GM Valen's PFS 2e 1-01 The Absalom Initiation (Table 1) (Inactive)

Game Master Lysle

Slides & Maps


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Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Master Westyr, so glad to meet you. You mentioned paperwork, but as you might suspect I'm more of an oral history type myself. Which may or may not occasionally get me in some trouble due to a few... embellishments. Have you considered hiring out scribes? Minimal danger to them, of course, and the option to freely run away. That way we can tell our stories as we experienced them while having an objective observer to provide more neutral chronicles.

Deception: 1d20 + 7 ⇒ (4) + 7 = 11

Guess I should have stuck with scmoozing.

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

After his last faux pas, Arturo decides maybe he should keep his mouth shut here. While he certainly understands the value of the written word, he's no better at documentation than anyone else. He only keeps his formulae written down; most of his experiments he annotates in his head as he goes. Committing half-done prototypes to paper seems like a waste to him.

That goes doubly for bureaucracy.

He clasps his hands behind his back and waits to see what the others have to add this time around.


"Miss Sorrina" begins the young bard, "Don't you think that talking about bureaucracy and documents at a party is a bit out of place? Come on, relax, have fun! Have a drink too and indulge in discussions more frivolous with the other guests. I bet there will be plenty of time tomorrow morning to talk to Miss Barun about this missing paperwork."

Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

Not my best performance, I must say...


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Duncan Veritan wrote:
Master Westyr, so glad to meet you. You mentioned paperwork, but as you might suspect I'm more of an oral history type myself. Which may or may not occasionally get me in some trouble due to a few... embellishments. Have you considered hiring out scribes? Minimal danger to them, of course, and the option to freely run away. That way we can tell our stories as we experienced them while having an objective observer to provide more neutral chronicles.

"I am less concerned with penmanship than completeness." Sorrina responds dismissively. "It does not matter to me who puts the ink to paper for the reporting, but an agent must still give their time to give the dictation or, at a minimum, take sufficient field notes in the first place."

Matherius Damasio wrote:
"Miss Sorrina" begins the young bard, "Don't you think that talking about bureaucracy and documents at a party is a bit out of place? Come on, relax, have fun! Have a drink too and indulge in discussions more frivolous with the other guests. I bet there will be plenty of time tomorrow morning to talk to Miss Barun about this missing paperwork."

"Well, if you insist." Sorrina nods in acknowledgement of the man's charm. With a casting of mage hand, she quickly snatches up a drink for her consumption. However, after taking only a few steps, she begins again. "That was, indeed, relaxing. But, I will be able to feel more so once this issue has been addressed."

Fola nods. "Very well. We will discuss all of the issues that you have raised shortly. But, first, do let me give out an assignment that I have prepared for these new agents." The woman smiles. "Having heard those concerns that you have just voiced, I am certain that they are not only eager to get out in the field to take judicious notes, but also to ensure that the outcome of their assignment and the relevant details are promptly and adequately preserved within the Society's records. The sooner they can depart, the sooner we will be able to benefit from their accounts."

Turning to the party, Fola Barun states, loudly enough for Sorrina to hear, "You will undoubtedly want to jot down what I am about to tell you."

"A scholar at the College of Mysteries has been working on an interesting new ritual that’s has led to considerable division among her colleagues." Fola continues. "She’s been under growing pressure to
leave the college, so now might be a good time to contact her, determine if she would be a good fit for the Pathfinder Society, and, if so, recruit her. I believe that one can resolve most situations with the spoken word.
I hope this one will be no different."

"Now, if you will excuse me." says Fola as she again turns her attention to the Master of Spells.

One success short of extra help from Fola. No matter, you have what you need.

You now have a list of four assignments to complete.

Which would you like to tackle first, Pathfinders?

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Sailing, sailing, over the ocean blue...

We spoke to Captain Benarry first so we may as well start there.

