GM ZD Breaking the Storm Arc (Inactive)

Game Master Z...D...

Secret Check Spreadsheet


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Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Salliss decides it is probably time to prevent some of that regeneration trolls are known for.

Two Action Arcane Acid Splash: 1d20 + 13 ⇒ (20) + 13 = 33 CS: +2 persistent damage
Acid damage: 1d6 + 4 ⇒ (4) + 4 = 8
Acid Splash damage: 1 = 1

He follows that up with an arcane word to help protect against the retaliation.

Cast a Spell: Acid Splash, Cast a Spell: Shield


Gus, male half-orc actor | Diplomat professional hireling | +8 Bluff, Diplomacy, Intimidate

The tree gives Ionic some of that fire resistance, then looks for more enemies.

Seek: 1d20 + 11 ⇒ (10) + 11 = 21 Low light vision

Fire!: 1d6 ⇒ 3

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth seems confused by the suggestion, managing to say "Troll... cast spells... hit many of us at once... Not cast spells, only hit me... also, stab as move away..."

seems like the Troll is heavily towards area/line spells (which are extremely effective in this tunnel) and my own AoO is better than me making multiple ranged strikes. Also, also, I'm notably less Dex than Strength. The spear is my backup when I have no option for melee. Lol.

Step into 10ft reach.

Strike with Glaive
glaive, ic: 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22
slashing: 2d8 + 6 + 1 ⇒ (5, 3) + 6 + 1 = 15

Swing two with glaive.
glaive, ic, map: 1d20 + 16 + 1 - 5 ⇒ (16) + 16 + 1 - 5 = 28
slashing, forceful: 2d8 + 6 + 1 + 2 ⇒ (2, 4) + 6 + 1 + 2 = 15

AoO:

glaive, ic: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31
slashing: 2d8 + 6 + 1 ⇒ (6, 5) + 6 + 1 = 18

Tree has no heal target so sits there and be a tree

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Alright, I’ll go back to melee then.

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

"Can stay back at range. I have reach. You don't. Not need get punched in face just to try and stabby him."

the trolls seem to have standard Large 10ft reach. Which my Glaive is. Meaning, as the tunnel is a dead end until it burrows it round, I can safely move into strike range each turn. It triggers an AoO each turn it tries to move away from me. If you don't have a reach weapon yourself, you might be better off sticking to ranged combat, so you don't have to keep getting punched in the face to do so. Also, I have an aura that deals acid damage every time they hit me. So if the persistent damage stops. It keeps the regen off. I just might need an occasional healing from a Bard or two. Just my two cents. You do what you think is most beneficial for your character’s ability to help, as I am doing for mine. :)


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Herondal moves and inspires the party.

Pip moves in and attempts to tickle the troll's funny bone.

1d20 ⇒ 6 Fail!

The troll begins to chuckle.

Jotun:
"Funny little person"

Pip's tree heals hopper. 2d8 + 16 ⇒ (7, 4) + 16 = 27

Salliss douses the troll in acid. Critical hit

Barydeth's first swings misses, but the second connects.

Round 7-Bold may Act
Herondal 74/74
Pip 54/78
Salliss 78/78
Hopper 69/72
Wolfie 55/60
Barydeth 96/118; concealed; acid retaliation 1 acid; wounded 1; drake heart mutagen
Black-bloodied
Ionic 69/85

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 80/80
Hopper's tree 2/80
Salliss' Tree 57/80

GM:

Black: 63/200 4/1, 3/1, 2/3, 1/3; regen negated; 2d6 persistent acid; slowed 1; no reactions; flat-footed

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Blight bomb@black: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
Damage, ic, poison: 2d6 + 1 ⇒ (4, 4) + 1 = 9 +2 splash damage and +2d4 persistent poison damage if hit

Blight bomb@black, map: 1d20 + 13 + 1 - 5 ⇒ (15) + 13 + 1 - 5 = 24
Damage, ic, poison: 2d6 + 1 ⇒ (3, 4) + 1 = 8 +2 splash damage and +2d4 persistent poison damage if hit

Wolfie moves behind the rest, and Hopper throws two bombs at the creature


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Hopper tosses a pair of bombs. Both are off target, splashing the poisonous mixture on her.

