GM Omelas' Extinction Curse (Inactive)

Game Master panegyric

Maps | NPCs | Circus rules


451 to 500 of 976 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

F Catfolk Witch 3 | Staff Charges: 4/4 | HP 19/29 | AC 18 | F +6 / R +7 / W +8 | Perception +6 (low-light vision & darkvision) | Hero Points 3/3 | Focus Points: 1/1 | Speed: 25 ft | Conditions: ????

"We shouldn't break the door. Has anyone checked the doors and windows to see if any of them are not locked?"

Walking openly around the house and checking the doors and windows to see if any will open.


Maps | NPCs | Circus rules

With a boost from Pandir and, a few minutes later, Grog, Finch finally manages to unlock the fairly simple lock — the Badem might have been careful enough to lock all their windows, but not paranoid to the point of getting something that posed a challenge to the rogue.

Inside, Finch finds herself in a bigger bedroom with a large and ornate king-sized bed. A kilt covers one wall, a vase with a bunch of mouldy flowers rests on a bedside table and a walnut armoire lies face-down on the ground. Judging by the marks on the wall, this piece of furniture was, until recently, positioned next to the bedroom door.

Outside, Katala tries the remaining windows she can reach but has little luck. The place was completely locked.


F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

Pandir helped! Uh, what did she help with?

"What do you see, Miss R-Finch?"


Female Halfling (Chelaxian) Scoundrel 3 | AC 20 | HP 36/36 | Fort +7, Ref +10, Will +6 | Perception +6 (low-light vision)

Finch glances around, eyes narrowed, and then peeks out at Pandir. "Somethin' is definitely off here—the furniture's been knocked over."

Reaching further out of the window, the halfling motions for the others to enter. She then moves to the interior door and presses her ear against it.


F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

Pandir asks for help to enter through the sill.

Once she's in, she looks around at the messy furniture. She waits for Miss Rosefinch to finish before helping everyone in.


Male Orc (Battle-Ready) Fighter 3 | AC 20 (+2 w/Shield) | 25 ft. | 50/53 Hit Points | Hero Points 0/3 | Fort +10 Ref +7 Will +6 | Perception +7 (Darkvision)

Grog scrambles up to the window. He stops, getting stuck for a moment. He sucks in his breath as his muscles grate against the sides of the window, and stumbles onto the floor. His shield smacks his head a second after him.

Stealth with armor: 1d20 - 3 ⇒ (4) - 3 = 1

Edit: He rubs his arms, and stands up, apologizing in an undertone.


F Catfolk Witch 3 | Staff Charges: 4/4 | HP 19/29 | AC 18 | F +6 / R +7 / W +8 | Perception +6 (low-light vision & darkvision) | Hero Points 3/3 | Focus Points: 1/1 | Speed: 25 ft | Conditions: ????

Katala follows the others inside. The fallen furniture, plus moldy flowers just angers her. "Looks like a nasty fight here, days ago. Any tracks that might have been here are long gone by the look of those flowers."

"Grog? Any chance you could stand that armoire back up? Something might have been caught under it, a clue from who.... or whatever was here? Anything easy they probably took with them."

How big/heavy does the thing look? Maybe it could just be rolled to it's side if it's too heavy?


Maps | NPCs | Circus rules

After a brief inspection, Katala is certain that someone like Grog could lift the armoire without too much trouble.

Finch, her ear glued to the door, hears nothing. It is almost creepy, in fact: for a mill that’s supposed to be at the heart of Abberton’s economic life, it is awfully, terribly quiet. A quick peek reveals an open living area that includes a small round table with three chairs, a long counter for food preparation, and several cupboards.

Perception DC 20:

It is not only the silence that is creepy. Some of the Wayward Wonders feel their every move is being observed.

Perception DC 20 (separate roll):

When drawing closer and putting an ear against the armoire, one hears the distinct (if muffled) sound of a strong summer breeze.


F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
"Oh. You can hear the wind behind this armoire." Pandir pronounces the last word carefully. Mother Denair was always peculiar about the details of mortal language.

Oh! "Maybe something is behind here?" Pandir puts her back to the armoire and tries pushing it backward.


