[PFS2] 2-15 A Dirge for Sarkoris (GM Watery Soup) (Inactive)

Game Master Watery Soup

Slides


201 to 250 of 253 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Grand Archive

Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

A surge of adrenalin rises in Kang at the signal from Hopper. He quickly follows up behind Namza, concentrating on the staff he holds in hand to draw forth the arcane energy he had stored in it prior. Once he has a good view of the room, he points his staff into a room. A small bead unleashes itself, flies unerringly into the back of the room and explodes in a fiery blast!

Stride, Drain Bonded Object (free), Cast Fireball

If I position the blast at the back of the room, should be able to get all the enemies without targeting Parnes.
fireball: 6d6 ⇒ (4, 5, 3, 6, 1, 2) = 21 Basic Ref DC21

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Parnes recoils as a ball of flame erupts mere feet away from his face.

"Sir Zhao, you have not mistaken me for a char-hide goblin, have you? Your wizardly flames almost singed me and my steed!" he shouts back at the wizard.

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

"Don't fret Parnes. It is only fire, will keep you warm" laughs Hoppper.

He is a charhide ;) Wolfie on the other hand has nice fur that doesn't like flames.:(


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Namza sends a jolt of electricity!

Humanoid Reflex: 1d20 + 11 ⇒ (16) + 11 = 27
Yellow Reflex: 1d20 + 13 ⇒ (19) + 13 = 32

The small flyer dodges it entirely, but the humanoid takes half.

Humanoid Reflex: 1d20 + 11 ⇒ (14) + 11 = 25
Red Reflex: 1d20 + 13 ⇒ (10) + 13 = 23
Yellow Reflex: 1d20 + 13 ⇒ (7) + 13 = 20
Green Reflex: 1d20 + 13 ⇒ (14) + 13 = 27
Blue Reflex: 1d20 + 13 ⇒ (14) + 13 = 27

The room explodes with fire, the yellow one caught thumbing its nose at Namza.

The red and yellow flyers rush up right into Parnes, attacking him.

Red Claw: 1d20 + 12 ⇒ (1) + 12 = 13
Slashing: 1d8 ⇒ 4 plus Evil: 2d4 ⇒ (2, 3) = 5 plus Fort save

Red Claw, agile: 1d20 + 12 - 4 ⇒ (10) + 12 - 4 = 18
Slashing: 1d8 ⇒ 7 plus Evil: 2d4 ⇒ (4, 1) = 5 plus Fort save

Yellow Claw: 1d20 + 12 ⇒ (20) + 12 = 32
Slashing: 1d8 ⇒ 4 plus Evil: 2d4 ⇒ (2, 2) = 4 plus Fort save

Yellow Claw, agile: 1d20 + 12 - 4 ⇒ (19) + 12 - 4 = 27
Slashing: 1d8 ⇒ 3 plus Evil: 2d4 ⇒ (3, 4) = 7 plus Fort save

Yellow, furious at taking damage, scores two big hits.

Green, seeing Parnes will swarmed, bypasses the goblin for the orc. Will Stride twice to get to Namza.

Green Claw: 1d20 + 12 ⇒ (1) + 12 = 13
Slashing: 1d8 ⇒ 5 plus Evil: 2d4 ⇒ (3, 2) = 5 plus Fort save

This triggers Oscre's attack, which misses but does splash Green.

Blue goes for Hopper. Also needs two Strides.

Blue Claw: 1d20 + 12 ⇒ (13) + 12 = 25
Slashing: 1d8 ⇒ 2 plus Evil: 2d4 ⇒ (3, 2) = 5 plus Fort save

Round 1

Enemy Humanoid (-15 hp, rage 1/10)
Hopper (-7 hp, Fort save)
Kang
Oscre
Namza
Parnes (-26 hp, Fort save, Fort save)
Red Flyer (-10 hp)
Yellow Flyer (-21 hp)
Green Flyer (-14 hp)
Blue Flyer (-10 hp)
Teja

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Any attack of opportunities against the little beasties?

AoO: 1d20 + 16 ⇒ (5) + 16 = 21
Piercing, magic, support: 2d8 + 8 ⇒ (7, 6) + 8 = 21


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Ooh, yes! I think the first opportunity is Red entering your square, that hits but doesn't kill it.

Grand Archive

NG female human rogue scholar-10 HP 118/118; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 29(w/shield); F +18 (+1 vs inhaled toxins;Resilience); R +21(evasion); W +15; resist cold&electricity/3; Per +16; Stealth +18; mv 25'; Conditions: none

Teja draws her rapier and strides forward!

Seeing the green beast caught between herself and her ally she tries to stick it with her rapier.

attack vs FF: 1d20 + 10 ⇒ (20) + 10 = 30
damage: 2d6 ⇒ (3, 6) = 9 x2 for crit
sneak damage: 1d6 ⇒ 3 x2 for crit
deadly: 1d8 ⇒ 7

"Time to show who is worthy!" she says, some of her kellid ancestry coming to the fore for a change.

Nasty, 31 piercing damage in total to green

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Excelsior!


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Teja stabs the Green flyer in the head. It looks badly injured, but still survives.

Parnes and Hopper, don't forget your Fort saves! I'm labeling them #1 to differentiate them from the Fort saves that the humanoid will force. It's a Fort save vs poison, if that matters.

