Grim Symphony for Pathfinder 2e Outpost IV (Inactive)

Game Master DoubleGold

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DungeonMaster

Trying to get things in order again. Merisiel, you did take your round 3. You moved back to the piano. Though I am keeping your action

So round 3 stuff
Meriel runs away, draw her rapier and moves back.
Wolfstine continues playing.
Seelahs crits the zombie for 36 damage
Then moves and chops off another zombies head

The doctor plays the piano performance: 1d20 + 15 ⇒ (5) + 15 = 20 He will Bolster the undead giving them +1 to attack and damage. Edit: actually 20 is a failure.
Then tries to cast Fear on Merisiel. Will save dc 26

Dr. Bright is up for round 3, then zombies

Round 4:
Merisiel-Do you still want to disable device? You have a 23.
Wolfstine-can go after Dr. Bright goes
Seelah-can go after Dr. Bright goes.

Radiant Oath

Male | Field Medic | Radiant Oath Human Cleric - 5 | 37/53hp | F:10, R:8, W:13 | AC19 | Perc:13 | Hero:1/3 | Spells: 1:1/3; 2:2/3; 3:1/2; DF:1/4; FS:1/1 | Spd:25

Dr Bright steps back and casts Disrupt Undead.

positive: 2d6 ⇒ (2, 2) = 4 (heightened). Make a Fort Save DC 21


DungeonMaster

fort: 1d20 + 10 ⇒ (3) + 10 = 13 As the zombie takes 14 damage. 54 damage on it.
It will swing twice at Dr. Bright hit: 1d20 + 11 ⇒ (6) + 11 = 17
hit: 1d20 + 6 ⇒ (9) + 6 = 15
The other zombie doublemoves
Wolfstine and Seelah are up Merisiel, keep the disable device 23 or change your action? Don't forget to make a will save vs Fear.


Human Champion 5 |LG | AC 23 (25 shielded) | HP 68/78 | Fort +12 Reflex +8 Will +10 | Perception +8

"I'll be there soon, ladies!"

Seelah steps up in range and swings on the zombie twice.

Longsword: 1d20 + 14 ⇒ (8) + 14 = 22
damage: 2d8 + 4 ⇒ (5, 4) + 4 = 13

Longsword: 1d20 + 14 - 5 ⇒ (13) + 14 - 5 = 22
damage: 2d8 + 4 ⇒ (3, 8) + 4 = 15

If it happens to go down on the first hit she will chase the remaaining zombie..


CN Whisper Elf Rogue 5 | HP 56/56| AC 22 | F +9 R +13 W +11 | Perc +11 | Stealth +13 | speed 35 ft. | Active Conditions:

Will Save: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26 Thank you, Inspire Courage

Merisiel attempts to disable the organ but can't quite concentrate with the sound of eerie music playing.


CN Whisper Elf Rogue 5 | HP 56/56| AC 22 | F +9 R +13 W +11 | Perc +11 | Stealth +13 | speed 35 ft. | Active Conditions:

Keep action, but I think that's going to be a 22 now because of the frightened condition.


DungeonMaster

Merisiel is unable to disable any part of the piano, and does succeed on the fear and is only frightened 1. She jumps, but isn't really scared.
Seelah cuts off the head of that zombie.
She then chases after the last zombie
Wolfstine is up for round 4, then the doctor, then Dr. Bright, then the zombie

Vigilant Seal

Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Spells:
Focus Counter Perf, Loremaster's Etude, Lingering Comp, 3rd Summon Fey(Sig), Slow, Heroism 2nd Invisibility, Grim Tendrils(Sig), Darkvision 1st Soothe(Sig), Ill Omen, Magic Missile 0th Insp Courage, Detect Magic, Light, Shield, Telekinetic Proj, Message, Inspire Defence

Wolstine will cast Inspire Courage, giving everyone +1 to hit and damage until the beginning of her next turn.

Then she will attempt to use the organ, and then take one shot at the bad guy.

Perform: 1d20 + 14 ⇒ (9) + 14 = 23

+1 Striking Shortbow, Inspire Courage: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28 for 2d6 + 1 ⇒ (1, 3) + 1 = 5


DungeonMaster

Wolfstine, give me a will save DC 26. The Dr. has Sanctuary on him.
Wolfstine does fail to perform the piano.

