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

Game Master Doug Hahn

Maps | Macros


151 to 191 of 191 << first < prev | 1 | 2 | 3 | 4 | next > last >>
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: 1d20 + 12 ⇒ (13) + 12 = 25
Fort: 1d20 + 12 ⇒ (15) + 12 = 27

Horsy Fort: 1d20 + 12 ⇒ (16) + 12 = 28
Horsy Fort: 1d20 + 12 ⇒ (18) + 12 = 30

With the way animal companions work, I'm kind of stuck in that place. And if I was affected, I'm assuming Gloria was too.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

GM screen:
2d20 ⇒ (14, 6) = 20 Success, fail

Skeleton 3 makes it, 4 fails.

Parnes finds that the skeletons resist piercing. Confirms what you suspected about resistances.

Skelly smasher activated.

--

Skelly 3 attacks three times. Because only mindless creatures would actually use a third attack instead of moving away from the smashy person. It clobbers the goblin upside the head once before flailing.

Leaded Bone, Strike 1: 1d20 + 10 ⇒ (20) + 10 = 30
Bludgeoning: 1d20 + 3 ⇒ (10) + 3 = 13 and a fort save 26 damage on the crit
Leaded Bone, Strike 2: 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 11
Leaded Bone, Strike 3: 1d20 + 10 - 10 ⇒ (16) + 10 - 10 = 16

2 DC 18 fort saves agains poison at start of turn for Parnes:
Stage 1: stupefied 1 (1 round); Stage 2: Stage 2 1d6 poison damage, stupefied 1, and clumsy 1 (1 round); Stage 3 2d6 poison damage, stupefied 2, and clumsy 2 (2 rounds).

Multiple Poison exposure: For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length.


☠ ☠ ☠

Revel Revel, there's Lead in your Dress

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

----
Skelly 3 -25 HP, Lead Cloud Reaction Available
Teja 58/58 HP, Magix Skelly Smasher
The Black Hart 34/34 HP
Skelly 4 -16 HP, Lead Cloud Reaction Available
Skelly 2 -6 HP, Lead Cloud Reaction Available
Skelly 1 -0 HP, Lead Cloud Reaction Available
Emmanuel Holysmith 44/44 HP, Drained 1
Jiki the Flatulist 42/42 HP
Parnes Soranus 54/80 HP, 2 fort saves at start of turn

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)

I rolled two saves already because I didn't leave the cloud. Do I need to roll two more?

Fort vs Crit: 1d20 + 12 ⇒ (10) + 12 = 22

"Egad! Keep your distance if you can! These creatures are poisonous!"

Grand Archive

NG female human rogue scholar-8 HP 88/88; hero 0/3; moderate healing potion 0/1; (heals 1hp/min) lv 1: 1/1; 2: 0/1; 3:0/1; AC 26(w/shield); F +13 (+1 vs inhaled toxins); R +19(evasion); W +13; resist cold&electricity/2; Per +14; Stealth +16 25'; Conditions: none

Teja does exactly as suggested. She keeps her club handy to bash any skeleton that approaches the bulk of the party while Parnes does his hero stuff!

readied club: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
B damage: 2d6 ⇒ (3, 1) = 4


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Teja readies a strike. Everyone waits to see if the Black Hart can repeat their incredibly spell utility spellcasting from last round.

Hart is up.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Hart Delays.

--

Skelly 4 moves closer through the difficult terrain. Parnes gets off an AOO and he and his horse make the save as the creature uses ITS reaction to puff out a cloud of dust.. We'll use the successful saves above as they were not needed before — keeps it simple.

The creature's lead cloud lingers triggered during turn, vanishes at start of next turn and then it smashes with its lead-coated bone.

Leaded Bone Hammer, Strike 1: 1d20 + 10 ⇒ (12) + 10 = 22
Leaded Bone Hammer, Strike 2: 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 24
Slashing: 2d6 + 3 ⇒ (2, 6) + 3 = 11 and a DC 18 fort save

The remaining skeletons slowly move closer.

DC 18 fort saves vs poison:

Stage 1: stupefied 1 (1 round); Stage 2: Stage 2 1d6 poison damage, stupefied 1, and clumsy 1 (1 round); Stage 3 2d6 poison damage, stupefied 2, and clumsy 2 (2 rounds).

Multiple Poison exposure: For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length.

