GM MG's (PFS2E #1-03) Escaping the Grave (Inactive)

Game Master Mighty Glacier


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Horizon Hunters

Monk 2 HP 15/32 | AC 19 | Fort +7 | Ref +9 | Will +6 | Perc +4 | Exploration: Scout | 0/1 Focus 0/3 Hero

Even if I'm not fully healed up we could hold on to the scroll and possibly do a 3-action AoE heal which would also hurt undead since that seems to be the theme of the area, that way it will still top me up later while also healing others if they need it during a fight. I'm hoping a potion and a medicine check will get me to a good spot. Was waiting to see what the others thought today but I guess we all took a break, lol.


After the battle with the centipedes, (botting:) Kló, using Roots's healer's tools, and Sieglinde treat Sky's wounds.

Medicine, Treat Wounds, Kló: 1d20 + 7 ⇒ (16) + 7 = 23
Healing: 2d8 ⇒ (6, 7) = 13
Medicine, Treat Wounds, Sieglinde: 1d20 + 4 ⇒ (1) + 4 = 5
Healing: 2d8 ⇒ (8, 6) = 14

As a result, Sky is in a much better shape. Larraz, feeling that he hasn't contributed enough, shows his gratitude by offering a healing spell.

3-action heal: 1d8 ⇒ 1

Though Virtanne's druidic magic is soothing and refreshing, it does little to help with Sky and Roots's remaining injuries. "I- I'm sorry!" Larraz apologizes, embarrassed. (Like Xun pointed out, you still have some healing potions.)

Kló, Sky Shark, and Sieglinde, being the strongest in the party, decide to carry the heavy sculpture. With some coordination, they lift it. Though it is incredibly heavy and all but impossible for anyone to lift alone, splitting the weight in three makes the physical task tolerable. (16 divided by 3 is 5 Bulk. It might make some of you encumbered; only Sky was gracious enough to calculate his current Bulk in his character sheet.)

Arfsnarf, Roots, and Larraz come with the three carriers as they head downstairs to meet with Xun, who's just finishing inspecting the painting.

Party status:

Kló
Xun (Onyx has 1 dmg)
Sky Shark (4 dmg)
Roots Drink Rain (6 dmg)
Arfsnarf


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Having made their rendezvous at the main hall, the party is wrapping up their investigation. The three athletes are holding the Iomedaean sculpture, making slow but steady progress towards the college's entrance. Arfsnarf points out that the study area in the upper floor is the only unexplored nook remaining.

Just then, the doors to the main hall burst open! Three figures enter the main hall: a human mage, a skeletal knight, and a shambling zombie.

"So! I've— *huff* finally cornered you— *puff* Pathfinders!" the mage speaks, loud and menacingly but clearly out-of-breath from exhaustion.
"Did you really think you mortals could— *pant* tresspass these lands and return home alive? Don't make me— *huff* don't make me laugh!"

The speaker, assumedly a Whispering Way necromancer, is a dark-skinned human. Clad in dark robes, wearing a black scarf around his neck and an unholy symbol on his chest, he has an arrogant sneer plastered across his face. The necromancer's minion, a skeletal knight, is equipped with pristine steel.

"In the name of Tar-Baphon, I, Ralthiss the Death-Denier, will deprive you of your life and hope! KILL THEM!" the necromancer shouts.

Roll Initiative!:

Kló: 1d20 + 7 ⇒ (13) + 7 = 20
Xun: 1d20 + 7 ⇒ (8) + 7 = 15
Sky: 1d20 + 4 ⇒ (3) + 4 = 7
Arfsnarf: 1d20 + 4 ⇒ (3) + 4 = 7
Roots: 1d20 + 6 ⇒ (2) + 6 = 8
Larraz: 1d20 + 8 ⇒ (19) + 8 = 27
Ralthiss: 1d20 + 11 ⇒ (14) + 11 = 25
Skeleton: 1d20 + 9 ⇒ (5) + 9 = 14
Zombie: 1d20 + 1 ⇒ (15) + 1 = 16

Initiative order & Party status:

Larraz
Ralthiss (fatigued)
Kló
Zombie
Xun (Onyx has 1 dmg)
Skeleton
Roots Drink Rain (6 dmg)
Sky Shark (4 dmg)
Arfsnarf

(Those with *asterisk may act.)

(You can use your healing items retroactively now. Use those scrolls and chug down those potions!)


Larraz looks afraid but determined to fight. "I'm done with escaping; now I fight!" He spellcasts a lance of divine energy, and tosses it at the zombie.

