GM Doug's Lost Maid of Anactoria (Gameday X) (Inactive)

Game Master Doug Hahn

Maps | Macros


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

That crit destroys #2. Parnes hit last round; thanks. You hit with the AOO on a 23 so it is an obvious GM error. The mist would still be up anyway; added the 13 (18-5) to mist 3 putting it at -26!

Got Manny's +8 hp.

The Lost Maid's Tears

Party Conditions: All allies inspired 4 rnd
Bold is up. All areas off the road difficult terrain (shallow bog)

----
Teja 58/58 HP
Jiki the Flatulist 42/42 HP, 3 images, 2 actions left
Parnes Soranus 46/80 HP, Bleeding 1d6
Emmanuel Holysmith 40/44 HP, Drained 1, Bleeding 1d6
The Black Hart 29/34 HP, DC 22 fort save needed, Bleeding 1d6 (4 this rnd) DC 15 flat EoT
Mist 1 -27 HP, 2d6P fire, Frightened 1
Mist 3 -26 HP
Mist 4 -0 HP

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 0/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

With a grunt of display, Teja steps forward. Her rapier whips around in a complex pattern, before she drives it into the core of the thing

Feint - deception: 1d20 + 12 ⇒ (10) + 12 = 22
strike!, IC: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33 fingers crossed vs FF
damage,IC: 2d6 + 1 ⇒ (3, 4) + 1 = 8
crit?: 2d6 + 1 ⇒ (1, 3) + 1 = 5
deadly: 1d8 ⇒ 7

◆ Step
◆ Feint
◆ Strike

Horizon Hunters

Non-Binary NG Press-Ganged Seer Elf Wizard 4 | AC 18 (19), Fort +7, Ref +8, Will +10 |HP 34/34 | Hero Point: 1 Staff Charges (2)

Hart winces from the assault

Fort: 1d20 + 7 ⇒ (19) + 7 = 26

Hart unleashes a Burning Hands out of their staff

Burning Hands, DC 20: 2d6 ⇒ (6, 5) = 11

Flat: 1d20 ⇒ 20


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Order of operations: save then flat.

Reflex: 1d20 + 14 ⇒ (7) + 14 = 21 success.

Flat for Hart: 1d20 ⇒ 5

Usually just double the original roll if a crit instead of rolling again, so 8*2+7-5=18 damage

--

Teja crits her target easily after making it flat-footed (it was also frightened; it didn't stand much of a chance).

It then dies in Hart's fire!

--

Attacks:

Teja:
Mist 3
Tendril, Strike 1: 1d20 + 12 ⇒ (10) + 12 = 22
Slashing: 2d6 + 2 ⇒ (5, 1) + 2 = 8
Stride stride strike

Manny:
Tendril, Strike 1: 1d20 + 12 ⇒ (7) + 12 = 19
Tendril, Strike 2, Agile: 1d20 + 12 - 4 ⇒ (19) + 12 - 4 = 27
Slashing: 2d6 + 2 ⇒ (3, 2) + 2 = 7
Strikd strike x2

Bleed Parnes: 1d6 ⇒ 2
Bleed Manny: 1d6 ⇒ 2
Bleed Hard: 1d6 ⇒ 3

Manny and Teja are each hit once by the remaining mists. The mist attacking Manny triggers his AOO. DC 22 fort for each

⚰ ⚰ ⚰

The Lost Maid's Tears Won't Fall Much Longer at This Rate

Party Conditions: All allies inspired 3 rnd
Bold is up. All areas off the road difficult terrain (shallow bog)

----
Teja 50/58 HP, DC 22 fort save
Jiki the Flatulist 42/42 HP, 3 images
Parnes Soranus 46/80 HP, Bleeding 1d6, 2this rnd
Emmanuel Holysmith 33/44 HP, Drained 1, Bleeding 1d6, 2 this rnd, DC 22 fort save
The Black Hart 25/34 HP, Bleeding 1d6, 3 this rnd
Mist 3 -26 HP
Mist 4 -0 HP

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 0/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

fort: 1d20 + 9 ⇒ (2) + 9 = 11 Hero point reroll
fort: 1d20 + 9 ⇒ (14) + 9 = 23

The scholar screams in pain as the mist tries to suck the soul from her body. However the scream triggers an inner well spring of resolve.

If it eats my soul now, I'll never meet my father. And no way is he going to get off that lights.

Gritting her teeth she steps to the side, flanking the misty vampire with Jiki.

"Two can play at that game." she mutters as her rapier darts in and out.
strike vs 3, IC vs FF: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
However the muddy ground beneath her boots betrays her, and she only narrowly avoids plunging herself into the mist. Gnashing teeth she steadies herself and tries again.
strike vs 3, IC vs FF: 1d20 + 13 + 1 - 5 ⇒ (14) + 13 + 1 - 5 = 23
damage,IC: 2d6 + 1 ⇒ (2, 2) + 1 = 5

◆ Step
◆ Strike
◆ Strike

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)

Paranus rides through the muck of the bog and charges at another mist.