☠ ☠ ☠

Revel Revel

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

----
Skelly 3 -25 HP, Lead Cloud Reaction Available
Teja 58/58 HP, Magix Skelly Smasher
Skelly 4 -24 HP, Surrounded by lead cloud
Skelly 2 -6 HP, Lead Cloud Reaction Available
Skelly 1 -0 HP, Lead Cloud Reaction Available
The Black Hart 34/34 HP
Emmanuel Holysmith 44/44 HP, Drained 1
Jiki the Flatulist 42/42 HP
Parnes Soranus 54/80 HP, Fort save from hammer strike st start of turn, fort save for horse and self at Start of 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)

Slash Save: 1d20 + 12 ⇒ (20) + 12 = 32

Lead Save, Parnes: 1d20 + 12 ⇒ (4) + 12 = 16

Lead Save, Horsey : 1d20 + 12 ⇒ (20) + 12 = 32

Parnes commands his horse to step back and he uses the reach of his lance to safely stab at one of the skeletons. Then he has his mount step further away.

+1 Striking Lance: 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18
Piercing, Magic: 3d8 + 4 + 1 ⇒ (3, 5, 6) + 4 + 1 = 19

AoO, reach:

+1 Striking Lance: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23
Piercing, Magic: 2d8 + 4 + 1 ⇒ (2, 5) + 4 + 1 = 12

Envoy's Alliance

♥️ 96 | AC 26 | Saves 14/15/12|Focus Points □ | PFS# 133608-2001 | Male Human Bard (Level 8) | | ☘️ 2 | Spells DC 26 (Occult)-/2/3/2/2 (Divine) - | Perception +12 |◆◇↺ |

Manny drops the hammer and draws his whip. "All of that lead can't possibly be good for my health. I'll trip 'em if they come close."

He casts and conjures another etheral glaive. "Shylye and I still got your back, Parnes!"

Spiritual Weapon: 1d20 + 10 ⇒ (11) + 10 = 21
Force Damage: 1d8 + 4 ⇒ (2) + 4 = 6

◇ Drop Light Hammer (I don't suppose I can dual wield without spending an action...)
◆ Interact to Draw Whip
◆◆ Cast Spiritual Weapon against Skelly#4 (or Skelly#3 if it's destroyed)

Manny has the Opportunistic feat, so if they provoke an AoO he will try to trip the first one within his 10 foot reach.

AoO Trip vs Fort DC:
1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 Oof. If that's a crit fail, Manny will drop the whip instead of falling prone. It's a trip weapon.

Grand Archive

NG female human rogue scholar-8 HP 88/88; hero 0/3; moderate healing potion 0/1; (heals 1hp/min) lv 1: 1/1; 2: 0/1; 3:0/1; AC 26(w/shield); F +13 (+1 vs inhaled toxins); R +19(evasion); W +13; resist cold&electricity/2; Per +14; Stealth +16 25'; Conditions: none

"You want to come back to the rest of us. Let our numbers tell, rather than theirs?" suggests Teja, who keeps her magic stick(tm) handy.

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)

There is no penalty for wielding two single handed weapons but the only advantage without special feats is the benefit of having two different weapons with different qualities, as you can't normally make more than your normal number of strikes. Since light hammers have the agile trait and can also be thrown, it's not a bad idea to keep the hammer in hand unless you need that hand for something else.

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 9 | HP 96/96 | AC 26 | Fortitude +16, Reflex +17, Will +15 (Performer's Heart) | Perception +12 | Speed 25, climb 10 | Darkvision | Resist cold 4, negative 1 | Default Exploration: Avoid Notice +14 | Bard Spells 5th-1/2 4th-3/3 3rd-3/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 2 | Provisions: scroll of breath of life 1/1 | Active Conditions: None | ◆◇↺

◆◆ Cast Soothe

Parnes regains 1d10 + 4 ⇒ (8) + 4 = 12 HP and gets a +2 status bonus to saves against mental effects for 1 minute.

◇ Drop shortsword

◆ Interact to draw shortbow

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 uses the staff to cast Gust of Wind again keeping the further pair of undead at bay.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Parnes begins feeling the effects of the dust. He gets foggy-headed. stupefied 1 (1 round) He commands his animal to step, then strikes, then spends his third action moving further away. Assuming he wants to stab at 4 to avoid causing another lead cloud. He strikes the creature, which resists some of the piercing damage! Net 14 damage to #4

Manny's weapon hits; force cracks the leg bones of his target, which falls into the mud! Destroyed.

