PFS2e 2-05 - Balancing the Scales (KS) (Inactive)

Game Master phaeton_nz

Tier 1-4
Subtier 1-2
15 Challenge Points
Slides


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Radiant Oath

CG Male Kobold | Charlatan | Swashbuckler Lvl 3 | Hero Point: 1/3 | ◆◇↺ | HP 39/39 | AC 20 (22 w/ buckler) | F/R/W 8/11/7 | Perc +7 Darkvision | 25 feet | Class DC 19 | Resistances: Fire 1, Negative 1 | Deception(E): +10, Acrobatics/Thievery/Stealth +9, Diplomacy/Performance/Intimidation: +8, Athletics: +6, Society/Lore (Kobold, PFS, Underworld): +5 | Exploration Activity: Avoid Notice |
phaeton_nz wrote:

((Just missed the reflex))

I'm assuming you mean that my tumble through was successful?

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging
phaeton_nz wrote:
Jaune and Hancock are up.

Hancock only had 6 HP left and took 8 and then 11 damage. He only has a 16 AC when raging and with a +12 to hit, that is pretty easy to hit. I did not see him lasting more than 2 rounds.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+13 | 124312 | SFS B5-B8 | SFS 1-03 | PFS1e 6-97

Yes it was. I was referring to Locke's reflex save

Envoy's Alliance

N Male Gnome (Chameleon Gnome) Investigator 5 | HP 58/58 | AC 23 | F +8 R +12 W +10 | Perc +10 (Low-light vision) | Stealth +12 | 25 ft. | Leads: Irrisen pass, Witch Jadwiga | BM used: | Active Conditions: ---

@Hancock I think what you are saying is that you are dying right?

Ulrich looks at the cyclops and tries to find his weak point

Device a strategem@cyclop: 1d20 ⇒ 7

But he can't find any. He moves forwards and tries to stitch Hancock together

Battle Medicine@Hancock: 1d20 + 4 ⇒ (14) + 4 = 18
Heal: 2d8 ⇒ (3, 5) = 8

"Get up pal, there is no time to take a nap!"

Device a strategem
Move
Battle medicine@Hancock

Radiant Oath

CG Male Kobold | Charlatan | Swashbuckler Lvl 3 | Hero Point: 1/3 | ◆◇↺ | HP 39/39 | AC 20 (22 w/ buckler) | F/R/W 8/11/7 | Perc +7 Darkvision | 25 feet | Class DC 19 | Resistances: Fire 1, Negative 1 | Deception(E): +10, Acrobatics/Thievery/Stealth +9, Diplomacy/Performance/Intimidation: +8, Athletics: +6, Society/Lore (Kobold, PFS, Underworld): +5 | Exploration Activity: Avoid Notice |

Assuming green is still alive, Mik-Mek will raise his short sword and stab it with panache.
1st action: pull out shortsword
2nd action: Strike w/ confident finisher
3rd action: raise buckler

shortsword: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d6 + 1 ⇒ (1) + 1 = 2
precision: 2d6 ⇒ (5, 2) = 7

this is really hard on a tablet…

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging
Ulrich Makaisson wrote:
@Hancock I think what you are saying is that you are dying right?

I believe so. The GM saying that Hancock is up threw me because I was pretty sure he was quite down. But since I am pretty new to the system, I thought that maybe I was wrong. Where does this healing put Hancock and are you sure you can do this while he is on fire?

Verdant Wheel

LN male Kobold Druid 6 | HP 66/66 | AC 24 (26 w/shield) | Resist Acid 3, Fire 6| F +12 R +13 W +14 (+1 vs sleep/paralyze)| Perception +14 (darkvision, scent) | speed 35 | Focus Points: 2/2 | ◆ | ◇ | ↺

Are we all taking our turns now? I thought it was Jaune and Hancock and then baddies get to go.

Silver Crusade

1 person marked this as a favorite.
Human Male | VA | Auckland, New Zealand | UTC+13 | 124312 | SFS B5-B8 | SFS 1-03 | PFS1e 6-97

What I meant was that it was Hancock and Jaurne's turn to act ... my apologies for the confusion. As far as I see it, Hancock is at Dying 1, so needs to make a d20 flat check on his turn, which is now, to become stable, 10 + the dying number i.e 11. Making that puts him to 0 hps and Wounded 1. Failing it drops him to Dying 2. On Ulrich's turn, assuming Hancock makes the flat check, Hancock will be healed up to 8hp but still be at Wounded 1. Now let's see who's still to go this round.