The troll lurches forward in an attempt to bite Barydeth.

jaw: 1d20 + 20 ⇒ (3) + 20 = 232d12 + 8 ⇒ (2, 9) + 8 = 19 Miss
concealment, DC 5: 1d20 ⇒ 6

The jaws snap shut right in front of the halfling.

The troll turns and continues to dig. Barydeth takes an opportune swipe and leaves a wound on it's backside.

persistent acid damage: 2d6 ⇒ (1, 6) = 71d20 ⇒ 17 No longer as persistent acid damage. Its regen will come back at the end of its turn.

Round 7-Bold may Act
Ionic 69/85

Round 8-Bold may Act
Herondal 74/74
Pip 54/78
Salliss 78/78
Hopper 69/72
Wolfie 55/60
Barydeth 96/118; concealed; acid retaliation 1 acid; wounded 1; drake heart mutagen
Black-bloodied

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 80/80
Hopper's tree 2/80
Salliss' Tree 57/80

GM:

Black: 34/200 4/1, 3/1, 2/3, 1/3; regen negated; slowed 1; no reactions;

Envoy's Alliance

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820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

◈◈ Soundburst Level 3, 30 ft range, 10 ft burst, Sonic Damage: 3d10 ⇒ (6, 10, 7) = 23
Hideous Laughter

Pip uses the scroll in her hand, and then sustains her spell with a quip in Jotun. "Did you hear about the troll alchemist who makes sunrods? He and his buddies like to get together and get stoned."

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth swings on the Troll that is still in his reach. Laughing slightly at Pip's joke.

glaive,ic: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
slashing: 2d8 + 6 + 1 ⇒ (5, 1) + 6 + 1 = 13

He swings again,

glaive,ic, map: 1d20 + 16 + 1 - 5 ⇒ (6) + 16 + 1 - 5 = 18
slashing, forecful: 2d8 + 6 + 1 + 2 ⇒ (2, 1) + 6 + 1 + 2 = 12
going to go ahead and spend my last hero point on that
glaive,ic, map: 1d20 + 16 + 1 - 5 ⇒ (15) + 16 + 1 - 5 = 27

And Steps forward

AoO:

AoO: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
slashing: 2d8 + 6 + 1 ⇒ (5, 3) + 6 + 1 = 15

Horizon Hunters

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Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Herondal moves closer. ◈

The suffocating troll Herondal is pretending to be sees a light peeking through the rocks... Inspire Courage.

And Herondal glares at the troll as if he is acting out it's grisly fate. ◈

Intimidating Glare: 1d20 + 16 ⇒ (20) + 16 = 36


Gus, male half-orc actor | Diplomat professional hireling | +8 Bluff, Diplomacy, Intimidate

If there is anyone to benefit from it, the tree spreads some of the resistance to fire.

It then looks again for enemies,

Seek: 1d20 + 11 ⇒ (7) + 11 = 18 Low light vision

Fire!: 1d6 ⇒ 1

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Salliss says an arcane word of protection, moves up to the troll, and strikes.

+1 Striking Cold Iron Rapier, IC: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31 Disarm, Finesse
Piercing, IC: 2d6 + 6 + 1 ⇒ (3, 2) + 6 + 1 = 12
On crit Deadly: 1d8 ⇒ 5

Cast Shield, Stride, Strike

Horizon Hunters

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NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic gives a look back at the tunnel that is being dug and grumbles as he starts to run. "Need ta train more... Runnin' be de worst dough..." Panting heavily he moves up behind Pip tree feather in his cap as he starts trying to figure out a way to plant it in the ceiling.

Triple Stride! Luckily his 6th level class feet will boost his speed 10 feet, so he won't be AS slow anymore.

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Hopper pulls out another of his Acid flasks and throws it at the creature

Acid Flask, ic: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
+2 acid splash damage, 2d6 persistent acid damage

Then he quickly makes another bottled lightning that he immediately tossess

Bottled Lightning, IC, map: 1d20 + 13 + 1 - 5 ⇒ (18) + 13 + 1 - 5 = 27
Damage, electricity, ic: 2d6 + 1 ⇒ (1, 1) + 1 = 3 +2 splash electricity and flat-footed if hit

Throw bomb, quick alchemy, throw bomb


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Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Ionic moves up to where the action is.

Pip activates her scroll and a loud blast erupts from above the giant.

save: 1d20 ⇒ 18 Critical success=no damage

The sonic waves seem to do nothing. Pip sustains her other spell.