The humanoid Strides up to Parnes with determination in its face. Reaching out, it claws at Parnes with both arms.

Claw: 1d20 + 17 ⇒ (11) + 17 = 28
Cold Iron, Slashing: 2d6 + 5 ⇒ (3, 4) + 5 = 12 plus Fort Save #2

Claw, MAP: 1d20 + 17 - 5 ⇒ (13) + 17 - 5 = 25 it's not listed as agile
Cold Iron, Slashing: 2d6 + 5 ⇒ (6, 4) + 5 = 15 plus Fort Save #2

Fort save #2 is vs a necromancy effect, if it matters.

One claw from each side cross right on Parnes's face.

Round 1

Enemy Humanoid (-15 hp, rage 2/10)
Hopper (-7 hp, Fort save #1)
Kang
Oscre
Namza
Parnes (-53 hp, Fort save #1, Fort save #1, Fort save #2, Fort save #2)

Red Flyer (-31 hp)
Yellow Flyer (-21 hp)
Green Flyer (-45 hp)
Blue Flyer (-10 hp)
Teja

Grand Archive

Trygar NG male human (half-orc) wizard (universalist) 5 | HP 43/43| AC 18 | F +8 R +9 W +13 | Perc +11 | Stealth +2 | Hero Pt: 2 speed 25 ft. | focus 1/1 | spells 3 fireball, vampiric touch, 2 invisibility, burning hands, 1 fear, jump, true strike; C (1st) Chill Touch, Daze, Detect Magic, Elec. Arc, Shield | Active Conditions: mage armor

"Hang in there, Parnes. Looking a little ragged."

Namza will draw his scroll of heal (III) and two-action casts it on Parnes. (As a primal spell.)

heal (III): 3d8 + 24 ⇒ (2, 6, 2) + 24 = 34

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Fort Save: 1d20 + 12 ⇒ (10) + 12 = 22
Fort Save: 1d20 + 12 ⇒ (13) + 12 = 25

Parnes looks down to realize that his helmet has been ripped off his shoulders and is lying on the ground. His head swims from the pain, until a wave of healing energy flows through his body.

"Much appreciated! And now it is time to smite this villain!

Parne's mount rears as he strikes at the iron clawed foe with his lance and the horses shod feet.

Strike: 1d20 + 16 ⇒ (17) + 16 = 33
P, magic: 2d8 + 4 ⇒ (3, 3) + 4 = 10

Strike: 1d20 + 16 - 5 ⇒ (17) + 16 - 5 = 28
P, magic: 2d8 + 4 ⇒ (2, 7) + 4 = 13

Companion strike, Agile: 1d20 + 13 - 8 ⇒ (10) + 13 - 8 = 15
B, magic: 2d6 + 4 ⇒ (3, 5) + 4 = 12

Companion strike, Agile: 1d20 + 13 - 8 ⇒ (12) + 13 - 8 = 17
B, magic: 2d6 + 4 ⇒ (4, 2) + 4 = 10

Deadly,if that first one crits: 1d8 ⇒ 5

And clumsy 1 until start if my next turn on a crit


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Parnes fights off the poison from the flyers! Need another two from the hits from the humanoid!

Namza heals Parnes, and Parnes and Gloria unleash a whirlwind of blows. Only Parnes hits. One crit, one regular hit.

Round 2

Enemy Humanoid (-53 hp, rage 2/10, clumsy 1)
Hopper (-7 hp, Fort save #1)
Kang
Oscre

Namza
Parnes (-19 hp, Fort save #2, Fort save #2)
Red Flyer (-31 hp)
Yellow Flyer (-21 hp)
Green Flyer (-45 hp)
Blue Flyer (-10 hp)
Teja

Envoy's Alliance

male skyborn tengu alchemical sciences investigator 8 | HP 86/86 | AC 26 | F +13 R +16 W +15 | Perc +16 (+1 vision; low-light) | Stealth +15 | 30 ft | Vials Available 6/6 | Hero Points: 1 | Active Conditions: —

Oscre hustles to catch up with the others, drawing and throwing a bomb at the distant humanoid foe.

◆ Stride, ◆ Stride, ◆ Strike black with alchemist's fire, no area effect.

Strike #1 vs Black (moderate alchemist's fire): 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Damage (fire): 2d8 ⇒ (4, 4) = 8 plus 4 splash plus 2 persistent fire

6 alchie fires, 2 bottled lightnings, 2 frost vials, and 2 ghost charges left.

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Fort Save: 1d20 + 12 ⇒ (19) + 12 = 31

Fort Save: 1d20 + 12 ⇒ (16) + 12 = 28

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Fortitude save: 1d20 + 12 ⇒ (5) + 12 = 17

Hopper looks at the battlefield he grabs one of his Alchemist fire bombs and throws it at green foe

Alchemist fire@green: 1d20 + 11 ⇒ (8) + 11 = 19
Damage, fire, burn it!: 2d8 + 1 ⇒ (5, 8) + 1 = 14 +2 splash only to green, 3 persistent fire damage if hit

Then if the enemy is still living Hopper with Wolfie would charge at it. If green would be down Hopper would go 1 square lower and attack red

Wolfie would try to bite the flying creature

Wolfie jaws@green (or red), map: 1d20 + 11 - 5 ⇒ (4) + 11 - 5 = 10
Damage, piercing: 2d8 + 3 ⇒ (4, 6) + 3 = 13

Hopper then would retrieve a healing potion

Throw bomb, command Wolfie (move and attack), get a dagger.