Teja delays.

Jiki soothes the fighter.

Fort #1: 1d20 + 10 ⇒ (14) + 10 = 24
Fort #2: 1d20 + 10 ⇒ (15) + 10 = 25

Hart's wind doesn't have the spectaculatr effects it did last time, but their spell will keep the mindless skeletons from having any progress this time around.

--

Skelly 3 moves straight ahead and attacks Manny! Manny misses the trip not a crit fail but Parnes takes an AOO! The creature exudes a cloud of lead. 7 damage, reaction for cloud till start of next turn. The creature then bashes Mannny upside the head with its lead-coarted femur.

Leaded Bone, Strike 1: 1d20 + 10 ⇒ (20) + 10 = 30
Slashing: 2d6 + 3 ⇒ (2, 4) + 3 = 9 doubled to 18 and lead poisoning
Leaded Bone, Strike 2: 1d20 + 10 ⇒ (10) + 10 = 20

☠ ☠ ☠

Skelly 1 and 2 will spend their turns moving straight ahead against the wind becuase they're mindless. Essentially, they lose their turns due to Hart's clever use of situational spellcasting. So everyone is up.

Revel Revel!

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

----
Skelly 3 -32 HP, Surrounded by lead cloud
Teja 58/58 HP, Magix Skelly Smasher
Skelly 2 -6 HP, Lead Cloud Reaction Available, Loses turn
The Black Hart 34/34 HP
Skelly 1 -0 HP, Lead Cloud Reaction Available, Loses turn
Emmanuel Holysmith 26/44 HP, Drained 1, DC 18 Fort from Strike, DC 18 fort at Start of Turn (cloud aura)
Jiki the Flatulist 42/42 HP
Parnes Soranus 66/80 HP, Stupefied 1, Fort save at EoT for Poison

DC 18 fort saves agains poison at EoT for Parnes and 2 at Start of Tirn for Maanny:
Stage 1: stupefied 1 (1 round); Stage 2: Stage 2 1d6 poison damage, stupefied 1, and clumsy 1 (1 round); Stage 3 2d6 poison damage, stupefied 2, and clumsy 2 (2 rounds).

[ooc]Multiple Poison expposure: For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length.

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 shrugs and pets shmee the monkey on the head to drain him to regain a spell

And then they cast Gust of Wind again

Grand Archive

NG female human rogue scholar-8 HP 88/88; hero 0/3; moderate healing potion 0/1; (heals 1hp/min) lv 1: 1/1; 2: 0/1; 3:0/1; AC 26(w/shield); F +13 (+1 vs inhaled toxins); R +19(evasion); W +13; resist cold&electricity/2; Per +14; Stealth +16 25'; Conditions: none

Teja steps forward and, holding her breath, swings her magic stick at the nearest skeleton, waits for its reaction and then swings again while it is exposed.

feint: 1d20 + 13 ⇒ (11) + 13 = 24
attack,IC: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 hopefully vs FF
B damage,IC: 2d6 + 1 ⇒ (5, 6) + 1 = 12

Fort if required: 1d20 + 9 ⇒ (13) + 9 = 22 Extra +1 if this is inhaled.

Envoy's Alliance

♥️ 96 | AC 26 | Saves 14/15/12|Focus Points □ | PFS# 133608-2001 | Male Human Bard (Level 8) | | ☘️ 2 | Spells DC 26 (Occult)-/2/3/2/2 (Divine) - | Perception +12 |◆◇↺ |

Fort Save from the hit: 1d20 + 7 ⇒ (8) + 7 = 15
Fort Save #2 at the start of the round: 1d20 + 7 ⇒ (9) + 7 = 16 Sigh

"Woo, that's some nasty... fumes... stuff..." Manny coughs on the lead. "Shylye, help!"

Spiritual Weapon: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Force Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

The glaive takes a swing while Manny helps with his light hammer.
Sounds like I can hold both weapons at once. Manny gets to dual wield like a boss. If I can't, Manny will use his whip to trip the Skeleton instead. The Athletics check with my whip is bonus is +10 total.

Light Hammer: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Bludgeoning Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Then he backs out of the way.

