[PFS2] GM Nefreet's Bounty Bonanza! (Inactive)

Game Master Nefreet

Links to Slides & Chronicles


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Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

All right, but how do we preserve the fish during the journey? And how do we carry it to Absalom? Sea? Road? What transport do you provide?

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

Maybe you can teleport us over there?

The Tengu was joking. But the fact is that no locomotion seems to be provided. And that is a problem.

Well without laugh: how do we carry the fish?


GM GM GM ∞ | Slides | Chronicles

"Well, to be frank, I'm in a pinch. Not only are my usual couriers already out, they also have all of my horses. But, so long as you don't dawdle, you should make it there in time by foot."

She then stands, and gestures to a large wooden box fitted with leather carrying straps. "The fish is already preserved and packed securely. Don't drop it, of course, but it should be protected from the hustle and bustle of an overland journey."

There is no mention on how heavy it is, so I'll just say anyone can carry it in place of wearing their standard backpack.

"Who wants to be the lucky one?"

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

The Tengu looks at the others a bit frightened. Why isn't he so big that he can fly like some of his ancestry? The problem would be solved in the easiest way.

And how do we retrieve the backpack then?

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

"We would be honored to convey a cargo of such cargo of such great value," Mutaq declares to Oloria, "And you would be hard pressed to find a group of impromptu couriers better able to protect it from any dangers we may meet along the way."

However, he has no desire to personally carry a large fish for three days, so he only volunteers to take the box if no one else does.

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

The gnome arrives dressed in mostly mat black cloth, with some oversized pauldrons crafted to look like shiny black rocks. He has kept some of his belt pouches, frenetically arranged around his person and stuffed with medical supplies (Bought Healer's Tools).

He nods as he listens to the taxidermist, "Yes ma'am, we will help you out. We definitely enjoy earning exorbitant sums for tasks others can not or will not do. Why, the bird over there just... well, you know what, that probably isn't a story for polite company."

He pulls out a shiny rock from a pouch and gnaws off a piece to suck on. He offers some to the lady and the group, "Rock Candy? I bought it off that nice witch we just helped."

Trig will carry the fish if someone can carry his backpack with a buncha stuff inside. Probably has about 1 bulk + 5L or so.

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid says that he's volunteer to carry Trig's backpack if necessary.


GM GM GM ∞ | Slides | Chronicles

"Why.. I haven't had rock candy in years! Not since I once visited this quaint little town in the hills.."

She then loads up the smallest member of your party with the large box before sending you all off and wishing you a safe journey!

The first day is uneventful, but just before sundown you enter a boggy area of the road. Traveling further, you come across a heavily laden wagon lying sideways in deep mud. The muck is churned and crisscrossed with layers of muddy sticks in what must have been a futile attempt to free the vessel. Two dejected-looking halflings sit at the edge of the mud pit, stoking a campfire.

One of them pokes the other, "Hey.. Kambit.. There's another bunch of travelers. Wanna ask them for help?"

"No, Miro," the other halfling says with a sigh, "They probably got somewhere important to be. Just like everyone else we've asked today."

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig hmmms, ”If we stop and and help, we would then have a good excuse if we end up late. Plus um... being nice and all.”

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid nods to the cleric's words and asks to the halflings:

What's the matter? How did it happened?

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

The Tengu stays a bit on his guards. He doesn't know how many people these ones here may have met on this road. That could be an ambush. So he's waiting on the answer to the questions Quetzhal asked.

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

Mutaq nods at Trig's words. "We should at least make some attempt to assist them. We can always decide to continue if it seems too difficult."

He begins studying the wagon's position and considering methods of righting it while the halflings answer Quetzhal's questions.


GM GM GM ∞ | Slides | Chronicles

Kambit and Miro give each other a quick glance and then eagerly hop up to greet you. "We're the Leagallows! We go back and forth from the countryside to Otari selling spices and crops. Say, would.. would you like some carrots and bean dip? We're just sitting down to appetizers. Dinner's next. Then we can pop open our last bottle of wine. Saurton Red. Then dessert. Although we only have jelly beans.."