Positive damage: 1d6 + 3 ⇒ (1) + 3 = 4
Fort, Zombie: 1d20 + 7 ⇒ (16) + 7 = 23
The antinecrotic lance does little to slow down the walking corpse.

"So this is where you've been hiding? Cower the might of the undead!" Ralthiss taunts Larraz, and spellcasts something.

Initiative order & Party status:

Larraz
Ralthiss (fatigued)
*Kló
Zombie (2 dmg)
Xun (Onyx has 1 dmg)
Skeleton
Roots Drink Rain (6 dmg)
Sky Shark (4 dmg)
Arfsnarf

(Those with *asterisk may act.)

(Kló, you're up. You're carrying the statue together with Sky (and Sieglinde, but we ignore that). If you want to put the priceless statue down carefully, you'll have to Ready your action to lower it on Sky's turn. Alternatively, just slam it to the ground as a free action, possibly damaging the statue and Sky's toes.)

(Xun might want to post his action, too; the zombie is rather predictable, isn't it?)

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun looks at the necromancer and begins humming a song, the same music that he was singing when looking through the main hall fills the room. You don't understand the words but if feels your hearts with courage and willingness to fight.

Perception, lingering composition: 1d20 + 8 ⇒ (14) + 8 = 22 DC 16 so it is a success. Inspire courage last 3 rounds.

Then Xun calls for power to protect him and his skin covers with a green light. Casting shield, I might tank a hit or two before everyone is ready.

Then he calls Onyx to run around Zombie and attack it. Onyx has 30ft which should be enough to surround the Zombie and give flanking bonus

Onyx bites the leg of the Zombie.

Attack, inspire courage, flanking: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage, piercing, inspire courage: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Action economy
1st: Inspire courage + lingering composition
2nd: Cast Shield (AC20)
3rd: Command Onxy to flank Zombie and attack
Onyx should be closest to the Skeleton, which might make it go for the dog. I've put Onyx in a position where I believe Zombie will be.

Horizon Hunters

Monk 2 HP 15/32 | AC 19 | Fort +7 | Ref +9 | Will +6 | Perc +4 | Exploration: Scout | 0/1 Focus 0/3 Hero

Still a bit from being topped off, Sky will take one of the potions that they found on the horse and drink it down.

Minor Healing Potion: 1d8 ⇒ 8

Feeling restored he will help the others carry the statue, not minding to take the brunt of most of the weight on himself. When their visitors show up, Sky hopes that Klo has a second to lower the statue they worked so hard to retrieve, before initiating in the battle.

I know it's not my turn yet, just getting the retroactive healing done.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none
GM MG wrote:
(16 divided by 3 is 5 Bulk. It might make some of you encumbered; only Sky was gracious enough to calculate his current Bulk in his character sheet.)

Apologies, adding it. It appears Arfsnarf is carrying so little that it's fully accounted for by his backpack and belt pouches.


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(Botting:) Kló waits for Sky's cue to lower the statue. (Ready action)

The zombie trudges through the hall towards the party, and reaches out to slam Roots.
Fist: 1d20 + 8 ⇒ (10) + 8 = 18
Bludgeoning dmg: 1d6 + 4 ⇒ (6) + 4 = 10
Once again Roots is too fast for the shamblers, and dodges.

Xun begins humming a song and spellcasts a protective barrier. Onyx runs around the hall to flank the zombie, and bites the walking corpse's leg. The legs are clearly the zombie's weak spot, and the zombie loses its balance significantly.

The skeleton knight slowly approaches the party by taking a step towards their guard dog.
Longsword: 1d20 + 11 ⇒ (18) + 11 = 29
Slashing dmg: 1d8 + 5 ⇒ (3) + 5 = 8
In a blink of an eye, the skeleton's sword has cut down the loyal dog. Onyx whimpers for a bit, and then magically reverts back to its original form: that of a tiny statuette. The skeletal adversary readies its shield and turns its helmet-covered skull towards the party, as if saying, "You're next."

Initiative order & Party status:

Larraz
Ralthiss (fatigued)
Kló
Zombie (12 dmg)
Xun (Onyx has 1 dmg)
Skeleton
*Roots Drink Rain (6 dmg)
*Sky Shark
*Arfsnarf

(Those with *asterisk may act.)

(Sky: You can spend 1 action to Interact and lower the statue, at which point Kló does the same. Or just, y'know, drop it as a free action, if you're feeling particularly action-hungry.)