F Catfolk Witch 3 | Staff Charges: 4/4 | HP 19/29 | AC 18 | F +6 / R +7 / W +8 | Perception +6 (low-light vision & darkvision) | Hero Points 3/3 | Focus Points: 1/1 | Speed: 25 ft | Conditions: ????

Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Katala listens at the armoire. "Odd.... Sounds like it's inside it."


Female Halfling (Chelaxian) Scoundrel 3 | AC 20 | HP 36/36 | Fort +7, Ref +10, Will +6 | Perception +6 (low-light vision)

Perception #1: 1d20 + 5 ⇒ (20) + 5 = 25
Perception #2: 1d20 + 5 ⇒ (13) + 5 = 18

Finch takes a hesitant half-step back from the door, surreptiously drawing her dirks from their sheaths. She peers around the room, as if expecting to see someone behind the curtains or under the bed. "Uh. I don't hear no wind, but there's definitely someone in here with us—watchin' us."


F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

"Oh?" Pandir backs off from the armoire. "Hello, new friend!" Pandir waves... she also circles around, because she's not sure where the friend is.

"Maybe our new friend is inside?" She begins opening the drawers of the armoire.


Maps | NPCs | Circus rules

The moment Pandir and Grog prop the armoire open, the room erupts in a sudden gust of wind, dust and debris that is as painful as it is loud. Basic reflex save DC 20 or 11 damage.

“Free! I am free! Let me breathe, mortal scum! I need air, sweet, sweet air!” commands a small humanoid with a thin long nose, bat wings and a translucent white body.

GM Screen:
breath weapon: 2d6 + 4 ⇒ (2, 5) + 4 = 11


F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

Reflex: 1d20 + 8 ⇒ (4) + 8 = 12
Pandir opens the drawer and finds a pleasant surprise as she's blasted across the room.

Nature: 1d20 + 6 ⇒ (3) + 6 = 9
"Ah, hello... friend?"


F Catfolk Witch 3 | Staff Charges: 4/4 | HP 19/29 | AC 18 | F +6 / R +7 / W +8 | Perception +6 (low-light vision & darkvision) | Hero Points 3/3 | Focus Points: 1/1 | Speed: 25 ft | Conditions: ????

Everyone in the room or just the two that opened it?

Reflex save if needed: 1d20 + 6 ⇒ (6) + 6 = 12 Ouch!?!

Hearing/feeling the blast of wind and debris Katala tries to duck out of the building.


Male Orc (Battle-Ready) Fighter 3 | AC 20 (+2 w/Shield) | 25 ft. | 50/53 Hit Points | Hero Points 0/3 | Fort +10 Ref +7 Will +6 | Perception +7 (Darkvision)

Grog obediently lifts the armoire, and squints as the summer breeze turns into a vicious gale. He raises his shield, trying to evade the blast.

Reflex: 1d20 + 6 ⇒ (10) + 6 = 16


Maps | NPCs | Circus rules

Sorry, should have made that clearer. Everyone in the room has to roll the save.

The creature spares a single, frosty look on Pandir’s general direction.

“I answer not to you, plant thing! Friends we are not! Revenge calls! Or my mistress! It does not matter!” It says before jumping out of the window.

Silence blankets the room once again, though Finch still feels a slight shiver down her spine: someone is still watching them, she’s sure of it.

So, what next?


F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

"Oh. Goodbye, living gust." Pandir eventually stands back up. "Mistress Revenge? Is that her name?"

She looks at the door. "Ah... do we proceed now?"


F Catfolk Witch 3 | Staff Charges: 4/4 | HP 19/29 | AC 18 | F +6 / R +7 / W +8 | Perception +6 (low-light vision & darkvision) | Hero Points 3/3 | Focus Points: 1/1 | Speed: 25 ft | Conditions: ????

Katala moves over to the window to see where the creature goes. "Somebody trapped that thing under the cabinet. If it wants revenge it might be headed to wherever it thinks that person is. Should we try to follow?"

She calls her Familiar over and tells her to fly up high and watch the fleeing creature.

What is the range of the Share Senses? The empathic connection is up to 1 mile, but I don't see a range on the other.


Maps | NPCs | Circus rules

Completely opening the door mostly confirms what Finch had noticed before: this room is a mix of a living area and kitchen, with plenty of cooking implements and cabinets filled with ingredients and spices.

