GM Bret's Outpost IV PF2 #2-00 The King in Thorns (Tier 1-2) (Inactive)

Game Master BretI

King in Thorns maps and handouts


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Grand Archive

NG Male Gutsy Halfling Teacher Investigator (Medic) 5 Surgeon Instructor | HP 51/51 | AC: 22 | F +8 R +13 W +12 | Perc +12 | 25 feet | Class DC 21 |1 Hero point| Exploration Activity: Investigate (Society +13)| Active Investigations: Case of the Jistikan Relic; Case of the Interference| Active Conditions: None

Symeon strides forward some to get into a prime shooting position and takes aim with his bow on the red scaled creature.
Devise Stratagem: 1d20 ⇒ 2

Additional Recall Knowledge check:

Secret roll: 1d20 ⇒ 20 +10 for Society; +8 for Arcana, Crafting, Medicine, Occultism, Academia Lore, or Surgery Lore; +6 for Nature or Religion.

He frowns as everyone in his way prevents him from getting a clear shot. Instead he moves in a bit closer to the rest of the group.
Dangit, people aren't getting hurt in combat all that often. I can't do my 'shot if good stratagem, heal if bad' shtick! Also sorry for lack of formatting, editing text on a phone sucks.


Meadow realizes what the creatures were doing with their magic.

Meadow:
It is fey primal magic that conjures a trap into existence.

Her arrows miss their target.

Symeon recognizes what sort of fey creatures these are.

Symeon:
Vexgit
LE Tiny Fey Gremlins

They are destructive fey, everything about them is either about traps or destroying something.

They can conjure traps. They can only have one such trap in existence at a time, and have to wait an hour before they can conjure again after having done it.

Their mauls can ignore some of the hardness of an object and smash them. A lot of people lose their shields to the mauls.

They also have an ability to cause a metal time to rust away. The grasp ignores any hardness and directly damages the item. They can only do this once an hour.

Round 2:

Bolded may act.
Nature to identify the creatures.
Bless active 10’ around Eltis

Inspire Courage until Redd’s turn for Round 5!

Green Fey readied attack
Symeon
Meadow
Krek
Redd

Red Fey -16
Blue Fey
Darlann shield -2

Round 3:

Eltis

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 68/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 0/3 | Focus 1/1 | speed 35 |Prey= |

"Be careful everyone! They each used magic to conjure up a trap! That's why they're just standing there waiting for us to come close."

Envoy's Alliance

NG fem halfling | Bard (maestro) 4 | Emissary | HP 42/42 | AC 20 | F +7, R +11, W +9 | Perc +9 (low-light) | +2 Seek | Stealth +9 |Low-light vision | speed 25' | Spells: cantrips/5, 1st/3, 2nd/3 | Focus pts. 2 | Hero Pts. 2/2 | Explore Mode: search +8 | Active Conditions: ---

I'm not very good at drawing lines or shapes on the slides yet.

"Fiddlesticks! They all got in my way."
Redd comes out of her hiding spot and moves closer to the boys under the canopy of a big tree. She realizes she's got a pretty good shot at one of the creatures as long as she doesn't shoot off Darlann's ear.
A trap! Could be right in front of them. Anyone got a grease spell to put under 'em? Make 'em slip into their own trap. Tee-hee.
She giggles at the thought.

I'm just gonna try to peg one of them.
She takes aim with her bow and fires two shots at a creature.
+1 shortbow & IC: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
piercing & IC: 1d6 + 1 ⇒ (1) + 1 = 2
deadly?: 1d10 ⇒ 9

+1 shortbow & IC & MAP: 1d20 + 8 + 1 - 5 ⇒ (11) + 8 + 1 - 5 = 15
piercing & IC: 1d6 + 1 ⇒ (3) + 1 = 4
deadly?: 1d10 ⇒ 9


You did fine drawing the lines, Redd.

Redd comes out and shoots at the fey. The second shot comes very close, but misses.

Round 2:

Bolded may act.
Nature to identify the creatures.
Bless active 10’ around Eltis

Inspire Courage until Redd’s turn for Round 5!