Vigilant Seal

Female Human Sorcerer 2

Yes, none of them seem super time critical, so starting from the top is as good as anything else.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Following the instruction of Calisro Benarry, the leader of the Horizon Hunters faction, you set out to explore a wrecked ship that possibly dates back to the Silent Tide invasion of the late 40th century. The faction leader wishes the party to determine whether the ship is in fact a relic of the original Silent Tide invasion. The Pathfinder Society has arranged for a small boat to transport you to and from the wrecked vessel.

Any who would like to attempt to Gather Information before departing may post their Diplomacy modifier.

You are met at the dock by Captain Semiri Balogog, a cheerful rainkin half-orc with sun-dark skin and thick braids of black hair adorned with gold rings. She has, she declares, provided ferrying services for Pathfinder agents for over a decade and asks if you have any good tales about your past missions past or the one that you are pursuing at the present.

As you approach your destination within the Flotsam Graveyard, you see that the ship has washed up and snagged on a reef of other wrecked ships, leaving it partially out of the water. Despite its unstable situation and the fact that’s been above water for only a few weeks, Captain Balogog notes that the wreck has already become a favored waypoint for smugglers.

In its current position, the ship is only partially above the waves. The bottom deck is completely flooded, making it impassable. Nothing of import remains to be found here. The top of the masts are broken off, leaving only jagged, waterlogged stumps reaching up about 15 feet above the deck; all the rigging has long since rotted away.

Climbing aboard, you find the weathered boards of the ship’s main deck are cracked, warped, and thoroughly covered in a thick, stinking carpet of algae, seaweed, and barnacles. The sodden mess squashes and scrapes underfoot, while squawking gulls circle overhead.

Map of the top of the wreck now revealed on Slides.

The ship once boasted three masts, but they are now broken off, leaving only a few feet above the jagged railings. Whatever other distinguishing features might have once existed on this vessel are either long lost or utterly obscured. Empty doorways lead into cabins to the fore and aft, and a dark opening descends into the lower level.

The deck is difficult terrain due to the mats of vegetation and layers of barnacle growth. Characters can instead move along the railings with a successful DC 15 Acrobatics check to Balance.

The two cabinets are largely empty; a few heaps of soggy wood that might have been crates remain in the forward cabin, and the aft cabin contains a few fragments of metal and wood that suggest it might have once been decorated more comfortably.

Any who would like to Search this deck may make an open Perception check.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Diplomacy +7, Hobnobber; gather information in half the time.

Perception, search: 1d20 + 6 ⇒ (2) + 6 = 8

Acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9

Duncan tries to hop up on the rails, but can't keep his footing.

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Today's menu:

2 batches of acid flasks for a total of 4
1 batch of bottled lightning for a total 3
1 batch of elixirs of life for a total of 2
2 batches of reagents unused for Quick Alchemy

Arturo spends most of his time on the ferry leaning over the railing and trying not to vomit.

On the wreck, he keeps to the back of the party, picking his footing carefully across the wet, barnacled deck, but also keeps his eyes peeled for anything out of the ordinary.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Vigilant Seal

Female Human Sorcerer 2

Diplomacy +3

Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Acrobatics: 1d20 + 5 ⇒ (6) + 5 = 11

Callie enjoys the sea breeze in her face, smiling the whole time until they reach the wreck. Once there, she attempts to jump up onto the railing, but slips and falls onto the deck. Turning beet red, she stands and dusts herself off before investigating the deck.

Could I make a performance check to try and turn the fall into some sort of performance


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Having asked around before departing Absalom, both Callie and Duncan have heard that some smugglers has hastily fled the wreck after spying some sort of creature lurking within it. They claimed the most breathed flames.

Searching the deck, both Arturo and Callie notice unusual scorch marks on portions of the wooden decking.

I will pause here to allow anyone to change their default Exploration Mode, should they wish, before I proceed.

Vigilant Seal

Female Human Sorcerer 2

After spotting the scorch marks, Callie will inform the rest of the group of what she learned in town, and point out the scorch marks. No changed to my exploration mode

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

If no one else wants to do Scout, Arturo will Scout as his exploration activity. Never hurts to get the jump on any enemies that I'm totally sure aren't here and this place is super safe. :D

Arturo hunkers down and frowns at the scorch marks, trying to discern the fire source.