More importantly, now that the group has full view of the room they notice scorch marks on the western wall. If this is a sign of struggle or fighting, it is the only one anyone can immediately see at the moment.

There are two exits from this room: a door right across the kitchen, which likely leads to the room Finch had tried to break in earlier; and a ladder leading to the mill’s main hall.

Share senses has no range, you’re right…I think this is partly because it only lasts 1 minute and no familiar can move that fast. I can’t find any source discussing this, so I guess we’ll stick with RAW (there’s no range limit to share senses, but you can only use it for 1 minute every 10 minutes).

Perception DC 20:

A faint buzzing comes from downstairs.


F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

"Why has no one noticed this?" Pandir looks around the room. She looks under a few chairs, a couple of tables and stares at the scorch mark.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

"Nothing seems to make sense..."


F Catfolk Witch 3 | Staff Charges: 4/4 | HP 19/29 | AC 18 | F +6 / R +7 / W +8 | Perception +6 (low-light vision & darkvision) | Hero Points 3/3 | Focus Points: 1/1 | Speed: 25 ft | Conditions: ????

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Katala watches her familiar fly away but hears Pandir's comment. "It makes sense. Whoever, or whatever, was causing us grief at the circus is targeting the town too. This mill is important to the town so they attacked it. There are no bodies so they must have hauled the people away. Maybe they are alive and prisoners, or maybe they didn't want to bury them here. Now I want to see where that thing is flying. Pardon me while I go blind here...."

Connecting to my Familiar and 'watching' the creature fly away. Looking for any structures in the direction it is going.


Maps | NPCs | Circus rules

The group watches as Flicker darts quickly out of the window and Katala’s eyes go white. Her mind hitches a hike on her familiar’s eyes and ears, but she soon discovers that it is very hard to see a semi-transparent creature seemingly made out of air, especially when said creature had a bit of a head start. The best Katala can say after her mind returns to her own body is that her quarry went north or northwest.

Are you going down the ladder?

GM Screen:
Flicker perception: 1d20 + 5 ⇒ (8) + 5 = 13


F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

Ooh, a ladder!

"Should we go downstairs, friends?" Pandir waits for Katala to come to before heading down.


Female Halfling (Chelaxian) Scoundrel 3 | AC 20 | HP 36/36 | Fort +7, Ref +10, Will +6 | Perception +6 (low-light vision)
GM Omelas wrote:

The moment Pandir and Grog prop the armoire open, the room erupts in a sudden gust of wind, dust and debris that is as painful as it is loud.

“Free! I am free! Let me breathe, mortal scum! I need air, sweet, sweet air!” commands a small humanoid with a thin long nose, bat wings and a translucent white body.

[...]

The creature spares a single, frosty look on Pandir’s general direction.

“I answer not to you, plant thing! Friends we are not! Revenge calls! Or my mistress! It does not matter!” It says before jumping out of the window.

Reflex: 1d20 + 9 ⇒ (10) + 9 = 19

Finch dives under the bed for cover, but finds the space already occupied by a trunk full of old clothes. "Ow."

Pandir Gorah wrote:
"Should we go downstairs, friends?" Pandir waits for Katala to come to before heading down.

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

The clown looks askance at the ladder, her pointed ears perking up slightly. "Hm. Sounds like there's bugs or somethin' down there—I hear buzzin'. Also, it's still prrretty creepy in here, in terms of ominous presences, so keep your eyes peeled..."

Some healing would be nice, before we stumble into combat.


Male Orc (Battle-Ready) Fighter 3 | AC 20 (+2 w/Shield) | 25 ft. | 50/53 Hit Points | Hero Points 0/3 | Fort +10 Ref +7 Will +6 | Perception +7 (Darkvision)

Grog, frustrated at the sudden and vicious attack, but unable to retaliate, angrily kicks the armoire with his heavy work boot.

Finch wrote:
"Hm. Sounds like there's bugs or somethin' down there—I hear buzzin'. Also, it's still prrretty creepy in here, in terms of ominous presences, so keep your eyes peeled..."

Grog grunts, hefting his pick on his shoulder, and raising his shield.

Exploration mode, I would presume; I will Defend.