The blue enemy was in front of Hopper, would he stop Hopper from moving down? Would I have to tumble through them?


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Parnes is a fortitudinal rock!

Oscre lobs a bomb, but only the splash does any damage.

Hopper is poisoned! He lobs a bomb at Green, but winces just as he throws, and it only splashes the creature.

Hopper takes 2d6 ⇒ (2, 1) = 3 poison damage, and must make a Fort save at the end of every turn. That includes this past turn - the Fort save you made was from last turn.

The flyers are Tiny creatures - they can occupy the same square as another (and, actually, must occupy an enemy's square to make a melee attack with a reach of 0 ft). You can freely move through their squares without an Acrobatics check.

Round 2

Enemy Humanoid (-57 hp, rage 2/10, clumsy 1)
Hopper (-10 hp, poisoned 0/6, Stage 1, Fort save)
Kang
Oscre
Namza
Parnes (-19 hp)
Red Flyer (-31 hp)
Yellow Flyer (-21 hp)
Green Flyer (-47 hp)
Blue Flyer (-10 hp)
Teja

Grand Archive

Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

Wary of the flying creatures that are just a tad too close for comfort, Kang steps away before he sends a sickly green ray flying towards the humanoid figure.

vs humanoid: ray of enfeeblement: 1d20 + 11 ⇒ (7) + 11 = 18 Fort DC21

Step, Cast Ray of Enfeeblement


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Fortitude: 1d20 + 16 ⇒ (6) + 16 = 22

The humanoid is enfeebled!

The flyers swarm all around!

Red breaks off of Parnes (this provokes an AoO) and goes after Hopper.

Claw: 1d20 + 12 ⇒ (5) + 12 = 17
Slashing: 1d8 ⇒ 8 plus Evil: 2d4 ⇒ (4, 4) = 8 plus Fort save #1

Claw, agile: 1d20 + 12 - 4 ⇒ (4) + 12 - 4 = 12
Slashing: 1d8 ⇒ 1 plus Evil: 2d4 ⇒ (2, 3) = 5 plus Fort save #1

Yellow attacks Parnes once, and then casts a spell (this also provokes, if Parnes didn't take it earlier).

Claw: 1d20 + 12 ⇒ (18) + 12 = 30
Slashing: 1d8 ⇒ 2 plus Evil: 2d4 ⇒ (4, 3) = 7 plus Fort save #1

Will save from Parnes vs fear.

Green attacks Namza once, and then casts a spell.

Claw: 1d20 + 12 ⇒ (20) + 12 = 32
Slashing: 1d8 ⇒ 8 plus Evil: 2d4 ⇒ (3, 1) = 4 plus Fort save #1

Will save from Namza.

Its claws open up a large gash right on Namza's neck!

Blue, seeking Red go after Hopper, switches targets to Oscre.

Claw: 1d20 + 12 ⇒ (9) + 12 = 21
Slashing: 1d8 ⇒ 2 plus Evil: 2d4 ⇒ (3, 4) = 7 plus Fort save #1

Claw, agile: 1d20 + 12 - 4 ⇒ (10) + 12 - 4 = 18
Slashing: 1d8 ⇒ 4 plus Evil: 2d4 ⇒ (3, 4) = 7 plus Fort save #1

Round 2

Enemy Humanoid (-57 hp, rage 2/10, clumsy 1, enfeebled 1)
Hopper (-10 hp, poisoned 0/6, Stage 1, Fort save)
Kang
Oscre
Namza (-24 hp, Will save)
Parnes (-28 hp, Will save)
Red Flyer (-31 hp)
Yellow Flyer (-21 hp)
Green Flyer (-47 hp)
Blue Flyer (-10 hp)
Teja

Grand Archive

NG female human rogue scholar-10 HP 118/118; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 29(w/shield); F +18 (+1 vs inhaled toxins;Resilience); R +21(evasion); W +15; resist cold&electricity/3; Per +16; Stealth +18; mv 25'; Conditions: none

Seeing little benefit in moving, given the green flyer's flanked position, Teja continues to stab at it with her rapier.

attakc vs flanked: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 2d6 ⇒ (4, 1) = 5
sneak damage: 1d6 ⇒ 1

And then for good measure stabs it again.
attack vs flanked, second atk: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
damage: 2d6 ⇒ (2, 4) = 6
sneak damage: 1d6 ⇒ 4

Then, for good measure draws her dagger.
[ooc]If it is not regarded as flanked for some reason, then she will feint against it. Deception +10[/dice]


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

I can't find a ruling on it (I find lots of discussion about whether Tiny creatures can flank, but none abou whether they can be flanked. I'm field ruling it flanked.

Teja stabs Green twice. It looks in very rough shape.

I'm botting all the saves - these are for Round 2, and it's going to get too confusing if people need to make a Round 2 and a Round 3 save.

Hopper Fortitude: 1d20 + 12 ⇒ (10) + 12 = 22
Namza Will: 1d20 + 13 ⇒ (20) + 13 = 33
Parnes Will: 1d20 + 10 ⇒ (2) + 10 = 12

Hopper clears the poison; Namza resists fear; Parnes is frightened (2).