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Cool, Onyx did his part. We have time to put the statue down.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf does what any well protected goblin behind a line of meat shields would do: fling spells safely.

He sends a volley of force missiles over their heads.

[[AAA]] Cast (verbal, somatic) magic missile on ORANGE
Force damage, ORANGE: 3d4 + 3 ⇒ (2, 3, 2) + 3 = 10

Verdant Wheel

HP 20/ 20 | AC 15| Fort +7 Ref +5 Will +7 | Perc +5 | Hero points 1/1| Exploration activity: Avoiding Notice Spells - L1 1/1 | Focus Points 1/1 Eidolon

"Cooperate! Let's beat up the bone man!". Roots dashes into position then tosses a flurry of seed pods at the skeleton knight.

Flurry of blows, ki strike: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Blunt, positive energy: 1d4 + 1 + 1d6 + 1 ⇒ (3) + 1 + (6) + 1 = 11

Flurry of blows, ki strike: 1d20 + 7 + 1 - 5 ⇒ (14) + 7 + 1 - 5 = 17
Blunt, positive energy: 1d4 + 1 + 1d6 + 1 ⇒ (1) + 1 + (6) + 1 = 9

Strike, ki strike: 1d20 + 7 + 1 - 10 ⇒ (18) + 7 + 1 - 10 = 16
Blunt, positive energy: 1d4 + 1 + 1d6 + 1 ⇒ (2) + 1 + (2) + 1 = 6

Horizon Hunters

Monk 2 HP 15/32 | AC 19 | Fort +7 | Ref +9 | Will +6 | Perc +4 | Exploration: Scout | 0/1 Focus 0/3 Hero

Sky will make sure to focus on the mission and lower the statue carefully, the stone dog buying them time to do. Action 1: Lower Statue

He will then take a step forward to block the zombie and skeleton knight's path to the rest of the party and give it a flurry of punches, rarely using his hands but not having enough time to enter his stance thanks to the surprise of their visitors.

Action 2: Move, Action 3: Flurry of Blows

Flurry 1: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Flurry 2: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

...and the lack of experience with his fists shows as he doesn't seem to do much, except mentally prepare himself for his next attack.


Roots propels a volley of seed pods at the cadaver knight. The enemy braces itself, blocking some of the projectiles with its sturdy steel shield. (27 hits, 17 doesn't. 6 dmg to shield and the enemy.)

Sky, together with Kló, lowers the priceless sculpture. The masked monk then engages the assaulting zombie by kicking it. (13 hits.)

Arfsnarf continues the rapid-fire volley that Roots started with his own magical barrage of magic missiles. The enemy's sturdy shield and armor and reflexes are useless against the homing missiles.

Larraz again shoots a divine lance at the zombie.
Positive damage: 1d6 + 3 ⇒ (1) + 3 = 4
Fort, Zombie: 1d20 + 7 ⇒ (6) + 7 = 13
Much to Larraz's delight, his spell actually worked this time: the zombie shakes as it's struck by antinecrotic energy.

The black-dressed necromancer continues cursing, shouting "The Whispering Way is invincible! Die!" He spellcasts, and a black, smoky explosion surrounds him.
Negative damage/healing: 1d8 ⇒ 3
The skeleton and the zombie appear invigorated by this dark haze, while Roots and Sky's skin crackles and withers a bit. (Roots and Sky, make a basic Fort save, DC 21, or take 3 negative damage.)

Initiative order & Party status:

Larraz
Ralthiss (fatigued)
*Kló
Zombie (12 dmg)
*Xun
Skeleton (13 dmg; shield 14/20 HP)
Roots Drink Rain (6 dmg, Fort save)
Sky Shark (4 dmg, Fort save)
Arfsnarf

(Those with *asterisk may act.)

(Kló, your go, if indeed you're still here. Xun, go ahead as well.)

Verdant Wheel

HP 20/ 20 | AC 15| Fort +7 Ref +5 Will +7 | Perc +5 | Hero points 1/1| Exploration activity: Avoiding Notice Spells - L1 1/1 | Focus Points 1/1 Eidolon

Fort Save: 1d20 + 7 ⇒ (13) + 7 = 20

"Owwwwie....death magic! It hurts!"

Horizon Hunters

Monk 2 HP 15/32 | AC 19 | Fort +7 | Ref +9 | Will +6 | Perc +4 | Exploration: Scout | 0/1 Focus 0/3 Hero

Fort Save: 1d20 + 7 ⇒ (6) + 7 = 13

"Aghh, evil being! You'll pay for that."