Since Green goes before Mik-Mek in the initiative order, it gets to fire three times at him before it dies, assuming Mik-Mek is still up to kill it.

fire blast: 1d20 + 7 - 0 ⇒ (2) + 7 - 0 = 9 fire: 1d6 ⇒ 2
fire blast: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11 fire: 1d6 ⇒ 3
fire blast: 1d20 + 7 - 8 ⇒ (5) + 7 - 8 = 4 fire: 1d6 ⇒ 6

Of course if it dies, Mik Mek gets fire explosion: 1d6 ⇒ 5 damage. DC 14 basic reflex save to evade.

Ulrich and Mik-Mek have already gone, Rhaegal and Locke still to go.

@Rhaegal: Yeah ... it looks like there's been some confusion.

Radiant Oath

CG Male Kobold | Charlatan | Swashbuckler Lvl 3 | Hero Point: 1/3 | ◆◇↺ | HP 39/39 | AC 20 (22 w/ buckler) | F/R/W 8/11/7 | Perc +7 Darkvision | 25 feet | Class DC 19 | Resistances: Fire 1, Negative 1 | Deception(E): +10, Acrobatics/Thievery/Stealth +9, Diplomacy/Performance/Intimidation: +8, Athletics: +6, Society/Lore (Kobold, PFS, Underworld): +5 | Exploration Activity: Avoid Notice |

AC is 20 so all 3 fire blasts miss.

reflex: 1d20 + 9 ⇒ (9) + 9 = 18

Sorry, internet at home is down so I’m having to use a mobile device to post. Sorry for acting out of turn

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+13 | 124312 | SFS B5-B8 | SFS 1-03 | PFS1e 6-97

No worries Mik-Mek. You pass the reflex and Green is annihilated.

Radiant Oath

CG Male Kobold | Charlatan | Swashbuckler Lvl 3 | Hero Point: 1/3 | ◆◇↺ | HP 39/39 | AC 20 (22 w/ buckler) | F/R/W 8/11/7 | Perc +7 Darkvision | 25 feet | Class DC 19 | Resistances: Fire 1, Negative 1 | Deception(E): +10, Acrobatics/Thievery/Stealth +9, Diplomacy/Performance/Intimidation: +8, Athletics: +6, Society/Lore (Kobold, PFS, Underworld): +5 | Exploration Activity: Avoid Notice |

so how damage? Half for making the save? 1pt total due to fire resist 1

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

"He's too strong to take on toe to toe," Locke says, his hair still smoking from the explosive eyeball. He darts in to swipe his dueling blade at the cyclopean zombie and darts away from the heat, working his way toward the remaining eyeball.

+1 Aldori dueling sword, Inspire Courage: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Magic, Slashing, Inspire Courage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

Well, shoot. Hopefully, that aura's trigger is a creature ends their turn within it rather than enters...

Verdant Wheel

LN male Kobold Druid 6 | HP 66/66 | AC 24 (26 w/shield) | Resist Acid 3, Fire 6| F +12 R +13 W +14 (+1 vs sleep/paralyze)| Perception +14 (darkvision, scent) | speed 35 | Focus Points: 2/2 | ◆ | ◇ | ↺

Rhaegal roars as he sees some of the eyes does down under their attacks. He refocuses on the cyclops and breathes out again. This time it's lightning that spews from his mouth, arcing out to the cyclops and to the last flaming eye. Finally, he raises his wooden shield to protect himself.

Electric Arc (Reflex DC 18) (IC): 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7

◆◆ Electric Arc vs blue and black
◆ Raise Shield

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

flat check to avoid dying more: 1d20 ⇒ 15

So that causes him to stabilize and puts him at wounded 1 and 0 HP and a bit confused. Since he is on fire, I'd like to see if he can take an action to roll around to stop being on fire. Can he do that? Otherwise he will just keep dying.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+13 | 124312 | SFS B5-B8 | SFS 1-03 | PFS1e 6-97

((See the discussion thread))

ref: 1d20 + 4 ⇒ (13) + 4 = 17 zombie
ref: 1d20 + 7 ⇒ (2) + 7 = 9 blue

Zombie (-29), Blue: (-7). Blue looks very unsteady in flight.

Initiative Order is currently: Hancock; Zombie; Jaune; Ulrich; Mik-Mek; Rhaegal; Locke; Blue.

