GM Frost's S03-01 Intro: Year of Shattered Sanctuaries [Outpost V] (Inactive)

Game Master Frozen Frost

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Challenge Points: 15 (Low Tier)


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Envoy's Alliance

flat check 1d20 ⇒ 9
Seeing the creature trying to land on him, the Varisian grabs another dagger and attempts to slash it
1d20 + 7 ⇒ (19) + 7 = 26 dagger
1d4 + 1 ⇒ (2) + 1 = 3 slashing
1d8 ⇒ 3 precision damage

and again
1d20 ⇒ 16 flat
1d20 + 2 ⇒ (11) + 2 = 13
1d4 + 1 ⇒ (2) + 1 = 3 Piercing


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Graeyson slashes against Blue and connects, but the creature can still flutter its wings. Blue tries to stick its barbed leg on Graeyson's skin.

Barbed Leg Attack vs Graeyson AC 17: 1d20 + 9 ⇒ (13) + 9 = 22

With its position secured, it begins to drink his blood using its proboscis.
Blood Drain: 1d8 ⇒ 1 damage

Having not gotten much, it drinks again.
Blood Drain: 1d8 ⇒ 7 damage

I forgot to reduce Haka's max HP due to drained 1 condition.

Graeyson -9, Drained 1
MOSQUITO ATTACK! Round 2
ENCOUNTER MAP
Active Conditions: I forgot about the Inspire Courage, sorry. I already added the +1 on Razzm's attack damage. Inspire Courage (1 rd)

Character in BOLD can act!

Razzm HP 32/32, AC 20(22)
Graeyson HP 10/18(19), AC 17 | Drained 1
Zhamie HP 16/16, AC 15
Zug HP 28/28, AC 19

Blue -14, THP +8 | Concealed (DC 5 flat check to target), FF, Attached to Graeyson

Haka HP 28/30(32), AC 20 | Drained 1, 2 persistent bleed damage
Zac HP 21/21, AC 17

Yellow -10 | Concealed (DC 5 flat check to target), FF, Attached to Zac

Red
Pink

Envoy's Alliance

M Laborer Android Fighter 2: Speed:25, AC:19, HP:34/34, Fort:9, Ref:10, Will:4, Perception:6, Darkvision

Given he still has hunt prey on blue, he shoots, hunted shot hit: 1d20 + 7 ⇒ (17) + 7 = 24 dmg: 1d6 ⇒ 4
hit: 1d20 + 2 ⇒ (12) + 2 = 14 dmg: 1d6 ⇒ 5
3rd shot, 2nd action hit: 1d20 - 3 ⇒ (18) - 3 = 15 dmg: 1d6 ⇒ 4
4th shot, 3rd action hit: 1d20 - 3 ⇒ (19) - 3 = 16 dmg: 1d6 ⇒ 4
flat checks: 4d20 ⇒ (8, 13, 8, 17) = 46

Envoy's Alliance

M Laborer Android Fighter 2: Speed:25, AC:19, HP:34/34, Fort:9, Ref:10, Will:4, Perception:6, Darkvision

Given he still has hunt prey on blue, he shoots, hunted shot hit: 1d20 + 7 ⇒ (7) + 7 = 14 dmg: 1d6 ⇒ 2
hit: 1d20 + 2 ⇒ (6) + 2 = 8 dmg: 1d6 ⇒ 1
3rd shot, 2nd action hit: 1d20 - 3 ⇒ (8) - 3 = 5 dmg: 1d6 ⇒ 4
4th shot, 3rd action hit: 1d20 - 3 ⇒ (8) - 3 = 5 dmg: 1d6 ⇒ 3

Envoy's Alliance

I forgot the bardic song, I think I add 2 more hp of damage to blue

Grand Archive

| Speed: 20 [25] ft| Conditions: None | Hero Points: 1/3 | | HP 73/73| AC 23 | F: +12, R: +9, W: +12 | Perception: +12 CG Human (Half-orc) Figher 5

Haka moves around Graeyson to get a better angle on the bug.