Green Fey readied attack
Symeon
Meadow
Krek
Redd
Red Fey -16
Blue Fey
Darlann shield -2

Round 3:

Eltis

Horizon Hunters

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Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Krek takes Redd literally. "The trap is right in front of them. It is us!" Much like licking the poisonous toad he barrels forward to spring a trap of his own as swings his barbed lash across the body of the middle fey.

Scourge Snagging Strike: 1d20 + 9 ⇒ (12) + 9 = 21
Damage (Nonlethal): 1d4 + 4 ⇒ (4) + 4 = 8

Snagging Strike- If attack hits the target is Flat-footed until start of Krek's next turn or until no longer within reach.

◆◆Stride
◆Strike

Status:

AC 19 (20 w/ shield)
HP 21/21 | +0 Temp HP
Buckler (Hardness 3) 6/6 HP
Hero Points 0/3
Campaign Coin 1/1


Could you please show your path, Krek?

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Placed a path on the map. Krek traveled that line and then one step to the left where is is at.


Krek charges straight at Green! As he gets there, two things happen.

First the soles of his boots are tested as there were hidden spikes on the ground!
Spike trap (DC 17 basic Reflex save) for piercing damage: 2d8 ⇒ (2, 1) = 3

Then Green takes a swing at him with his maul! Not a very accurate swing, it misses.
Maul: 1d20 + 8 ⇒ (2) + 8 = 10
Bludgeoning: 1d12 + 1 ⇒ (6) + 1 = 7

When Krek steps over a little bit, he sets off another trap! Some Caltrops fly all over the area he is in!
DC 14 Acrobatics check or take: 1d4 ⇒ 1 piercing damage and 1 bleed damage.

The rest of you are probably wondering at this point where you can get boots as rugged as Krek is wearing.

After all that, Krek sets off his own trap! His is much more effective than the two fey traps.

Red Fey swings with their maul once, tries biting, and then retreats. Considering both attempts failed, it is at least showing some sense.
Maul: 1d20 + 8 ⇒ (2) + 8 = 10
Bludgeoning: 1d12 + 1 ⇒ (6) + 1 = 7

Bite, MAP: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18
piercing: 1d6 + 1 ⇒ (4) + 1 = 5

Draws AoO on retreat

Blue Fey tries the same thing, with better results! The maul hits.
Maul: 1d20 + 8 ⇒ (19) + 8 = 27
Bludgeoning: 1d12 + 1 ⇒ (2) + 1 = 3

Bite, MAP: 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13
piercing: 1d6 + 1 ⇒ (4) + 1 = 5

Draws AoO on retreat

@Krek Let me know which reaction you are using, AoO, Shield Block or AoO.

Round 2:

Krek needs to do:
. DC 17 basic Reflex save vs 3 piercing damage
. DC 14 Acrobatics check vs 1 piercing and 1 bleed damage
. Choose how to use his reaction between AoO on Red, Shield Block, or AoO on Blue.

Bolded may act.
Nature to identify the creatures.
Bless active 10’ around Eltis

Inspire Courage until Redd’s turn for Round 5!

Green Fey -8 NL, flat footed until Krek’s next turn
Symeon
Meadow
Krek See above for list of things to be resolved
Redd
Red Fey -16
Blue Fey
Darlann shield -2

Round 3:

Eltis

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Oh boy!

Spike Trap Reflex DC 17: 1d20 + 6 ⇒ (17) + 6 = 23 1 damage
Caltrops Acrobatics DC 14: 1d20 + 4 ⇒ (11) + 4 = 15 0 damage and no bleed?

Krek nicks his foot on one of the spikes but ends up rolling out of the way as the caltrops spring into the air around him. "Oh, that trap!" He calls out in surprise.

Seeing one of the fey retreating Krek swipes back at it with his scourge.

AoO vs Red; IC: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Damage (Nonlethal): 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Status:

AC 19 (20 w/ shield)
HP 20/21 | +0 Temp HP
Buckler (Hardness 3) 6/6 HP
Hero Points 0/3
Campaign Coin 1/1


With Caltrops, I think a success means you take no damage anyways.

Krek takes minimal damage from the spikes, and none from the caltrops. Still, he was too busy dealing with the traps to accurately target the retreating fey.

Round 2:

Bolded may act.
Nature to identify the creatures.
Bless active 10’ around Eltis

Inspire Courage until Redd’s turn for Round 5!