The humanoid claws at Parnes.

Claw, enfeebled 1: 1d20 + 17 - 1 ⇒ (18) + 17 - 1 = 34
Cold Iron, Slashing, enfeebled: 2d6 + 7 - 1 ⇒ (6, 2) + 7 - 1 = 14 plus Fort Save #2

Claw, enfeebled 1, MAP: 1d20 + 17 - 1 - 5 ⇒ (16) + 17 - 1 - 5 = 27
Cold Iron, Slashing, enfeebled: 2d6 + 7 - 1 ⇒ (3, 1) + 7 - 1 = 10 plus Fort Save #2

Claw, enfeebled 1, MAP: 1d20 + 17 - 1 - 10 ⇒ (8) + 17 - 1 - 10 = 14
Cold Iron, Slashing, enfeebled: 2d6 + 7 - 1 ⇒ (2, 4) + 7 - 1 = 12 plus Fort Save #2

Round 3

Enemy Humanoid (-57 hp, rage 2/10, clumsy 1, enfeebled 1)
Hopper (-10 hp, poisoned 0/6, Stage 1)
Kang
Oscre
Namza (-24 hp)
Parnes (-64 hp, frightened 2, Fort save #2 [one], Fort save #2 [two])

Red Flyer (-31 hp)
Yellow Flyer (-21 hp)
Green Flyer (-63 hp)
Blue Flyer (-10 hp)
Teja

If Parnes attempts to move away:
The humanoid attempts a Grab as a reaction!

Grab, enfeebled 1: 1d20 + 15 - 1 ⇒ (11) + 15 - 1 = 25 vs DC 20 (frightened 2)

Parnes is Grabbed.

Grand Archive

Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

Kang keeps his attention on the humanoid, especially seeing how much damage Parnes is already taking. Again, he swings his staff in the air, summoning forth a cloud of glittering dust that settles upon the undead.

Not sure if I can also catch yellow without affecting Parnes. I think it's sharing space with him.

Cast Glitterdust, minimally on humanoid. Ref DC21

He then tosses his staff into the air while calling out a word of power, sending it flying towards the humanoid.

hand of apprentice, +1 striking staff of fire: 1d20 + 11 ⇒ (4) + 11 = 15 bludgeoning damage: 2d8 + 4 ⇒ (8, 5) + 4 = 17

Grand Archive

Trygar NG male human (half-orc) wizard (universalist) 5 | HP 43/43| AC 18 | F +8 R +9 W +13 | Perc +11 | Stealth +2 | Hero Pt: 2 speed 25 ft. | focus 1/1 | spells 3 fireball, vampiric touch, 2 invisibility, burning hands, 1 fear, jump, true strike; C (1st) Chill Touch, Daze, Detect Magic, Elec. Arc, Shield | Active Conditions: mage armor

Worried for Parnes, Namza casts reach vampiric touch on the yellow flyer.

negative: 6d6 ⇒ (5, 5, 4, 2, 1, 1) = 18 Basic Fort DC 21

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Thanks for the save GM

Hopper jumps of the back of Wolfie. He reaches for his belt and finds a Lightning bomb which he tosses at the humanoid

Lightning Bomb@Humanoid: 1d20 + 12 ⇒ (19) + 12 = 31
Damage, lightning: 2d6 ⇒ (4, 2) = 6 +2 lightning restricted only to humanoid, flat-footed if hit

Hopper gets a healing potion and pours it down Parnes throat

Healing potion: 2d8 + 5 ⇒ (5, 6) + 5 = 16 I am next to Parnes, he does sit on top of the Horsey, so Hopper might need to Hop

Wolfie decides to keep on doing what he was doing and bite the foe. With no more goblins on his back, he seems liberated from his thick body.

Attack@Green, no map: 1d20 + 11 ⇒ (19) + 11 = 30 Flanking
Jaws, piercing: 2d8 + 3 ⇒ (4, 1) + 3 = 8

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Parnes has Bravery, which reduces Frightened by 1 when he first gets the condition.

Parnes commands his steed to make a cautious advance forwards, so that the undead critter is pinned in both sides.

Command to have his mount take two Steps

Parnes is frightened by the creature and realizes he will soon succumb to his wounds. But he steels himself and swings his lance at the undead creature.

Fort: 1d20 + 12 - 1 ⇒ (20) + 12 - 1 = 31
Fort: 1d20 + 12 - 1 ⇒ (7) + 12 - 1 = 18

Lance, Fr 1: 1d20 + 16 - 1 ⇒ (19) + 16 - 1 = 34
P, magic: 2d8 + 4 ⇒ (6, 4) + 4 = 14

Lance, Fr 1: 1d20 + 16 - 1 - 5 ⇒ (12) + 16 - 1 - 5 = 22
P, magic: 2d8 + 4 ⇒ (1, 2) + 4 = 7

Deadly: 1d8 ⇒ 7
And Clumsy 1 on a crit until the end of his turn.

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

And if yellow cones after Parnes, he's getting a stabbin'

AoO: 1d20 + 16 - 1 ⇒ (10) + 16 - 1 = 25
P, magic: 2d8 + 4 ⇒ (6, 7) + 4 = 17

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

I think I posted 4 actions for Hopper, and he only has three: so dismount, attack, get healing potion :( He will administer it next round.