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun reaches for the magic and moves his hands slightly, A set of stones near the wall begins to move then suddenly they fly with great speed towards the zombie

Telekinetic Projectile@zombie, inspire courage: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Damage, bludgeoning, inspire courage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Then he reaches out for his bow

"Take that Zombie down!"

Telekinetic projectile + pull out bow

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

@GM - when the Zombie attacks Xun will use:
Infernal Detonations: Trigger: A creature within 30 feet of you targets you or an ally with an attack; Effect The creature takes fire damage equal to 1d6 + your level (basic Refex save). The DC of the Refex save is equal to your spell DC or your class DC, whichever is higher.
So that would be 1d6+4 fire damage, DC18 reflex save

If the Zombie attacks any of Xun allies within 30'':

Xun looks at the zombie in his eyes one can see a fire burning

"Burn undead one! May the fires of hell consume you!" says Xun

Fire damage, DC18 reflex save: 1d6 + 4 ⇒ (4) + 4 = 8


(Because of Inspire Courage, the skeleton took 1 additional damage from Arfsnarf's magic missile, and the zombie took 1 additional damage from Larraz's disrupt undead.)

Kló (botting) spellcasts a ball of flame which he slings at the zombie.
Spell attack: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Fire dmg: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
The Ulfen then raises his shield.

The zombie reaches its hands, attempting to dig into Sky's flesh. Just then, Xun's eyes flash red, and he activates an infernal spell trap.
Ref: 1d20 + 1 ⇒ (9) + 1 = 10
The zombie is magically set ablaze.

But it is a nigh-unstoppable monster, and goes through with its attack aimed at Sky.
Fist: 1d20 + 8 ⇒ (19) + 8 = 27
Bludgeoning dmg: 1d6 + 4 ⇒ (3) + 4 = 7
Sky ducks to evade the attack, but then the zombie collapses in an unnatural and unpredictable manner, falling on top of Sky Shark and landing a devastating blow. Suddenly the corpse has Sky in its tight grasp.

Xun, however, rescues his ally by telekinetically slinging a brick from a nearby pile of rubble at the zombie. The corpse's skull is crushed by the flying brick, and it lets go of Sky and falls to the ground.

The skeleton knight, walking in measured but quick steps, approaches the leshy.
Longsword: 1d20 + 11 ⇒ (9) + 11 = 20
Slashing dmg: 1d8 + 5 ⇒ (5) + 5 = 10
Longsword: 1d20 + 11 - 5 ⇒ (1) + 11 - 5 = 7
Slashing dmg: 1d8 + 5 ⇒ (8) + 5 = 13
The undead's sword cuts Roots with lightning speed. Fueled by a surge of adrenaline of this near-death situation, Roots dodges the second attack. (You got AC 19, right? By my calculations you're at 1/20 hp.)

Initiative order & Party status:

Larraz
Ralthiss (fatigued)
Kló
Zombie
Xun
Skeleton (14 dmg; shield 13/20 HP)
*Roots Drink Rain (19 dmg)
*Sky Shark (21 dmg)
*Arfsnarf

(Those with *asterisk may act.)

(Roots, Sky, Arfsnarf, you're up!)

Horizon Hunters

Monk 2 HP 15/32 | AC 19 | Fort +7 | Ref +9 | Will +6 | Perc +4 | Exploration: Scout | 0/1 Focus 0/3 Hero

Thanks for the reminder Xun, I also have that advanced boon! Made sure I slotted it during the discussion thread and it's in there, so the next time the skeleton knight attacks, it'll trigger it, unless he dies during our turn then it'll be on the necromancer's next targeting attack.

Advanced Boon Triggered:
Attacker takes: 1d6 + 2 ⇒ (2) + 2 = 4 fire damage with a Reflex save vs DC 18

Sky growls under his breath, once again being overcome by a simple zombie minion before it falls to the ground dead from Xun's attack, giving him the time to Action 1 switch into his Shark Stance and Action 2 move to flank the skeleton warrior with his monk brother.