Barydeth steps and strikes twice, leaving a pair of gashes on the troll. Two hits

Being heavily wounded at this point, Herondal's performance strikes at its core. critical success on the frightened.

Salliss moves in and stabs the troll, driving the troll to its knees and unconscious.

Hopper tosses a pair of bombs just for good measure. And to negate the regen

After a few seconds, the troll ceases to breath.

Out of combat

Conclusion

Once back topside, you learn that the Sarkorians were able to beat back the demonic invasion.

Dolok Darkfur completes his ritual, fully restoring a natural vibrancy to the soil within the camp. Beyond the borders of the river, the profane fires die down, and some small shoots break through the blackened topsoil for the first time in generations.

The eidolon meets with the PCs shortly after, thanking them for their aid in repelling the demons and pledging his support to saving the possessed Decemvirate member. He invokes the many debts the Farheaven Clan owes the Pathfinder Society and expresses an eagerness to repay them for their past and present support.

PRIMARY OBJECTIVES:The PCs fulfill their primary objective if they stop at least half of the attackers from reaching the Farheaven camp. Doing so earns each PC 2 Reputation with their chosen faction. Success

SECONDARY OBJECTIVES: The PCs fulfill their secondary objective if they stop all the attackers from reaching the Farheaven camp. Doing so earns each PC 2 Reputation with their chosen faction. Success

Verdant Wheel

2 people marked this as a favorite.
Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth will drag the body of the black troll to the lava, and push it in. "For good measure" before returning top-side.

He'll look at the others, "Not normal stick with others... But, you all good, strong... Honor fight with."

oof, those conditions. Just one of that large number of enemies getting through, and half the reputation gone. Ouch. Doubly awesome work all

Vigilant Seal

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Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Salliss gives a cheer as the troll burns up in the lava. “Glad that is done!

He then goes over to Pip and asks her “So is there some way to save my tree before it burns up? It wasn’t clear to me if using the ritual a second time killed it or just made it go into a dormant state where we couldn’t immediately replant it.

Envoy's Alliance

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820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"We'll try," Pip says to Salliss. Pip works to save any trees in danger, and then summons a leshy just so that she can thank each and every one of Dolok's trees. "You were amazing, and a credit to trees." Then the dryad-touched gnome hugs each and every one of her leafy comrades. She also hugs each of her two and four-legged comrades, and then goes to work retraining at Iobaria base camp.

She takes a class called "Getting the most out of your Occult Spells", a training seminar on "Basics of Comedy: Shaggy Dog Stories and Dad Jokes", and then spends a day in Iobaria base camp listening to Pathfinders with legal dilemmas and filing their paperwork to go back to the various courts where they are having legal difficulties.

"You got into legal difficulty in Hell? That must have been an interesting mission," she tells one experienced Pathfinder. "Fortunately, I'm fluent in Infernal. But oh... it will take me most of the day just to untangle all the legal loopholes they left for themselves!" She grins. "I love a good challenge!"

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

To celebrate Herondal decides to work the events into a play and asks for volunteers to help out. He then shows off his important purchase right before we left. His own magical pocket stage.

"Plenty of room for all of us."

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"Wow! This is so cool!" Pip tries out the stage, and joins in the play! "Can I borrow this when I am doing my stand-up routines?"

Vigilant Seal

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Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Salliss seems to not be interested in coming on the stage. “Sorry, I’m not any good at that.

At hearing Pip’s comment about her stand-up routine, he asks “Is that a lead in to various height jokes?

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Herondal gently grabs her by the hand and tries to escort her onto the stage.

"Try it Salliss you would be surprised."

Using the follow the leader activity so Salliss adds her level and cha modifier to the check. Not sure if aid would be appropriate.

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth looks at the stage warily, "Not sure if hold me... It fit in pocket... I not..."

Horizon Hunters

1 person marked this as a favorite.
Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

"It's magic. You'll be fine."

Herondal is patient.

"It is surprising how often the ability to act has been useful for the whole party so best to start now when there is no risk."

Envoy's Alliance

1 person marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"And for the most part, we'll be playing ourselves, so all you have to do is scowl and say naughty things in Jotun!" Pip says enthusiastically to Bardyth. "Then Herondel narratively describes the battles while you guys strike dramatic poses and strike at countless enemies, and I do the tree ballet that Herondel wrote in this section right here..."