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Parnes's Fortitude starts wearing thin. He resists the effects of the first scratch, but then succumbs to the second. Drained 1.

I missed Bravery - so Parnes was frightened 1 at the beginning of his turn, and no longer frightened after.

Kang casts a spell.

Reflex, Clumsy 1: 1d20 + 11 - 1 ⇒ (19) + 11 - 1 = 29 vs DC 21

The humanoid isn't dazzled, but is all glittery. It looks both fabulous, and displeased. It easily sees the staff approaching and ducks.

Namza casts a spell.

Fortitude: 1d20 + 6 ⇒ (4) + 6 = 10 vs DC 21

Yellow cries out it utter anguish.

Hopper throws a bomb at the humanoid, electrifying it.

Gloria, well-trained, Steps twice, while Parnes jabs it. The first hit severs some connective tendons, sending the top half lurching awkwardly. The second hit does a little damage, but just shy of knocking it over.

Round 3

Enemy Humanoid (-107 hp, rage 2/10, flat-footed, clumsy 1, enfeebled 1)
Hopper (-10 hp, poisoned 0/6, Stage 1)
Kang
Oscre
Namza (-24 hp, +18 temp hp)
Parnes (-64 hp [75 max], frightened 1)
Red Flyer (-31 hp)
Yellow Flyer (-57 hp)
Green Flyer (-63 hp)
Blue Flyer (-10 hp)
Teja


1 person marked this as a favorite.
(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

"Hawoo! Hawoo!" yells Wolfie.

Wolf:
"The GM always ignores me!"

Wolfie sinks his jaws into the flyer, ripping its head off.

Round 3

Enemy Humanoid (-107 hp, rage 2/10, flat-footed, clumsy 1, enfeebled 1)
Hopper (-10 hp) / Wolfie
Kang
Oscre
Namza (-24 hp, +18 temp hp)
Parnes (-64 hp [75 max])
Red Flyer (-31 hp)
Yellow Flyer (-57 hp)
Green Flyer (-71 hp)
Blue Flyer (-10 hp)
Teja

Envoy's Alliance

male skyborn tengu alchemical sciences investigator 8 | HP 86/86 | AC 26 | F +13 R +16 W +15 | Perc +16 (+1 vision; low-light) | Stealth +15 | 30 ft | Vials Available 6/6 | Hero Points: 1 | Active Conditions: —

Oscre waves his hand at the harrying creature. "Get off me, bro." He darts away and chucks a firebomb at it, following with another bomb at the more distant foes.

◆ Stride, ◆ Strike blue with alchemist's fire (no area effect), ◆ Strike yellow with alchemist's fire, Directional Bombs to splash only the humanoid foe (black) with a 15-foot cone.

Strike #1 vs Blue (moderate alchemist's fire): 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Damage (fire): 2d8 ⇒ (7, 2) = 9 plus 4 splash plus 2 persistent fire

Strike #2 vs Yellow (moderate alchemist's fire): 1d20 + 11 + 1 - 5 ⇒ (11) + 11 + 1 - 5 = 18
Damage (fire): 2d8 ⇒ (7, 8) = 15 plus 4 splash plus 2 persistent fire

4 alchie fires, 2 bottled lightnings, 2 frost vials, and 2 ghost charges left.


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Oscre throws two bombs. Both miss, but send a lot of splash around.

The humanoid is hanging in there!

Red follows Hopper.

Claw: 1d20 + 12 ⇒ (16) + 12 = 28
Slashing: 1d8 ⇒ 3 plus Evil: 2d4 ⇒ (2, 4) = 6 plus Fort Save #1

Claw, agile: 1d20 + 12 - 4 ⇒ (13) + 12 - 4 = 21
Slashing: 1d8 ⇒ 8 plus Evil: 2d4 ⇒ (2, 3) = 5 plus Fort Save #1

One claw hits, and Hopper feels poison again.

Yellow follow Parnes, and Parnes casually angles his lance so the flyer impales itself. Yellow down!

Blue follows Oscre.

Claw: 1d20 + 12 ⇒ (19) + 12 = 31
Slashing: 1d8 ⇒ 2 plus Evil: 2d4 ⇒ (2, 2) = 4 plus Fort Save #1

Claw, agile: 1d20 + 12 - 4 ⇒ (20) + 12 - 4 = 28
Slashing: 1d8 ⇒ 8 plus Evil: 2d4 ⇒ (1, 4) = 5 plus Fort Save #1

Two big hits, and Oscre feels poison in his veins.