F Catfolk Witch 3 | Staff Charges: 4/4 | HP 19/29 | AC 18 | F +6 / R +7 / W +8 | Perception +6 (low-light vision & darkvision) | Hero Points 3/3 | Focus Points: 1/1 | Speed: 25 ft | Conditions: ????

Katala comes back to her own senses, mentally calling her familiar back.

She listens as the others discuss steps going forward. "Buzzing? Could that witch have left some giant wasps or some such other nastys here? Sounds like a trap, but it probably should be cleared out before someone else comes looking and gets killed!"

"But, I know I'm hurting. Maybe we should take some time and bind wounds before we move in to more dangers? There's nothing threatening right now, and little to be gained by rushing!"

Unless someone intervenes I'll start with my own wounds. ??
Treat Wounds: 1d20 + 7 ⇒ (17) + 7 = 24
HP Recovered: 2d8 ⇒ (6, 1) = 7

Next? Have we lost Ceija? She had skill points in Medicine too.


F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

Do I mind if I roll for you binding my own wounds?

Katala's Medicine:
1d20 + 7 ⇒ (17) + 7 = 24 2d8 ⇒ (2, 6) = 8


Maps | NPCs | Circus rules

Going down the ladder, the group enters a spacious chamber that is two stories high and has a well-fitted stone floor. In the center of the space, a millstone grinds away, rotated by a wooden shaft projecting through the north wall. A double door leads east; hanging above it and occupying the majority of the ceiling is a massive wasps’ nest.

Pandir, Finch, Grog and Katala quickly understand they are not welcome: the buzzing intensifies and a cloud of wasps forms close to the eastern double door.

There’s enough time for everyone to receive Katala’s Treat Wounds. The quickest solution is probably that you do like Pandir and roll it for yourselves with Katala’s +7 modifier in your next post.

Map updated.

Nature DC 15:

The wasps are clearly very aggressive and will attack at the slightest perceived threat. Even staying here for long might attract their ire.


F Catfolk Witch 3 | Staff Charges: 4/4 | HP 19/29 | AC 18 | F +6 / R +7 / W +8 | Perception +6 (low-light vision & darkvision) | Hero Points 3/3 | Focus Points: 1/1 | Speed: 25 ft | Conditions: ????

Nature: 1d20 + 5 ⇒ (14) + 5 = 19

Katala spots the huge nest, stops, then starts backing away. "Oh. My. God! That thing is huge! Back up! We can't provoke them or we're all likely dead! There's probably hundreds, or thousands of stinging wasps in that nest!"

I don't know PF2e swarm rules, but the only Area Effect spell I have prepared is one Burning Hands.... And it isn't likely to be enough against a huge swarm like the description of the nest indicates. ??


1 person marked this as a favorite.
F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

Nature: 1d20 + 6 ⇒ (8) + 6 = 14 Sigh

"Oh yes, quite a large nest." She looks at the wasps. "It will be difficult to inspect anything inside this room with them about." Suddenly, a look of fear. "Oh, will they try to extract nectar from me? How embarrassing!" Pandir tries to restrain herself from jumping about.

>Swarms< take extra damage from Area Effect spells and splash weapons. Most swarms can be injured with conventional weapons though.


Female Halfling (Chelaxian) Scoundrel 3 | AC 20 | HP 36/36 | Fort +7, Ref +10, Will +6 | Perception +6 (low-light vision)

Katala's Medicine:

Katala's Medicine: 1d20 + 7 ⇒ (18) + 7 = 25
Hit Points Regained: 2d8 ⇒ (8, 7) = 15

Nature: 1d20 + 3 ⇒ (6) + 3 = 9

"They can't swarm us all if we scatter!" says Finch, not quite shouting or whispering, but something in between. "I sure as hell didn't sign up to be an exterminator, but we can't find the godsdamned sheriff if we're gonna run from a bunch of bugs. If it gets too bad, we'll run and jump in the river..."

Having said that, the clown takes a step back and ducks behind Grog, drops into a crouch, and then moves around the millstone and underneath the axle.

Stealth: 1d20 + 7 ⇒ (11) + 7 = 18

I don't have any splash weapons or anything. I'll ready a couple of throwing knives.


Maps | NPCs | Circus rules

So, Finch is avoiding detection — what are the others doing?


