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

Game Master Nefreet

Links to Slides & Chronicles


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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

Trig takes a deep breath and releases it slowly through his teeth. Then he checks his coin purse, "Dammit friends, I think we need to make a little coin. Shall we inquire inside?"

His outfit today is a mottled black and light black ensemble, sortove mirroring the green speckled skin of an amphibian. In jeweled script across the back are the large letters spelling out the word RIBBIT.

He purchased a 4-person tent, but otherwise has his normal gear loadout.

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

"I'm afraid you're right," Mutaq says. "Maybe if we earn enough we can pay a travel agency to find us somewhere that's actually pleasant and devoid of pressing mercenary work."

He twirls his cane before straightening and striding inside, where he looks for the man who posted the job.

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

So after having hired to do the shopping, they are now searching someone to do the cleaning. Well explore a house. What kind of things does it contain?

A travel agency or a tour operator. They must have catalogues of possibilities. Perhaps a cruise in Inner Sea? Well let's see what the guy want us to do now.

Verdant Wheel

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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 enters the tavern and follows Mutaq to inquire about the job and ask questions.

Hello, me and my companions are interested in the job you offer. But we have some questions. Where is the house? Is it inhabited now? By who? Is it a big house? Who is the servant you named on the poster?

he will ask for the money later if the guy don't tell about it before. They need it for their vacations.


GM GM GM ∞ | Slides | Chronicles

The man initially stammers when you all approach him, looking each of you up and down one by one. When he speaks, it is in heavily accented Common, as though he were playing a part in a historical reenactment.

"Oh! Sorry.. I am still not used to.. the variety of.. Uh, nevermind. My name is Zarzan. I was once an apprentice to the great wizard Meave the Enchantress in the Thassilonian realm of Bakrakhan. While I was on an errand to retrieve rare supplies in the capitol, Xin-Edasseril, Earthfall stranded me outside of time, a fate shared by many of my fellow Thassilonians. When I found myself in this new time and place, I needed to make sense of it all, so I traveled south to see if my teacher’s home and study were still standing.

I found Meave’s home on a nearby island that the locals call Gull Island.. So strange to call it an island, now.. but, anyways, apparently putrid oozes now infest the place! Unable to eliminate the creatures myself, I hired a local mage to conjure an ooze mephit to do the dirty work, but the slimy servant is overdue. Either I've been swindled, or the mephit met some other fate. My tasks for you are twofold: eliminate any remaining oozes, and either capture or eliminate the ooze mephit as well.

As for your reward, I am still getting used to the value of these minted coins," he holds up a small pouch. "I believe... four gold pieces each, should suffice? To be paid at the conclusion of your mission, of course. Do you have any questions?"

Lots of Recall Knowledge options available for this one:
Society, Magnimar Lore or Thassilon Lore to Recall Knowledge about the islands northeast of Magnimar.
Occultism or Ooze Lore to Recall Knowledge about oozes.
Arcana to Recall Knowledge about mephits.

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 has no idea about any of the topics that are discussed. So he looks at the others in case they know these better.

And do you have as project to repaint the house? Because there will be perhaps some dirt you know.

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 stays quiet as well the time the others may ask further questions. For himself he's ready to go to have a look over there.

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

”Ah yes, modern culture has come a long way. Now we only hate half the beings that are different from us instead of almost all of them.”

Society (U): 1d20 + 1 ⇒ (14) + 1 = 15
Occultism (T): 1d20 + 4 ⇒ (13) + 4 = 17
Arcana (T): 1d20 + 4 ⇒ (11) + 4 = 15

Trig thinks about stuff intently.


GM GM GM ∞ | Slides | Chronicles

Trig has heard that many of the islands near Magnimar still hide ruins from ages past, some as old as ancient Thassilon. Pirates and smugglers sometimes use them as safe havens and hidden caches.

