +14 | speed 45 | Hero 1/1| Active Conditions: ---
Talia the Pirate wrote:


" Dreadfang you get the tiny one. I'll get the big one," Talia says while stabbing into the giant zombie.

Dreadfang grins at the zombie. ”All mine!”

Tiger Stance, Feint, Flurry of Blows
Attack 1: 1d20 + 7 ⇒ (15) + 7 = 22
Damage 1: 1d8 + 3 ⇒ (2) + 3 = 5S
Attack 2: 1d20 + 3 ⇒ (4) + 3 = 7
Damage 2: 1d8 + 3 ⇒ (8) + 3 = 11S

Deception: 1d20 + 5 ⇒ (15) + 5 = 20

Sovereign Court

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

Valdris manages to heal bind Kudrek's wounds quickly which gives him the strength he needs to continue the fight. Kurdrek is covered in grease allowing the wizard to provide a slippery prey for zombie.

Marcus continues to bolster his allies to greater effort against the zombies, using his knowledge of occult magic to send words to give Zoresk to fight his wounds.

Kudrek moves away from the zombie that caused his blood to feel hot, making his brow burn, before subsiding but leaving him with a strange feeling. He continues to bolster everyone's defense against the undead as he finds a green ornate bottle in his pockets.

Talia uses her skills with weapons to slash at the Zombie several times, cutting large chunks of flesh from the big brute of a zombie, but it still fights on, searching for fresh edible flesh from the living.

Then out of nowhere a crossbow bolt hits the big zombie between the eyes, puncturing the brain and splattering it on the wall behind. The big zombie falls to its knees, before toppling forward at Talia's feet.
Zoresk sends a second bolt at the zombie by Valdris.

Dreadfang seems to be tiring as his strikes become less accurate, but he still manages to catch the zombies flesh, which rips flesh from the bone. Somehow it still stands, managing to cling onto its hunger.

The zombie by Valdris watches as his meal runs off, but it still smells blood pumping around a body close by, it sniffs the air, before turning towards Valdris. It sends it's claws trashing the air towards Valdris, but the wizard easily sways from side to side to avoid any injury.

The little kobold is not so lucky, the zombie close by sends out one of it's claws, which catches the kobold, it's nails hard as iron sink into Dreadfang's chest (5HPs damage) and grabs the kobold holding him tight. Dreadfang is grabbed. The kobold being so small is able to avoid the zombies jaws as they snal at his neck, trying to tear his neck from him.

Round 3 Synopsis:

Valdris heals Kurdrek for 12HPs, casts grease on Kudrek
Marcus heals Zoresk for 14HPs (not Valdris) + Inspire Courage
Kurdrek, fails save, stride, sustain protective ward, retrieve elixir
Talia, attacks lava zombie, hits twice.
Zoresk crit hit on lava zombie second hit the green zombie
Dreadfang hits blue with his best shot
Zombie hits Dreadfang, Dreadfang is grabbed

You are all up - Round 4

GM Screen:

Yellow - Dead
Green - 26
Lava - Dead
Blue 35
Battle Medic used on...Talia, Dreadfang, Kurdrek.
Dreadfang 17HPs
Kurnek 13/22HPs
Marcus 18HPs
Talia 23HPs
Valdris 24HPs
Zoresk 21/21HPs
Valdris Spells Used - Magic Missile, Mage Armour, Scorching Ray
Kurnek spells Used - Focus spell protective ward, Grease
Light sources all from light spells:
Valdris - dagger
Kurnek - staff
Marcus - rapier
Green
1d20 ⇒ 5
1d20 - 5 ⇒ (7) - 5 = 2
Blue
1d20 ⇒ 11 1d8 + 4 ⇒ (1) + 4 = 5
1d20 - 5 ⇒ (1) - 5 = -4

Vigilant Seal

Male Human (Kellid) Ranger 5 | HP 68/68 | AC 23 | F: +10, R: +13, W: +13 | Perc: +13 (E) / 15 vs my prey | Hero Point : 0/3

Zoresk reloads the crossbow and fires at green.

Crossbow Ace+Inspire Courage
1d20 + 8 ⇒ (14) + 8 = 221d10 + 3 ⇒ (4) + 3 = 7

And will reload.

Horizon Hunters

Male Kobold HP 94 | AC 27 | F +14 R +17 W +16 | Perc +13 | Stealth +14 | speed 45 | Hero 1/1| Active Conditions: ---

”Take your hands off me!”, Dreadfang cries. He twists in the zombie’s grasp, trying to wriggle free.

Escape. If unsuccessful, do subsequent attempts take a cumulative-5 penalty?
Acrobatics: 1d20 + 6 ⇒ (20) + 6 = 26

Vigilant Seal

M Human (Half-Orc) Abjurer 2 | Spell DC 18, Attack +8; 1st level spells 3/4; Focus 1 | *Buffs/Conditions: Mage Armor, antiplague | 13/22 HP | AC 17* | F +5 (+2 vs disease)*, R +6, W +6 | Perc +4 (low-light vis, arcane sense)

Feeling more secure for the moment, Kurnek ignores the healing elixir and focuses on helping his fellow Pathfinders to put an end to the undead threats. He spares a bit of concentration to broaden the effect of his protection further, then lets a fork of lightning fly from his hand at the red and green zombies.

◆: Sustain a spell, protective ward, increases protection to 20’ around Kurnek to include +1 to AC for Kurnek, Zoresk, Marcus, Talia, Valdris, and - finally! - Dreadfang!.