Green Fey -8 NL, flat footed until Krek’s next turn
Symeon
Meadow
Krek -4
Redd
Red Fey -16
Blue Fey
Darlann shield -2

Round 3:

Eltis

Radiant Oath

M Dragonscaled (Silver) Kobold Cleric 3 of Apsu | LG | AC 20| HP 30/30 | Fort +7 Refl +8 Will +10 | Perception +8 Cleric 3

Eltis sighs again, "Well, we'd better keep following him!"

He concentrates on his spell again should be 15' radius now

He also moves closer and takes a shot at (green) with his hand crossbow.

hand crossbow: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
P damage: 1d6 ⇒ 2


Eltis moves closer and hits Green right between the chitinous plates with the crossbow bolt.
Critical hit, added damage increase from Inspire Competence.

Round 2:

Bolded may act.
Nature to identify the creatures.
Bless active 15’ around Eltis

Inspire Courage until Redd’s turn for Round 5!

Green Fey -14, flat footed until Krek’s next turn
Symeon
Meadow
Krek -4
Redd
Red Fey -16
Blue Fey
Darlann shield -2

Round 3:

Eltis

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 68/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 0/3 | Focus 1/1 | speed 35 |Prey= |

"No Krek! Look out! Traps!"

Meadow cringes as Krek walks right into two different traps.

"Owie."


Darlann moves up, following in Krek's footsteps where traps already went off. He swings his sword over his head and brings it down on the chitinous fae.

+1 magic longsword & IC: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
slashing & IC: 2d8 + 4 + 1 ⇒ (6, 6) + 4 + 1 = 17

stride, stride, strike.


Darlann hits the fey, but it is still standing!

It swings and bites at Krek. The bite gets through his defenses.
Maul: 1d20 + 8 ⇒ (10) + 8 = 18
Bludgeoning: 1d12 + 1 ⇒ (12) + 1 = 13

Bite: 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19
piercing: 1d6 + 1 ⇒ (5) + 1 = 6

It then tries to flee the way the other fey had.

Provokes AoO

Round 3:

Bolded may act.
Nature to identify the creatures.
Bless active 15’ around Eltis

Inspire Courage until Redd’s turn for Round 5!

Green Fey -31
Symeon
Meadow
Krek -10, AoO on Green
Redd

Red Fey -16
Blue Fey
Darlann shield -2

Round 4:

Eltis

Grand Archive

NG Male Gutsy Halfling Teacher Investigator (Medic) 5 Surgeon Instructor | HP 51/51 | AC: 22 | F +8 R +13 W +12 | Perc +12 | 25 feet | Class DC 21 |1 Hero point| Exploration Activity: Investigate (Society +13)| Active Investigations: Case of the Jistikan Relic; Case of the Interference| Active Conditions: None

Symeon takes aim again at the green streaked fey.

Devise Stratagem: 1d20 ⇒ 1
Would further Recall Knowledge help at all?

While he aims at the fey, Symeon pipes up about them. "These are Vexgit, little gremlins entirely focused on either making traps or destroying something. As Krek's amazingly solid boot showed us, they can conjure traps. They can only have one such trap in existence at a time, and have to wait an hour or so before they can conjure another. Their mauls can ignore some of the hardness of an object and smash them. A lot of people lose their shields to these creature's mauls. So only block if you absolutely have to. They also have an ability to cause a metal item to rust away. The grasp ignores any hardness and directly damages the item. Again it takes an hour for the forces and energies to build up again."

His nattering seems to put the fey on guard, so the halfling surgeon really needs to find something better to do with his actions steps back into the roots of the giant tree next to him and tires to hide.
Taking a hide action. His stealth is a +6

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 68/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 0/3 | Focus 1/1 | speed 35 |Prey= |

"Okay Silence, routine 4. Get up top and get ready to swoop down. I'm going to see what I can do to wear them down."

Meadow moves into position and fires again at her prey.

Hunted Shot-shortbow-IC vs red: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
piercing: 1d6 + 1 ⇒ (2) + 1 = 3
deadly?: 1d10 ⇒ 7

Hunted Shot-shortbow-IC vs red: 1d20 + 8 - 5 + 1 ⇒ (20) + 8 - 5 + 1 = 24
piercing: 1d6 + 1 ⇒ (1) + 1 = 2
deadly?: 1d10 ⇒ 5

precision: 1d8 ⇒ 8 extra damage on the first hit.