+1 Striking Lance, IC: 1d20 + 16 + 1 ⇒ (8) + 16 + 1 = 25
Piercing, Magic, jousting, Support, IC: 2d8 + 10 + 1 ⇒ (2, 8) + 10 + 1 = 21

+1 Striking Lance, IC: 1d20 + 16 + 1 - 5 ⇒ (9) + 16 + 1 - 5 = 21
Piercing, Magic, jousting, Support, IC: 2d8 + 10 + 1 ⇒ (7, 1) + 10 + 1 = 19

Command, 1 to move and 1 for the support ability. Then attacking twice

Horizon Hunters

Non-Binary NG Press-Ganged Seer Elf Wizard 4 | AC 18 (19), Fort +7, Ref +8, Will +10 |HP 34/34 | Hero Point: 1 Staff Charges (2)

Hart lobs fire at number 3.

Produce Flame: 1d20 + 10 ⇒ (18) + 10 = 28

Produce Flame damage: 2d4 + 4 ⇒ (3, 1) + 4 = 8

They then casts shield

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 10 | HP 105/116 | AC 28 | Fortitude +18, Reflex +19, Will +17 (Performer's Heart) | Perception +14 | Speed 25, climb 10 | Darkvision | Resist cold 5, void 1 | Default Exploration: Avoid Notice +16 | Bard Spells 5th-2/3 4th-2/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 0 | Provisions: scroll of breath of life 1/1 | Active Conditions: None| ◆◇↺

Welp, no need to keep singing, and no room to cast, so may as well try to crit something. Starting with 3 if it's still up.

◆ Strike

+1 Shortsword: 1d20 + 10 ⇒ (20) + 10 = 30
Piercing Damage: 1d6 ⇒ 6

◆ Strike

+1 Shortsword: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
Piercing Damage: 1d6 ⇒ 2

◆ Strike

+1 Shortsword: 1d20 + 10 - 8 ⇒ (16) + 10 - 8 = 18
Piercing Damage: 1d6 ⇒ 2

Ha! My fishing expedition was successful!

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 27 (Occult)-/3/3/1/0/1 (Divine) - | Perception +13 |◆◇↺ |

Another Mist attempts to eat Manny's soul. His whip is ready.

Whip, Lethal attack with Nonlethal, Inspire Courage: 1d20 + 9 - 2 + 1 ⇒ (13) + 9 - 2 + 1 = 21
Slashing: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Fort Save: 1d20 + 7 ⇒ (4) + 7 = 11
Hero Point reroll: 1d20 + 7 ⇒ (14) + 7 = 21 Better than a crit fail!

It digs into the memories of his mother, trying to tear at a familiar bond. "Backoff, fiend!" He calls upon his spiritual glaive. "You don't stand a chance against Shylye and her faithful friend!" He redirects his Spiritual Weapon against Mist #3, hoping to finish it off quickly.

Spiritual Weapon, Inspire Courage: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Force Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Manny takes a Step to the side and cracks his whip at Mist #3. "Hey Hart. Mind if I cut in?"

Whip, Lethal attack with Nonlethal, Inspire Courage: 1d20 + 9 - 2 + 1 ⇒ (4) + 9 - 2 + 1 = 12
Slashing: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Manny's whip is too low to the ground and kicks up dirt.

Flat Check to stop bleeding: 1d20 ⇒ 10

↺ AoO via Opportunist against Mist #4 as it approaches
◆ Sustain Spiritual Weapon against Mist #3
◆ Step
◆ Strike Mist #3
◇ Flat check to stop bleeding


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Falt, Hart: 1d20 ⇒ 17 not bleeding anymore. Took 3 more before stopping.

Manny whips the mist for approaching, doing a little damage. 2 after Resistance He then avoids being further drained, but the mist seems a bit more solid now.

Teja's second attack connects but she cannot do any damage to the mist. Enjoy the rp flavor for drain btw

Parnes makes better progress, striking twice. 30 damage after resistance.

Jiki crits and hits once, but does a bit less damage than hoped due to resistance. 7 on the crit and 0 on the second hit

Manny hits the creature with his spiritual weapon before nissing with his whip and bleeding a bit more.

Finally, the Hart drops #3 — even after its temp hitpoints! The creature screams as it burns in their flames.

--

Mist 4 Steps over to Parnes and attacks twice!

Tendril, Strike 1: 1d20 + 12 ⇒ (4) + 12 = 16
Tendril, Strike 2, Agile: 1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 16

Bleed, Parnes: 1d6 ⇒ 5
Bleed, Manny: 1d6 ⇒ 6

This mist cannot connect with the well-armored cavalier.