◇ Fort Save... failed
◆ Sustain Spiritual Weapon against Skeleton #3
◆ Strike with Hammer
◆ Stride
↺ AoO against a provoking skeleton, used to trip.

AoO Trip vs Fort DC:
1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29 If that's a crit fail, Manny will drop the whip instead of falling prone. It's a trip weapon.

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)

From a distance, Parnes stabs twice at the remaining skeleton before riding away to a intercept the skeletons being blown around by Jiki's winds.

Strike: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34
Piercing, magic: 2d8 + 4 + 1 ⇒ (7, 8) + 4 + 1 = 20

Strike: 1d20 + 16 + 1 - 5 ⇒ (20) + 16 + 1 - 5 = 32
Piercing, magic: 2d8 + 4 + 1 ⇒ (5, 8) + 4 + 1 = 18

That looks like two critical hits! I doubt the skeleton is going to survive that!

Deadly 1: 1d8 ⇒ 6
Deadly 2: 1d8 ⇒ 4

Fort Save vs Poison: 1d20 + 12 ⇒ (14) + 12 = 26

"Huzzah, we are triumphing against the forces of death! Let us destroy the rest of these villians!"

AoO, Reach:
Strike: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
Piercing, magic: 2d8 + 4 + 1 ⇒ (6, 5) + 4 + 1 = 16Deadly if Crit: 1d8 ⇒ 5Critical hits also cause Clumsy 1 until the start of Parnes's next turn.

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 9 | HP 96/96 | AC 26 | Fortitude +16, Reflex +17, Will +15 (Performer's Heart) | Perception +12 | Speed 25, climb 10 | Darkvision | Resist cold 4, negative 1 | Default Exploration: Avoid Notice +14 | Bard Spells 5th-1/2 4th-3/3 3rd-3/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 2 | Provisions: scroll of breath of life 1/1 | Active Conditions: None | ◆◇↺

◆◆ Cast Soothe

Emmanuel regains 1d10 + 4 ⇒ (5) + 4 = 9 HP and gets a +2 status bonus to saves against mental effects for 1 minute.

◆ Pretend a shot at #3 would be useful

Shortbow: 1d20 + 9 ⇒ (18) + 9 = 27
Piercing Damage: 1d6 ⇒ 2
Deadly in case it's a crit: 1d10 ⇒ 9

(if 3 is already down, shift to 2, then 1)


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

2d20 ⇒ (17, 7) = 24 Hart blast the undead with more wind. Shmee is highly entertained when the second skeleton is knocked prone again. Sad.

--

Manny begins to feel a bit woozy too… Poiison: 1d6 ⇒ 1 and Stupefied 1

Manny you need a fort save at EoT to see if you advance a stage. Fort, Drained: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25

Manny recovers from the poison, for now. He finishes off the skeleton for good measure.

--

Jiki heals the bard and then plonks an arrow off the skeleton. Did the bard remember his own Inspire Courage? Cause if he forgot that's actually a crit for 6 net instead of 0.

--

Parnes: 3 dies before you could attack it. If you want to ride to 2 you can save those rolls (I think that's more fun for the player). Let me know.

Parnes avoids the poison.

☠ ☠ ☠

Revel Revel

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

----
Teja 58/58 HP, Magix Skelly Smasher
Skelly 2 -6 HP, Lead Cloud Reaction Available, Loses turn
The Black Hart 34/34 HP
Skelly 1 -0 HP, Lead Cloud Reaction Available, Loses turn
Emmanuel Holysmith 31/44 HP, Drained 1
Jiki the Flatulist 42/42 HP
Parnes Soranus 66/80 HP, Turn retcon needed

Grand Archive

NG female human rogue scholar-8 HP 88/88; hero 0/3; moderate healing potion 0/1; (heals 1hp/min) lv 1: 1/1; 2: 0/1; 3:0/1; AC 26(w/shield); F +13 (+1 vs inhaled toxins); R +19(evasion); W +13; resist cold&electricity/2; Per +14; Stealth +16 25'; Conditions: none

Teja advances cautiously with her magic stick in hand.

Sure, I could reach those skeletons, but then that crazy mounted goblin would have to ride over me.

So she stands ready to cautiously advance, once the knight has passed on by.

Stride, ready an action to strike if a skeleton is so foolish as to advance on me.