Round 3

Enemy Humanoid (-111 hp, rage 2/10, flat-footed, clumsy 1, enfeebled 1)
Hopper (-19 hp, Fort Save #1) / Wolfie
Kang
Oscre (-32 hp, Fort Save #1 (one), Fort Save #1 (two)
Namza (-24 hp, +18 temp hp)
Parnes (-64 hp [75 max], drained 1)
Red Flyer (-31 hp)
Yellow Flyer (-78 hp)
Green Flyer (-71 hp)

Blue Flyer (-14 hp)
Teja

Grand Archive

1 person marked this as a favorite.
NG female human rogue scholar-10 HP 118/118; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 29(w/shield); F +18 (+1 vs inhaled toxins;Resilience); R +21(evasion); W +15; resist cold&electricity/3; Per +16; Stealth +18; mv 25'; Conditions: none

Teja strides forward, to flank the red flyer. Then with a grim look on her face she plunges the rapier into its back.
strike vs FF: 1d20 + 10 ⇒ (19) + 10 = 29 Woo. Dice roller is hot for me this game, might even be a crit.
damage: 2d6 ⇒ (1, 4) = 5
sneak: 1d6 ⇒ 6

Then, if it is still flying, plunges it in a second time.
strike vs FF: 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 24
damage: 2d6 ⇒ (1, 1) = 2
sneak: 1d6 ⇒ 5


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Teja gives Red a good stab. A very good stab. And then a second. But these things are elite, and they can take a few hits.

Botting saves to avoid carryover.

Hopper vs poison: 1d20 + 12 ⇒ (17) + 12 = 29
Oscre vs poison: 1d20 + 13 ⇒ (14) + 13 = 27
Oscre vs poison: 1d20 + 13 ⇒ (14) + 13 = 27

Nice!

Hopper and Oscre, used to experimenting on themselves, easily fight off the poison.

The humanoid lashes out at Parnes, seeing it is hurting as badly as it is.

Claw, enfeebled: 1d20 + 17 - 1 ⇒ (13) + 17 - 1 = 29
Slashing, enfeebled: 2d6 + 5 - 1 ⇒ (2, 3) + 5 - 1 = 9 plus Fort Save #2

Claw, enfeebled, MAP: 1d20 + 17 - 1 - 5 ⇒ (13) + 17 - 1 - 5 = 24
Slashing, enfeebled: 2d6 + 5 - 1 ⇒ (4, 1) + 5 - 1 = 9 plus Fort Save #2

Not so nice.

With two swipes, it knocks Parnes off of Gloria, to the ground. Gloria lets out an angry neigh. It ignores the horse, and steps towards Hopper.

Round 4

Enemy Humanoid (-111 hp, rage 4/10, clumsy 1, enfeebled 1)
Hopper (-22 hp) / Wolfie
Kang
Oscre (-32 hp)
Namza (-24 hp, +18 temp hp)

Red Flyer (-60 hp)
Yellow Flyer (-78 hp)
Green Flyer (-71 hp)

Blue Flyer (-14 hp)
Teja
Parnes (-75 hp [75 max], drained 1, Dying 1, prone, Fort Save vs drained, Fort Save vs drained) / Gloria

The drained will stack, so I'll still need Parnes to make the saves.

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Hoppper looks at the humanoid creature heading his way. He looks at his belt and whistles pointing at the flying creature!

Wolfie jaws@red: 1d20 + 11 ⇒ (19) + 11 = 30
Damage, piercing: 2d8 + 3 ⇒ (6, 7) + 3 = 16 That Should be a hit and kill of red (assuming that they have a similar amount of HP)

Then Wolfie runs behind the monster to threaten him.

The goblin looks at the undead monstrosity and says "Hold that thought!"

He runs past the enemy Provokes and pours the content of his healing potion down Parnes's throat

Healing potions: 2d8 + 5 ⇒ (7, 3) + 5 = 15

"Wakey! Wakey! Parnes. Your noble friends need your aid!" he says smiling broadly

1st: Command Animal (Wolfie Attack&Move)
2nd: Move Next to Parnes
3rd: Heal Parnes


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Wolfie snaps the head off of Red.

As Hopper moves out of the square, the humanoid tries to Grab Hopper.

Grapple, enfeebled: 1d20 + 15 - 1 ⇒ (5) + 15 - 1 = 19 vs Fortitude DC (22)

The wry goblin escapes from his clutches, and pours a healing potion into Parnes. The remaining flyer sees Hopper draw the healing flask, and the flask reminds him of his master's laboratory and all the horrors it faced there. It shudders.

Mental: 2d6 ⇒ (5, 3) = 8

Round 4

Enemy Humanoid (-111 hp, rage 4/10, clumsy 1, enfeebled 1)
Hopper (-22 hp) / Wolfie
Kang
Oscre (-32 hp)
Namza (-24 hp, +18 temp hp)

Red Flyer (-92 hp)
Yellow Flyer (-78 hp)
Green Flyer (-71 hp)

Blue Flyer (-22 hp)
Teja
Parnes (-60 hp [75 max], drained 1, Wounded 1, prone, Fort Save vs drained, Fort Save vs drained) / Gloria

Grand Archive

Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

Although frustrated that his spells have not been sticking, Kang sets that disappointment aside. Instead, he sends a bolt of electricity arcing between the two remaining targets.

vs humanoid and blue
electric arc: 3d4 + 4 ⇒ (4, 4, 3) + 4 = 15 Basic ref DC21

He then calls out to Huli, his familiar, and bids it restore some of his arcane energy.

Cast Electric Arc (2), Command Familiar (1) to use familiar focus to restore Focus Point

Grand Archive

Trygar NG male human (half-orc) wizard (universalist) 5 | HP 43/43| AC 18 | F +8 R +9 W +13 | Perc +11 | Stealth +2 | Hero Pt: 2 speed 25 ft. | focus 1/1 | spells 3 fireball, vampiric touch, 2 invisibility, burning hands, 1 fear, jump, true strike; C (1st) Chill Touch, Daze, Detect Magic, Elec. Arc, Shield | Active Conditions: mage armor

Namza calls on his arcane training to launch his axe across the room at the humanoid figure.