Would a Crafting check work here to determine if it was alchemical? If so, it's a +7. Otherwise I also have Arcana +7 and Nature +4, if either of those would fit too.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Interesting to see a fire marks on something that's been under water.

Duncan will switch to Stealth, +7


"Curious indeed" says Matherius, "and I wonder if we are alone on this ship". That said, he draws his rapier and stays on guard if anything odd happens.
Matherius will keep on searching. Also sorry guys for the lack of posting, but I'm feeling pretty awful these days.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Arturo concludes from the nature of the markings, that they were likely caused by the discharge of a breath weapon. Arturo concludes that the pattern of scorch marks is not only consistent with that of a breath weapon, but that used by a creature that doesn't actually breath, like a magical construct.

Descending below deck via the stairs on the wreck, you see sharp beams of sunlight light filtering down through cracks in the main deck so to cast this cargo hold in a dim light.

Though the ship’s original armaments are now little more than rotted ballista mounts, this area shows signs of recent activity, including intact shipping crates, a recently broken crate, a few boxes, and faint trails worn through the slippery vegetation growing over the deck.

Wooden doors in finer condition that the rest of the boat stand to the north and south, but the stairs leading further down now lead only into dark, scummy water.

Initiative checks:

Add +1 to all PC results for Scout
Arturo, Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Callie, Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Duncan, Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Matherius, Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Creature, Perception: 1d20 + 4 ⇒ (3) + 4 = 7

Moving down the steps, all of you with the exception of Callie spot a peculiar lurking creature under the staircase to the upper deck!

Map of lower deck now revealed on Slides.

Steps are difficult terrain. Arturo is on the deck. Matherius is on the steps and five feet above the floor of the lower deck. Callie is on the steps and ten feet above the floor of the lower deck. Creature on floor of the lower deck, behind and beneath the steps. Duncan is on the upper deck (previously revealed portion of map).

WHAT LURKS BENEATH (THE STEPS, BUT NOT QUITE THE WAVES)! Round One

Matherius
Arturo
Duncan

Creature
Callie

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Unable to see what the ruckus is, Arturo hustles down the steps, jostling past the others. A whirring chirp of protest drifts up from his satchel as the bag jounces around on his shoulder. He also has no interest in being close to... whatever this thing is, so once he's past his teammates, he moves deeper into the belowdecks to keep some distance.

Due to the difficult terrain, I had to use all 3 actions to move to where I am now.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Duncan draws his sword and hustles down the stairs.

What do we have here?

interact, stride, stride


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Putting Matherius on delay

As Arturo and Duncan enter the cargo hold, they each note unusual scratches and markings on the walls of this deck.

Perception to Sense Motive (DC 15)(one action):
You notice that the walls of the cargo hold have been inartistically scratched to resemble views of the Absalom skyline, suggesting to you that the creature is curious.

As an action, PC may attempt a Society or Absalom Lore check to relate information about the city in an effort to satiate the creature’s interests.

The creature steps out from beneath the steps and towards Duncan. A tentacled appendage waves above its head as if it were prepared to strike.
[ooc]Stride; Readied Action

WHAT LURKS BENEATH (THE STEPS, BUT NOT QUITE THE WAVES)! Round One Cont'd/Round Two Begins

PCs in bold may act

Callie
Round Two
Matherius
Arturo
Duncan

Creature (readied action)
Callie

Vigilant Seal

Female Human Sorcerer 2

Does Callie have line of sight now?


Matherius follows Duncan quickly down the stairs.

What's happening down there?

As soon as he sees the creature the bard starts singing a song, to give himself and the others the courage needed to confront the enemy.

Then he attacks the creature with his rapier.