Vigilant Seal

Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Spells:
Focus Counter Perf, Loremaster's Etude, Lingering Comp, 3rd Summon Fey(Sig), Slow, Heroism 2nd Invisibility, Grim Tendrils(Sig), Darkvision 1st Soothe(Sig), Ill Omen, Magic Missile 0th Insp Courage, Detect Magic, Light, Shield, Telekinetic Proj, Message, Inspire Defence

Will: 1d20 + 10 ⇒ (12) + 10 = 22

Wolstine attempts to shoot at the Dr, but can't seem to focus properly on him.

If I can change my last action:
Perform attempt #2: 1d20 + 14 ⇒ (13) + 14 = 27


DungeonMaster

Wolfstine wastes his last action as he cannot attack the Doctor.
perform: 1d20 + 15 ⇒ (1) + 15 = 16 crit fail, so he hits himself with the blast
Then he moves over to attack Wolfstine with his Baton
hit: 1d20 + 13 ⇒ (14) + 13 = 27 dmg: 2d6 + 5 ⇒ (3, 2) + 5 = 10 damage to wolfstine
The doctor dealt dmg: 2d8 + 9 ⇒ (3, 6) + 9 = 18 damage to himself from crit failing the performance as hitting the wrong key causes him to not like his own music. fort: 1d20 + 14 ⇒ (1) + 14 = 15 Geesh, the Dr. just took double the damage and was pushed 15 feet away, however, he still only needed a single move to get to wolfsinte.
Dr. Bright is up.

Radiant Oath

Male | Field Medic | Radiant Oath Human Cleric - 5 | 37/53hp | F:10, R:8, W:13 | AC19 | Perc:13 | Hero:1/3 | Spells: 1:1/3; 2:2/3; 3:1/2; DF:1/4; FS:1/1 | Spd:25

Dr Bright keeps working on the zombie.

positive: 2d6 ⇒ (1, 1) = 2 (heightened). Make a Fort Save DC 21


DungeonMaster

Um, Dr. Bright, you might want to check the map, that zombie is dead and the next one is like 70 feet away or so.
Meanwhile, if the zombie does survive after Dr. Bright takes his turn, and it likely will, it will move to that location as indicated by the arrow and attack Merisiel. hit: 1d20 + 11 ⇒ (8) + 11 = 19
Dr. Bright is up for round 4. All other heroes are up for round 5

Vigilant Seal

Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Spells:
Focus Counter Perf, Loremaster's Etude, Lingering Comp, 3rd Summon Fey(Sig), Slow, Heroism 2nd Invisibility, Grim Tendrils(Sig), Darkvision 1st Soothe(Sig), Ill Omen, Magic Missile 0th Insp Courage, Detect Magic, Light, Shield, Telekinetic Proj, Message, Inspire Defence

First, Wolstine will Inspire Courage again. Everyone has +1 to hit and damage for the next round.

Then, Wolstine attempts to play the organ. Perform: 1d20 + 14 ⇒ (5) + 14 = 19

Damn this thing is tricky. He must have messed with the stops. I've got to set this right.

Will to try and shoot at him again: 1d20 + 10 ⇒ (1) + 10 = 11

well, that was an effective and useful round...


Human Champion 5 |LG | AC 23 (25 shielded) | HP 68/78 | Fort +12 Reflex +8 Will +10 | Perception +8

Seelah moves to the zombie (2 actions) and takes a slash at it...
Longsword: 1d20 + 14 ⇒ (3) + 14 = 17
damage: 2d8 + 4 ⇒ (8, 4) + 4 = 16


CN Whisper Elf Rogue 5 | HP 56/56| AC 22 | F +9 R +13 W +11 | Perc +11 | Stealth +13 | speed 35 ft. | Active Conditions:

"I'll deal with this complicated organ later!" She drops her tools and quickly draws her dagger, stabbing the zombie twice with it."[/b]

Dagger: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Dagger: 1d20 + 14 + 1 - 4 ⇒ (7) + 14 + 1 - 4 = 18

Slashing: 2d4 + 4 ⇒ (1, 3) + 4 = 8
Slashing: 2d4 + 4 ⇒ (2, 4) + 4 = 10


CN Whisper Elf Rogue 5 | HP 56/56| AC 22 | F +9 R +13 W +11 | Perc +11 | Stealth +13 | speed 35 ft. | Active Conditions:

@Seelah, if the zombie is able to move closer, do you have enough movement to flank it? If so ...

Sneak Attack: 2d6 ⇒ (2, 2) = 4
Sneak Attack: 2d6 ⇒ (3, 4) = 7

Assuming all the attacks hit.