F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

Pandir decides to stay quiet and look for one of the side doors. Maybe they can take refuge in another room and search for clues there.

Avoid Notice:
1d20 + 2 ⇒ (4) + 2 = 6


F Catfolk Witch 3 | Staff Charges: 4/4 | HP 19/29 | AC 18 | F +6 / R +7 / W +8 | Perception +6 (low-light vision & darkvision) | Hero Points 3/3 | Focus Points: 1/1 | Speed: 25 ft | Conditions: ????

Backing away, but ready to cast Burning Hands if the wasps come streaming out. Then run!


Male Orc (Battle-Ready) Fighter 3 | AC 20 (+2 w/Shield) | 25 ft. | 50/53 Hit Points | Hero Points 0/3 | Fort +10 Ref +7 Will +6 | Perception +7 (Darkvision)

Grog sees the wasp swarm. He grits his teeth at the challenging encounter ahead, and raises his shield for all the good it could do for him.

"Oi, we fightin'?" he asks, looking at his pick doubtfully.


Maps | NPCs | Circus rules

It takes just one misstep and Pandir’s nightmare comes true: the wasps react to her perfume and the room is suddenly inundated by deafening buzzing. A few stragglers begin to land on Pandir's leaves, with the big group quickly following suit.

—————
The wasps at Hawfton Mill — Round 1
—————

Turns out a gigantic swarm of wasps moves very, very quickly. Before anyone can even register it, the whole mass of flying insects is covering Pandir. The poor frightened leshy can only instinctively shake herself and move, angering the wasps who answer with sharp stings.

Pandir takes 9 and 7 P dmg (16 total). One basic reflex save DC 21 for each. Additionally, roll two fortitude saves DC 21 against the wasp’s poison.

Everyone’s up!

Tracker wrote:

1. Wasp swarm

2. Grog
3. Finch
4. Katala
5. Pandir

GM Screen:
Pandir: 6

Finch: 18
Katala: 1d20 + 5 ⇒ (12) + 5 = 17
Grog: 1d20 + 6 ⇒ (16) + 6 = 22
wasps: 1d20 + 10 ⇒ (14) + 10 = 24
stings: 2d8 ⇒ (4, 5) = 9
stings: 2d8 ⇒ (6, 1) = 7


F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

Yup, after the cobra AND this swarm, definitely taking poison resiliency.

The swarm is all over her- stinging, crawling, poking at her insides. Ah! One of them is crawling through her head petals. No, stay out!

Fort Save: 1d20 + 8 ⇒ (17) + 8 = 25
Fort Save: 1d20 + 8 ⇒ (15) + 8 = 23

She shakes off the sluggish feeling as the poison infects her. She tumbles ahead, maintaining a loose balance like a tumbleweed. Finally she stumbles enough to swing twice against the swarm.

I don't know if I can flank swarms. If I can, I'm flanking with Grog. So the swarm is flat footed. If it is flat footed, I get a bonus +1 damage from the Stumbling Stance's backstabber trait. I'm not including any of these bonuses in my attack rolls.

Stumbling Swing 1: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Stumbling Swing 2: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

◆ Stride
◆ Enter Stumbling Stance
◆ Flurry of Blows


Male Orc (Battle-Ready) Fighter 3 | AC 20 (+2 w/Shield) | 25 ft. | 50/53 Hit Points | Hero Points 0/3 | Fort +10 Ref +7 Will +6 | Perception +7 (Darkvision)

Ceija's heal: 1d20 + 7 ⇒ (1) + 7 = 8
Critical fail. Err...I think I take 1d8 damage as Bot-Ceija scalpels my trachea.

Damage: 1d8 ⇒ 2 -2 hp

Grog roared in rage, putting his foot down with his pick, swinging at the vile wasps.

◆ 1 Spirit-Rage (Deal 3 extra negative Energy damage, gain 5 Temp Hp)

◆ 2 Attack w/Cold Iron Pick
Attack 1: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 4 ⇒ (6) + 4 = 10 +3 Negative Energy damage.

◆ Defend
+2 to AC, can use shield to reduce damage.


F Catfolk Witch 3 | Staff Charges: 4/4 | HP 19/29 | AC 18 | F +6 / R +7 / W +8 | Perception +6 (low-light vision & darkvision) | Hero Points 3/3 | Focus Points: 1/1 | Speed: 25 ft | Conditions: ????