Stride ♦, Inspire Courage +1 ♦, Attack ♦

Attack: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Perception to sense motive: 1d20 + 6 ⇒ (3) + 6 = 9

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Wait, I'm confused. I thought I was abovedecks and went belowdecks. Did I do the opposite of that? The maps are confusing me a bit.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Matherius Damasio wrote:

Matherius follows Duncan quickly down the stairs.

What's happening down there?

As soon as he sees the creature the bard starts singing a song, to give himself and the others the courage needed to confront the enemy.

Then he attacks the creature with his rapier.

As Matherius goes to swing at the creature, it swings a tentacle at the bard.

Melee [readied action: 1d20 + 12 ⇒ (8) + 12 = 20
Damage bludgeoning: 1d6 + 6 ⇒ (4) + 6 = 10

Beating the bard, the creature readily avoids Matherius' rapier.

Callie "Winds" Jones wrote:
Does Callie have line of sight now?

Yes.

Arturo Petrimov wrote:
Wait, I'm confused. I thought I was abovedecks and went belowdecks. Did I do the opposite of that? The maps are confusing me a bit.

It appears that you did head above decks based on the placement of your token. Feel free to reposition. I have labeled the map.

WHAT LURKS BENEATH (THE STEPS, BUT NOT QUITE THE WAVES)! Round One Cont'd/Round Two Cont'd

PCs in bold may act

Callie
Round Two
Matherius -10 HP
Arturo (May take new actions)
Duncan (2 actions remaining)
Creature (readied action)
Callie

Vigilant Seal

Female Human Sorcerer 2

Callie focuses for a moment, before unleashing a blast of air at the creature. She then follows that up with a Ray of Frost.

Spell Attack, Elemental Toss: 1d20 + 6 ⇒ (16) + 6 = 22
bludgeoning: 1d8 ⇒ 6
Spell Attack, Ray of Frost: 1d20 + 1 ⇒ (1) + 1 = 2
frost damage: 1d4 + 3 ⇒ (3) + 3 = 6

I am correct since those are both attacks that I take a multi attack penalty, correct? Not that it matters, I guess? Can I hero point that attack roll?


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Callie "Winds" Jones wrote:

Callie focuses for a moment, before unleashing a blast of air at the creature. She then follows that up with a Ray of Frost.

I am correct since those are both attacks that I take a multi attack penalty, correct? Not that it matters, I guess? Can I hero point that attack roll?

You are correct. Ray of frost has the attack descriptor.

The blast of air bludgeons the creature.

You may spend a Hero Point to reroll the attack, though it is at a -5 penalty for being the second attack.

WHAT LURKS BENEATH (THE STEPS, BUT NOT QUITE THE WAVES)! Round Two Cont'd

PCs in bold may act

Matherius -10 HP
Arturo (May take new actions)
Duncan (2 actions remaining)
Creature -6 HP
Callie

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Unable to get a sense of the creature Duncan performs a dizzying flourish before stabbing forward with his blade.

Feint: 1d20 + 7 ⇒ (11) + 7 = 18

Attack: 1d20 + 8 ⇒ (1) + 8 = 9
damage: 1d6 + 2 ⇒ (1) + 2 = 3

The flourish catches the eye of the lurker, but pulls Duncan's Attack out of line.

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

I think based on my original position on the stairs it would have only taken two actions to reach my new location so as a 3rd action, I'd like to Recall Knowledge, though I don't know what kind of check it would be. It looks like maybe a construct, humanoid, or monstrous humanoid. Arcana and Society are both +7, Nature is +4. If it's Occultism (though it feels less likely) that's also a +7.

I'll take my next round of actions based on what I learn. Sorry to hold up the show! :S


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Arturo considers the creature, which he identifies as a construct known as a Fleshforge dreg. Such constructs are almost certainly unable to speak and are immune to many conditions that would kill or incapacitate a human.
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious.

The Fleshforges are building-sized artifacts created by the archmage Nex as part of the war against his enemy, the necromancer Geb. A number of these are located in the city of Ecanus in the country of Nex. The Fleshforges were used to create many of the monsters which now roam the interior of that country.