Having dealt with oozes in the past (apparently), Trig also knows that most oozes are mindless creatures driven only by hunger. They can survive lengthy periods on minimal food while remaining motionless. Oozes have no discernible anatomy and lack vital spots to attack.

Despite the name, ooze mephits are a type of elemental creature. Weaker than their pure elemental kin, they usually serve the whims of more powerful beings. They can fly and their bodies are made of slime, but they are not known to have any special power over oozes, or any other creature, for that matter.

Those were all successes. Mutaq can still try for Crit successes.

Chupko wrote:
And do you have as project to repaint the house? Because there will be perhaps some dirt you know.

“I used to work there as a student of magic. And alchemy. It happens to be a mansion! Or was for its time, I suppose. I was shocked to find the place still standing. Other than some creepers, it really hasn't aged a bit. Since my master is long gone, I hope to see what possibly remains of their work and perhaps take up residence. It's beachfront property now! You are welcome to stay and relax, after these oozes have been vanquished.”

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 nods, "We'll do it. I think I could use a little sun on the beach."

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

Would we have found our vacations location?

He says to the others:

Let's see this mansion. But first do we need something special against these oozes?

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

Do we know what can hurt them? I hope I can do something with my spells.

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

Pursue a Lead on the ooze mephit.

Society: 1d20 + 7 ⇒ (17) + 7 = 24
Occultism: 1d20 + 7 ⇒ (12) + 7 = 19
Arcana: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16

"Yes, we are more than happy to handle this issue for you," Mutaq tells Zarzan. "Does Meave's abode contain any magical effects or hidden features we should be aware of?"


GM GM GM ∞ | Slides | Chronicles

I'll toss the +1 for your Pursue a Lead on that Society check to turn it into a Crit ^_^

Mutaq recalls that some smaller Thassilonian structures were enchanted just like the grand monuments that can be found standing today. These buildings were usually the domain of powerful wizards, and are known to be well protected.

You all gain a +1 circumstance bonus to Perception checks to notice traps and hazards within the mansion.

Chupko wrote:
But first do we need something special against these oozes?

“Be sure to cover your noses! They're the sort that resemble a heaping mess of sewage. The smell alone was almost enough to make me give up on ever reclaiming my master’s home.

As far as the mephit goes. If he causes trouble or won’t leave, do what you must to get him out of the way. He has his uses, but he is tiresome. I can’t have him interfering with reclaiming the building. I do not wish to squander the money I spent to conjure him, so if he is alive and willing, I would have him continue to serve me rather than be slain.”

Mutaq wrote:
"Does Meave's abode contain any magical effects or hidden features we should be aware of?"

"It very well might. There is a single entrance at the front of the building. The walls are made of magically reinforced wood and will prove resistant to breaking down. The ceilings are ten feet high, and all of the rooms are entirely windowless and lack illumination."


GM GM GM ∞ | Slides | Chronicles

Zarzan arranges for you to travel to Gull Island on a small rowboat. The fisherman operating the craft tells you that he owes Zarzan a favor for giving an elixir to his ailing mother, and in exchange for ferrying you to the island and back Zarzan agrees that the man’s debt is paid. The trip takes about one hour.

Gull Island is one of many similar islands near Magnimar, some of which boast dilapidated ruins as you pass them. When you arrive, a building of wood and plaster stands at the peak of the hill-shaped island. Despite its supposed age, it looks to have withstood the passage of time remarkably well.

There appears to be no sign of the oozes as you clamber atop the weather-beaten rocks to the old building.

DC 15 Nature or Survival:
You do notice, though, that the sea birds seem to avoid landing on the island entirely (granting your group a +1 circumstance bonus to your next initiative roll due to your increased awareness of potential danger)

I guess that means PCs never usually suspect potential danger... =P

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 looks around the building.

Survival:1d20 + 7 ⇒ (12) + 7 = 19

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 moves towards the door with his rapier in hand and looks for traps.

Perception: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23

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 nods as his allies do excellent jobs, "See, nothing to worry about."