⚰ ⚰ ⚰

The Lost Maid's Tears Won't Fall Much Longer at This Rate

Party Conditions: All allies inspired 3 rnd
Bold is up. All areas off the road difficult terrain (shallow bog)

----
Teja 50/58 HP
Jiki the Flatulist 42/42 HP, 3 images
Parnes Soranus 44/80 HP, Bleeding 1d6, 5 this rnd
Emmanuel Holysmith 31/44 HP, Drained 1, Bleeding 1d6, 6 this rnd, DC 22 fort save
The Black Hart 22/34 HP, Shield
Mist 4 -30 HP

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 27 (Occult)-/3/3/1/0/1 (Divine) - | Perception +13 |◆◇↺ |

Fort Save: 1d20 + 7 ⇒ (3) + 7 = 10

He feels it drink more from his cherished memories, but he presses on. "Alright! One more!" Manny sends his etheral glaive at the remaining mist.

Spiritual Weapon, Inspire Courage: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Force Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

"Let's finish this off, quick! My memories are my own." Manny plays a power chord on his lute and Soothes himself.

Soothe: 1d10 + 4 ⇒ (2) + 4 = 6 This also provides a +2 status bonus to saves against mental effects for the next minute.

Flat Check to stop Bleeding: 1d20 ⇒ 7

"Okay, you can handle the rest, right?" Manny gives his crew a thumbs up.

◆ Sustain Spiritual Weapon against Mist
◆◆ Cast Soothe on myself
◇ Flat check to stop bleeding


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You slay the last mist; it evaporates with an unearthly howl that echoes through the forest.

Evgeni and Ottos surrender in terror. The scholar wails. P-p-p- please! Don't hurt us! I just wanted to get the Maid out for Professor Shurgunm to study! This stupid, two-bit town would never agree. And look: he gestures to the Maid, who seems to be weeping blood. clearly, something fascinating is happening here. Something worthy of study. Do phenomena such as this not deserve to be studied? Why should an artifact such as this be left in a glass case for slack-jawed halfwits to gawp at?

Ottos looks pale; he pulls out a flask with a shaking hand and drinks deep. He just shakes his head.

Well? Evengi seems to be gathering momentum again as he thinks about the scientific possibilities. What do you think? You can turn a blind eye here; I have a coach coming tonight. I can take the maid to Lepidstadt U and you can go home assured that you will have a place in the annals of science.

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 10 | HP 105/116 | AC 28 | Fortitude +18, Reflex +19, Will +17 (Performer's Heart) | Perception +14 | Speed 25, climb 10 | Darkvision | Resist cold 5, void 1 | Default Exploration: Avoid Notice +16 | Bard Spells 5th-2/3 4th-2/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 0 | Provisions: scroll of breath of life 1/1 | Active Conditions: None| ◆◇↺

"Were it any other maid, I would imagine her to be weeping because she was kidnapped," Jiki says, fascinated by the tears. Healing tears, eh? "I won't deny that I am curious what is happening here, but your scholars from Liepdstadt can come here to perform their studies - if that is truly what you intended."

Jiki would like a Perception (Sense Motive) check on them, plus whatever would give him some insight on the Maid's behavior now.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Spoiler:
Teja's Perception (E): 1d20 + 13 ⇒ (15) + 13 = 28
The Black Hart's Perception (T): 1d20 + 15 ⇒ (19) + 15 = 34
Emmanuel Holysmith's Perception (E): 1d20 + 8 ⇒ (12) + 8 = 20
Jiki the Flatulist's Perception (T): 1d20 + 9 ⇒ (2) + 9 = 11
Parnes Soranus's Perception (E): 1d20 + 10 ⇒ (5) + 10 = 15

Teja's Occultism (E): 1d20 + 13 ⇒ (4) + 13 = 17
The Black Hart's Occultism (T): 1d20 + 10 ⇒ (4) + 10 = 14
Emmanuel Holysmith's Occultism (T): 1d20 + 6 ⇒ (15) + 6 = 21
Jiki the Flatulist's Occultism (T): 1d20 + 8 ⇒ (13) + 8 = 21

You give Evgeni the sense motive stare.

Sense motive results: Teja, Hart, Manny:
Evegni feels a little guilty about something else that doesn't have anything directly to do with the maid. He's holding it back.

Sense motive results: Jiki, Parnes:
You think he's telling you the whole truth as far as he knows it.

You inspect the Maid, perhaps respectfully closing the casket afterward.

Occultism knowledge: Manny and Jiki:
The tears of blood attracted the mists. Something has corrupted the Maid’s normally benign (and supposedly non-existent) mystical powers. You suspect that she will stop weeping blood if returned to the home, where she (meaning the artifact) wants to be or thinks she belongs.

Occultism knowledge: Teja and Black Hart:
You cannot discern anything useful about the Maid.

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 0/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

Teja gives Evgeni a hard stare. "Research can be conducted in the field as well as the university. And there is more. Spill it."

She points at the blood spilling from the maid. "You made her bleed, its up to you to help fix it."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Ahh, well… he shuffles his feet. I spread a rumor there are more bog maidens in the bog, so the Aspis would come. They're the perfect patsies, don't you agree? Anyway, I talked it up how easy and safe it would be, just muddy. I guess after seeing those Vampiric Mists — yes I am learned too and know what they are — the bog is more dangerous than I thought. Maybe those Aspis are in real danger.

He shrugs. Buyer beware, as they say. Those fools probably deserve whatever they get.