Seeing his comrade take a huge attack, he focuses his energy into his feet and unleashes a flurry of positive energy infused kicks at the skeleton. Action 3, Flurry of Blows + Ki Strike

Ki Kick 1: 1d20 + 10 + 1 + 2 ⇒ (17) + 10 + 1 + 2 = 30
Damage: 1d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9 and Positive Damage: 1d6 ⇒ 6

Ki Kick 2: 1d20 + 5 + 1 + 2 ⇒ (12) + 5 + 1 + 2 = 20
Damage: 1d10 + 4 + 1 ⇒ (10) + 4 + 1 = 15 and Positive Damage: 1d6 ⇒ 5

Didn't forget to add the +1 attack and damage from Inspiration and +2 for flanking.

Verdant Wheel

HP 20/ 20 | AC 15| Fort +7 Ref +5 Will +7 | Perc +5 | Hero points 1/1| Exploration activity: Avoiding Notice Spells - L1 1/1 | Focus Points 1/1 Eidolon

Technically, flanking now makes enemies flat-footed, which lowers their AC instead of granting a bonus to hit.

Roots delivers a flurry of blows at the skeleton, then defensively steps away before running back to the group.

Flurry, inspire courage, vs flat-footed: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Bludgeoning: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Flurry, inspire courage, vs flat-footed: 1d20 + 7 + 1 - 5 ⇒ (5) + 7 + 1 - 5 = 8
Bludgeoning: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

"That big knife almost killed me!"

It's the return of the 1's!


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(Still waiting for Arfsnarf. Quick update: Roots and Sky take down the skelly.)

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf starts slinking along the wall to get closer to the necromancer. As soon as he pops out of the other side of his team, he hollers Ha! Feel the arcane force!

[[A]] Stride 25'
[[AA]] Cast (verbal, somatic) magic missile on RED
Force damage, RED (IC): 2d4 + 2 + 1 ⇒ (2, 3) + 2 + 1 = 8


(Hm, question for Roots: I'm looking at the map, and you've moved quite a distance away from your previous position. Was that a Stride you made on your turn? Your post implies Step. Also, your turn is before Sky's, and he wanted to flank.)

Verdant Wheel

HP 20/ 20 | AC 15| Fort +7 Ref +5 Will +7 | Perc +5 | Hero points 1/1| Exploration activity: Avoiding Notice Spells - L1 1/1 | Focus Points 1/1 Eidolon

Roots can delay until after Sky goes. Sky posted first. He flurries, then stepped and then Strided. I didn't want to end my turn adjacent to the skeleton when I only have 1 hp left. If the skeleton goes down before his turn, I guess I'd rather have Roots move even farther away, in case the necromancer casts harm again.


(Bah, I'm a fool: I forgot one detail, as you'll soon see:)

(Roots delays.)

Sky Shark adopts his signature battle stance and assaults the skeleton knight while its attention is turned away. As he steps between the necromancer and his minion, however, he feels a malign influence,
Will, Sky: 1d20 + 6 ⇒ (6) + 6 = 12
which disturbs his mind, filling the monk's thoughts with doubt: You're not as good as you think you are... All that training, and what have you to show for it?... The Magic Warriors would be ashamed of you... (You have -1 penalty on attack rolls. (!))

Sky ignores these doubts, and unleashes a flurry of rapid-fire ki-powered kicks at the skeleton. The first kick dislocates the enemy's shield-arm with is sacred power. The second kick would have likely finished the enemy off, but Sky hesitates at the last microsecond, giving the undead knight an opportunity to block. (That -1 attack penalty was quite crucial here. 30/20 would've been a crit and a hit, but 29/19 is a hit and a miss. Instead of 44 dmg, you dealt 15.)

About this situation:
(Because I had already announced that you took the enemy down, but then, "oops", the enemy still stands, I consider these circumstances unusual. I wish to adjudicate in your favor. From my "omniscient" GM point-of-view, I say your character, Roots, Steps to avoid the skeleton's AoO, and Arfsnarf finishes the skeleton off.)

(I apologize that I must take control away from your characters in this manner, but it was either that or waiting additional time as I ask you two to resubmit your actions. We're only a couple posts away from the conclusion of the scenario, and I think you'll all appreciate this approach more.)

Roots attempts to deliver a similiar flurry of attacks at the cadaverous knight in fron of him; this, however, proves challenging with all his injuries. Wary of the enemy's relentless reflexes, Roots defensively backsteps away from the reach of the skeleton's sword, and further away from the necromancer's spell radius.

Finally, Arfsnarf spellcasts a barrage of magic missiles at the fearsome cadaver. It takes both rays, but the enemy finally falls down on its knees. Its sword drops to the ground from its bony grasp, and the unholy glimmer in its eyesockets fades away.