And eventually the chatty halflings get around to their story, "We were ambushed in the morning! Someone blinded us with this really bright lantern, and our donkey veered our wagon off the road. Then we heard this loud croaking! Like a frog! And poor ol' Gretta. She must've given it a good kick, because after we could see again, she was dead in the mud and whoever attacked us was gone. We were worried they might return, but all that's happened today was travelers snubbing their noses at us."

They point to the corpse of their donkey, which they dragged a short distance away. Looking it over, the killing blow was obviously from some wide-mouthed creature that took a large bite from its flank, and investigating the wagon area clearly reveals large batrachian footprints.

DC 15 Survival to Track:
The footprints continue away from the area for a few hundred meters before disappearing near an outcropping of rocks.

The overloaded wagon is thoroughly stuck in the mud (DC 15 Survival, Crafting or Thievery, or DC 18 Athletics, to get it upright; each attempt takes 1d4 hours, or just 1 hour on a critical success; failing adds a cumulative +1 to the DC; PCs wishing to Aid only need a 15 to succeed).

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid uses his nature's knowledge to take the wagon out from the mud.

Survival: 1d20 + 7 ⇒ (11) + 7 = 18

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

Yes, like this they can continue their travel.

He said before noticing that there is no draught animal anymore.

Then he turns to the halflings: By the way, where are you going?

This frog's story is strange to him.

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig allows Quetzhal to do all the work. He is, after all, already carrying their very valuable fish.

He checks the tracks to see if the critter is heading the same way they are.

Survival (T): 1d20 + 7 ⇒ (15) + 7 = 22

He points out where the tracks lead, "Let's uh, stay away from those big rocks. We don't need to get eaten like the donkey."

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

Mutaq ponders the Leagallows' story and studies the tracks while Quetzhal gets the wagon back on its wheels. "Hmmm... I doubt a quadrupedal creature capable of a bite like that would be carrying a lantern. Perhaps it could be something capable of generating light magically or biologically?"

He tries to think of any animals which might fit with the footprints and luminescence.

Nature(?) to Recall Knowledge: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20

Using Pursue a Lead on the tracks.


GM GM GM ∞ | Slides | Chronicles

Quetzhal single handedly rights the wagon, which takes 1d4 ⇒ 4 hours.

The halflings are exceptionally grateful, but they have little with which to reward you, save for their chatty personalities and a fire-cooked meal. Miro gives you a lesser smokestick along with apologies that he can’t offer more.

Chupko wrote:
By the way, where are you going?

"We were hoping to sell our spices in Otari next. But now that our wagon's up, I'm sure one of the nearby farms can lend us a horse to get there. We got friends around here!"

Trig O'Nomehtri wrote:
He checks the tracks to see if the critter is heading the same way they are.

The tracks come from one side of the road and depart on the other.

Mutaq wrote:
"Hmmm... I doubt a quadrupedal creature capable of a bite like that would be carrying a lantern."

Musing the possibilities only riles the halflings up into conspiracy theories, convinced that their attacker was a humanoid riding a giant frog, or even a ghost with a magic lantern!

That is a good question. Searching archivesofnethys, I *think* you would need the Survey Wildlife feat to be able to Recall Knowledge based off tracks. The feat even imposes up to a -2 penalty to the Knowledge check. But I suppose I could increase the penalty another -2 for not having the feat, and you'd still meet the DC anyways, so...

Mutaq notices subtle claw tips on the tracks, which giant frogs don't have, and doesn't see the typical squat impressions left behind by their oversized bellies. Combined with the mention of a blinding light, you think it *could* be a Blindheim, a froglike predator of the Darklands that blinds its prey with bioluminescent flashes from its eyes.

It is now close to midnight. What would you like to do?

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig ponders, "Well, we were gonna rest anyway. Should we look for a place to camp or try to track down these 'friends' of the guys we just helped for a place to stay the night?"

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

And if we can get some horses as well we could go faster tomorrow.

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid thinks that all in all they will need a rest.