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 9 | HP 96/96 | AC 26 | Fortitude +16, Reflex +17, Will +15 (Performer's Heart) | Perception +12 | Speed 25, climb 10 | Darkvision | Resist cold 4, negative 1 | Default Exploration: Avoid Notice +14 | Bard Spells 5th-1/2 4th-3/3 3rd-3/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 2 | Provisions: scroll of breath of life 1/1 | Active Conditions: None | ◆◇↺

I did forget that I inspired myself! If it is a crit, that is 12 damage, reduced to 7.

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 would have to save against the gust of wind to do that, which is why I avoided doing so. But Fortitude is his strongest save, so I'll try it out.

Parnes Fort: 1d20 + 12 ⇒ (17) + 12 = 29
Horsey Fort: 1d20 + 12 ⇒ (5) + 12 = 17

Parnes tries to ride into the gust of wind, but his horse loses her footing and falls over. Parnes commands her to get up and then climbs back on her.

And that's my turn!


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Skelly 2 wastes its turn! The wind ends at the start of Hart's turn…

Hart is up!
☠ ☠ ☠

The Wind Giveth, The Wind Taketh Away

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

----
Teja 58/58 HP, Magix Skelly Smasher
Skelly 2 -6 HP, Lead Cloud Reaction Available, Prone
The Black Hart 34/34 HP
Skelly 1 -0 HP, Lead Cloud Reaction Available
Emmanuel Holysmith 31/44 HP, Drained 1
Jiki the Flatulist 42/42 HP
Parnes Soranus 66/80 HP, Turn retcon needed

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 casts magic missile at smelly 1 and gets a little closer.

Magic Missile: 3d4 + 3 ⇒ (2, 3, 4) + 3 = 12


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Assume it's at the closer one.

Glowing missiles streak through the grimy bog air and slam the skeleton!

Skeleton 1 then double moves toward the fighter and swings.

1d20 ⇒ 6

WHIFF!

Well first Parnes gets his AOO, crits the skeleton, and destroys it. It didn't even get to fail miserably.

☠ ☠ ☠

The Last Reveler

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

----
Teja 58/58 HP, Magix Skelly Smasher
Skelly 2 -18 HP, Lead Cloud Reaction Available, Prone
The Black Hart 34/34 HP
Emmanuel Holysmith 31/44 HP, Drained 1
Jiki the Flatulist 42/42 HP
Parnes Soranus 66/80 HP

Grand Archive

NG female human rogue scholar-8 HP 88/88; hero 0/3; moderate healing potion 0/1; (heals 1hp/min) lv 1: 1/1; 2: 0/1; 3:0/1; AC 26(w/shield); F +13 (+1 vs inhaled toxins); R +19(evasion); W +13; resist cold&electricity/2; Per +14; Stealth +16 25'; Conditions: none

Teja stalks forward, the nearby brush slowing her down. She wanted to get up close to examine the odd skeleton. And she'd need a sample. Luckily she had a magic stick to help with sample gathering.

attack vs prone, IC,: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
B damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9

Knowing already what to expect, she keeps her mouth shut as she waits for the toxic cloud to appear.

fort, inhaled: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16

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)

Did you know that being prone causes the flat footed condition in 2nd ed?

Parnes commands his horse to back up then surge forward so that he gets the full momentum from his lance, then stabs down at the prone skeleton twice.

+1 Striking Lance: 1d20 + 16 ⇒ (14) + 16 = 30
Piercing, Magic: 2d8 + 8 ⇒ (3, 3) + 8 = 14

+1 Striking Lance: 1d20 + 16 - 5 ⇒ (20) + 16 - 5 = 31
Piercing, Magic: 2d8 + 8 ⇒ (1, 8) + 8 = 17

Commanding to move, then use support ability. And last two actions for strikes. Jousting and his support ability just need him to live 10 feet, but it doesn't have to all be in a straight line.

I probably don't need to bother with the deadly dice, do I?