Larraz, noticing that Roots is badly wounded, spellcasts a healing spell,
Healing: 1d8 + 8 ⇒ (1) + 8 = 9
effectively halving the leshy's sustained injuries.

The necromancer remains arrogant— and tired. "You- *pant* You can't leave here alive! No!" He spellcasts again, and more dark smoke surrounds him, reaching Sky, Roots, and Arfsnarf.
Negative dmg: 1d8 ⇒ 3 (Basic Fort save, DC 21.)

Initiative order & Party status:

Larraz
Ralthiss (fatigued)
*Kló
*Xun
Skeleton
*Roots Drink Rain (10 dmg, Fort save)
*Sky Shark (14 dmg, Fort save)
*Arfsnarf (Fort save)

(Those with *asterisk may act.)

(This is it, folks! You can practically smell the Chronicle sheets here!)

Horizon Hunters

Monk 2 HP 15/32 | AC 19 | Fort +7 | Ref +9 | Will +6 | Perc +4 | Exploration: Scout | 0/1 Focus 0/3 Hero

Uh I think your damage on me might have been mixed up somewhere, I looked over the past few posts and it went from like 4 damage to 21 all of a sudden and I don't know what did the damage? If you could double check.

With the skeleton out of the way, Sky moves up to the necromancer and attempts to heroically knock him unconscious using his kicks to deal non-lethal damage. They may have a need for him after and the group can decide what to do with him if he succeeds.
Action 1: Move
Action 2: Non-lethal Flurry of Kicks
Kick 1: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Using my Hero Point to reroll.
Heroic Kick 1: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Damage: 1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Kick 2: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
...................
..........
.....
..
Fine.
Action 3: Non-lethal Kick
Kick 3: 1d20 - 1 + 1 + 1 ⇒ (5) - 1 + 1 + 1 = 6
Added +1 for Backswing since I missed the last one.


The Shark of Gozreh wrote:
Uh I think your damage on me might have been mixed up somewhere, I looked over the past few posts and it went from like 4 damage to 21 all of a sudden and I don't know what did the damage? If you could double check.

(Ah, my bad; I mistakenly doubled the 7 you took from the zombie -- it wasn't a nat-20. You've 14 dmg, not including the latest Fort save.)

Verdant Wheel

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HP 20/ 20 | AC 15| Fort +7 Ref +5 Will +7 | Perc +5 | Hero points 1/1| Exploration activity: Avoiding Notice Spells - L1 1/1 | Focus Points 1/1 Eidolon

Fort Save: 1d20 + 7 ⇒ (4) + 7 = 11

Going to burn a hero point to reroll that, as it would be a critical failure.

Fort Save: 1d20 + 7 ⇒ (2) + 7 = 9

Yay!

The leshy's leaves begin to turn brown and shrivel, falling off his body, leaving a wretched little shrubbery wearing baggy robes.

Will Save vs Bane: 1d20 + 8 ⇒ (3) + 8 = 11

Roots strides forward against his better judgement. "Your fear-making ways will end here!" he shouts, not quite believing himself. Seeing that the Sky Shark is trying to subdue the necromancer rather than kill him, Roots although aims for pain points rather than his vital organs.

Flurry of Blows: 1d20 + 7 + 1 - 1 ⇒ (18) + 7 + 1 - 1 = 25
Bludgeoning, non-lethal: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Flurry of Blows: 1d20 + 7 + 1 - 1 - 4 ⇒ (9) + 7 + 1 - 1 - 4 = 12
Bludgeoning, non-lethal: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

3rd strike: 1d20 + 7 + 1 - 1 - 8 ⇒ (19) + 7 + 1 - 1 - 8 = 18
Bludgeoning, non-lethal: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

There we go! Good rolls for when it counts. That first one should hit for sure.

Horizon Hunters

Monk 2 HP 15/32 | AC 19 | Fort +7 | Ref +9 | Will +6 | Perc +4 | Exploration: Scout | 0/1 Focus 0/3 Hero

Whoops sorry I forgot that fort save!

Fort Save: 1d20 + 7 ⇒ (6) + 7 = 13

Sky weathers through the pain in his attempt to stop the necromancer.

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun drops his bow on the ground and reaches for his drum. He begins to play the music repeating the sounds of an inspiring song from earlier.

Xun begins chanting. He calls for spirits and focuses on the place not that far away. He finds the echo of the last stand of Bryrigar. Xun calls for the spirits of pain and fear, fear of seeing endless waves of zombies coming for you, the knowledge that one can not defeat them all and this is the end. Then he sends all this fear and pain towards the necromancer.