He taps his chin and looks around, "Now where will I set up my beach chair?"


GM GM GM ∞ | Slides | Chronicles

Sorry. It's been a flurry of work these last few days. Will update tomorrow.. After I get some sleep..


GM GM GM ∞ | Slides | Chronicles

Chupko doesn't see that the outside of the door is trapped, but as he eases the door open he spots the telltale outline of a trapdoor that has deteriorated due to age.

DC 12 Thievery to "disable" the trapdoor. Alternatively, Athletics to jump over the 10 foot pit.

The damp, putrid interior assails your senses and for all intents and purposes could easily be mistaken for a sewer. The furniture throughout does seem to be preserved in much the same way as the building itself, but most small items appear to have long since been removed. Despite the wet environment and horrible smell, no rot or mold awaits you. A lone table faces the entryway.

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

Thievery:1d20 + 7 ⇒ (13) + 7 = 20

Like this... Yes, here we go. Follow me inside.

The Tengu enters the mansion cautiously. He goes to the table to see if something is to find on it.

Edit

Looking at Mutaq, the Tengu covers his nose as well. A good remembering.

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 produces a silk handkerchief from his breast pocket and ties it over his nose and mouth before stepping inside.

"Our client's warning about the stench was clearly not in jest. Now, where might that mephit be...?"

He examines the table and watches the rest of the room for threats.

Perception: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12

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 covers his nose as well and enters then in the mansion. He avoids the table just in case.

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

Trip pulls out a handkerchief that is much too pretty to be used, but covers his nose and mouth with it anyway and follows the meatsh... er his friends.


GM GM GM ∞ | Slides | Chronicles

As you investigate the dark room, the very sewage itself begins to drain away from your feet...

...and coalesces together into an ooze!

Chupko: 1d20 + 5 ⇒ (19) + 5 = 24
Mutaq: 1d20 + 6 ⇒ (15) + 6 = 21
Quetzhal: 1d20 + 7 ⇒ (12) + 7 = 19
Trig: 1d20 + 7 ⇒ (8) + 7 = 15

Ooze: 1d20 + 3 ⇒ (12) + 3 = 15

Mediochre Jelly, Round 1

Chupko ()
Mutaq ()
Quetzhal ()
Ooze ()
Trig ()

Bold may act!

I'll say that there is dim light within 20 feet of the front doors, but it's dark everywhere else.

Horizon Hunters

1 person marked this as a favorite.
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

"CRAP (golem)!"

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, not seeing well in the back, pulls out a torch, lights it and stands with the torch and his rapier in hands.

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 watches the ooze form, trying to work out what kind of ooze it is and how it could be damaged.

Devise a Stratagem: 1d20 ⇒ 16
Occultism to Recall Knowledge: 1d20 + 7 ⇒ (3) + 7 = 10

Unsure of its exact type, he settles for drawing his hand crossbow, aiming past Chupko, and attempting to sink a bolt into the creature to see how effective such an attack is.

Stratagem roll of 16 + 7 = 23
Damage: 1d6 ⇒ 4


Genderless Automaton

Botting Quetzhal

The lizardfolk brings nature into the artificial den.

Tempest Surge: 1d12 ⇒ 7

And then he backs away from it.


GM GM GM ∞ | Slides | Chronicles

Although Mutaq could have sworn that would be a critical hit, the bolt simply imbeds itself into the creature normally.

Reflex: 1d20 + 1 ⇒ (13) + 1 = 14

The ooze also does not flinch as lightning strikes it from above, but then again it doesn't do much of anything except slime its way ominously towards the group. When it gets close, it unleashes a wave of filth, engulfing everyone inside the building.

◈ Stride
◈ Stride
◈ Filth Wave

Everyone but Trig must succeed at a DC 17 Reflex save or take 1d4 ⇒ 2 acid damage, and suffer a –10 foot penalty to your Speeds for 1 minute. On a critical failure, you also fall prone. Any creature may spend an Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action.