Radiant Oath

Male | Field Medic | Radiant Oath Human Cleric - 5 | 37/53hp | F:10, R:8, W:13 | AC19 | Perc:13 | Hero:1/3 | Spells: 1:1/3; 2:2/3; 3:1/2; DF:1/4; FS:1/1 | Spd:25

Dr Bright double moves then waits for the zombie to go for Merisiel before using the above Disrupt Undead on it..


Human Champion 5 |LG | AC 23 (25 shielded) | HP 68/78 | Fort +12 Reflex +8 Will +10 | Perception +8

If i remember where I was correctly I have 10' of movement left at most...
Edit: If it moves before my turn I will take my third action as another move to flank with Merisel instead. I won't be close enough to attack it with the sword.


DungeonMaster

Wolfstine can't perform and misses
Seelah triple moves just to get to the zombie in order to help flank it.
However, this gives Merisiel the opportunity to flank it and successfully slash it twice. 22 damage and then 27 damage. 59 damage on it.
Dr. Bright Roll your disrupt undead for round 4, this hopefully might kill the zombie, then the Doctor can take his turn for round 5. Then Dr. Bright can take your turn for round 5, then round 6 for the rest of the heroes. To give you an idea if you will kill it, the zombie has 70 hit points and has weakness 10 to positive.

Edit, nevermind, that looks like it that was your round 4 Dr. Bright, as disrupt undead takes 2 actions, you won't be able to cast it until round 5. That being said, the Doctor goes, then you can go
peformance doctore: 1d20 + 15 ⇒ (17) + 15 = 32 crit success, zombie gets to take a swing.
Wolfstine, did you disappear from the map?
He then moves and swings at Merisiel hit: 1d20 + 12 ⇒ (14) + 12 = 26 you take dmg: 2d6 + 5 ⇒ (5, 6) + 5 = 16
And the zombie swings hit: 1d20 + 11 ⇒ (2) + 11 = 13 vs Merisiel
Dr. Bright is up. fort: 1d20 + 10 ⇒ (13) + 10 = 23 I'm rolling the zombies fort save ahead of time to speed this up, if Dr. Bright deals more than 11 damage to zombie, then everyone can go for round 6.

Vigilant Seal

Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Spells:
Focus Counter Perf, Loremaster's Etude, Lingering Comp, 3rd Summon Fey(Sig), Slow, Heroism 2nd Invisibility, Grim Tendrils(Sig), Darkvision 1st Soothe(Sig), Ill Omen, Magic Missile 0th Insp Courage, Detect Magic, Light, Shield, Telekinetic Proj, Message, Inspire Defence

I'm still there, 5 feet away from the keyboard on the right side.

Radiant Oath

Male | Field Medic | Radiant Oath Human Cleric - 5 | 37/53hp | F:10, R:8, W:13 | AC19 | Perc:13 | Hero:1/3 | Spells: 1:1/3; 2:2/3; 3:1/2; DF:1/4; FS:1/1 | Spd:25

positive: 2d6 ⇒ (5, 3) = 8

A Disrupt Undead is tossed at the zombie


DungeonMaster

The zombie dies because of weakness 10 to positive, it takes half 4, then another 10 and dies.
Wolfstine, Seelah and Merisiel are up

Vigilant Seal

Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Spells:
Focus Counter Perf, Loremaster's Etude, Lingering Comp, 3rd Summon Fey(Sig), Slow, Heroism 2nd Invisibility, Grim Tendrils(Sig), Darkvision 1st Soothe(Sig), Ill Omen, Magic Missile 0th Insp Courage, Detect Magic, Light, Shield, Telekinetic Proj, Message, Inspire Defence

Wolstine casts Inspire Courage, giving everyone a +1 to hit and damage until the beginning of my next turn.

Why can't I get this damned thing to work - Probably Chelaxian, they make everything so complicated.

Perform to run the Organ: 1d20 + 14 ⇒ (6) + 14 = 20

Will to fire at the Dr: 1d20 + 10 ⇒ (12) + 10 = 22

If that passes vs Sanctuary:
+1 Striking Shortbow: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25 for 2d6 + 1 ⇒ (5, 5) + 1 = 11


CN Whisper Elf Rogue 5 | HP 56/56| AC 22 | F +9 R +13 W +11 | Perc +11 | Stealth +13 | speed 35 ft. | Active Conditions:

Merisiel drops both her weapons and picks up her tools. She attempts to get disable the organ.