Duncan Veritan wrote:

Unable to get a sense of the creature Duncan performs a dizzying flourish before stabbing forward with his blade.

The flourish catches the eye of the lurker, but pulls Duncan's Attack out of line.

Duncan momentarily fools the creature, but fails to connect.

Angered by being attacked, the creature steps towards Duncan, then opens its mouth and releases a burst of fiery breath!

Breath Weapon Damage (fire) 15 ft. cone (DC 15 basic Reflex save): 4d6 ⇒ (2, 1, 4, 3) = 10

Secret GM Roll:

?: 1d4 ⇒ 1

Arturo, Duncan, & Matherius are within area of effect and must each attempt a Reflex save.

WHAT LURKS BENEATH (THE STEPS, BUT NOT QUITE THE WAVES)! Round Two Cont'd/Round Three Begins!

PCs in bold may act

Callie
Round Three
Matherius -10 HP (must attempt Reflex save at start of turn)
Arturo (must attempt Reflex save at start of turn)
Duncan (must attempt Reflex save at start of turn)
Fleshforge dreg -6 HP
Callie

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Reflex: 1d20 + 9 ⇒ (20) + 9 = 29

A twirl of his cape splits the flames sending them harmlessly to either side.

Feint: 1d20 + 7 ⇒ (20) + 7 = 27

Between the flames and the cape the dreg completely loses track of Duncan's movements.

Attack: 1d20 + 8 ⇒ (3) + 8 = 11
damage, panache: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

2nd Attack: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
damage, panache, finisher: 1d6 + 2 + 2d6 ⇒ (3) + 2 + (4, 6) = 15

His first strike glances off, but a quick adjustment sees the blade sinking in.


Reflex: 1d20 + 6 ⇒ (5) + 6 = 11

The young bard's reflexes aren't fast enough and the fire breath catches him fully, leaving him knocked out on the floor of the ship.

Vigilant Seal

Female Human Sorcerer 2

Is it possible for me to cast a spell with a 15 foot cone with the cone placed so it only hits the creature and not any pcs?


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Callie "Winds" Jones wrote:
Is it possible for me to cast a spell with a 15 foot cone with the cone placed so it only hits the creature and not any pcs?

Yes, absolutely!

Grid of areas of effect on Slides for convenience.

Matherius Damasio wrote:
The young bard's reflexes aren't fast enough and the fire breath catches him fully, leaving him knocked out on the floor of the ship.

Recovery check needed for Matherius.

WHAT LURKS BENEATH (THE STEPS, BUT NOT QUITE THE WAVES)! Round Two Cont'd/Round Three Cont'd!

PCs in bold may act

Callie
Round Three
Arturo (must attempt Reflex save at start of turn)
Duncan
Matherius (dying 1; need recovery check)
Fleshforge dreg -21 HP
Callie

Vigilant Seal

Female Human Sorcerer 2

Callie cast Burning Hands (her Bloodline transforms this into Bludgeoning Air Damage) on the creature. bludgeoning: 2d6 ⇒ (4, 3) = 7 Basic Reflex save vs DC16 for the creature

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

So sorry about all these delays! The last two days piled a lot of work on me but I think I'm good now.

Reflex: 1d20 + 8 ⇒ (11) + 8 = 19

Cursing under his breath, Arturo manages to duck the worst of the flames, but it leaves several painful burns on his face and left arm.

He steps to the side of Duncan, digs into his prepared alchemical items, and with lightning-quick fingers, draws and throws two bottles at the creature: first a bottle that bursts open with a loud crackle of electricity, filling the air with the stench of ozone; and second, a vial of some caustic yellow fluid that sizzles and pops the moment it makes contact with air.

I'm on my phone atm so I can't move my token, but Arturo Stepped one square south. Then he's using Quick Bomber to draw and Strike as one action twice, first with a bottled lightning then with an acid flask.