Locke is yet to go.

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

If only I had a do-over.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

Provided the analysis of Locke is correct in discussion...

Hancock picks up his weapon and skedaddles out of there, angry that he is being so thrashed by a stupid one-eyed zombie thing.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+13 | 124312 | SFS B5-B8 | SFS 1-03 | PFS1e 6-97

Don't forget your Hero Points

Blue takes three shots at the nearest Pathfinder, Mik-Mek

fire blast: 1d20 + 7 - 0 ⇒ (16) + 7 - 0 = 23 fire: 1d6 ⇒ 4
fire blast: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17 fire: 1d6 ⇒ 2
fire blast: 1d20 + 7 - 8 ⇒ (6) + 7 - 8 = 5 fire: 1d6 ⇒ 6

Hancock, now healed up a bit, gets up, grabs his weapon and retreats from the zombie. The zombie steps up to the nearest Pathfinder, Ulrich and attempts to hit him.

spiked club: 1d20 + 12 ⇒ (5) + 12 = 17 bludgeoning: 1d8 + 7 ⇒ (2) + 7 = 9

Everyone but Hancock gets to go.

The zombie has an ability called Searing Aura(aura, fire, necromancy) 10 feet. The fire-eye zombie emits an aura of heat that causes open wounds to sizzle. Any living creature that starts its turn within 10 feet of the zombie and isn’t at full HP must succeed at a DC 17 Fortitude save or take 1d4 damage as its wounds burn. Creatures critically hit by the fire-eye zombie’s Strikes must attempt this saving throw immediately.

Radiant Oath

CG Male Kobold | Charlatan | Swashbuckler Lvl 3 | Hero Point: 1/3 | ◆◇↺ | HP 39/39 | AC 20 (22 w/ buckler) | F/R/W 8/11/7 | Perc +7 Darkvision | 25 feet | Class DC 19 | Resistances: Fire 1, Negative 1 | Deception(E): +10, Acrobatics/Thievery/Stealth +9, Diplomacy/Performance/Intimidation: +8, Athletics: +6, Society/Lore (Kobold, PFS, Underworld): +5 | Exploration Activity: Avoid Notice |

the first one hits for 3 pts. Am I 10 feet away from the zombie or 15? Based on diagonal movement I'd 15 but I'm not sure

Mik-Mek moves to Blue and tries to tumble through. He raises his buckler and braces for the next attack.

Stride, Tumble through, raise buckler

1d20 + 7 ⇒ (16) + 7 = 23

Can someone please move my token towards blue?

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

"Spread out and use skirmish tactics!" Locke calls out as he dashes toward the cyclopean zombie. He slashes at the giant and then dashes away.

+1 Aldori Dueling Sword, Inspire Courage: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Magic, Slashing, Inspire Courage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

◆ Stride
◆ Strike
◆ Stride

Envoy's Alliance

N Male Gnome (Chameleon Gnome) Investigator 5 | HP 58/58 | AC 23 | F +8 R +12 W +10 | Perc +10 (Low-light vision) | Stealth +12 | 25 ft. | Leads: Irrisen pass, Witch Jadwiga | BM used: | Active Conditions: ---

Ulrich dodges the massive club, fortunatelly the cyclop missed its target here. The Gnome again looks at the enemy and makes few feints to see if he can find a good angle to attack

Devise a Strategem: 1d20 ⇒ 4

But the massive blows are to much for him to get a good strategy of attack.

He reaches for his kukri and steps away from the enemy.

Strategem, pull out kukri, step away.

Verdant Wheel

LN male Kobold Druid 6 | HP 66/66 | AC 24 (26 w/shield) | Resist Acid 3, Fire 6| F +12 R +13 W +14 (+1 vs sleep/paralyze)| Perception +14 (darkvision, scent) | speed 35 | Focus Points: 2/2 | ◆ | ◇ | ↺

Rhaegal stands in defiance of the giant like the mighty Dragon he is. He snarls at the cyclops terrifyingly. Then he opens his mouth and spews lightning again.