1d20 ⇒ 16

Mediochre Jelly, Round 1-2

Trig ()
Chupko (Reflex)
Mutaq (Reflex)
Quetzhal (Reflex)
Ooze (-12; clumsy 2)

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

Trig moves up to the door and quickly backs away, "Oh gross! That's uh, disgusting. Um, I'd say keep your distance and blast it? Also, if you are going to die do it near the doorway so I can heal you, cause I ain't coming in there till you all are done."

Stride, Cast Spell

Ray of Frost: 1d20 + 7 ⇒ (18) + 7 = 25 for Cold: 1d4 + 4 ⇒ (2) + 4 = 6 (crit doubles damage and slows speeds by 10 for 1 round)

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

Reflex:1d20 + 9 ⇒ (1) + 9 = 10

The Tengu stands up and tries to cast another type of spells.

Electric arc, DC 16: 1d4 + 3 ⇒ (3) + 3 = 6

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

Reflex: 1d20 + 5 ⇒ (19) + 5 = 24

The druid casts the same spell as the Tengu.

Electric arc DC 17:1d4 + 4 ⇒ (3) + 4 = 7

Then he raises his shield (+2 AC).

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 17 Reflex: 1d20 + 7 ⇒ (10) + 7 = 17

Mutaq leaps into the air just in time to avoid the brunt of the filth washing over the floor. Upon landing he considers possible plans of attack.

Devise a Stratagem: 1d20 ⇒ 10
Known Weaknesses: 1d20 + 7 ⇒ (18) + 7 = 25

He can't come up with anything particularly clever, but thinks he has a good chance of hitting the ooze again before it reaches the party. After quickly reloading his crossbow Mutaq snaps off another shot.

Stratagem roll of 10 + 7 = 17
Damage: 1d6 ⇒ 4


GM GM GM ∞ | Slides | Chronicles

Trig coats the ooze in a thick layer of ice, but it doesn't seem to react any worse than usual.

Reflex: 1d20 + 1 - 2 ⇒ (19) + 1 - 2 = 18

And despite all odds, it somehow dodges Chupko's lightning.

Reflex: 1d20 + 1 - 2 ⇒ (12) + 1 - 2 = 11

But not Quetzhal's.

Mutaq knows everything there is to know about this Sewer Ooze, including the fact that it is almost dead. It then slimes towards the closest meal.

◈ Stride
◈ Strike
◈ Strike

Pseudopod vs Chupko: 1d20 + 9 ⇒ (12) + 9 = 21; Bludgeoning: 1d6 + 1 ⇒ (2) + 1 = 3 + Acid: 1d4 ⇒ 3
Pseudopod vs Chupko: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18; Bludgeoning: 1d6 + 1 ⇒ (2) + 1 = 3 + Acid: 1d4 ⇒ 3

1d20 ⇒ 18

Mediochre Jelly, Round 2-3

Trig ()
Chupko (-14/17)
Mutaq ()
Quetzhal ()
Ooze (-33; clumsy 2)

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

Trig moves to get a clear shot at everyone plus the enemy, he twiddles his fingers and a pair of magical hands wipe off all the acid and apply a cooling salve to the bird's wounds, "Choopie, stop getting hit! It's a slow ooze, seriously. Just dodge."

Stride, Heal Chupko for 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 nods to Trig: Thank you, got it!

Then as he thinks that the creature can't be fooled with a feint he strikes twice the ooze before to move with his torch in hand.

Rapier: 1d20 + 7 ⇒ (11) + 7 = 18

Damage:1d6 + 1 ⇒ (1) + 1 = 2

Rapier: 1d20 + 7 - 5 ⇒ (1) + 7 - 5 = 3

Damage:1d6 + 1 ⇒ (3) + 1 = 4

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 summons another tempest upon the ooze.

Tempest surge: 1d12 ⇒ 3

Reflex DC 17. Clumsy 2 and 1 persistent on failure.

Then he moves away from the creature.