GM GM GM ∞ | Slides | Chronicles

The night passes uneventfully, save for the croaking of frogs nearby. A light rain drizzles the area occasionally. In the morning Miro offers to lead you to their friend's farm, assuring you there will be horses a plenty! Heading off the road, you enter a low lying copse of trees that has become soggy due to the night's rain.

Soggy Terrain: The deep muck throughout this area squelches as creatures move through it. While it doesn’t slow creatures in the area down, it provides a –2 circumstance penalty to Stealth checks and gives creatures a +2 circumstance bonus on Perception checks to Seek a creature they can’t see.

And then, without warning, you hear a terrifying croak up ahead, the sound of which immediately sends Miro running back to camp. Mutaq "clues you all in" that this must be the Blindheim! (adding +1 to everyone's Initiative).

Chupko: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Mutaq: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Quetzhal: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Trig: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28

???: 1d20 + 9 ⇒ (3) + 9 = 12

Hunting Grounds, Round 1

Trig ()
Mutaq ()
Quetzhal ()
Chupko ()
??? ()

Party is up! The yellow circle is roughly where the sound originated from.

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig taps Mutaq's rapier with his hand, blessing it to strike down even the mightiest of croaking creatures, "Let's go slay an annoyance. Otherwise we'll be looking over our shoulders the whole way there."

Cast Magic Weapon, Stride.

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

Mutaq draws his enchanted sword from its cane sheath and nods at Trig's words. "It'll probably keep disrupting trade along this road if it isn't dealt with, and we might as well be the ones to get that done."

He strides to the front of the group and studies the area ahead for signs of the croak's source.

Perception: 1d20 + 6 + 1 + 2 ⇒ (18) + 6 + 1 + 2 = 27

Interact, Stride, Expeditious Inspection to Seek (15 ft burst) on the yellow circle as a free action. If the creature remains hidden or undetected he'll Seek again, otherwise he'll raise his cape for +1 AC.

Second Perception: 1d20 + 6 + 1 + 2 ⇒ (15) + 6 + 1 + 2 = 24


GM GM GM ∞ | Slides | Chronicles

Mutaq easily points out the pink-skinned, bipedal, frog-like beast attempting to hide among the trees.

This is one of those maps that I need everyone to show me your path when you move.

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

The Tengu draws his rapier and wraps his cape around his arm before to move forward.

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid casts a cold spell towards the creature and moves forward.

Ray of frost: 1d20 + 7 ⇒ (15) + 7 = 22

Damage:1d4 + 4 ⇒ (2) + 4 = 6


GM GM GM ∞ | Slides | Chronicles

Quetzhal hits the amphibian with an unexpected arctic blast, triggering it to come out of hiding! It strides twice towards the group and envelopes everyone in a blinding light!

DC 18 Basic Fort:
Critical Success You are unaffected.
Success You are dazzled for 1 round.
Failure You are blinded for 1d4 rounds.
Critical Failure You are blinded for 1 hour.

Hunting Grounds, Round 2

Trig (Fort)
Mutaq (Fort)
Quetzhal (Fort)
Chupko (Fort)
Blindheim (-6)

Party is up!

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Fort: 1d20 + 5 ⇒ (10) + 5 = 15 for rounds blinded: 1d4 ⇒ 4

”Did Uh... someone turn off the sun?”


GM GM GM ∞ | Slides | Chronicles

Reroll?

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

DC 18 Fortitude: 1d20 + 4 ⇒ (9) + 4 = 13
Hero Point Reroll: 1d20 + 4 ⇒ (9) + 4 = 13
Humph
Rounds Blinded: 1d4 ⇒ 3

The blast of light leaves Mutaq completely blind for the moment. "Really should have seen that coming," he mutters with a sigh.

Despite his lack of vision Mutaq tries to decide on a plan of attack based on his memory of the blindheim's position.

Devise a Stratagem: 1d20 ⇒ 5
Known Weaknesses: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14

He comes to the conclusion that blindly charging the creature is too risky and instead takes a few cautious steps back and raises his cape.