concealment, DC 5: 1d20 ⇒ 9
Attack, flank, inspire courage, snagging strike: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
damage, inspire courage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Dead bug:
Haka heads up to help Zac

Live bug:
Having popped the blood sack Haka tries to remove the rest of the mosquito from Graeyson.

concealment, DC 5: 1d20 ⇒ 4
Attack, flank, inspire courage, MAP, snagging strike: 1d20 + 10 + 1 - 5 ⇒ (13) + 10 + 1 - 5 = 19
damage, inspire courage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12


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Graeyson wrote:
I forgot the bardic song, I think I add 2 more hp of damage to blue

Your first attack becomes critical success then, killing Blue even before it attaches itself and drain your blood.

Retcon
The Varisian slashes Blue into half, falling into the ground.
End Retcon

Zac and Haka, you can change your three actions., I'm sorry.

MOSQUITO ATTACK! Round 2
ENCOUNTER MAP
Active Conditions: Inspire Courage (1 rd)

Character in BOLD can act!

Razzm HP 32/32, AC 20(22)
Graeyson HP 19/19, AC 17
Zhamie HP 16/16, AC 15
Zug HP 28/28, AC 19

Haka HP 28/30(32), AC 20 | Drained 1, 2 persistent bleed damage
Zac HP 21/21, AC 17

Yellow -10 | Concealed (DC 5 flat check to target), FF, Attached to Zac

Red
Pink
Blue

Grand Archive

| Speed: 20 [25] ft| Conditions: None | Hero Points: 1/3 | | HP 73/73| AC 23 | F: +12, R: +9, W: +12 | Perception: +12 CG Human (Half-orc) Figher 5

Haka moves north instead of east, but still reaches Zac in one move. You can use the same Attack rolls


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Haka moves and splats the bloodseeker flat. It harms Zac though because its barbed leg is sticking on his skin.

We are still in initiative. Needs to resolve the Drained condition and persistent damage. For the Drained condition, a creature that has its blood drained by a bloodseeker is drained 1 until it receives healing (of any kind or amount). Roll DC 15 flat checks for persistent bleed damage.

MOSQUITO ATTACK! Round 2/3
ENCOUNTER MAP
Active Conditions: Inspire Courage (1 rd)

Character in BOLD can act!

ROund 3
Razzm HP 32/32, AC 20(22)
Graeyson HP 19/19, AC 17
Zhamie HP 16/16, AC 15
Zug HP 28/28, AC 19

Round 2
Haka HP 28/30(32), AC 20 | Drained 1, 2 persistent bleed damage
Zac HP 21/21, AC 17 | 2 persistent bleed damage

Radiant Oath

Sacre Bleu! | 2396852-2020 | NG Female Human | Back-Alley Doctor | Investigator Lvl 6 | ◆◇↺ | HP 63/63 | AC 21 | F/R/W: +11/+12/+14 | Perc +14 | 25 feet | Class DC 22 | Jezail Rounds: 50/50 | Medicine(E): +15, Crafting(E): +14, Acrobatics(E)/Society(E)/Athletics(E)/Arcana/Nature/Lore (PFS, Underworld)/Occultism/Religion/Survival: +12, Thievery/Stealth: +10, Diplomacy: +8, Deception(U)/Intimidation(U)/Performance(U): +5

Zhamie runs up to Haka and tries to patch his wounds with a bandage.

Battle Medicine: 1d20 + 6 ⇒ (16) + 6 = 22
Healing: 2d8 ⇒ (4, 5) = 9

That should remove both the bleed and drained condition.


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Zhamie quickly moves to patch up the bleeding wounds of Haka and moments later, he is healed whole.

MOSQUITO ATTACK! Round 2/3
ENCOUNTER MAP
Active Conditions: Inspire Courage (1 rd)

Character in BOLD can act!