Pip does a dance, taking the parts of the different trees, waving a long gossamer scarf behind her and casting prestidigitation in order to create the colors of the various leaves and effects like sparkles in the air. After all, these were very active trees!

Perform Dance: 1d20 + 15 ⇒ (15) + 15 = 30

"Wait. Let's make this even better!"

She attaches leafy collars to Bailiff and Wolfie's collars, and brings them in as back up dancers. "C'mon you two. Just run around in circles with me and I'll dance around you! The audience will love it!


Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

"Wooof! Wooof!"

I don't know what's happening, but I get to run around in circles with my friends! I'm such a good dog!

Envoy's Alliance

1 person marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip pauses dramatically in her dance, and says in an aside to the audience, "You can tell that one's a tree by the quality of his bark."

Then she smiles mischievously and leaps back in the dance.

Horizon Hunters

2 people marked this as a favorite.
NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic, scowl on his face tromps up on stage picks up a single hat and plops it on his head. He crosses his arms and glares at the imagined audience for a few moments. He silently takes in Pip's dance of the trees, enjoying it but not showing any outwards signs of it. When it comes to his turn he stomps to center right and takes a pose.

Performance: 1d20 - 1 ⇒ (18) - 1 = 17

... And gives a rather competent rendition of the kobold author Shakes-Spear's Let Ham's To Kill or Not to Kill scene, in a near perfect Absalom accent. Stepping off the stage he grumbles, "Had ta learn it fa Actin' 101 back in trainin'. Couldn't pass wid out it."

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Very competent actually. Remember, You are following Herondal's lead so you add your level.

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Oh, dang 22-24 (not sure what level to apply here) is very competent!

Vigilant Seal

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Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Although he drags his feet, finally Herondal gets Salliss to try to follow some simple stage direction. Thanks to Herondal’s expert advice, Salliss manages to pull off a reasonable performance.

Follow the Expert for Performance: 1d20 + 7 + 2 + 2 ⇒ (13) + 7 + 2 + 2 = 24

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Hopper sits on the ground and opens a scroll which he keeps reading not giving much thought to the stage shenanigans.

Toughness, fleet, ....? "Hmm, he wonders"

Wolfie however is lying on the ground and catching some sun and well-deserved rest...

Horizon Hunters

2 people marked this as a favorite.
NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic, finally doing something about his lack of land legs takes up jogging with some new boots. He makes fairly good strides at moving faster.

Due to a feat and some nice boots, should have a 35 foot speed at level 7

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth, after a bit of coaxing, slowly and carefully moves onto the stage. sliding his feet cautiously, listening for any sounds of creaking wood... After a few moments of reassuring himself that he isn't going to break his new friend's stage. He will strike an intimidating pose...
Intimidation: 1d20 + 9 ⇒ (11) + 9 = 20

He will then start to recant an old Jotun tale of conquest, and enslavement, that ends in a very vivid description of an uprising. The farther into the story he gets, the more descriptive he gets, like someone telling a story passed down by their parents, and flowing into a tale of their own life.

Background: Prisoner. First Ancestry Feat: Unfettered Halfling. Giant Instinct with a strong dislike of giant-kin... Pretty sure this explains itself out. lol.

Follow the leader Performance: 1d20 + 7 ⇒ (2) + 7 = 9

But the extremely vivid and detailed descriptions of evisceration of the Jotun during the endings bits seems to have spoiled the audience's opinions some.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

The adventure begins at the Pathfinder base camp near the ruins of Min-Khadaim. The PCs gather around a table sporting a huge map of the Finadar Forest just outside the central command tent.

Eando Kline of the Vigilant Seal faction steps out of the command tent, holding the canvas flap open for his guests: a woman wrapped in Sarkorian furs, and a ten-foot-tall black bear with a mantle of multicolored feathers growing across his shoulders. The three move around a large table adorned with a map of the surrounding landscape that indicates Pathfinder teams positioned throughout the wilderness.