◆◆: Cast a spell, electric arc

Electrical damage + inspire courage (DC 18 basic Reflex save): 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Vigilant Seal

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Male Human (Kellid) Ranger 5 | HP 68/68 | AC 23 | F: +10, R: +13, W: +13 | Perc: +13 (E) / 15 vs my prey | Hero Point : 0/3

escape action:
It has the attack trait, so yes.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty. For further clarification. FAQ. If you scroll down to where it list 446 under the first batch of errata, it goes into detail

Horizon Hunters

NG Human Male Field Medic Wizard (Evocation) 5 | HP: 53/53 | AC: 21 | F: +10, R: +12, W: +11 | Perc: +9 | Hero pts: 1/3 | Focus pts: 1 | Exploration: Detect Magic +13 | Speed: 25 ft. | Spells (1st): 4/4 (2nd) 4/4 (3rd) 3/3 | Active Conditions: Mage Armor | Exploration: Detect Magic

"Hey, stop trying to bite me!"

Valdris shouts at the zombie before slamming an open palm of cold energy onto its chest and slashing at the creature with his glowing knife.

Chill Touch : Fort 18:
Undead Creature : The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.

Attack+Inspire Courage: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Damage+Inspire Courage: 1d4 + 1 ⇒ (3) + 1 = 4S

Sovereign Court

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

Zoesk continues to fire at Green, hitting again.

Dreadfang wriggles free from the Zombie trying to bite him and ....
Critical Success - you can also step 5ft away if you want, but I suspect not ....

Kurnek sends electricity from his finger straight at the zombies, making one of them dance to the side as avoids most of the charge. 1 pass/1 fail

Valdris syphons energy from the zombie in front of him, its eyes glaze over, but what little is left of the zombies mind resists the spell and it stays staring at Valdris, with intent to kill. Saved

GM Screen:

Valdris Chill Touch Fort save1d20 + 6 ⇒ (14) + 6 = 20
Kurnek E Arc Green Reflex save 1d20 + 3 ⇒ (6) + 3 = 9
Kurnek E Arc Blue Reflex save 1d20 + 3 ⇒ (17) + 3 = 20
Yellow - Dead
Green - 45
Lava - Dead
Blue 39
Battle Medic used on...Talia, Dreadfang, Kurdrek.
Dreadfang 12/17HPs
Kurnek 13/22HPs
Marcus 18HPs
Talia 23HPs
Valdris 24HPs
Zoresk 21/21HPs
Valdris Spells Used - Magic Missile, Mage Armour, Scorching Ray
Kurnek spells Used - Focus spell protective ward, Grease
Light sources all from light spells:
Valdris - dagger
Kurnek - staff
Marcus - rapier

Horizon Hunters

Male Kobold HP 94 | AC 27 | F +14 R +17 W +16 | Perc +13 | Stealth +14 | speed 45 | Hero 1/1| Active Conditions: ---
DM Deevor wrote:


Dreadfang wriggles free from the Zombie trying to bite him and ....
Critical Success - you can also step 5ft away if you want, but I suspect not ....

Your suspicions are well-founded

Free of the zombie’s deadly grasp, Dreadfang resumes trying to rip it apart.

Tiger Stance, Flurry of Blows
Attack 1: 1d20 + 7 ⇒ (6) + 7 = 13
Damage 1: 1d8 + 3 ⇒ (1) + 3 = 4S
Attack 2: 1d20 + 3 ⇒ (11) + 3 = 14
Damage 2: 1d8 + 3 ⇒ (3) + 3 = 6S

Sovereign Court

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

Obviously upset at being bound by the foul smelling Zombie, only made Dreadfang more determined to strike the creature down and lay what's left of its spirit to rest. Both strikes with his claws hit, cutting the zombie to shreds.

Blue zombie down

Horizon Hunters

AC: 24(T) Fort: 9(E) Reflex: 9(E) Will: 11(T) Speed: 20 Level: 5 Perception: 11(E) HP:58/58


Google slides is borked on my phone right now.
Talia will move towards the closest enemy and
attack 1: 1d20 + 11 ⇒ (12) + 11 = 23
attack 2: 1d20 + 6 ⇒ (14) + 6 = 20
damage 1: 1d10 + 5 ⇒ (7) + 5 = 12
damage 2: 1d10 + 5 ⇒ (3) + 5 = 8

" They look scarier than the crocodile but they're so easy to hit. "

Horizon Hunters

Male Kobold HP 94 | AC 27 | F +14 R +17 W +16 | Perc +13 | Stealth +14 | speed 45 | Hero 1/1| Active Conditions: ---
Talia the Pirate wrote:

Google slides is borked on my phone right now.

I tried to move you, but the blue square template won’t let me select your figure

Envoy's Alliance

Half-Elf Bard 4 HP 44/44 | AC 19 | Fort +7 Ref +9 Will +9 Perc +9 ◆ Default Exploration Action: Search for Clues (Bardic Lore +8)

Marcus strides forward, keeping a lookout for more sharp rubble to hurl.

Perception DC 19: 1d20 + 7 ⇒ (4) + 7 = 11 Fail, but not critically.

Finding only a blunt stone, he takes what he can get and hurls it at the remaining zombie.

"Hrmm.... this will have to do..."

◆◆ Telekinetic Projectile: 1d20 + 5 ⇒ (8) + 5 = 13
Damage (B): 1d6 + 4 ⇒ (4) + 4 = 8

I moved the player icons to the front layer, so you should be able to select your token now.

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