Hand of the Apprentice
+1 striking greataxe: 1d20 + 11 ⇒ (11) + 11 = 22 for slashing: 2d12 + 4 ⇒ (10, 7) + 4 = 21

Then he also unleashes a stream of electricity on the two remaining foes.

electric arc: 3d4 + 4 ⇒ (1, 3, 1) + 4 = 9 DC 21 Basic Reflex

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

I forget that my animal companion can still take an action without commanding them. Not sure how much that would have changed though, because you still have to command them to use their support ability.

Fort: 1d20 + 12 - 1 ⇒ (8) + 12 - 1 = 19
Fort: 1d20 + 12 - 1 ⇒ (4) + 12 - 1 = 15

An enraged Gloria follows the undead, keeping it surrounded.

I made a green bordered copy of my token to represent Gloria. It's hard making tokens on a touchscreen!


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Humanoid Reflex, clumsy 1: 1d20 + 11 - 1 ⇒ (2) + 11 - 1 = 12

Gloria follows the undead. Suddenly a crackle of electricity jolts it to death. Gloria neighs with pride, assuming she caused it.

Flyer Reflex: 1d20 + 12 ⇒ (15) + 12 = 27

Kang knows better.

Flyer Reflex: 1d20 + 12 ⇒ (4) + 12 = 16

Namza's staff flies out and hits Blue mid-air, and

Enemy Humanoid (-118 hp)
Hopper (-22 hp) / Wolfie
Kang
Oscre (-32 hp)
Namza (-24 hp, +18 temp hp)
Red Flyer (-92 hp)
Yellow Flyer (-78 hp)
Green Flyer (-71 hp)

Blue Flyer (-60 hp)
Teja
Parnes (-50 hp [65 max], Wounded 1, prone, Drained 3) / Gloria

Can Oscre FINISH HIM?

Grand Archive

Trygar NG male human (half-orc) wizard (universalist) 5 | HP 43/43| AC 18 | F +8 R +9 W +13 | Perc +11 | Stealth +2 | Hero Pt: 2 speed 25 ft. | focus 1/1 | spells 3 fireball, vampiric touch, 2 invisibility, burning hands, 1 fear, jump, true strike; C (1st) Chill Touch, Daze, Detect Magic, Elec. Arc, Shield | Active Conditions: mage armor

Should be one more Reflex save, I think. Kang and I both cast electric arc. (Thanks for moving my attack to the flyer.)


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

I just realized that Oscre is an alchemist, meaning he still does damage on a miss. The flyer has 9 hp, left, so three misses will kill it.
I'm going to call it and move us on. There's a very important non-combat bit at the end, so I don't want to lose momentum.

Parnes is Drained 3, which will clear over the next 3 days.

---

The Pathfinders search through the barrow from which the undead came from. They find a lot of inscriptions/paintings, and a necklace on the wall. 1 Treasure Bundle

DC 20 Society:
This barrow holds the remains of Tiyaka, a mighty berserker of the Goldmoon Clan. The paintings depict her battle with a host of malevolent fey, in which Tiyaka held back the invaders long enough for help to arrive from allied clans. The necklace on the wall was her lucky amulet.

---

Back to Slide 6, although the layout won't matter much.

Across the corridor, two flights of stone steps, set into the earth, descend to either side of this cavern. A narrow passage branches off to the south before ending at a small shrine. In the room to the west is a stone altar painted with faded green and blue symbols.

DC 20 Religion or Society:
This is the resting place of Irrei, a famed oracle whose prophecies guided the Oldwind Clan to peace and prosperity centuries ago; the altar is dedicated to her.

DC 20 Perception, Nature, or Survival:
The altar is unusually clear of plant and fungus growth. Irrei’s remains and jewelry are tucked in a hidden compartment in the altar. Treasure Bundle

This would be an appropriate place to hold a purificaiton ritual.

Rules: In order to conduct the ritual, ONE character may make ONE check of Occultism, Religion, or Nature. As an hour-long ritual, Hero Point rerolls can NOT be used to reroll!

Up to two characters can be secondary casters on the ritual. The reward scheme is as follows: Critical Success +2 to primary caster's roll; Success 0 to primary caster's roll (wait for it ...); Failure -4 to primary caster's roll (wait for it ...); Critical Failure -4 to primary caster's roll AND lowers the degree of success by one (... there it is). Normally, a ritual will require two secondary casters. This ritual does not.

You've rescued Evaika, deciphered the writing in the witch's barrow, and have Selma's spear, which constitute all the bonuses that are available in the scenario.

In light of all this, I'm going to be a little protective here - I'm going to ask that every player unanimously agrees on who's going to make the primary check, and every player unanimously agrees on who's going to make the secondary checks, if any. I'll then ask for the d20 roll after everyone agrees.


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺
Namza wrote:
Should be one more Reflex save, I think. Kang and I both cast electric arc. (Thanks for moving my attack to the flyer.)

I think I got them both - the humanoid went down on the first one, so it didn't need to make the second. The flyer rolled twice.