Strike (lightning) vs dreg: 1d20 + 6 ⇒ (8) + 6 = 14 Elec Dmg: 1d6 ⇒ 5

Strike (acid) vs dreg: 1d20 + 6 - 5 ⇒ (6) + 6 - 5 = 7 Dmg 1 acid + 1d6 ⇒ 2 persistent acid

Both deal 1 splash damage on a miss, and only to the dreg thanks to his research field.


Recovery: 1d20 ⇒ 12
I think this means that I'm not dying anymore, but still unconscious, right?


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Callie "Winds" Jones wrote:
Callie cast Burning Hands (her Bloodline transforms this into Bludgeoning Air Damage) on the creature.

Fleshforge dreg, Reflex (DC 16): 1d20 + 9 ⇒ (9) + 9 = 18

The creature avoids the brunt of the burst.

Arturo Petrimov wrote:
He steps to the side of Duncan, digs into his prepared alchemical items, and with lightning-quick fingers, draws and throws two bottles at the creature: first a bottle that bursts open with a loud crackle of electricity, filling the air with the stench of ozone; and second, a vial of some caustic yellow fluid that sizzles and pops the moment it makes contact with air.

It likewise dodges Arturo's vials, but cannot avoid the splash.

Matherius Damasio wrote:
I think this means that I'm not dying anymore, but still unconscious, right?

Correct

Upset by the bruises and burns, the fleshforged dreg lashes out at the nearest Pathfinder with its fist!

Melee, fist v Duncan: 1d20 + 12 ⇒ (15) + 12 = 27
Damage bludgeoning: 1d10 + 6 ⇒ (6) + 6 = 12

And then, its tentacle!
Melee, tentacle (agile) v Duncan: 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25
Damage bludgeoning: 1d6 + 6 ⇒ (1) + 6 = 7
Melee, tentacle (agile) v Duncan: 1d20 + 12 - 8 ⇒ (14) + 12 - 8 = 18
Damage bludgeoning: 1d6 + 6 ⇒ (4) + 6 = 10

WHAT LURKS BENEATH (THE STEPS, BUT NOT QUITE THE WAVES)! Round Three Cont'd/Round Four Begins!

PCs in bold may act

Callie
Round Four
Arturo -5 HP
Duncan -19 HP
Matherius (unconscious, prone)
Fleshforge dreg -26 HP
Callie

Vigilant Seal

Female Human Sorcerer 2

Callie casts Gust of Wind on the dreg. ((Fortitude Save vs DC 16))

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Cursing under his breath, Arturo has little else he can do but keep lobbing bombs. He whips out two more flasks and launches them at the creature, then draws his crossbow.

Using Quick Bomber to throw three bombs.

Bottled Lightning vs Dreg: 1d20 + 6 ⇒ (5) + 6 = 11 Elec Dmg: 1d6 ⇒ 5 Splash 1 Electric
Acid Flask vs Dreg: 1d20 + 6 - 5 ⇒ (16) + 6 - 5 = 17 1 Acid plus 1d6 ⇒ 3 persistent Acid
Draw crossbow.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Callie "Winds" Jones wrote:
Callie casts Gust of Wind on the dreg. ((Fortitude Save vs DC 16))

Fleshforged dreg, Fortitude v DC 16): 1d20 + 9 ⇒ (4) + 9 = 13

The sudden wind knocks the creature to the floor.

Arturo Petrimov wrote:
Cursing under his breath, Arturo has little else he can do but keep lobbing bombs. He whips out two more flasks and launches them at the creature, then draws his crossbow.

Arturo's flasks again miss their mark, but manage to splash the creature.

WHAT LURKS BENEATH (THE STEPS, BUT NOT QUITE THE WAVES)! Round Three Cont'd/Round Four Cont'd!

PCs in bold may act

Arturo -5 HP
Duncan -19 HP
Matherius (unconscious, prone)
Fleshforge dreg -28 HP (prone)
Callie

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

the dreg should still be flat footed from a crit success on his feint.