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Fort Reroll: 1d20 + 5 ⇒ (12) + 5 = 17

”Yup, that’s definitely the sun!”

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

The Tengu tries to avoid the flash.

Fort: 1d20 + 4 ⇒ (4) + 4 = 8

Reroll: 1d20 + 4 ⇒ (12) + 4 = 16

But he's not able neither to stay with his eyes open. 1d4 ⇒ 1

He tries to cast an electric arc where he saw the creature for the last time.

Electric arc:1d4 + 3 ⇒ (4) + 3 = 7

Reflex DC 16

And steps near his companions.

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

Fort:1d20 + 5 ⇒ (10) + 5 = 15

Fort, reroll:1d20 + 5 ⇒ (16) + 5 = 21

The druid, still seeing the creature summons his own energy upon it.

Tempest surge: 1d12 ⇒ 3

Reflex DC 17. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.

Then he casts Shield.

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig blasts an icicle at the spot where he last saw... well, anything. Then steps back.

DC 11 Flat check vs Hidden?: 1d20 ⇒ 18

Ray of Frost: 1d20 + 7 ⇒ (7) + 7 = 14 for Cold: 1d4 + 4 ⇒ (2) + 4 = 6 (crit doubles damage and slows speeds by 10 for 1 round)


GM GM GM ∞ | Slides | Chronicles

Feel free to correct me if I'm wrong. I've very rarely dealt with blindness or had to look up the three states of awareness. I believe if you're blinded, and can only rely on an imprecise sense (such as hearing), then creatures (enemies and allies) are hidden to you. You can target their square, but it's a flat DC 11 check to have any effect (although obviously aoe effects like burning hands work regardless). If a creature then successfully uses Stealth to Hide vs your Perception DC, you don't know what square to even target until you successfully Seek vs their Stealth DC. Although, I imagine that if anyone is currently observing the creature with a precise sense (such as Quetzhal in this case), then they can relay the location to their allies, obviating the need for Seek. Flat checks would still be required.

(I have a Level 1 Halfling Bard so this is good to know)

Flat check, Chupko: 1d20 ⇒ 12

Reflex vs Chupko: 1d20 + 9 ⇒ (11) + 9 = 20 Bzzt!
Reflex vs Quetzhal: 1d20 + 9 ⇒ (3) + 9 = 12 Bzzt!

Quetzhal and Chupko continue their barrage of lightning, something the darklands creature is entirely unfamiliar with. Curiously, it sniffs the air for a moment, and then locks its eyes on... Trig!

◈ Stride
◈ Strike

Jaws vs Flat-footed: 1d20 + 10 ⇒ (19) + 10 = 29
Crit, Piercing: 2d12 + 4 ⇒ (10, 12) + 4 = 26

Despite dropping Trig in one bite, it doesn't seem to like the taste of gnome. It wipes its maw and slobbers a bit... And then grabs the chest off of Trig's back!

◈ Interact

DC 15 Flat check: 1d20 ⇒ 2 Bzzt!

Hunting Grounds, Round 3

Trig (Dying 2; Blinded 3 rds)
Mutaq (Blinded 2 rds)
Quetzhal ()
Chupko ()
Blindheim (-13; Clumsy 2)

Party is up!

Horizon Hunters

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HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

If Not Healed:
Recovery Check DC 12: 1d20 ⇒ 19

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid casts a healing spell upon the poor Trig and steps to offer the flank position.

Heal, 2 action:1d8 + 8 ⇒ (5) + 8 = 13

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

The Tengu, seeing again, tries to go on the other side of the creature. then he feints it and strikes.

Deception, cape: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21

I assume it works so Panache!

Rapier, Confident finisher: 1d20 + 7 ⇒ (7) + 7 = 14 vs FF

Damage, precise strike:1d6 + 1 + 2d6 ⇒ (4) + 1 + (3, 2) = 10

Failure You deal half your precise strike damage to the target.


GM GM GM ∞ | Slides | Chronicles

With the flank, and its currently clumsy state, Chupko does indeed score a brutal wound on the creature!