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 pulls back far enough that it'll take the ooze some time to get to him if it survives, then sends another bolt flying at the mobile glob of slime.

Hand Crossbow: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 ⇒ 3


GM GM GM ∞ | Slides | Chronicles

The solitary ooze simply cannot compete with your group effort, and Mutaq's crossbow bolt cause the pile of sewage to deflate.

Combat Over??

Chupko: 1d20 + 5 ⇒ (2) + 5 = 7
Mutaq: 1d20 + 6 ⇒ (12) + 6 = 18
Quetzhal: 1d20 + 7 ⇒ (4) + 7 = 11
Trig: 1d20 + 7 ⇒ (12) + 7 = 19

???: 1d20 + 2 ⇒ (1) + 2 = 3

Just when you were about to breathe a sigh of relief, sewage begins to seep under the door to the west (A2).. Something is coming your way!

Mediochre Jellies, Round 4

Trig ()
Chupko (-1/17)
Mutaq ()
Quetzhal ()
??? ()

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

Trig moves in and raises an eyebrow at the sewage, "We are not staying inside the building when we have our vacation here. It's just gross. But good news, I bought a nice tent for us all!"

Stride, Ready to Demoralize whatever comes through, if it gets within 30 ft.

Readied:
Intimidation (T): 1d20 + 6 ⇒ (15) + 6 = 21

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 moves forward to if he sees something and casts Magic fang.

Who are you?

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 steps forward with his torch to light the corner and the door where something is coming.

Indeed. This house is not well-maintained. Are you the responsible?

The rapier is ready in the second hand to strike in case something comes.

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 crosses the room to take up a position facing the door. As he reloads his hand crossbow, he says quietly, "I imagine this is the mephit. Let's try not to fight if we don't have to."

More loudly, he declares, "Greetings! We've come to help with your task here. Would you mind coming out so we can talk more easily?"


GM GM GM ∞ | Slides | Chronicles

As you all prepare for a battle of words, TWO more piles of sewage squeeze out from under the door!

Mediochre Jellies, Round 5

Trig ()
Chupko (-1/17)
Mutaq ()
Quetzhal ()
Green ()
Yellow ()

Party is up!

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 new ones with a bit of disappointment.

So each time we kill one it will come two more?

He casts an electric spell upon both of them.

Electric arc: 1d4 + 3 ⇒ (4) + 3 = 7

Reflex DC 16

Then he steps back.

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 stands ready with his improved claws but he also casts a spell towards the two oozes.

Electric arc:1d4 + 4 ⇒ (4) + 4 = 8

Reflex DC 17

Then he moves away.


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Green vs Chupko: 1d20 - 1 ⇒ (4) - 1 = 3
Yellow vs Chupko: 1d20 - 1 ⇒ (18) - 1 = 17

Green vs Quetzhal: 1d20 - 1 ⇒ (14) - 1 = 13
Yellow vs Quetzhal: 1d20 - 1 ⇒ (15) - 1 = 14

These slightly smaller piles of filth react even slower to your electrical stimuli than the previous one.

Mediochre Jellies, Round 5

Trig ()
Chupko (-1/17)
Mutaq ()
Quetzhal ()
Green (-22)
Yellow (-11)

Bold may act!

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 shrugs, "Maybe? Is it like a Hydra. Cut off one blob head, get two back? Do we have fire to burn the stumps? Do we even want to get that close?"

He fires a blast of cold at the weakest looking one and moves back.

Ray of Frost at Green: 1d20 + 7 ⇒ (8) + 7 = 15 for Cold: 1d4 + 4 ⇒ (1) + 4 = 5 (crit doubles damage and slows speeds by 10 for 1 round)

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 grimaces at the renewed ooze threat. "I certainly hope not. Let's just deal with these and if another wave arrives afterward we can consider more extreme measures."

He takes a shot at the more damaged ooze before retreating behind the table to reload.

Hand Crossbow @ Green: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 ⇒ 3

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