Command an Animal, ◆ stride, ◆ Hunted Shot


M Snowy Owl HP 51/52 | AC 23| F +12 R +14 W +13 | Perception +13

""Screech!"

Flapping his mighty wings Silence takes to the air.

Fly, fly

Silence is 40 feet up


There is still information I could give, yes. I tend to give what I expect to be the most memorable abilities first — the ones people would take about having faced the creature.

Symeon tells what he knows of the fey, then not seeing a shot decides to try and hide from them.

Meadow misses the red fey with her first shot, too many people in the way! Her second shot hits home, killing the fey.

Round 3:

Bolded may act.
Nature to identify the creatures.
Bless active 15’ around Eltis

Inspire Courage until Redd’s turn for Round 5!

Green Fey -31
Symeon
Meadow
Krek -10
Redd

Red Fey -41
Blue Fey
Darlann shield -2

Round 4:

Eltis

Envoy's Alliance

NG fem halfling | Bard (maestro) 4 | Emissary | HP 42/42 | AC 20 | F +7, R +11, W +9 | Perc +9 (low-light) | +2 Seek | Stealth +9 |Low-light vision | speed 25' | Spells: cantrips/5, 1st/3, 2nd/3 | Focus pts. 2 | Hero Pts. 2/2 | Explore Mode: search +8 | Active Conditions: ---

Redd looks over at Symeon with an adoring smile while he describes the creatures' abilities.
"He's so cute when he's being smart."
She giggles internally.

They sound like very dangerous creatures! Let's squish these bugs!
She shouts as she moves a dozen paces up the path, toward the creatures.
She takes aim at the creatures with her bow and sends two more arrows at them. Her arrows fly between Eltis and Darlann.

Oh no! Darlann... Eltis...
Duck!!!

+1 shortbow & IC: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
piercing & IC: 1d6 + 1 ⇒ (1) + 1 = 2
deadly?: 1d10 ⇒ 6

+1 shortbow & IC & MAP: 1d20 + 8 + 1 - 5 ⇒ (3) + 8 + 1 - 5 = 7
piercing & IC: 1d6 + 1 ⇒ (5) + 1 = 6
deadly?: 1d10 ⇒ 5

The shots fly way off target, almost striking her companions.

stride, strike, strike. I think I'm within Eltis' bless. Pfft. Doesn't matter.


Something was really wrong with those last two arrows Redd shot! One of them curved in flight!

Round 3:

Bolded may act.
Nature to identify the creatures.
Bless active 15’ around Eltis

Inspire Courage until Redd’s turn for Round 5!

Green Fey -31
Symeon
Meadow
Krek -10
Redd
Red Fey -41
Blue Fey
Darlann shield -2

Round 4:

Eltis

Grand Archive

NG Male Gutsy Halfling Teacher Investigator (Medic) 5 Surgeon Instructor | HP 51/51 | AC: 22 | F +8 R +13 W +12 | Perc +12 | 25 feet | Class DC 21 |1 Hero point| Exploration Activity: Investigate (Society +13)| Active Investigations: Case of the Jistikan Relic; Case of the Interference| Active Conditions: None

Round 4, when he comes up again:

This is all assuming no one is seriously harmed before he can act again. If they are he'll rush in to heal instead.
Symeon peeks out from behind the foliage and tries to take aim at the green streaked fey.
Devise Stratagem: 1d20 ⇒ 19
Additional Recall Knowledge check
Spoiler:

Secret roll, Nature: 1d20 + 6 ⇒ (3) + 6 = 9

Finally finding a good shot, the halfling pops out of the bushes with a "AIM FOR THE JUGULAR!" and fires his arrow.

Short end of the bow, Stratagem, IC, vs. FF (if he was hidden?): 19 + 8 + 1 = 28
Damage, Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
Strategic strike: 1d6 ⇒ 6

Giddy at his I assume successful shot, he ducks back into the trees.