A faint green mist flows from the small room to the left of Xun and finds its way towards the necromancer, then it begins to surround the enemy

Phantom pain, DC18 will save, inspire courage: 2d4 + 1 ⇒ (3, 1) + 1 = 5 Casting Phantom Pain mental nonlethal damage + 1d4 persistent

I think it is the last round of inspiring courage
1st: grab the drum
2nd&3rd: cast phantom pain. Next round Xun will continue to inspire courage.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none
GM MG wrote:
I apologize that I must take control away from your characters in this manner

One redirected spell is no big deal. He likely would have done that knowing it was still up, knocking down foes one at a time.

Basic Fort save (DC 21): 1d20 + 5 ⇒ (10) + 5 = 15

"Gah! Nasty smoke! You need to stop."

The goblin coughs a bit before gathering himself to launch another volley of magic missiles, this time at the necromancer.

[[AAA]] Cast (verbal, somatic) magic missile on RED
Force damage, RED (inspired): 3d4 + 3 + 1 ⇒ (2, 2, 2) + 3 + 1 = 10


(Kló idles.)

Xun drums the spell of imaginary pain, tormenting the necromancer.
Will, Ralthiss: 1d20 + 11 ⇒ (7) + 11 = 18
Ralthiss twists in pain, but judging from his prideful expression he shook off all of the tormenting feelings.
Sky, intent on finishing the fight, assaults the grim mage. The man moves surprisingly fast for a scrawny death-cultist, but Sky manages to land one kick.

Roots likewise gathers his courage and attacks the necromancer. As he gets closer to him, feelings of doubt cloud his mind, but they do little to slow down the staunch Pathfinder. Roots gets two gut punches in. Ralthiss gasps, "Ghh! M-maybe this was a bad idea-!"

Arfsnarf, showcasing his seemingly tireless sorcerous powers, launches yet another volley of magic missiles, all aimed at the necromancer. After the third ray, the necromancer is wobbling and badly beaten. "On a second thought, you get to live! Let's call it a tie, shall we?"

Larraz, displeased with this proposition, runs up and spellcasts a small fireball.
Produce flame: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Fire dmg: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5

The necromancer tucks tail and starts to run, heading back towards the entrance.

(Combat over. You may chase after him, but we don't need to be in initiative anymore.)

Party status:

Larraz
Ralthiss (10 dmg, 18 nonlethal dmg, fatigued, 10-feet Bane radius)
Kló
Xun
Roots Drink Rain (16 dmg, under Bane)
Sky Shark (17 dmg, under Bane)
Arfsnarf (3 dmg)


After a cursory glance, you determine that the armor, shield, and weapons wielded by the skeleton knight are in surprisingly good shape. (This counts as 2 Treasure bundles.)

Worried that this Ralthiss did not come to the College alone and is retreating to muster reinforcements, you chase after him, to the College's entrance. There, Larraz is relieved to notice that Desert Wind is alive and well, having hidden itself in a bush to avoid Ralthiss's notice. The cart is likewise undisturbed.

However, much to your displeasure, you see that the mountain-sized undead colossi are hot on your trail, only less than a mile away now. They must have been following Ralthiss, and are more horrifying to behold up close.

You might still be able to stop Ralthiss's escape by shooting at him, if you strive to do so.

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun leaves his drum standing, grabs the bow from the ground, and rushes to the doors. He puts an arrow on the bowstring and takes aim...
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 ⇒ 1

Before the arrow reaches the target he sends another one...

Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d6 ⇒ 4

But while sending the second arrow Xun notices the grand colossi undead.

"Guys, I think we need to get on going!" yells Xun to anyone who is still left in the college

He rushes inside to collect his drum and whatever Treasures that they were unable to carry to the cart.

Verdant Wheel

HP 20/ 20 | AC 15| Fort +7 Ref +5 Will +7 | Perc +5 | Hero points 1/1| Exploration activity: Avoiding Notice Spells - L1 1/1 | Focus Points 1/1 Eidolon

Roots tries to chase after the fleeing necromancer, flinging one of his seed pods if he gets close enough.