Demoralize (vs Will DC): 1d20 + 6 ⇒ (14) + 6 = 20

Electric Arc (Reflex DC 18) (IC): 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6

◆ Demoralize vs black (potentially lowering his saves)
◆◆ Electric Arc vs black and blue

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+13 | 124312 | SFS B5-B8 | SFS 1-03 | PFS1e 6-97

ref: 1d20 + 4 ⇒ (4) + 4 = 8 zombie
ref: 1d20 + 7 ⇒ (1) + 7 = 8 blue

Locke's hit is very effective, doing more damage than expected.
Blue explodes in front of Mik-Mek

((Zombie: -52))

Could Mik-Mek please make a basic DC 14 ref save or take fire: 1d6 ⇒ 5 damage.

Hancock may now take a turn. Jaune still to go.

Radiant Oath

CG Male Kobold | Charlatan | Swashbuckler Lvl 3 | Hero Point: 1/3 | ◆◇↺ | HP 39/39 | AC 20 (22 w/ buckler) | F/R/W 8/11/7 | Perc +7 Darkvision | 25 feet | Class DC 19 | Resistances: Fire 1, Negative 1 | Deception(E): +10, Acrobatics/Thievery/Stealth +9, Diplomacy/Performance/Intimidation: +8, Athletics: +6, Society/Lore (Kobold, PFS, Underworld): +5 | Exploration Activity: Avoid Notice |

With a yelp, Mik-mek dives out of the way of the exploding eyeball.

Reflex Save: 1d20 + 7 ⇒ (15) + 7 = 22

1 fire damage total after resistance

Radiant Oath

CG Male Kobold | Charlatan | Swashbuckler Lvl 3 | Hero Point: 1/3 | ◆◇↺ | HP 39/39 | AC 20 (22 w/ buckler) | F/R/W 8/11/7 | Perc +7 Darkvision | 25 feet | Class DC 19 | Resistances: Fire 1, Negative 1 | Deception(E): +10, Acrobatics/Thievery/Stealth +9, Diplomacy/Performance/Intimidation: +8, Athletics: +6, Society/Lore (Kobold, PFS, Underworld): +5 | Exploration Activity: Avoid Notice |

If the large zombie is still alive when my turn rolls around, I'm going to post it now because I don't know if I'll be able to later. If it's dead, please just ignore it.

Mik-Mek's Turn:

Mik-Mek darts in, shortsword at the ready. With a flashy tumble he covers the remaining distance to the fiery brute and stabs it. He then moves back to stay out of its burning aura.


◆ Stride forward 15'
◆ Shortsword w/ Confident Finisher
◆ Stride back 15' (the same way I came); and hope that it doesn't have AoO!

Shortsword w/ Confident Finisher: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Precision: 2d6 ⇒ (3, 2) = 5

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

Rather than charge in their right away with a wounded condition, will taking the minor healing get rid of the condition? If so that is what he does. How many actions will that take?

Vigilant Seal

Male Human Bard 1 HP: 16/16 Perc +6 AC:17 Move: 25' Fort +3 Ref +5 Will +6 FP:2/2 Bard DC: 17 Occult DC: 17

Gritting his teeth after missing a again, he continues to strike another hard chord, knowing that his more consistent spell was soon to fade out. He'd try again, this time aiming a small chunk of rubble towards the giant.

Telekinetic Projectile Towards Giant: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 1d6 + 7 ⇒ (1) + 7 = 8

1 Round Left of Inspire Courage
Two Actions to Us Spell. Abstaining for remaining

Vigilant Seal

Male Human Bard 1 HP: 16/16 Perc +6 AC:17 Move: 25' Fort +3 Ref +5 Will +6 FP:2/2 Bard DC: 17 Occult DC: 17

After striking with the rock, he quickly flourishes into another verse.

Performance: 1d20 + 7 ⇒ (1) + 7 = 8
Bardic Inspiration for another 3 rounds. Final action used.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

Not willing to be put down again or stay in the area of the nasty flames, Hancock dashes by the cyclops, delivering a clumsy blow on the way.

Cool. I forgot that in this game you can move both before and after you attack.

to hit Maul, inspire: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
damage Maul, inspire: 1d12 + 4 + 1 ⇒ (8) + 4 + 1 = 13 bludgeoning damage, +4 additional damage with electrical, arcane, and evocation traits

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+13 | 124312 | SFS B5-B8 | SFS 1-03 | PFS1e 6-97

Jaune is able to hit the cyclops with a projectile (-60). Hancock and Mik-Mek miss.