Perhaps we could study her in the field, but my parents would never allow it! They didn't even let Jahandreal the person who lives in the swamp try to inspect the Maid for simple bog-bugs!

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 27 (Occult)-/3/3/1/0/1 (Divine) - | Perception +13 |◆◇↺ |

"Evengi, my man. You have a skill. A bunch of Aspis are wandering through the bog right now because of your words." Manny catches his breath and stops the bleeding. "Now, they may realize they've been had and swear bloody revenge. Or more blood drinking vampire mists show up and try to eat the village so they can drink the Maiden. I mean, she's offering unlimited refills right now."

"You have the gift of gab, you can change people's minds with your words. But you gotta learn patience. Who do you think will inherit the Maid when your parents pass on? You have so much time to make your name solving other mysteries. Ones that don't trigger curses and eternal bleeding, maybe."

"What I'm saying is: let's bring this home. We'll say some Aspis goons tried to make off with it, they summoned the mists, we fought them off, and secured it. No one at home will be the wiser. You can bring your research notes (I'm certain you took notes, right?) back to the university. You and a dozen smarties will show up and offer fair compensation to your family. I'm not talking about money; I'm talking about spreading the word of the Maiden. I can't explain it, but it's gonna feel good to help your hometown."

"Sounds like a deal?...Let's take her home. Then you gotta make peace with that lady in the bog."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Spoiler:
The Black Hart's Anactoria Lore (T): 1d20 + 10 ⇒ (7) + 10 = 17

So, the offer here is to cover up Evegni and Ottos's crime in exchange for them returning the maid, and blame the Aspis?

Black Hart:
Anactoria is not far from the fabled Garden of Lead, a ghost-haunted site where hundreds of Ustalavic people were imprisoned and immolated in molten lead more than 1,500 years ago by the Skeletal Countess, an undead servant of the Whispering Tyrant.

The bogs here are dangerous indeed; an unprepared mission might be entirely destroyed.

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 10 | HP 105/116 | AC 28 | Fortitude +18, Reflex +19, Will +17 (Performer's Heart) | Perception +14 | Speed 25, climb 10 | Darkvision | Resist cold 5, void 1 | Default Exploration: Avoid Notice +16 | Bard Spells 5th-2/3 4th-2/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 0 | Provisions: scroll of breath of life 1/1 | Active Conditions: None| ◆◇↺

Jiki pulls Emmanuel to the side, telling the others not to let anyone leave.

"Listen, there's no love lost between me and my former employers, but this doesn't sit right with me. The Aspis haven't actually done anything wrong, and letting them take the fall while the people actually responsible get rewarded is not why I joined the Pathfinders. The family and the town deserve to know what happened.

"Plus, the Consortium agents may be in danger right now,a nd they could bring that danger to Anactoria if left to their own devices."

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)

With the fighting over, Parnes lifts his visor and takes in a deep breath.

Sternly the goblin says, "I agree with Jiki. It does not seem honorable to cover up their misdeeds. The family will may chose to not allow anyone to study the Maid after Evgeni's crimes have been uncovered. But that is consequence of his actions, not ours."

Horizon Hunters

Non-Binary NG Press-Ganged Seer Elf Wizard 4 | AC 18 (19), Fort +7, Ref +8, Will +10 |HP 34/34 | Hero Point: 1 Staff Charges (2)

If we allow the Aspis to investigate these bogs, it is true that they will likely meet their end. Traversing these bogs has gotten many unprepared fools killed over the years - and thats not taking into account that is an area supposedly plagued by undead Hart says quietly.

You see, we are not far from the Garden of Lead, an incredibly haunted stretch of land. I heard tales of it when last I visited several centuries ago

Hart shakes their head. Its just a poor unfortunate corpse.

Or was it.

Hart tries to examine the corpse. Is it really a bog mummy after all...or is it made of lead?

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 0/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

"Does it really matter who took the Maiden?" asks Teja.

"Let's stick to the truth. We followed tracks here. We found the maiden. We return the maiden. We don't have to say anything else. Hopefully everyone will be happy enough that she is back."

She turns a hard eye on Evengi. "Of course if the maiden is ever stolen, we'll hear about it, and you KNOW we'll let on about what really happened. So your number one task from now on is to make sure that she is kept safe and sound in your parents house."

She turns to look at Otto. "I'm also curious about your role in all this." she adds before returning to the conversation about the Aspis.

"There is no love lost between them and us. Of course, maybe if we helped, that might start to build bridges? Who knows. They have been responsible for some many Pathfinder deaths, that I'd honestly prefer to avoid crossing paths with them, even if only because mistakes happen.."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Ottos stares at Teja. Just wanna easy payday. He drinks more whisky from his flask. Kid said it would be easy. Kid's kinda stupid if ya ask me. He drinks from his flask again.

HEY! The young scholar blushes. And we would have gotten away with it too, if it weren't for you meddling Pathfinders! Ottos just chuckles sadly and shakes his head.

--

Hart can make neither hide nor hare of the Maid Rolled secret checks above. Manny and Jiki can tell them that the maid will stop weeping blood if returned home.