Duncan groans as the dreg batters him

Attack: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 1d6 + 2 ⇒ (1) + 2 = 3

Attack, agile: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8
damage: 1d6 + 2 ⇒ (3) + 2 = 5

He pokes the fallen beast a couple times before pulling his sword back into a defensive stance.

Dueling Parry, +2 AC


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Duncan manages one good jab on the creature.

The fleshforge dreg howls in pain. It then rises to its feet and retaliates with its fist!
Stand, Strike

Melee, fist v Duncan: 1d20 + 12 ⇒ (13) + 12 = 25
Damage bludgeoning: 1d10 + 6 ⇒ (9) + 6 = 15

With a single, mighty blow it drops the swashbuckling Pathfinder, before turning its attention towards the nearby alchemist.
Step

WHAT LURKS BENEATH (THE STEPS, BUT NOT QUITE THE WAVES)! Round Four Cont'd/Round Five Cont'd!

PCs in bold may act

Callie
Round Five
Arturo -5 HP
Duncan (dying 1)
Matherius (unconscious, prone)
Fleshforge dreg -31 HP
Callie

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

recovery: 1d20 ⇒ 6

recovery, hero point: 1d20 ⇒ 12

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Arturo backpedals to keep out of the creature's reach. He's not fond of the fact that the two melee fighters have gone down; he's never been much of a combatant. Trying hard to keep his panic from welling up, he loads the crossbow as he keeps moving backwards.

Step.
Load.
Stride 20ft.

Vigilant Seal

Female Human Sorcerer 2

Damn! Callie mutters as another pathfinder falls. She quickly casts Produce Flame (Her bloodline changes this to bludgeoning air).
Produce Flame Spell Attack: 1d20 + 6 ⇒ (2) + 6 = 8 damage: 1d4 + 3 ⇒ (3) + 3 = 6

Hero Point!
Hero Point Produce Flame Spell Attack: 1d20 + 6 ⇒ (8) + 6 = 14


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

As Arturo rapidly seeks a defensible position to reload, Callie's flame misses the construct!

The creature decides which Pathfinder to pursue.
1 Arturo, 2 Callie: 1d2 ⇒ 1

The fleshforge lumbers toward the alchemist, bringing its fist to bear, then a tentacle.
Stride, Strike x2

Melee, fist v Arturo: 1d20 + 12 ⇒ (3) + 12 = 15
Damage bludgeoning: 1d10 + 6 ⇒ (10) + 6 = 16
Melee, tentacle (agile) v Arturo: 1d20 + 12 - 4 ⇒ (1) + 12 - 4 = 9
Damage bludgeoning: 1d6 + 6 ⇒ (4) + 6 = 10

The alchemist's manages to dodge the blows!

WHAT LURKS BENEATH (THE STEPS, BUT NOT QUITE THE WAVES)! Round Five Cont'd/Round Six Begins!

PCs in bold may act

Callie
Round Six
Arturo -5 HP
Duncan (unconscious, prone)
Matherius (unconscious, prone)
Fleshforge dreg -31 HP
Callie

Vigilant Seal

Female Human Sorcerer 2

I swore I posted actions earlier. Do I have line of sight, or is it blocked by the cannons?


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Callie "Winds" Jones wrote:

I swore I posted actions earlier. Do I have line of sight, or is it blocked by the cannons?

You did post. Rounds move very quickly with half the party unconscious.

Also, Callie has line of sight, even without her vantage on the steps. The construct may have some cover depending where she attacks from.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

gurgle, gurgle

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Not gonna lie, the fact that it's down to the two squishiest PC's is very discouraging. Crossbow, go!

Arturo stumbles back from the creature's clumsy swings with a decidedly non-macho yelp, fires the crossbow at the dreg, then frantically reloads with shaky fingers.

Step.
Crossbow vs Dreg: 1d20 + 6 ⇒ (11) + 6 = 17 Piercing Dmg: 1d8 ⇒ 5
Load.

Hooboy, I don't think that hit. :(

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