Since the zombie has ten foot reach with that spiked club, it stays where it is and smacks Raegal twice. Rhaegal is the only one in the cyclop's fire aura.

spiked club: 1d20 + 12 - 0 ⇒ (18) + 12 - 0 = 30 bludgeoning: 1d8 + 7 ⇒ (1) + 7 = 8
spiked club: 1d20 + 12 - 5 ⇒ (7) + 12 - 5 = 14 bludgeoning: 1d8 + 7 ⇒ (3) + 7 = 10

Everyone is up except Mik-Mek who declared their turn earlier.

The zombie is frightened 1.

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

Locke darts in again to take a swipe at the fiery zombie. He scrambles back toward the corner of the room afterwards.

+1 Aldori dueling sword, Inspire Courage: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 in case it matters, frightened penalizes AC
Magic, Slashing, Inspire Courage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

◆ Stride
◆ Strike
◆ Stride

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+13 | 124312 | SFS B5-B8 | SFS 1-03 | PFS1e 6-97

Locke scores a crit. ((Are we rolling or doubling?))

Radiant Oath

CG Male Kobold | Charlatan | Swashbuckler Lvl 3 | Hero Point: 1/3 | ◆◇↺ | HP 39/39 | AC 20 (22 w/ buckler) | F/R/W 8/11/7 | Perc +7 Darkvision | 25 feet | Class DC 19 | Resistances: Fire 1, Negative 1 | Deception(E): +10, Acrobatics/Thievery/Stealth +9, Diplomacy/Performance/Intimidation: +8, Athletics: +6, Society/Lore (Kobold, PFS, Underworld): +5 | Exploration Activity: Avoid Notice |

I just remembered -- because Mik-Mek struck with panache and w/ Confident Finisher, I still do half precision damage even on a miss. So the cyclops takes 2 piercing damage.

Verdant Wheel

LN male Kobold Druid 6 | HP 66/66 | AC 24 (26 w/shield) | Resist Acid 3, Fire 6| F +12 R +13 W +14 (+1 vs sleep/paralyze)| Perception +14 (darkvision, scent) | speed 35 | Focus Points: 2/2 | ◆ | ◇ | ↺

That was a crit on Rhaegal too. Glad you just rolled a 1.

DC 17 Fort Save: 1d20 + 5 ⇒ (18) + 5 = 23

The Dragon takes a horrible hit to the neck, but he continues to standing against the cyclops and its fire aura. He rushes away, hoping to avoid another hit, but turns and breathes a blast of cold at the giant.

Ray of Frost (IC) vs frightened AC: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Cold Damage (IC): 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Crit?: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8

◆ Move
◆◆ Ray of Frost

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+13 | 124312 | SFS B5-B8 | SFS 1-03 | PFS1e 6-97

((In that case, we're doubling))

It's not sure who made the killing blow as Locke and Rhaegal hit it nearly simultanously. Never the less, the end result is the zombie crashing to the ground, no longer animated. Both the zombie and the eyes dissolve into ash.

--- End of combat ---

At the same time, triumphant kobold cheers echo down the sewer tunnels. The kobolds, led by Chief Yiddlepode and Pethjun, return to their post outside the meeting site to tend the wounds of their warriors and boast of their victory.

With the undead defeated, you can investigate the meeting site, surrounding tunnels, and zombie for clues.

The things to investigate and the chacks are:
a) The chamber and pillars (Crafting or Engineering Lore)
b) Meeting Site overall (Perception)
c) The zombie (Society or Medicine)
d) A scorched piece of hide on the zombie that has a drawing of an obelisk (Society)

((Do any of these characters speak Cyclops or have a way to read it, or have played 1-15: The Blooming Catastrophe))

Envoy's Alliance

N Male Gnome (Chameleon Gnome) Investigator 5 | HP 58/58 | AC 23 | F +8 R +12 W +10 | Perc +10 (Low-light vision) | Stealth +12 | 25 ft. | Leads: Irrisen pass, Witch Jadwiga | BM used: | Active Conditions: ---

Ulrich has +4 to medicine so I will leave healing wounds to others.

The gnome stands there and hides his bow. He leaves his kukri drawn as he counts ten breaths waiting to see if the new enemies will arrive. After he is certain that the fighting is over he hides his weapon.

Ulrich looks at the place where they are and begin to analyze the structure, he touches the walls and looks for marks how they were done

Crafting, pursue lead, analyze the chamber and pilalrs: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12

Then he looks at the fallen enemies killed by them and kobolds. He takes out his war razor and makes few cuts

Society, pursue lead, analyze zombies: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20

"Hmm. Do you find a lot of undead here in the tunnels?"