“Thank you for joining us,” Eando says, his voice low and determined. “I’m sure you recognize our allies from the Farheaven Clan, God Caller Nelket and her clan’s deity, Dolok Darkfur.” He gestures to the woman and the bear, respectively. “They’ve agreed to help us with a sensitive and dangerous mission. An evil spirit that once resided in the nearby ruined city has possessed a member of the Decemvirate. This member is known to you as Sapphire. The spirit has used Sapphire as a vessel to carry out preparations for a ritual that we suspect would lead to worldwide catastrophe if completed. Our divinations have failed to locate Sapphire, and we lack the numbers to search all the possible sites where this ritual might be enacted before it’s too late.”

“Fortunately, we might have a solution,” Nelket cuts in. “My ancestors used rituals to give physical form to the wishes and ideals of the clan, manifesting as deities to lead us—including Dolok Darkfur. By reframing one of these rituals, we can convert Dolok’s body back into a part-living, part-intention entity; a kind of ‘aspirational spirit.’”

“That form will allow me to locate Sapphire, whose body contains two divergent spirits wrestling for control,” Dolok continues. “If I give Sapphire the upper hand, it could give us a chance to save them. I can also create a beacon the Pathfinder Society can use to track down Sapphire’s possessed body.”

Eando points to the map. “When Dolok’s beacon appears, our field agents spread across the region can converge on the site and secure it. You are among the most veteran Pathfinders here, so we need you to help Dolok and Nelket complete the ritual, then reinforce the first responders and exorcise the evil spirit—without killing Sapphire, if possible. Make any preparations you deem necessary, then meet us here when you are ready to begin.”

Dolok, Eando, and Nelket are able to answer any questions you may have about the mission. Additionally, you can purchase equipment and consumables of up to 7th level from the camp quartermaster.

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

How long do you expect the ritual to take, and what can we do to help with this ritual?


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Salliss wrote:
How long do you expect the ritual to take, and what can we do to help with this ritual?

Nelket: “The ritual we’ve adapted for this task required lorekeepers to sing, dance, and extol the virtues of the Farheaven Clan

while elders wove their magic. Any mystical training, athletic prowess, or cultural expertise can serve a similar purpose here. The more skillfully you contribute to the ritual, the more power Dolok should have available to lend you in your quest. With that said, we still need time to prepare, we will summon you when we are ready to begin.”

More on this later, but the ritual will call for up to 3 PC's to be secondary casters. Dolok will be the primary. If you are not familiar with how rituals work in 2nd Edition, they can be pretty brutal to pull off if you are not particularly skilled for what it calls for. Rules on Secondary Casters in rituals

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

"Do you think that we may encounter ghosts?" asks Hopper and chills run down his spine

I wonder if I should buy a ghost-touch rune ...

Yeah the secondary caster rules are brutal only crit success do anything positive, I don't like them and usually prefer to leave it only to the primary caster roll


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺
The Mad Hoppper wrote:

"Do you think that we may encounter ghosts?" asks Hopper and chills run down his spine

Dolok answers "That is our purpose, to confront a spirit. But do not worry. The ritual tethers us all to a common goal, which means I can lend you my strength to overcome any obstacles in your way. Use my power as you see fit, but try not to use it all too soon; you might need my help most when confronting Sapphire, and I need at least a shred of energy remaining to retake my physical form.”

GM answer. Spirit does in fact translate to ghosts in this case. If you wish to add a ghost touch rune to one of your weapons, there are plenty of skilled crafters that can do it for you at the camp. They also carry runestones of you choose to save your old rune. Transfering Runes rules.. PFS Guide for transferring runes.

I recently had to do this process to switch out a bleeding rune run for a shifting rune. Will save the bleeding rune for when I get the +2 fundamental and can transfer it back.

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Herondal greets all his old friends then listens closely to the briefing.

"Do spirits have any weaknesses?"

aid Pip on lore roll: 1d20 + 18 ⇒ (2) + 18 = 20

+3 bonus.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺
Herondal Lapetty wrote:

"Do spirits have any weaknesses?"

Eando, speaking specifically about the spirit possessing Sapphire: "The evil spirit is ancient, which means it’s likely undead and might be able to summon undead to serve it. Our prior encounters also suggest it worships the demon lord of disasters and storms, Urxehl, so cold-iron weapons and celestial energy(good damage) are likely to be effective.”

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth listens closely while sharpening his Glaive for the battle to come. He grimaces some at being reminded he'll need to be non-lethal in the end, but otherwise looks quite happy about what he has heard so far.

W00t! Finally going to use that ghost-touch rune I've got in this thing. Also, cold-iron, yay.