Hide vs. enemy perception DC

Spoiler:

Stealth, SEECREETSSSSSSS: 1d20 + 6 ⇒ (18) + 6 = 24

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

AoO vs Green; IC: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Damage (Nonlethal): 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Confident that he has set off all of the traps Krek gives chase on the smaller fey as he swipes at them. From a distance t may look like he is swinging a net to catch a butterfly. "I am trying, but they are fast!

Snagging Strike Scourge vs Green; IC: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Damage (Nonlethal): 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Scourge vs Green; IC: 1d20 + 9 + 1 - 4 ⇒ (11) + 9 + 1 - 4 = 17
Damage (Nonlethal): 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Snagging Strike- If attack hits the target is Flat-footed until start of Krek's next turn or until no longer within reach.

◆ Stride
◆ Snagging Strike
◆ Strike

Status:

AC 19 (20 w/ shield)
HP 11/21 | +0 Temp HP
Buckler (Hardness 3) 6/6 HP
Hero Points 0/3
Campaign Coin 1/1


Krek managed to knock Green out with the attack as it tried to retreat.

Going to assume you would go after Blue with Green down.

He runs up to Blue and hits it twice.

Blue frantically lashes out at Krek with maul and teeth! The maul misses, but the thing bites Krek's neck!

maul: 1d20 + 8 ⇒ (5) + 8 = 13
Bludgeoning: 1d12 + 1 ⇒ (11) + 1 = 12

bite: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
Piercing: 1d6 + 2 ⇒ (5) + 2 = 7

Krek did not raise shield and Blue is 20' from Darlann. I think Krek is down.

It then jabbers at Darlann and sticks out its tongue!

Undercommon:
"Come here and I will smash you the same as him! Not so invincible!"

Intimidate, no shared language: 1d20 + 0 - 4 ⇒ (16) + 0 - 4 = 12

Round 3:

Bolded may act.
Nature to identify the creatures.
Bless active 15’ around Eltis

Inspire Courage until Redd’s turn for Round 5!

Blue Fey -15
Darlann shield -2

Round 4:

Eltis
Green Fey -38 NL Unconscious
Symeon Hit condition that would change his planned actions
Meadow
Redd

Red Fey -41
Krek -24 Took crit, so dying 2

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 68/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 0/3 | Focus 1/1 | speed 35 |Prey= |

Meadow's eyes narrow as she studies the last vexgit.

There's just one left Silence. Go keep him busy while I shoot him. Remember to hit and run though just like we practiced."


M Snowy Owl HP 51/52 | AC 23| F +12 R +14 W +13 | Perception +13

Silence dives down at his target, his talons searching for vulnerable eyes.

Fly, support

Silence is now at ground level.

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 68/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 0/3 | Focus 1/1 | speed 35 |Prey= |

As soon as Silence begins his attack Meadow launches two arrows at the fey.

Hunted Shot-shortbow-IC vs blue: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
piercing: 1d6 + 1 ⇒ (4) + 1 = 5
deadly?: 1d10 ⇒ 8

Hunted Shot-shortbow: 1d20 + 8 - 5 + 1 ⇒ (15) + 8 - 5 + 1 = 19
piercing: 1d6 + 1 ⇒ (4) + 1 = 5
deadly?: 1d10 ⇒ 2

precision: 1d8 ⇒ 6 extra damage on the first hit.

Hunt prey, ◆ Command an Animal, ◆ Hunted Shot


Both of Meadow’s arrows hit and then Silence pecks at the creatures eyes!

Round 3:

Bolded may act.
Nature to identify the creatures.
Bless active 15’ around Eltis

Inspire Courage until Redd’s turn for Round 5!

Blue Fey -31 dazzled, d4 persistent bleed
Darlann shield -2

Round 4:

Eltis
Green Fey -38 NL Unconscious
Symeon Hit condition that would change his planned actions
Meadow
Redd
Krek -24 Took crit, so dying 2

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Krek drops like a sack of rocks as he bounces off of the ground from the blow.

Dying Flat check DC 12: 1d20 ⇒ 7 Dying 3 unless he is stabilized or healed before he is able to complete his roll.


Everyone has a chance to act before Krek because by the rules your position in initiative changes when a character drops unconscious.
I will wait to update Krek's status until after everyone has acted. There are multiple people that can deal with the situation.