Katala scoots away, glancing to see if there is any way she can send the cone of flames at the swarm.... But with her friends flanking it she'd burn one or the other if she tried, and then have the swarm envelope her!

Stepping across the room she calls on her cantrip and fires an arc of electricity into the swarm.

Electric Arc: 1d4 + 4 ⇒ (1) + 4 = 5 Basic Reflex DC18

For treat wounds, I thought critical success or fail was 10 over or under. ?? DC15 with a +7 can't be crit failed, right?

Checked.... They changed the skill rolls from PF1. A fumble can be a crit fail....


Female Halfling (Chelaxian) Scoundrel 3 | AC 20 | HP 36/36 | Fort +7, Ref +10, Will +6 | Perception +6 (low-light vision)

Finch rolls out from behind the millstone and sends two knives spinning into the swarm.

Throwing Knife Attack 1: 1d20 + 7 ⇒ (6) + 7 = 13
Throwing Knife Damage 1: 1d4 + 1d6 ⇒ (1) + (5) = 6
Throwing Knife Attack 2: 1d20 + 7 ⇒ (13) + 7 = 20
Throwing Knife Damage 2: 1d4 + 1d6 ⇒ (3) + (2) = 5

Stride ◆, Strike ◆, Strike ◆


Maps | NPCs | Circus rules

—————
The wasps at Hawfton Mill — Round 1
—————

Pandir:

Sorry, Pandir, I don’t think I was very clear on my last post.

I need two basic Reflex saves for the immediate P(piercing) damage. By basic save I mean that you take no damage on a crit success, half damage on a success, full damage on a fail, and double damage on a crit fail.

The two Fort saves were for the wasp poison which would only have kicked in next turn, if you had failed them.

It is a testament to Pandir’s skill that she manages to focus enough to remember the proper steps and movements in the middle of the raging cloud of wasps surrounding her, but she soon realises that her blows fail to disperse the insects. (0 B dmg)

Katala’s lightning bolt is only slightly more successful as most of the electricity dissipates without hitting anything (2 electric dmg). Finch’s daggers follow closely behind and somehow succeed in not hitting even one of the insects.

Grog’s weapon becomes darker and causes a few wasps to fall on the ground, withered. (3 P dmg, 3 negative dmg). It is hard to notice that this was the only attack that seemed to have at least some effect on the swarm.

—————
The wasps at Hawfton Mill — Round 2
—————

The swarm continues to relentlessly sting Pandir. 3, 7, and 11 P dmg. One basic reflex save each to avoid dmg. Also, one Fort save each to avoid being exposed to wasp venom. All saves are DC 21.

Everyone’s up!

Tracker wrote:

1. Wasp swarm -8 HP, (resistant to P and B dmg)

2. Grog
3. Finch
4. Katala
5. Pandir

GM Screen:
Dice/wasp reflex/1d20+12/dice

Dice/sting/2d8/dice
Dice/sting/2d8/dice
Dice/sting/2d8/dice


F Catfolk Witch 3 | Staff Charges: 4/4 | HP 19/29 | AC 18 | F +6 / R +7 / W +8 | Perception +6 (low-light vision & darkvision) | Hero Points 3/3 | Focus Points: 1/1 | Speed: 25 ft | Conditions: ????

Seeing her friends taking sting after sting, and realizing that nobody else likely has a really good attack against the swarm, she steps forward, casting a spell to release a blast of flame as she reaches a position that won't also burn her friends....

Burning Hands cone of flame damage: 2d6 ⇒ (3, 1) = 4 Basic Reflex save DC18

And bad die rolls are going to kill us!


F Leshy, Monk 3 | Exploration Activity: Investigate (Expert Nature +9) | HP 44/44 | AC 19 | Saves 9/9/9 | Perception 7 (low-light vision) | Hero Points 1 | Speed 35 feet | Focus Points 1/1 | Conditions: None | ◆◇◈↺ |

Reflex 1: 1d20 + 8 ⇒ (4) + 8 = 12
Fort 1: 1d20 + 8 ⇒ (5) + 8 = 13

Reflex 2: 1d20 + 8 ⇒ (11) + 8 = 19
Fort 2: 1d20 + 8 ⇒ (1) + 8 = 9 Gonna burn a hero point to avoid that 1 on a Fort Save
Hero Point: 1d20 + 8 ⇒ (18) + 8 = 26

Finally the wasps find something worth stinging, and a bunch of them crawl through her top petals. More venom, not good. Not again. Even worse they don't seem to care about her flyswatter routine.