Hunting Grounds, Round 3

Trig (-5/18 HP; Wounded 1; Blinded 3 rds)
Mutaq (Blinded 2 rds)
Quetzhal ()
Chupko ()
Blindheim (-23; Clumsy 2)

Bold may act!

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

Still blinded, Mutaq tries to judge where the blindheim is now based on its sniffs and slobbers.

Devise a Stratagem: 1d20 ⇒ 10
Known Weaknesses: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12

Despite not having a great sense of the creature's position, Mutaq decides to attack anyway. He advances in its general direction and begins swinging aggressively.

Stratagem roll of 10 + 7 + 1 = 18
DC 11 Flat Check: 1d20 ⇒ 18
Damage: 1d6 + 1d6 + 1d6 + 1 ⇒ (4) + (6) + (6) + 1 = 17

Attack: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4
DC 11 Flat Check: 1d20 ⇒ 4
Damage: 1d6 + 1d6 + 1 ⇒ (2) + (4) + 1 = 7

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig wakes, but remains laying there until he can determine where the monster is located.

Perception to Seek: 1d20 + 7 ⇒ (3) + 7 = 10

He quietly whispers, "Uh guys, let me know if it is near me. I don't want to cast if I'll just get eaten."

Ready to Cast 2-action Heal on himself if they give him the all clear. 1d8 + 8 ⇒ (8) + 8 = 16


GM GM GM ∞ | Slides | Chronicles

Trig safely heals himself after Mutaq's blind swing decapitates the creature.

Combat Over!!

Trig (-5/18 HP; Wounded 1)
Mutaq ()
Quetzhal ()
Chupko ()

Miro eventually returns with a half dozen horses, ensuring the rest of your trip to Absalom goes without incident. It’s easy to find Hulfheen Manor and deliver his trophy fish, and he rewards you not only for your prompt service, but also for keeping the road safe for travelers.

Bounty Completed ^_^

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig stays quiet after his close call, waiting to see if the creature is still harassing his allies. Eventually the world fades back into picture. He stands and kicks the frog, "Stupid flashy jerk. You gotta know when to bling and when not to. Serves him right."

The rest of the trip goes about normal, with him riding along happy to not be dead.

"I know we JUST got off a 'vacation', but it wasn't one, really. Why don't we find some good hot springs and take a couple days off?"


GM GM GM ∞ | Slides | Chronicles

Here?

Grand Archive

1 person marked this as a favorite.
Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

"A capital idea! I'm not particularly optimistic that we won't be dragged into some local shenanigans again, but it's certainly worth a try. Hmmm, where would a good place be..."

An idea suddenly comes to Mutaq, as if whispered by a benevolent deity.

"Aha! What about Valkus Isle? A bit of a hassle to get to, but I believe I remember reading that it's a very relaxing vacation spot."

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig frowns, "Uh... that hellhole? Yeah, no thanks. I'd rather get my teeth re-capped."

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

Murtaq furrows his brow. "Hmm. Perhaps my information is out of date."

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

And what about the Tian Xia with the charm of the Orient?


GM GM GM ∞ | Slides | Chronicles

Commencing B-07: Cleanup Duty

It's been weeks now since you departed Absalom to continue your near-constant search for the perfect vacation spot. Since then you've hopped from ship to ship and island to island with no such luck, and today you find yourselves in the Bazaar of Sails, a bustling marketplace in the Dockway District of Magnimar. As you shop for provisions your finely-tuned ears pick up the telltale sound of hammer and nail across the street, where you see a weary-looking human wearing clean and well-kept (albeit somewhat out of fashion) clothes nailing a poster to the nearby job board:

The Bounty Board wrote:

IMMEDIATE ASSISTANCE NEEDED!

Hello intrepid adventurers. I require a competent crew to check out an abandoned building, track down a wayward servant, and clean out some disgusting pests. Please inquire at the Rusty Anchor.

—Zarzan

After a bit the man slumps his shoulders dejectedly and steps through the entranceway of a weather-beaten tavern with a giant, rusting anchor planted firmly out front.

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