I can make the remaining two rolls as well but I will let others RP it. And no to both, don't speak Cyclops and he did not play 1-15, my other PC did

Verdant Wheel

LN male Kobold Druid 6 | HP 66/66 | AC 24 (26 w/shield) | Resist Acid 3, Fire 6| F +12 R +13 W +14 (+1 vs sleep/paralyze)| Perception +14 (darkvision, scent) | speed 35 | Focus Points: 2/2 | ◆ | ◇ | ↺

Rhaegal can do Medicine, but he doesn't yet have Continual Recovery. Each attempt will take 10 minutes and the cooldown for each person will be 1 hour.

While the others examine the room and the corpses, Rhaegal unpacks a medical kit and begins wrapping wounds and applying salves. Some of the poultices are a bit odd and stink. More than once you catch him mumbling something that about being uncertain how a treatment might work on "smoothskins."

Medicine - Hancock (DC15): 1d20 + 8 ⇒ (16) + 8 = 24 Healing: 2d8 ⇒ (4, 6) = 10
Medicine - Rhaegal (DC15): 1d20 + 8 ⇒ (18) + 8 = 26 Healing: 4d8 ⇒ (6, 3, 5, 2) = 16
Medicine - Mek-Mek (DC15): 1d20 + 8 ⇒ (3) + 8 = 11
Medicine - Locke (DC15): 1d20 + 8 ⇒ (17) + 8 = 25 Healing: 4d8 ⇒ (7, 3, 4, 8) = 22
Medicine - Jaune (DC15): 1d20 + 8 ⇒ (4) + 8 = 12

Where does that leave everyone on health? Ulrich are you hurt? This all takes 50 minutes, so Rhaegal isn't really participating in the skill checks to explore.

Envoy's Alliance

N Male Gnome (Chameleon Gnome) Investigator 5 | HP 58/58 | AC 23 | F +8 R +12 W +10 | Perc +10 (Low-light vision) | Stealth +12 | 25 ft. | Leads: Irrisen pass, Witch Jadwiga | BM used: | Active Conditions: ---

Ulrich is unscratched ;) Attacked once by the zombie and they missed.

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

"Good as new! Many thanks, Rhaegal," he says after the kobold tends to his burns. "I'm sure I'll be as pretty as ever in no time." He then moves on to investigate the site.

Perception (E): 1d20 + 7 ⇒ (4) + 7 = 11

Radiant Oath

CG Male Kobold | Charlatan | Swashbuckler Lvl 3 | Hero Point: 1/3 | ◆◇↺ | HP 39/39 | AC 20 (22 w/ buckler) | F/R/W 8/11/7 | Perc +7 Darkvision | 25 feet | Class DC 19 | Resistances: Fire 1, Negative 1 | Deception(E): +10, Acrobatics/Thievery/Stealth +9, Diplomacy/Performance/Intimidation: +8, Athletics: +6, Society/Lore (Kobold, PFS, Underworld): +5 | Exploration Activity: Avoid Notice |

Mik-mek thanks his fellow kobold for trying and assists Locke in searching the site.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

That leaves Hancock at 18/25 HP

"Mmph. Btr"

Vigilant Seal

Male Human Bard 1 HP: 16/16 Perc +6 AC:17 Move: 25' Fort +3 Ref +5 Will +6 FP:2/2 Bard DC: 17 Occult DC: 17

"By Asmodeus's ballsack, you sure took a damn beating chum, spoke Jaune as he gave the recovering Dwarf a pat on the back," To think a big link head like that here in the sewers, disgusting honestly."

Crafting on Pillars and Room: 1d20 + 2 ⇒ (13) + 2 = 15
Perception on room: 1d20 + 6 ⇒ (17) + 6 = 23
Society on Big Boy Zombie: 1d20 + 5 ⇒ (6) + 5 = 11
Society on obelisk tat: 1d20 + 5 ⇒ (18) + 5 = 23

Jaune's mind was left to wander as he moved from the Dwarf to performing his own investigation.

Radiant Oath

CG Male Kobold | Charlatan | Swashbuckler Lvl 3 | Hero Point: 1/3 | ◆◇↺ | HP 39/39 | AC 20 (22 w/ buckler) | F/R/W 8/11/7 | Perc +7 Darkvision | 25 feet | Class DC 19 | Resistances: Fire 1, Negative 1 | Deception(E): +10, Acrobatics/Thievery/Stealth +9, Diplomacy/Performance/Intimidation: +8, Athletics: +6, Society/Lore (Kobold, PFS, Underworld): +5 | Exploration Activity: Avoid Notice |

Mik-mek joins Jaune in examining the room after looking around the meeting site.