Radiant Oath

M Dragonscaled (Silver) Kobold Cleric 3 of Apsu | LG | AC 20| HP 30/30 | Fort +7 Refl +8 Will +10 | Perception +8 Cleric 3

"I have him. Finish off that last one!"

He concentrates for a second, sending a ray of healing towards Krek...
heal, 2 action: 2d8 ⇒ (1, 2) = 3
really? :)

He then moves up to menace the fey and give him another target if he survives a few seconds more...

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 68/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 0/3 | Focus 1/1 | speed 35 |Prey= |

The two action heal spell actually heals 1d8+8 at level one and not 2d8, heal so it should be 9 hp healed instead of 3

Radiant Oath

M Dragonscaled (Silver) Kobold Cleric 3 of Apsu | LG | AC 20| HP 30/30 | Fort +7 Refl +8 Will +10 | Perception +8 Cleric 3

Thank you, I did miss that. Still the old school thinking. :)

Envoy's Alliance

NG fem halfling | Bard (maestro) 4 | Emissary | HP 42/42 | AC 20 | F +7, R +11, W +9 | Perc +9 (low-light) | +2 Seek | Stealth +9 |Low-light vision | speed 25' | Spells: cantrips/5, 1st/3, 2nd/3 | Focus pts. 2 | Hero Pts. 2/2 | Explore Mode: search +8 | Active Conditions: ---

Oh, dear! Krek!!!
Redd sees Krek get clobbered but is relieved when she sees the others coming to help him.
She takes a few steps closer then aims at the creature wearing a blue t-shirt that says "#1 Dad" and sends two arrows flying at it.

+1 shortbow & IC: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
piercing & IC: 1d6 + 1 ⇒ (4) + 1 = 5
deadly?: 1d10 ⇒ 4

+1 shortbow & IC & MAP: 1d20 + 8 + 1 - 5 ⇒ (6) + 8 + 1 - 5 = 10
piercing & IC: 1d6 + 1 ⇒ (5) + 1 = 6
deadly?: 1d10 ⇒ 6

stride, strike, strike. Bless does not stack with Inspire Courage, right?

Vigilant Seal

Male Half-Elf Champion (redeemer) 1 (HP: 19/19) (AC:18 [20 with Shield] Fort: +6 Ref: +4 Will: +5) (Perc: +3) (Exploration: Defend)

Darlann grits his teeth as the blue fey bites deep into Krek's neck, dropping the hobgoblin to the ground. Before he can react, though, Eltis casts a spell to heal their fallen ally, resolving the champion to step up in Krek's place and swing his sword at the enemy.

Longsword + Bless: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25, Damage: 1d8 + 4 ⇒ (6) + 4 = 10

One action to stride, one action to strike, one action to raise a shield. Reaction will as usual be glimpse of redemption or shield block.

Envoy's Alliance

NG fem halfling | Bard (maestro) 4 | Emissary | HP 42/42 | AC 20 | F +7, R +11, W +9 | Perc +9 (low-light) | +2 Seek | Stealth +9 |Low-light vision | speed 25' | Spells: cantrips/5, 1st/3, 2nd/3 | Focus pts. 2 | Hero Pts. 2/2 | Explore Mode: search +8 | Active Conditions: ---

Darlann, I had cast Magic Weapon on your longsword at the beginning of combat. Your sword is +1 and does 2d8 damage for 10 rounds.

Vigilant Seal

Male Half-Elf Champion (redeemer) 1 (HP: 19/19) (AC:18 [20 with Shield] Fort: +6 Ref: +4 Will: +5) (Perc: +3) (Exploration: Defend)

Must've missed that quickly recapping the encounter log. Add 1 to my attack roll and 1d8 ⇒ 7 to my damage, then!


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Unfortunately you are correct, Bless does not stack with Inspire Courage.
They are both a Status bonus.

Eltis quickly heals some of Krek's wounds.

Redd hits with her first arrow and Darlann's sword strikes true. The last of the fey are defeated!

End of combat.
Success

Expect an announcement from the Overseer soon. Your success was the one needed for us to reach 100% for Defense.

---
Status:

Darlann shield -2
Krek -12 Wounded 1
Eltis
Symeon
Meadow
Redd

You have 20 minutes as you rejoin the ritual.