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 10 | HP 105/116 | AC 28 | Fortitude +18, Reflex +19, Will +17 (Performer's Heart) | Perception +14 | Speed 25, climb 10 | Darkvision | Resist cold 5, void 1 | Default Exploration: Avoid Notice +16 | Bard Spells 5th-2/3 4th-2/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 0 | Provisions: scroll of breath of life 1/1 | Active Conditions: None| ◆◇↺

"Well, let's get everybody home, and then see if we can keep Aspis from making things worse for anyone."

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 27 (Occult)-/3/3/1/0/1 (Divine) - | Perception +13 |◆◇↺ |

Manny sighs. "That's why I love democracy, getting outvoted is sometimes the best move." He coils his whip. "Let's get the Maid back home. You gotta tell your folks what happened. And then we gotta save Aspis."

"Or at least, we gotta save the lady who lives in the bog. It's gonna be filled with Aspis by now."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You return the maid — to the tears of joy of Pietr and Solace. They are too overjoyed to even ask how you got the Maid so quickly. You take her in through the backyard.

Evgeni mentions needing to go to town to cancel the carriage he called to pick up the maid. It seems like a good idea considering how dangerous the bog is. He will do his part. And no doubt the carriage would have needed saving TOO It would have :), so you let him go.

The coda of the Maid's Saga will have to wait — first, there are Aspis agents to save! Neither Evgeni nor Ottos will flee. You can decide what story to tell — be it an embellished one that helped Evgeni without framing any innocents, or the truth, at the end of the scenario.

Finally, Evgeni gives you a lead in the direction of the Aspis. You make your way into the swamp.

⚰ ⚰ ⚰

After some time getting your boots stuck in the mud and swatting insects, you see the remains of a camp ahead, with a few tents still standing among a litter of broken tables and scattered gear. Several bodies lie around the campsite, covered in swarms of incessant flies.

The camp appears to have been attacked. There is an excavated pit nearby, marked off with stakes and cords dividing it into regular sections. cattered around the place are the remains of waterlogged notebooks, which detail what looks to have been a careful archaeological excavation by the Aspis agents over the course of several weeks. One table still has a gridded map pinned to its surface, and a few fragments of bone and ancient Kellid spear points are scattered nearby. There is also a complete human skeleton, ancient and wearing bits of once-opulent robes, sprawled in the excavated pit.

… There is something rustling around in one of the tents.

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 grips his lance and directs Gloria to trot forward, prepared to fight.

Did Parnes ever get any medical attention?


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

handwaiving healing; you can all be at full after several hours of Teja's ministrations. Drained will stay, however. There's no strict time limit on the day right now and I'm not interested in adjudicating a bunch of d20s roll when nothing is at stake.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 27 (Occult)-/3/3/1/0/1 (Divine) - | Perception +13 |◆◇↺ |

Are we still drained? Rulebook says you recover 1 drained per day.

Manny returns the Maid and settles for the simple truth. Besides, he couldn't show his face around Olena if he did that. Shylye's probably admonishing him right now.

"Alright folks, we found the Maid. Your son wanted to make a name for himself and let his fellow scholars study this. Knowledge is intoxicating, but you have to know when to respect traditions. Personally, I say you let people visit, make observations, and in the meantime spread the good word of the Maiden. Let everyone know of her wonder."

Manny tries to convince everyone to win. Even the jerks.

But even jerks deserve better. "Kellid. Hmm..." Manny uncoils his whip at the first sound of trouble. "Hey Aspis! There's only one Maid. We need to get you out of here."

Perception: 1d20 + 8 ⇒ (14) + 8 = 22
What does Manny see?

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 think it's still the same day. Unless we don't care whether our rescue operation turns into a body recovery operation.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

A creature hops out of the tent. He is tiny, has the legs of a cricket, and a fiddle on his back. He leaps up to the apex of the ruined tent so as to be at eye level.

“More bigguns! Here I am happy the other bigguns left, but now more bigguns come blundering along! When will it ever end!?

Art on slide 1.

Recall Knowledge - Fey (Nature): DC 15:
This is a grig. Grigs are kindly musicians of the fey, often getting themselves into trouble due to their penchant for confronting evil well beyond their ability to vanquish. Even so, they fight bravely and with great cunning, using their magic and ranged sonic attacks while flying and leaping using their wings and powerful cricket-like lower torsos to stay out of reach.

This person seems rather… indifferent to you. You might be able to get info from him you can make a good impression on him.

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 10 | HP 105/116 | AC 28 | Fortitude +18, Reflex +19, Will +17 (Performer's Heart) | Perception +14 | Speed 25, climb 10 | Darkvision | Resist cold 5, void 1 | Default Exploration: Avoid Notice +16 | Bard Spells 5th-2/3 4th-2/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 0 | Provisions: scroll of breath of life 1/1 | Active Conditions: None| ◆◇↺

Nature: 1d20 + 3 ⇒ (17) + 3 = 20

"I'm not that bug, am I? Anyway, those bigguns wouldn't be able to appreciate you. I've heard tales of your musical prowess and hoped that I could play a duet with you." Jiki brandishes his flute.

Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13
(+3 if I can use Performance instead.)

"I know I can't live up to your talent, but if you gave me a chance, maybe I could learn something from such an eminent performer..."

Diplomacy, Hero Point: 1d20 + 10 ⇒ (17) + 10 = 27


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

A 16 performance will fail but a 30 will crit succeed. Indifferent --> Helpful

Sure! But can you keep up? The grig begins playing his fiddle faster… and faster… and faster… Jiki's flute keeps up the whole way.

Minutes later, the grig twirls his fiddle and bows. He then talks as rapidly as What a show! I wish there were more mosquitoes and beetles around to hear, but all those bigguns scared ‘em off. Come back later, ok Those other bigguns just left, so it should be quiet again by then. I hope. They were so loud! Always talking, to each other, to the ground when it’s hard to dig, to the boss biggun when he wasn’t here. So much noise! And the stench! I’m so glad they’ve gone. They’ve been digging holes everywhere, looking for something they can’t find. They find all the things that I ever find in a hole: worms, mud, sometimes bugs. I don’t know what they wanted. But I know it wasn’t those bony bigguns! A whole bunch of them came from southeast, dressed like it was a big party, and started chasing the bigguns who were digging! They were fighting, and the bigguns ran all over while the bony bigguns chased them. Some of the bigguns fell down, but a few ran away. Some of the bony bigguns fell down, too. You can see them, over there, and some over there. Want me to show you?”

By the way, I'm Rusylflick! You deserve a reward for keeping up with me. He tosses you a skeleton key. A shiny I found in the muck.

Do you have any questions for the grig?

Horizon Hunters

Non-Binary NG Press-Ganged Seer Elf Wizard 4 | AC 18 (19), Fort +7, Ref +8, Will +10 |HP 34/34 | Hero Point: 1 Staff Charges (2)

Hart, who is at best bemused by these fey antics, continues on in their business like manner.

Well, Rusylflick, we are looking for another group of humans - they might have been wearing badges with snakes on them, and sneaking around like they were up to no good. Hart says evenly.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Well some of those bigguns fell down too. See? Here, and here. He hops over to Aspis corpses to show Hart. The grig doesn't seem to understand all their questions, but Hart sees the iconic aspis badges on the corpses. Jiki, trained in some Aspis Lore, knows these are the lowliest agents. Many don't even have a badge of their own yet. They didn’t so much as sneak as talk a lot and make a racket.

There are even more down the path. Almost as many as the fingers on both a biggun's hands! The grig chats happily as he hops along, branch to branch. Anyways. They were here for a while. And they never brought me food. And they made a ton of racket talking about bog people and stuff. You know, the people in the bog from long ago. They're all leathery and stinky! If we find one of them we throw them back!

So I'm kind of glad they're gone now. The loud bigguns all ran away screaming and stuff. Just a little while ago. Mostly because the bony, quiet bigguns found the camp and started clawing them up and whatnot. Some of the bigguns might still be around here. It's hard to tell where they want to go, or what they want to do, with all the screaming and yelling. It's a real racket. But ya know, that's what bigguns like to do, right? They complain, they don't share food when visiting MY bog, they dig up stupid things, and then they scream and run around the woods. What a headache.

Rusylflick points; ahead is a grisly tableau. It seems the Aspis agents had to flee their camp and left behind a rear guard. The bodies of nine Aspis agents lay sprawled across the ground, as well as four skeletons wearing scraps of ancient finery. There is a clear trail leading away. It seems these agents gave their lives so others might escape.

The Aspis themselves have little value, having been attacked while working. The skeletons appear to be ancient, not armed with any weapons but wearing aristocratic clothing reminiscent of the last century.

DC12 Medicine or Perception:
They all have blobs of dull grey metal that seem to have been burned into the bones. Lead.

These would be undead raised from the Garden of Lead that Hart mentioned.

Horizon Hunters

Non-Binary NG Press-Ganged Seer Elf Wizard 4 | AC 18 (19), Fort +7, Ref +8, Will +10 |HP 34/34 | Hero Point: 1 Staff Charges (2)

Hart looks around and snatches the badges We probably want to give these a proper burial later if we can... they say somewhat surprisingly.

Perception: 1d20 + 9 ⇒ (19) + 9 = 28

We should especially do that because we have found our way into the garden of lead - between that and the report of the fey we should be ready for undead.

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 0/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

Teja goes fishing in her bag for some food.

"Some Big-uns share food." she says, taking out a fruit-loaf.

"Do you know how far away the loud big-uns fled?"

Then, to the others she suggests. "Maybe we should pick up some spare Aspis badges. If we are going to do the right thing by them, they may appreciate having them returned."

Her eyes look at the bony skeletons again.

"Anyone got a spare club? If I have to fight one of them, I think my rapier may go straight through them, and I doubt my dagger is any better."