Grand Archive

NG female human rogue scholar-8 HP 88/88; hero 0/3; moderate healing potion 0/1; (heals 1hp/min) lv 1: 1/1; 2: 0/1; 3:0/1; AC 26(w/shield); F +13 (+1 vs inhaled toxins); R +19(evasion); W +13; resist cold&electricity/2; Per +14; Stealth +16 25'; Conditions: none

Extra sneak attack damage, if appropriate: 2d6 ⇒ (5, 6) = 11

Teja extracts a bit of lead-bone from the body, coughing as the cloud of lead (likely) surrounds her.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

so many fighter crits…

The last skeleton falls, quick as the last reveler leaving a party it sinks back into the muck. Parents crits it twice and then Teja finishes it off with a well-timed sneak attack.

Out of combat!

You still hear the crash of steel on lead from where the Aspis are fighting, about 300 feet away. Another fighter, this one with a greatclub, fells the last one as you approach Which I assume you do.

Thank the gods help has arrived — we would have been overwhelmed! Who're you?

Grand Archive

NG female human rogue scholar-8 HP 88/88; hero 0/3; moderate healing potion 0/1; (heals 1hp/min) lv 1: 1/1; 2: 0/1; 3:0/1; AC 26(w/shield); F +13 (+1 vs inhaled toxins); R +19(evasion); W +13; resist cold&electricity/2; Per +14; Stealth +16 25'; Conditions: none

Remembering the rest of the team somewhat lost for words back at the village, Teja steps forward.

"I am Teja Khelledottir. A pathfinder." She lets the words sink in for a moment.

"And yes, we know you are Aspis agents. And no, we are not here to cause you trouble, but rather heard you were here and thought you might need a friendly hand."

She tosses the badges she recovered from the earlier dead Aspis agents over to them.

"You probably don't want to leave these lying about either. We found some of your... friends. It looks like they bought your time at the cost of their lives. We buried them, hopefully that is enough to stop them coming back to haunt you in this ill omened swamp."

She pauses for a moment to let the news sink in.

"We can help you get out of the swamp if you want, but... I'd suggest you avoid the village of Anactoria, as your organisation's desire for the Maid has aroused some ire amongst the populace..."

Envoy's Alliance

♥️ 96 | AC 26 | Saves 14/15/12|Focus Points □ | PFS# 133608-2001 | Male Human Bard (Level 8) | | ☘️ 2 | Spells DC 26 (Occult)-/2/3/2/2 (Divine) - | Perception +12 |◆◇↺ |

"Thanks for the hammer, Parnes. It came in real handy." He returns the weapon and coughs some more of the leaden fumes. "Alright, let's go save some Aspis." I can't believe I just said that.

---

"Like Teja said, we're Pathfinders. You're Aspis. You came here seeking treasure, but there's only one Maid and she's in the village where she belongs. Nothing out here but mud and sickly spewing skeletons."

"There's been enough bloodshed today. Let's get out of here, we caused enough noise to wake the dead."

Diplomacy, Glad Hand: 1d20 - 5 + 12 ⇒ (8) - 5 + 12 = 15
If that failed, Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

No need for diplomacy saving peoples' lives tends to make them friendly

--

Teja wrote:
"And yes, we know you are Aspis agents. And no, we are not here to cause you trouble, but rather heard you were here and thought you might need a friendly hand."

The Apsis introduce themselves. I'm Harp. She bows. This is Arrow and this is Bear. We did need a hand. We'd be dead if not for you Pathfinders.

Teja wrote:
"You probably don't want to leave these lying about either. We found some of your... friends. It looks like they bought your time at the cost of their lives. We buried them, hopefully that is enough to stop them coming back to haunt you in this ill omened swamp."

Her eyes well up with tears. Hawk, our leader, was slain in the first attack. We drew straws to see who'd stay behid as the rear guard. Thank you so much. She kicks the dirt.

Teja wrote:
I'd suggest you avoid the village of Anactoria, as your organisation's desire for the Maid has aroused some ire amongst the populace..."

She looks furious at the She fishes through a pack and produces a letter. I even have proof! Here's our original Mission Briefing — do you Pathifners have those? We get letters from our bosses sometimes, sending us out to places like this cursed swamp. Anyways, our boss says not to steal the maid. We gotta do it the hard way, he said. Take a look for yourself. It's right there in the letter.

Aspis Mission Briefing:
Tamis,

You’ve heard of the Maid of Anactoria? It’s a bog mummy they found in Ustalav, which supposedly has magical powers. I’ve heard rumor that there are more to be found in the bogs north of the village, and we need to know if it’s true. If my source is to be believed, the others waiting to be found will be just as powerful.