Seed Pot: 1d20 + 7 ⇒ (13) + 7 = 20
Bludgeoning, Non-Lethal: 1d4 + 1 ⇒ (3) + 1 = 4

Horizon Hunters

Monk 2 HP 15/32 | AC 19 | Fort +7 | Ref +9 | Will +6 | Perc +4 | Exploration: Scout | 0/1 Focus 0/3 Hero

Sky runs after the necromancer along with the others until they reach the college's entrance. Having no ranged attacks or methods of stopping the necromancer, and knowing that they don't have much time, he grabs Klo's arm, "Let's get that statue and get out of here, we don't have much time!", quickly running back upstairs to start packing away the statue as well as the skeleton's armor and try to get it back to the cart downstairs as quick as possible while the others get a chance to try and stop the necromancer.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Suddenly Arfsnarf doesn't appreciate being fresh out of non-cantrips.

"What?! Don't let him get away! I can't carry statue anyway!"

Arfsnarf runs after the necromancer, hoping his tiny legs allow him to catch up.


Giving chase to the escaping necromancer, Xun, Roots, and Arfsnarf follows him. Xun lets loose a few arrows. It looks like one of them hits, but the cultist doesn't stop. Roots finds that the target is beyond the reach of his seedpods, and Arfsnarf quickly realizes that the enemy has a head-start and moves at the same speed the goblin does: a chase would be prolonged and likely to result in unnecessary danger.

A few seconds later, Ralthiss is out of sight, escaped into the Gravelands forests.

Meanwhile, realizing that their time in Goldenflame is running out, Sky, Kló, and Sieglinde hurry back to the large sculpture and carry it to the cart.
Athletics,Sky: 1d20 + 8 ⇒ (17) + 8 = 25 (Whew!)
The cart's axles bend a little, but nonetheless maintains its form. The cart, now stacked with valuables and various corpses, is ready to leave the College.

(Assuming you're not foolhardy enough to tempt fate with the approaching gargantuan zombies...)

The seven Pathfinders make their leave, saying goodbye to the town and college of Goldenflame. And so begins their return journey to Caliphas.

The sun sets, and the Pathfinders find the return journey to be peaceful, since they can take their time maneuvering the Gravelands, taking long detours to avoid both challenging terrain and possible undead patrols. During this trip, Larraz talks more about his group's escapades in Lastwall, putting some context to the contents of the missing agent dossiers.

----

You arrive back at the Vodavani Lodge in Caliphas. Upon entering the lodge, you see Venture-Captain Evni Zongnoss, in her characteristic turban and robes, casting healing spells on and fussing over a few wounded agents. You later learn that these patients are Pathfinders that Zongnoss and her team extracted during their own, concurrent mission into the Gravelands.

Upon seeing you, Zongnoss greets your group and smiles once she notices that you brought a living survivor. "Larraz Virtanne, I presume? It's good to see that the journey was not in vain. I'll listen to your debriefing once I'm done treating these brave heroes," she gestures at the wounded agents, who wave you a greeting. "We've saved many lives today; you can all be proud of that."

You unload the cart's contents inside the lodge, and sort out the treasure, relics, and corpse-parts. Though many of the remains have been identified, you point out that there's an odd corpse or two among them that you're not sure of: notably, the corpse of a female halfling, found at the veranda of the college, who might be Raelyn Mumblewort. (Any thoughts on that?)

When you haul the Iomedaen sculpture indoors, Evni's eyes widen. She's particularly amazed by this feat: "How-?! The effort required to transport such a massive thing, across the Gravelands no less...!"

Horizon Hunters

Monk 2 HP 15/32 | AC 19 | Fort +7 | Ref +9 | Will +6 | Perc +4 | Exploration: Scout | 0/1 Focus 0/3 Hero

Sky carries the sculpture along with the other strong members of the team and nods towards the venture captain, "If there's one thing this group is lacking, it is not strength or willpower. The pathfinder society sent us on a task and we did the best with what we had." Sky goes over to relax with the other injured agents, having worn himself out with carrying a giant statue as well as almost dying twice in one adventure.

Grand Archive

NG Male Half-Orc Bard 6 | HP 68/68 | AC 24 | F +9 R +14 W +12 (+1 vs magic) | Perc +12 (low-light vision) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun is glad to be back. The path home gave him few moments where he thought that they trying to sneak out with a cart was a mistake. Yet they finally made it. Before they enter the lodge he turns to his allies

"Friends, thank you! Without each and every one of you, I will not have left that place alive. If you would ever need my skills ask for Xun Saburo. If I do my job correctly finding me should be easy."

Then he enters the Lodge ...

GM wrote:
, found at the veranda of the college, who might be Raelyn Mumblewort. (Any thoughts on that?)

I think that was our guess based on Klo findings

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