Otherwise Bardyth has no questions he can think of, though hearing he needs non-lethal, he is debating on grabbing a third weapon to come on the trip... But needs to deliberate on it some.

As shifting, as a rune, defines it's ability as " The weapon takes the shape of another melee weapon that requires the same number of hands to wield". A question that comes down to GM table variance has come to mind. Would that allow me to make a weapon with that rune, Large, as part of it's shape change? I ask, as nowhere does making a weapon going up a size category say it takes more hands to wield. However, I have seen plenty of arguments against such. So, before I make a purchase, what does our GM say?

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"I participated in a ritual to help out a dragon, and we were able to fight off monsters that were attacking the ritual by siphoning off some of the ritual's excess energy. Will we be able to use the ritual in our fight?" Pip asks.

And then, another more important question occurs to her. "You said the spirit occupying Sapphire's body is undead. If I cast disrupt undead on Sapphire, does that hurt both of them, or only the spirit inside?"


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Dolok responds to Pip. "The ritual will take place before you set out. The power I will be able to offer you will be yours to wield as you see fit. Whether it be combat or guidance."

Nelket answers Pip's second question, "We do not know how strong the bond is between this spirit and Sapphire. Hopefully, magic that specifically targets undead does not harm the host."

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

What will we need in order to excise the spirit?


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Eando answers: "You will have to subdue Sapphire long enough for Dolok to rip the spirit from him. Do whatever is necessary to give him that opportunity."

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

An ever so slightly thinner Ionic stands up on his new running boots and stretches. "Dolor finds Sapphire. We go. Subdue. Prevent oder ritual. Any ding else?"

He grabs out his Wayfinder and pops it open pulling a list of paper he kep in the lid out, before laying it on the table. Producing a oen from his beard and then a sealed ink well as well, he scratches out something on the list and writes in something else instead. Pursing his lips as he does some calculations. "Dang, guess liftin' belt waits. Armor rune, dat 'ealin' stone 'n' reforgin' de trident more important. Runnin' boots ain't cheap."

He pulls the trident off his belt and takes a look at what is clearly the newest of his weapons. "'ate ta mess wid a gift, 'specially from de Pixie crew. Can't be 'elped."

He looks back up at the rest of the group. "'ow long dis ritual/searchin' take? Long 'nough ta reforge Pokes 'ere? Possibly?"

On the way to making sure that I gave Ionic his free Wayfinder boon for playing more than 2 scenarios I realized that he could also grab the Heroic Hustle boon making it so he has 45' speed after using a hero point, which is just insane for a dwarf.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Nelket responds: "from preparation to completion, it should take about four hours. Should be enough time to get your weapon situation figured out."

Let's get these knowledge checks out of the way.

Since you all played Part 1, you get the first one for free. The following is what your recall about Urxehl and his followers.

Urxehl is the demon lord of storms and natural disasters. He is known as the father of trolls, although some cyclopes also worshipped him near the end of the Koloran empire.

Urxehl’s faithful often strive to conjure cursed storms, with a rain of fire considered a sacred manifestation of their lord’s will.

secret checks:

Salliss's Society (T): 1d20 + 14 ⇒ (18) + 14 = 32
Herondal's Society (T): 1d20 + 9 ⇒ (7) + 9 = 16
Hopper's Society (T): 1d20 + 13 ⇒ (14) + 13 = 27
Bardyth's Society (T): 1d20 + 9 ⇒ (13) + 9 = 22
Ionic's Society (T): 1d20 + 10 ⇒ (2) + 10 = 12
Pip Hip Hooray's Society (E): 1d20 + 16 ⇒ (18) + 16 = 34

Got a spread of information here. You get the following reference to the city of Min-Khadaim

The cyclopes of Min-Khadaim were renowned sculptors and architects, using magically reinforced stone to craft massive statues that often featured an enchanted eye.

Koloran’s mystics considered their statues a reflection of their own spirits, and so considered it taboo to include booby traps in their construction.

Cyclops ruins sometimes attract stygiras, mysterious fey seers who use gemstones for occult divinations. These creatures can petrify enemies with their claws and are resistant to physical damage from any weapon not made of cold iron.

If everyone is satisfied with purchases we will move onto the ritual tomorrow.

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth is good, and purchases made. Rune for the armor, and a fancy whip to boot.

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