Here’s the thing: higher-ups have decided we’re not to take the easy road and just grab the famous one. That’d draw too much attention. Learn what you can about the existing example and where it was found, and then go looking for more. You’ll have a team of ten and whatever supplies you’ll need. Bring us back a new bog mummy, and that silver badge is as good as yours.

Under no circumstances are you to steal or even tamper with the existing Maid of Anactoria.

Trusting in your complete understanding,
—D

Manny wrote:
Nothing out here but mud and sickly spewing skeletons.

So you're saying… our bosses' source isn;t to be believed? Our friends died for NOTHING? The Aspis mutter and clench their fists. They look anguished.

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 9 | HP 96/96 | AC 26 | Fortitude +16, Reflex +17, Will +15 (Performer's Heart) | Perception +12 | Speed 25, climb 10 | Darkvision | Resist cold 4, negative 1 | Default Exploration: Avoid Notice +14 | Bard Spells 5th-1/2 4th-3/3 3rd-3/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 2 | Provisions: scroll of breath of life 1/1 | Active Conditions: None | ◆◇↺

"Afraid so," Jiki says, reading the letter. "This looks like one of the letters I used to get. But your bosses' intel is definitely wrong, both about the quantity of mummies and their abilities.

"It happens that someone did try to steal the Maid while you were out here, and while we found the real culprits, the people are riled up enough that you might be on the wrong end of some torches and pitchforks should you head to Anactoria. We'll share what we learned about the Maid, for what little I know that is worth, and I could try to smooth things over in the village if you really want to go there, but I suggest taking the safest path you can find in the other direction."

Jiki is not willing to share information about Evgeni or Ottos with the Aspis, but will fill them in on the Maid's meager powers.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Fair enough. We've had enough trouble. She sighs. Looks like mud and mosquitos are back on the menu, boys.

Envoy's Alliance

1 person marked this as a favorite.
♥️ 96 | AC 26 | Saves 14/15/12|Focus Points □ | PFS# 133608-2001 | Male Human Bard (Level 8) | | ☘️ 2 | Spells DC 26 (Occult)-/2/3/2/2 (Divine) - | Perception +12 |◆◇↺ |

Man, I would have left them to die...

Manny leans back against a tree. "So, Harp. Let's... take care of your friends back there. It's the least we can do. I don't want them coming back as those gaseous chauffeurs."

"There's just one Maid, and it's nowhere as powerful as your bosses hope. The town thinks you came to steal the Maid. We had to calm an angry mob as soon as we arrived. Best to leave 'em alone."

"You know Harp, the- Aspis and the Pathfinders have been at each other's throats for a while. Maybe neither of us are right alone. But we could be right... together?" Manny extends a hand. "That's the lesson I need to learn today."

Manny isn't going to mention who the thieves were, but he will mention the Maid isn't very powerful and not worth further investigation.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points
Manny wrote:
"You know Harp, the- Aspis and the Pathfinders have been at each other's throats for a while. Maybe neither of us are right alone. But we could be right... together?" Manny extends a hand."

Harp weighs her dead friend's badge in one hand. The other is empty. She looks at them both for long seconds. She then firmly grasps manny's hand.

You're right, Emmanual. Thank you. We will let our bosses know about this.

☠ ☠ ☠

You return to town to find everyone overjoyed that the maid has been returned! Constable Fieru and Mother Belchescu approach you. We have heard the joyous news. Thank you.

The constable looks quite serious. Based on the discussion, players seemingly leaned toward Evgeni fessing up. We have apprehended Evgeni and Ottos. They confessed of their own volition and guilt. I wonder what made them change their minds…? He looks at you for long moments. Evgeni's parents have disowned him. He and Ottos are locked away in my root cellar (Anactoria has no jail proper), and they will be transported to Caliphas for trial. He strokes his mustaches. I wonder what will happen. Turning themselves in will surely help their case, for what it is worth. Sooner or later, they would have been caught anyay; Evgeni had to know that. Why, Evgeni wanted to bring the maid back to his own university. His ruse would have been quite obvious at that stage, wouldn't you say? He shakes his head sadly. Such a bright boy; we were all so proud of him. A waste.