Disable: 1d20 + 13 ⇒ (8) + 13 = 21


DungeonMaster

Wolfstine can't perform or get past the Sanctuary.
Merisiel can't disable the organ at all.


Human Champion 5 |LG | AC 23 (25 shielded) | HP 68/78 | Fort +12 Reflex +8 Will +10 | Perception +8

Seelah moves up to the organist and tries to thwack him...

will: 1d20 + 10 ⇒ (15) + 10 = 25
Dang, it was a 26..

Not being able to target the annoying one, Seelah spends her last action targeting the annoying tool. She lays her sword into the organ as hard as she can...
Longsword: 1d20 + 14 ⇒ (18) + 14 = 32
damage: 2d8 + 4 ⇒ (7, 5) + 4 = 16


DungeonMaster

Seelah can't hit the Doctor, but does do some damage to the piano organ. Not all of the damage goes through Hardness 13


DungeonMaster

Oh, right I'm up, he takes two swings at Seelah then plays
hit: 1d20 + 18 ⇒ (7) + 18 = 25 to hit dmg: 2d6 + 5 ⇒ (3, 6) + 5 = 14
hit: 1d20 + 18 - 5 ⇒ (7) + 18 - 5 = 20 miss
perform: 1d20 + 15 ⇒ (1) + 15 = 16 crit fail, he blasts himself with the piano damage to himself: 2d8 + 9 ⇒ (1, 4) + 9 = 14 sonic damage fort: 1d20 + 14 ⇒ (15) + 14 = 29 He saves and only takes half the damage of 7
All heroes are up.


Human Champion 5 |LG | AC 23 (25 shielded) | HP 68/78 | Fort +12 Reflex +8 Will +10 | Perception +8

Ah, so you don't like anyone messing with your instrument, eh?"

will: 1d20 + 6 ⇒ (16) + 6 = 22

Seelah this time attempts to thwach the organ thrice...

Longsword: 1d20 + 14 ⇒ (4) + 14 = 18
damage: 2d8 + 4 ⇒ (4, 3) + 4 = 11

Longsword: 1d20 + 14 - 5 ⇒ (8) + 14 - 5 = 17
damage: 2d8 + 4 ⇒ (3, 1) + 4 = 8

Longsword: 1d20 + 14 - 10 ⇒ (1) + 14 - 10 = 5
damage: 2d8 + 4 ⇒ (6, 8) + 4 = 18


DungeonMaster

Sheelah can't get past his sanctuary or even bypass the hardness of the piano and then misses it completely the one time she does strike hard enough.


CN Whisper Elf Rogue 5 | HP 56/56| AC 22 | F +9 R +13 W +11 | Perc +11 | Stealth +13 | speed 35 ft. | Active Conditions:

Merisiel picks up her rapier, goes around to flank the Doctor, and attempts to stab him. "Ah-hah! You're open!"

Rapier: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35
Piercing: 2d6 + 4 + 1 ⇒ (3, 1) + 4 + 1 = 9
Sneak Attack: 2d6 ⇒ (3, 3) = 6
Deadly: 1d8 ⇒ 1


DungeonMaster

Don't forget to will save to bypass the Sanctuary will save Merisiel: 1d20 + 11 ⇒ (15) + 11 = 26 success as you stab him in the stomach 31 damage. Doctor took 74 total damage so far and yes is still alive.

Vigilant Seal

Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Spells:
Focus Counter Perf, Loremaster's Etude, Lingering Comp, 3rd Summon Fey(Sig), Slow, Heroism 2nd Invisibility, Grim Tendrils(Sig), Darkvision 1st Soothe(Sig), Ill Omen, Magic Missile 0th Insp Courage, Detect Magic, Light, Shield, Telekinetic Proj, Message, Inspire Defence

Wolstine continues Inspire Courage (+1 hit/dmg), then fires twice at the Dr.

Will save vs Sanctuary: 1d20 + 10 ⇒ (19) + 10 = 29

+1 Striking Shortbow: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27 for 2d6 + 1 ⇒ (6, 5) + 1 = 12
+1 Striking Shortbow: 1d20 + 12 + 1 - 5 ⇒ (14) + 12 + 1 - 5 = 22 for 2d6 + 1 ⇒ (6, 3) + 1 = 10

Radiant Oath

Male | Field Medic | Radiant Oath Human Cleric - 5 | 37/53hp | F:10, R:8, W:13 | AC19 | Perc:13 | Hero:1/3 | Spells: 1:1/3; 2:2/3; 3:1/2; DF:1/4; FS:1/1 | Spd:25

You do realise we are being the ultimate music critics here Dr Bright comments. But this person is literally dying on stage

He does all three actions getting up on stage.