I am awarding a hero point to Krek for his trap finding and trap springing ability.


Urwal climbs up a knot of vines to examine the crown atop Gregaro Voth’s head. “Hmmm... the crown is living but not. An object, but one that once held a soul. Yes! We can make it more powerful. There is a ritual to restore the crown’s power. I will gather the materials, but I need you to do the rest.


The ritual will use victory points to determine success or not.

One character acts as the primary caster for the ritual, but this character does not need to be a spellcaster. The primary caster acts last.
Each other character can act as a secondary caster but is not required to do so; these PCs likewise do not need to be spellcasters to perform this role.

Primary Caster must use either Arcana or Nature skill. You may not substitute a spell. You get a bonus based on how many successes the secondary casters received.

The Secondary Casters have the following options:
* Arcana to tap into magical forces.
* Nature to control the primal magic involved.
* Occultism to know about binding souls to objects.
* Performance to add finesse to the ritual.
* Survival to find appropriate components.
* Thievery to manipulate the ritual components.
* An appropriate Lore skill.
* A thematically appropriate non-cantrip spell to gain an automatic success.

Critical successes count as two successes. Successes are one success. Critical Failure takes away one success.

As I said, the Primary Caster acts last. They get a bonus based on how many total successes the Secondary Casters got.


Reminder, you will want to use the 20 minutes for any healing or repair of shields.

Envoy's Alliance

NG fem halfling | Bard (maestro) 4 | Emissary | HP 42/42 | AC 20 | F +7, R +11, W +9 | Perc +9 (low-light) | +2 Seek | Stealth +9 |Low-light vision | speed 25' | Spells: cantrips/5, 1st/3, 2nd/3 | Focus pts. 2 | Hero Pts. 2/2 | Explore Mode: search +8 | Active Conditions: ---

Redd uses ten minutes to refocus. If anyone still needs healing, I can cast soothe.

Redd steps forward.
I would like to nominate Symeon as our primary caster. I can quote hymns from the Words of Chaldira while we perform the ritual.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

Excellent work, Pathfinders! We have repelled the Thorned Monarch’s advance forces.

GMs, the Advance Repelled condition on page 19 is in effect.


1 person marked this as a favorite.

Advance Repelled: The PCs are bolstered by defending Voth from the fey onslaught. Each character begins Part 3 with 5 temporary Hit Points.

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 68/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 0/3 | Focus 1/1 | speed 35 |Prey= |
GM Bret wrote:
Reminder, you will want to use the 20 minutes for any healing or repair of shields.

I assume Symeon would be our go to guy for both of those tasks. He's +8 in both. Meadow and Eltis both have a +6 in medicine. if necessary.

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 68/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 0/3 | Focus 1/1 | speed 35 |Prey= |
Redd Appleblossom wrote:

Redd uses ten minutes to refocus. If anyone still needs healing, I can cast soothe.

Redd steps forward.
I would like to nominate Symeon as our primary caster. I can quote hymns from the Words of Chaldira while we perform the ritual.

"I agree. Symeon is the best choice. Silence and I know a bit about fey magic. We can help."

Nature: 1d20 + 6 ⇒ (10) + 6 = 16

Radiant Oath

M Dragonscaled (Silver) Kobold Cleric 3 of Apsu | LG | AC 20| HP 30/30 | Fort +7 Refl +8 Will +10 | Perception +8 Cleric 3

"Let's get Krek healed up."
treat wounds: 1d20 + 6 ⇒ (7) + 6 = 13
healing: 2d8 ⇒ (6, 5) = 11

"Ah, can anyone else heal him? If not, i'll use a spell."

nature: 1d20 + 3 ⇒ (13) + 3 = 16
" I may know a little about these primal forces..."


Once a person is healed with Treat Wounds, they are supposed to be immune to that for 1 hour. You don't have an hour.
Darlann does have lay on hands, so I will let your group work out who is doing what.

Meadow and Eltis are both successful in helping with the ritual.

Two successes by secondary casters so far.

By the way, in case it wasn't clear a person doesn't have to act as a secondary caster. If you have none of the skills trained it is likely better to not do so. A critical failure reduces the number of successes.

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