Mother chimes in, she almost seems happy. Almost. And now the maid only weeps tears of sorrow. No more blood. She hands you a Pendant of the Occult. Pietr and Solace wanted me to give you this. Rest assured, the Pathinfders' reputation here has been solidified. Do give Dr. Trice my thanks and my regards. The dour priestess sighs sadly and looks off into the distance. Now the sweet sufferance of life here can return back to normal.

The constable coughs uncomfortably. Right, right. Surely we wouldn't;t want the maid studied by those cold scientists! Say, did you see any Aspis out there?

Envoy's Alliance

1 person marked this as a favorite.
♥️ 96 | AC 26 | Saves 14/15/12|Focus Points □ | PFS# 133608-2001 | Male Human Bard (Level 8) | | ☘️ 2 | Spells DC 26 (Occult)-/2/3/2/2 (Divine) - | Perception +12 |◆◇↺ |

The first bridge of many. Manny shakes Harp's hand. "If you're ever in Absalom, look me up. I'm trying to set up a troupe there. We can chat later!"

The muddy mosquito walk doesn't bother Manny as much as he thought it would.

Back in town, Manny sighs. "Don't be too hard on Evengi. We've all done stupid things we were kids. Parents almost disowned me when I began dating a Red Mantis Assassin. He was cute, I was dumber than I currently am, my dad was alert enough to catch the hidden blade."

"He did steal the Maid, and he'll have to pay for that." Manny looks at the ground for a moment. "Good thing my friends here convinced him to confess. Eventually he can earn his parents' forgiveness."

"Aspis?" The constable's question rouses Manny from his thoughts. "Yeah, they were hightailing it out of the bog. Said they would never step foot in this town again."

---

"Hey Olena. I'm back, just like I promised. Can I sit down?"
Manny waits for the girl's nod before finding a spot. "Do you want to hear a story? It's about a guardian angel. She can't save everyone, but she tries her best. You can't see her, but she's always there if you try your best..."

Performance: 1d20 + 10 ⇒ (10) + 10 = 20

Manny's body is worn and beaten, but his soul needs the most healing.

Grand Archive

1 person marked this as a favorite.
Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 9 | HP 96/96 | AC 26 | Fortitude +16, Reflex +17, Will +15 (Performer's Heart) | Perception +12 | Speed 25, climb 10 | Darkvision | Resist cold 4, negative 1 | Default Exploration: Avoid Notice +14 | Bard Spells 5th-1/2 4th-3/3 3rd-3/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 2 | Provisions: scroll of breath of life 1/1 | Active Conditions: None | ◆◇↺

"Yes, the Aspis were out there," Jiki informs them, "but they never intended to steal the Maid. They hoped to find another like her in the bog. Instead, they found only death.

"Your Maid appears to be one of a kind. I won't tell you whether you should let the university study her, but I suspect she will not perform on command for anyone."

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)

"Yes, the Aspis were innocent...this time. Sadly they stirred up the restless dead in their search for treasure. Beware, for there may be more undead loose in the bogs and the ones we encountered were quite dangerous."

Parnes raises his visor to show his face to the townsfolk. "I believe there is a moral somewhere here about not judging a book by its cover. And just as an honorable heart can be found in a creature assumed to be monstrous, redemption can be found even amongst the lowliest of villians. To his credit Evgeni allowed himself to be turned in for his misdeeds, so I believe there is hope for him after he has served justice for his crimes."

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 nods agreement That bog...is home to little but undeath. Do not send people out into the bog

Grand Archive

1 person marked this as a favorite.
NG female human rogue scholar-8 HP 88/88; hero 0/3; moderate healing potion 0/1; (heals 1hp/min) lv 1: 1/1; 2: 0/1; 3:0/1; AC 26(w/shield); F +13 (+1 vs inhaled toxins); R +19(evasion); W +13; resist cold&electricity/2; Per +14; Stealth +16 25'; Conditions: none

Teja rolls her eyes at her companions sermonizing. "Can I have a word with Evgeni?"

Slipping down into the basement she finds the disgraced scholar.

"Chin up, you get credit for turning yourself it, and it is not like she was gone for long. Good lawyer will probably get you off for time served. Hey, real reason I'm down here is the Pathfinder Society has a need for researchers... including ones who don't mind doing a bit of field work. Once you are done here... look us up in Absalom."

151 to 191 of 191 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Doug's Lost Maid of Anactoria (Gameday X) All Messageboards

Want to post a reply? Sign in.