Is that a door behind the organ console? If so, maybe Merisiel could get it open - might be the pipe maintenance hatch.


CN Whisper Elf Rogue 5 | HP 56/56| AC 22 | F +9 R +13 W +11 | Perc +11 | Stealth +13 | speed 35 ft. | Active Conditions:

I thought Sanctuary ends when the affected creature does a hostile action such as attacking. Or is this a different form of Sanctuary?


DungeonMaster

I forgot about that Merisiel, that being said, he would have been hit by Sheelah with a 32 to hit for 16 damage, cause he attacked way back then.
Wolfstine then finishes him off with a shot to the head.
The heroes then loot the body, for valuable pipes and other thing he has.
The heroes then go backstage into the library. They see where a leakage could have been, but cause they cut the vines and fixed the walls from the outside, there is no leakage, meaning they recover the valueable books with no problem.

The local farmers hold a celebration at the destruction of the evil occupying the keep, giving you all a welcome opportunity to celebrate and rest. A few days later, Gorm Greathammer arrives with a team of Ustalavan guards and Pathfinder scribes, eager to catalog the trove of knowledge found in the depths of the keep. And as you recovered the library books, Gorm is pleased.

Radiant Oath

Male | Field Medic | Radiant Oath Human Cleric - 5 | 37/53hp | F:10, R:8, W:13 | AC19 | Perc:13 | Hero:1/3 | Spells: 1:1/3; 2:2/3; 3:1/2; DF:1/4; FS:1/1 | Spd:25

Dr Bright does attempt to play the organ

perform: 1d20 + 5 ⇒ (14) + 5 = 19

... much to the other's amusement but quickly realises that playing classical music is a lot different than appreciating it.

Wolstine, most likely, suggests that the Doctor should take lessons, or try a simpler instrument.


Human Champion 5 |LG | AC 23 (25 shielded) | HP 68/78 | Fort +12 Reflex +8 Will +10 | Perception +8

After listening to the doctor's playing Seelah just shrugs.
"Well, you were doing better than he was. Who is up for a rapid disassembly of this infernal thing? Anyone?"

Vigilant Seal

Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Spells:
Focus Counter Perf, Loremaster's Etude, Lingering Comp, 3rd Summon Fey(Sig), Slow, Heroism 2nd Invisibility, Grim Tendrils(Sig), Darkvision 1st Soothe(Sig), Ill Omen, Magic Missile 0th Insp Courage, Detect Magic, Light, Shield, Telekinetic Proj, Message, Inspire Defence

Perhaps we should determine what it does and how before we start destroying it.

Occultism: 1d20 + 13 ⇒ (2) + 13 = 15

If Occultism doesn't apply:
Arcana/Bardic: 1d20 + 11 ⇒ (10) + 11 = 21 or Nature/Religion: 1d20 + 8 ⇒ (13) + 8 = 21


DungeonMaster

Wolfstine knows that the piano can only hurt things or help undead, or hurt you if you try to do one of those things and are bad at playing and that the piano is incredibly heavy, so why take it with him? It can also be played like a regular piano with no effects.


CN Whisper Elf Rogue 5 | HP 56/56| AC 22 | F +9 R +13 W +11 | Perc +11 | Stealth +13 | speed 35 ft. | Active Conditions:

"I'm just glad that we were able to secure the books and put a stop to that unnerving music."

Thanks for the run GM!

Radiant Oath

Male | Field Medic | Radiant Oath Human Cleric - 5 | 37/53hp | F:10, R:8, W:13 | AC19 | Perc:13 | Hero:1/3 | Spells: 1:1/3; 2:2/3; 3:1/2; DF:1/4; FS:1/1 | Spd:25

Indeed. I am sure some of those classical pieces were being butchered. So much so that I am considering learning to play the keyboard properly

If I get good enough, you ladies are of course invited to hear a recital

And this is how Dr Bright became Trained in Performance specialising in classical keyboard.

((Ty))


Human Champion 5 |LG | AC 23 (25 shielded) | HP 68/78 | Fort +12 Reflex +8 Will +10 | Perception +8

"Well then. It is decided. We have this thing taken apart, transported to the good doctor's house and reassembled there!" Seelah says with an impish grin on her face.

Thanks DG for the run and thanks to all for playing! I'm glad I popped in!

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