"Friends, I cannot help scatter them- I am sorry." Pandir backs off and grabs an Elixir of Life, shaking off as many wasps as she can before drinking.

Elixir of Life: 1d6 ⇒ 6

Pandir also gets a +1 bonus vs poison for 10 minutes


Male Orc (Battle-Ready) Fighter 3 | AC 20 (+2 w/Shield) | 25 ft. | 50/53 Hit Points | Hero Points 0/3 | Fort +10 Ref +7 Will +6 | Perception +7 (Darkvision)

Grog plants his pick into his rigger's belt, sliding his shield to his back.
With his great fists, he does not go to attack the inexorable swarm of vicious wasps, but grabs Pandir's collar and Finch, shouting, "Der too tuff! We pull back!"

I use my actions to give an opening for Pandir and Finch (and Katala of course) to retreat, trying to shut the door behind us.


F Catfolk Witch 3 | Staff Charges: 4/4 | HP 19/29 | AC 18 | F +6 / R +7 / W +8 | Perception +6 (low-light vision & darkvision) | Hero Points 3/3 | Focus Points: 1/1 | Speed: 25 ft | Conditions: ????

Can I change my action to burn them and run? Since Grog goes ahead of me, and he's grabbing and running, once I have a clear shot, cast the spell at the advancing swarm, then run! Hopefully the swarm won't 1-shot me while I'm turning to run away!


Female Halfling (Chelaxian) Scoundrel 3 | AC 20 | HP 36/36 | Fort +7, Ref +10, Will +6 | Perception +6 (low-light vision)

Sherry takes a few futile swipes at the swarm before being carried out of the house by Grog, kicking and screaming all the way.

Retreat sounds fine to me.


Male Orc (Battle-Ready) Fighter 3 | AC 20 (+2 w/Shield) | 25 ft. | 50/53 Hit Points | Hero Points 0/3 | Fort +10 Ref +7 Will +6 | Perception +7 (Darkvision)

Grog shuts the door of the house behind him, depositing Finch and Pandir, panting.

He takes a gulp of breath, and lets it out, wheezing, "We'z should chip da adven'ur'n 'a da adven'uraz."

He then remembers the dead and lifeless face of Ringmaster Myron, and his trepidation fades. If the heroes didn't come already to save the day, then they're alone. A bunch of clowns, saving the day.

"Aw we'z kome back prepared. Chuffin' swarm."


Maps | NPCs | Circus rules

—————
The wasps at Hawfton Mill — Round 2
—————

Katala waves her hands and produces a cone of flames that burns a healthy chunk of the wasp swarm. Hearing Grog’s exhortation, she quickly turns around and follows the orc as he kicks the door open whilst carrying both Pandir and Finch.

The tiny little flying devils seem unwilling to follow behind and leave their hive unprotected, and thus the Wayward Wonders live to fight another day.

Tracker wrote:

1. Wasp swarm -13 HP, (resistant to P and B dmg, weak to area dmg)

2. Grog
3. Finch
4. Katala
5. Pandir

A few seconds pass outside and then Pandir, Grog, Katala, and Finch hear the high-pitched voice of an old person. “I’ll let you know that I won’t pay you for this shoddy extermination job. And file a complaint with your bosses!” When they look about themselves, they can see no one.

GM Screen:
Dice/wasp reflex/1d20+12/dice


Male Orc (Battle-Ready) Fighter 3 | AC 20 (+2 w/Shield) | 25 ft. | 50/53 Hit Points | Hero Points 0/3 | Fort +10 Ref +7 Will +6 | Perception +7 (Darkvision)

Grog looks up, tusks poking from his upper lip as he frowned, turning to find the speaker.

Perception +6 (Darkvision)

451 to 500 of 976 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Omelas' Extinction Curse — Gameplay All Messageboards

Want to post a reply? Sign in.