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 27 (Occult)-/3/3/1/0/1 (Divine) - | Perception +13 |◆◇↺ |

"'Sup Rusylflick, pleased to meet you. My name's Emmanuel, but you can call me Manny." He strums his lute. "Sounds like I missed the concert."

"We're definitely looking for the bigguns who came here, looking for stuff they will never find. We need to warn them this isn't worth it. Maybe they'll listen to us. Maybe not. But it's worth a try."

Perception: 1d20 + 10 ⇒ (15) + 10 = 25

"Sounds like they dug up something else, though." He frowns as he looks at the corpses. "And now they're paying for it."

He nods at the Black Hart's suggestion. "They do deserve a proper burial. If not, they may rise again. No one deserves that."

Religion: 1d20 + 6 ⇒ (9) + 6 = 15

Where is a good place to bury them? How much time do they need to bury them properly?

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 looks over the carnage. "For now, let's drag the bodies out if the swamp water and pile them by the shore. We could also burn them instead of burying but it might be hard to find dry wood here. But it would at least ensure that none of them rise up again," he says sternly.

Teja wrote:
"Anyone got a spare club? If I have to fight one of them, I think my rapier may go straight through them, and I doubt my dagger is any better."

Parnes finds the sturdiest branch he can find and trims off the branches with his dagger. Then he wraps a few strips of cloth around it to make a handle.

"There you go, Teja. That should be sufficient. And if anyone has been trained in military weapons, I do have several throwing hammers and could lend one out."

I believe making a club or staff is that easy.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

GM Screen:
Teja, Avoid Notice: 1d20 + 13 ⇒ (12) + 13 = 25
The Black Hart, Detect Magic: 1d20 + 15 ⇒ (9) + 15 = 24
Emmanuel Holysmith, Scout: 1d20 + 8 ⇒ (7) + 8 = 15
Jiki the Flatulist, Avoid Notice: 1d20 + 9 ⇒ (4) + 9 = 13
Parnes Soranus, Search: 1d20 + 10 ⇒ (1) + 10 = 11

Skelly 1: 1d20 + 12 ⇒ (4) + 12 = 16
Skelly 2: 1d20 + 12 ⇒ (8) + 12 = 20
Skelly 3: 1d20 + 12 ⇒ (13) + 12 = 25
Skelly 4: 1d20 + 12 ⇒ (11) + 12 = 23

As you discuss the next steps and make a club you hear the sounds of battle from out in the forest!

In the distance, a trio of humans stumbles out of the forest and stand back-to-back with torches and blades, besieged by skeletal figures. Rusyflick shouts: Here come more bony bigguns! Four skeletons rise out from the muck to attack YOU! The grig hides in a log. Ugh! More stupid racket!

The skeletons show signs that their flesh was dipped in molten metal, and wear rotting Ustavalic finery. Some even carry tarnished silver serving platters with shattered glasses perched atop. Dead revelers and their servants! Lovely art of these undead on Slide 2.

The skeletons carry their own lead-encased bones for use as hammers. For now, the Aspis are holding their own. Before you can save them Aspis, you must first save yourselves.

Teja and the Black Hart are first to act after one of the skeletons moves inexorably closer.

☠ ☠ ☠

Revel Revel

Clear path areas are solid ground; foliage are shallow bog (Difficult terrain for medium, swim for small).

----
Skelly 3 -0 HP
Teja 58/58 HP
The Black Hart 34/34 HP
Skelly 4 -0 HP
Skelly 2 -0 HP
Skelly 1 -0 HP
Emmanuel Holysmith 44/44 HP, Drained 1
Jiki the Flatulist 42/42 HP
Parnes Soranus 80/80 HP

DC 23 Religion or Undead Lore:
These are leaded skeletons, a rare kind of skeleton unique to the Gardens of Lead. They are a mindless NE undead.

They resist cold 5, electricity 5, fire 5, piercing 5, slashing 5. Typical skelly resistances.

DC 33 on the initial check, or a second check after success of DC 25, or a second PC's DC 23:

Spoiler:
When hit by a melee attack the skeleton will exude a 5-foot radius cloud of fine lead that lingers for a round and exposes you to lead poisoning.

Horizon Hunters

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Non-Binary NG Press-Ganged Seer Elf Wizard 4 | AC 18 (19), Fort +7, Ref +8, Will +10 |HP 34/34 | Hero Point: 1 Staff Charges (2)

Hart studies the undead.

Religion: 1d20 + 8 ⇒ (2) + 8 = 10
Cognitive Crossover Arcana: 1d20 + 13 ⇒ (4) + 13 = 17

Hart is really just desperately unsure of the properties of lead.

But they are sure under are mindless and conjures a gust of wind to slow the skeletons.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

GM Screen:

Skelly 1: 1d20 + 10 ⇒ (15) + 10 = 25
Skelly 2: 1d20 + 10 ⇒ (1) + 10 = 11 lolz
2d6 ⇒ (5, 1) = 6

Skeleton one stands in the wind, unable to move, buit will keep trying. Success; can't move against the wind.