Crafting on Pillars: 1d20 + 4 ⇒ (6) + 4 = 10
Medicine on Zombie: 1d20 + 4 ⇒ (12) + 4 = 16
Society on Zombie Tattoo: 1d20 + 4 ⇒ (1) + 4 = 5

Mik-mek spends 40 minutes total

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

Hancock speaks Jotun. Does that help? Is there a separate language for Cyclops?

Hanckock rolls his shoulders and joins the others in the investigation.

Crafting on Pillars and Room: 1d20 + 1 ⇒ (15) + 1 = 16
Perception on Meeting Site: 1d20 + 6 ⇒ (8) + 6 = 14
Medicine on Zombie: 1d20 + 4 ⇒ (19) + 4 = 23
Society on drawing of an obelisk: 1d20 + 1 ⇒ (17) + 1 = 18

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+13 | 124312 | SFS B5-B8 | SFS 1-03 | PFS1e 6-97

Hancock realises that the chamber is approximately 700 years old. He also notices, on the pillars, monstrous faces hidden amid the flames, howling in rage or pain.

Jaune and Mik-Mek notice that the masonry surrounding the hole in the wall has the remnants of a plaster mural. The mural has faded, but a few edges remain, featuring storm clouds. They also discover a streak of green, jiggly slime that slipped between two stones in the floor. ((Occultism and Religion for the slime))

Hancock and Mik-Mek determine that the zombie doesn’t show signs of prolonged exposure to the sewers. It’s likely the zombie was created elsewhere and brought here recently.

Jaune and Hancock remember that a similar looking obelisk is on display at the Blakros Museum.

((Nature to find more about the hide that the obelisk was drawn on))

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

Hancock gently strokes the pillars, admiring the ancient workmanship and soaking in the history.

"This is wrty odwrf." he mumbles

Hancock traces the features of a face in the flames, hidden but noticeable once he traces the outlines, then nods.

"Old."

He laughs as he recalls what humans think of as old. A building that lasts more than 50 years is considered old, and revises his valuation. Such children.

"Anct," again, in a mumble.

He joins Jaune in admiring the obelisk and he gives him a questioning look, apparently looking for confirmation. "Blackose?"

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

"You think we're going to have to go to Blackrose to figure this out?" he asks, overly cheerfully for contemplating a trip to the Blackrose Museum.

Radiant Oath

CG Male Kobold | Charlatan | Swashbuckler Lvl 3 | Hero Point: 1/3 | ◆◇↺ | HP 39/39 | AC 20 (22 w/ buckler) | F/R/W 8/11/7 | Perc +7 Darkvision | 25 feet | Class DC 19 | Resistances: Fire 1, Negative 1 | Deception(E): +10, Acrobatics/Thievery/Stealth +9, Diplomacy/Performance/Intimidation: +8, Athletics: +6, Society/Lore (Kobold, PFS, Underworld): +5 | Exploration Activity: Avoid Notice |

Mik-Mek tries to recall if he has seen the type of hide the obelisk was drawn on. He also wracks his brain to see if he's seen this sort of slime before. Doing so takes his mind off the sting of his injuries.

Nature(U); Recall Knowledge: 1d20 + 1 ⇒ (7) + 1 = 8
Religion(U); Recall Knowledge: 1d20 + 1 ⇒ (6) + 1 = 7

60 minutes total has elapsed; cooldown for Treat Wounds has lapsed

Medicine; Treat Wounds: 1d20 + 4 ⇒ (13) + 4 = 17
Healing: 2d8 ⇒ (1, 2) = 3

Still better than rolling snakeeyes...

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

"Oh. That is odd," Locke comments when the slime is pointed out.

Occultism (T): 1d20 + 6 ⇒ (6) + 6 = 12

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+13 | 124312 | SFS B5-B8 | SFS 1-03 | PFS1e 6-97

Unfortunately no new information is gleaned at this point.

Anyone else wanting to make rolls for clues before we move on? Still looking for Society on the zombie, Nature on the hide, Occultism on the slime, Religion on the slime. And none of these PCs have played 1-15?

((Haven't seen rolls from Ulrich or Rhaegal yet))

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