Envoy's Alliance

male skyborn tengu alchemical sciences investigator 8 | HP 86/86 | AC 26 | F +13 R +16 W +15 | Perc +16 (+1 vision; low-light) | Stealth +15 | 30 ft | Vials Available 6/6 | Hero Points: 1 | Active Conditions: —

Oscre wipes sweat from his brow as the flying critters fall, taking a long swig from an elixir of life.

Healing: 3d6 + 6 ⇒ (5, 6, 3) + 6 = 20 +1 vs disease and poison for 10 minutes.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Society: 1d20 + 12 ⇒ (14) + 12 = 26
Society: 1d20 + 12 ⇒ (9) + 12 = 21

He looks around the remainder of the barrow. "Hm, this altar doesn't have as much schmutz on it...oh hey, jewels!" He helps himself to the treasure.

"This altar is dedicated to Irrei of the Oldwind Clan. Famous oracle who brought peace and prosperity and whatnot. That one over there is for Tiyaka, a Goldmoon Clan berserker. You can tell by all the pictures of fighting nasty fey."

He scopes out the rest of the chamber. "Alright, so who's running point on this thing?"

Oscre has none of these skills, so he's probably a liability.

Grand Archive

Trygar NG male human (half-orc) wizard (universalist) 5 | HP 43/43| AC 18 | F +8 R +9 W +13 | Perc +11 | Stealth +2 | Hero Pt: 2 speed 25 ft. | focus 1/1 | spells 3 fireball, vampiric touch, 2 invisibility, burning hands, 1 fear, jump, true strike; C (1st) Chill Touch, Daze, Detect Magic, Elec. Arc, Shield | Active Conditions: mage armor

For the ritual: I have a +11 Occultism, as do a couple others, I think. It's probably better if no one aids. I think the ritual is too long to use a cognitive mutagen, right?

Society: 1d20 + 11 ⇒ (3) + 11 = 14
Society: 1d20 + 11 ⇒ (15) + 11 = 26
Nature: 1d20 + 13 ⇒ (14) + 13 = 27

Namza doesn't make much of the inscriptions in the undead chamber, but he recognizes the other room as the resting place of Irrei, a famed oracle whose prophecies guided the Oldwind Clan.

"Ah, here are her remains, hidden inside the altar dedicated to her. We should return them to the Sarkorians."


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

The ritual is 1 hour long, so unless you somehow got your hands on a greater cognitive mutagen, you won't be able to use a cognitive mutagen.

Grand Archive

Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

Yeah, Kang also has +11 to Occultism although his rolls have not been particularly good thus far. Agree on aiding. High risk for low reward...

"Oh wow..." is all Kang can mutter as he stares wide-eyed at the altar and the treasures they've found.

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

Hopper also has +11 to Occultism. I vote for Namza to do the roll with no aids (the rules on aiding seem a bit harsh).

Hopper looks around with his mouth open

"Ehmmm"

Horizon Hunters

NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)

Parnes blinks in surprise as he regains consciousness. The goblin struggles to his feet. "I feel like I have aged a hundred years," he says, his voice uncharacteristically weak. "But it appears that we have prevailed, despite my falling in battle."!

Parnes opts out of partaking in the ritual. "I know little of such mystical matters. I will stand guard in case a demon is summoned by your magical meddlings or some other such disaster occurs."

Grand Archive

NG female human rogue scholar-10 HP 118/118; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 29(w/shield); F +18 (+1 vs inhaled toxins;Resilience); R +21(evasion); W +15; resist cold&electricity/3; Per +16; Stealth +18; mv 25'; Conditions: none

Teja looks at the scene before her.

"I tend to agree. Any one of us might accomplish the ritual, but it does appear as if multiple hands might be more at risk of disrupting it than of helping."

I take it we don't have a feel (10 point range maybe? 10-19,20-29 etc? of the DC of the check?


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

It starts off at about a hard level-based DC but comes down to normal level-based DC with the three pieces of info you have. It's not so bad that you need to take insane risks. Okay, Namza, if you've got a "one time" now is the time to use it!

Grand Archive

1 person marked this as a favorite.
Trygar NG male human (half-orc) wizard (universalist) 5 | HP 43/43| AC 18 | F +8 R +9 W +13 | Perc +11 | Stealth +2 | Hero Pt: 2 speed 25 ft. | focus 1/1 | spells 3 fireball, vampiric touch, 2 invisibility, burning hands, 1 fear, jump, true strike; C (1st) Chill Touch, Daze, Detect Magic, Elec. Arc, Shield | Active Conditions: mage armor

After consulting with his fellow agents, Namza places the spear in the center of the room. "Selwa, of the Dreamweft Clan, we are worthy to reawaken these wards."

With Hopper's help, he reproduces some of the symbols from the witch's barrow. "Aisvira, call the spirits of the Farheaven Clan to defend this tomb."

Recalling the advice of Evaika, he adds an invocation to nature, "Heart of the land, confound the enemies of Sarkoris and hide this resting place from their eyes."

He spreads his arms to encompass the sweep of the barrow, then brings them together in a mighty *clap*, hoping to direct the gathered energies and reignite the wards.

Occultism: 1d20 + 11 ⇒ (6) + 11 = 17

201 to 250 of 253 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS2] 2-15 A Dirge for Sarkoris (GM Watery Soup) All Messageboards

Want to post a reply? Sign in.