Skeleton two has worse luck — it's knocked back and blown into the trees and knocked prone. Lead and bones crack. Crit fail! 30' off map, 6 bludgeoning, prone.

Teja is up.

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 0/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

Teja eyes up the creatures warily.
religion: 1d20 + 7 ⇒ (8) + 7 = 15
But can't work out what is special about them... apart from the led.

Resolutely the scholar hefts her club, ready to strike the first undead that comes within range.

readied attack: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d6 ⇒ 6

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 27 (Occult)-/3/3/1/0/1 (Divine) - | Perception +13 |◆◇↺ |

"A throwing hammer? Yeah, I'll borrow one if you got it." Manny turns to Parnes. "I should have carried blunt instruments. Besides my lute, hehe!"

Parnes, Manny has martial proficiency. If he can wield them without penalty, he'll borrow one. It's the Light Hammer, right?

"Huh, undead servants. Literally."

Religion: 1d20 + 6 ⇒ (5) + 6 = 11

"Yeah, okay. Anyone wants Magic Weapon? Anyone?"

◆ Recall Knowledge on the skeleton warriors
◆◆ Cast Magic Weapon upon someone's weapon (or his borrowed Light Hammer if no one wants one)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The walking dead shamble closer. Or try to. #2 stands but cannot progress. 1 makes no progress in the wind.

I would assume your rogue with an improvised club might like the M. Weapon, but who am I to say. You can also have borrowed a weapon.

☠ ☠ ☠

Revel Revel, Your Bones are a Mess

Clear path areas are solid ground; foliage are shallow bog (Difficult terrain for medium, swim for small).

----
Skelly 3 -0 HP
Teja 58/58 HP, Readied Strike (AC 26 / 6 B)
The Black Hart 34/34 HP
Skelly 4 -0 HP
Skelly 2 -6 HP
Skelly 1 -0 HP
Emmanuel Holysmith 44/44 HP, Drained 1, MAgic weap for 1 player
Jiki the Flatulist 42/42 HP
Parnes Soranus 80/80 HP

DC 23 Religion or Undead Lore:
These are leaded skeletons, a rare kind of skeleton unique to the Gardens of Lead. They are a mindless NE undead.

They resist cold 5, electricity 5, fire 5, piercing 5, slashing 5. Typical skelly resistances.

DC 33 on the initial check, or a second check after success of DC 25, or a second PC's DC 23:

Spoiler:
When hit by a melee attack the skeleton will exude a 5-foot radius cloud of fine lead that lingers for a round and exposes you to lead poisoning.

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)

Yeppers. Light hammers are his back up ranged weapon.

Parnes rides out of the muck, charging at the first skeleton with his lance.

+1 Striking Lance: 1d20 + 16 ⇒ (7) + 16 = 23
Piercing, Magic, jousting, support: 2d8 + 8 ⇒ (1, 7) + 8 = 16

+1 Striking Lance: 1d20 + 16 - 5 ⇒ (15) + 16 - 5 = 26
Piercing, Magic, jousting, support: 2d8 + 8 ⇒ (2, 1) + 8 = 11

AoO, reach:
+1 Striking Lance: 1d20 + 16 ⇒ (12) + 16 = 28
Piercing, Magic, jousting, support: 2d8 + 8 ⇒ (1, 4) + 8 = 13

Command horse, who moves and uses her support ability. Then Parnes attacks twice, starting with the skeleton in front of him.

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 0/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

"I'd love to have my club enchanted." says Teja, eyeing up the approaching undead warily. "Normally the biggest risk I face is paper cuts..."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

A cloud of lead explodes in a 5' burst from the skeleton hit by Parnes. Parnes: please make a fort save vs Poison

The cloud lingers in the air. Parnes can choose to forgo your action or stay in the cloud and make another save at the beginning of your turn as well.

DC 18 Fort:
stupefied 1 (1 round); Stage 2 1d6 poison damage, stupefied 1, and clumsy 1 (1 round) …

Looks like Teja will take the M. Weapon.

Jiki is up[.

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 10 | HP 105/116 | AC 28 | Fortitude +18, Reflex +19, Will +17 (Performer's Heart) | Perception +14 | Speed 25, climb 10 | Darkvision | Resist cold 5, void 1 | Default Exploration: Avoid Notice +16 | Bard Spells 5th-2/3 4th-2/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 0 | Provisions: scroll of breath of life 1/1 | Active Conditions: None| ◆◇↺

◇ Cast Lingering Composition

Performance DC 20: 1d20 + 13 ⇒ (13) + 13 = 26

◆ Cast Inspire Courage

Party gets a +1 status bonus to attack rolls, damage rolls, and saves against fear effects for 3 rounds.

◆◆ Cast Sound Burst

Sonic Damage: 2d10 ⇒ (10, 6) = 16, basic Fort DC 20 vs. deafen and stun

Envoy's Alliance

1 person marked this as a favorite.
♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 27 (Occult)-/3/3/1/0/1 (Divine) - | Perception +13 |◆◇↺ |

"Boom! Your mundane branch is now a magic branch!" Manny enchants Teja's wooden skeleton smasher.

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