ROund 3
Razzm HP 32/32, AC 20(22)
Graeyson HP 19/19, AC 17
Zhamie HP 16/16, AC 15
Zug HP 28/28, AC 19

Round 2
Haka HP 32/32, AC 20
Zac HP 21/21, AC 17 | DC 15 Flat check or successful healing

Grand Archive

| Speed: 20 [25] ft| Conditions: None | Hero Points: 1/3 | | HP 73/73| AC 23 | F: +12, R: +9, W: +12 | Perception: +12 CG Human (Half-orc) Figher 5

Nasty barb it left in there. Let's get you patched up.

◆◆ Administer First Aid to stop the bleeding. Medicine/ Assurance for a 16.

Envoy's Alliance

I am confused. Are all the stirges dead and we are just stopping the bloody mess they leave behind on people?


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COMBAT OVER!

PC Health:
Razzm HP 32/32, AC 20(22)
Graeyson HP 19/19, AC 17
Zhamie HP 16/16, AC 15
Zug HP 28/28, AC 19
Haka HP 32/32, AC 20
Zac HP 21/21, AC 17

Following the battle, you find among yourselves that none is badly hurt. You can lend aid instead to the beleaguered civilians in the market. DC 15 Crafting or Medicine check or DC 12 Herbalism Lore or Mercantile Lore check can help the civilians with their injuries or help repair property damaged in the chaos.


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They are all dead, initiative continued to remove drained and persistent bleed conditions of others.

Envoy's Alliance

M Laborer Android Fighter 2: Speed:25, AC:19, HP:34/34, Fort:9, Ref:10, Will:4, Perception:6, Darkvision

Flat checks, rolling till I get a 15 in case I don't get healed in time, max HP is 21, so I'd expire after 11 rounds, so rolling 11 checks all at once. flat checks: 11d20 ⇒ (12, 3, 6, 17, 16, 4, 20, 19, 4, 8, 15) = 124 so I will end the check on the 4th round if I'm not healed before then.


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You are good now, Zac. Haka healed you already.

Grand Archive

| Speed: 20 [25] ft| Conditions: None | Hero Points: 1/3 | | HP 73/73| AC 23 | F: +12, R: +9, W: +12 | Perception: +12 CG Human (Half-orc) Figher 5

Haka sets up an area for triage and treatment.

Come on everyone. Let's get you patched up. Anyone see where those things came from?

Assurance for a 16 on medicine

Envoy's Alliance

The Varisian will attempt to help stem the bleeding from one of the towns folk.
1d20 + 4 ⇒ (12) + 4 = 16 medicine treat wounds
2d8 ⇒ (8, 4) = 12

Radiant Oath

Sacre Bleu! | 2396852-2020 | NG Female Human | Back-Alley Doctor | Investigator Lvl 6 | ◆◇↺ | HP 63/63 | AC 21 | F/R/W: +11/+12/+14 | Perc +14 | 25 feet | Class DC 22 | Jezail Rounds: 50/50 | Medicine(E): +15, Crafting(E): +14, Acrobatics(E)/Society(E)/Athletics(E)/Arcana/Nature/Lore (PFS, Underworld)/Occultism/Religion/Survival: +12, Thievery/Stealth: +10, Diplomacy: +8, Deception(U)/Intimidation(U)/Performance(U): +5

Zhamie helps rebuild.

Crafting: 1d20 + 7 ⇒ (14) + 7 = 21

She steps back and admires the stall she rebuilt.

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

Zug looks around and thinks how to best help the locals. Goblins aren't famous builders, and Zug isn't an exception there, so maybe he'll pass the rebuilding efforts. But he could help the wounded. It can't be that hard, can it?

"Hello! Not be afraid! Me take care of wounds!" he says to one of the wounded, approaching him with some makeshift bandages. For a time, the goblin works with the man, wrapping the patient in layers of bandages. And as a result, the man now looks totally badass. Unfortunately, the wrapping do little to stop the bleeding.

Medicine: 1d20 + 4 ⇒ (9) + 4 = 13

Envoy's Alliance

M Laborer Android Fighter 2: Speed:25, AC:19, HP:34/34, Fort:9, Ref:10, Will:4, Perception:6, Darkvision

Zac will help rebuild crafting: 1d20 + 5 ⇒ (11) + 5 = 16

Vigilant Seal

Male Catfolk Fighter (Bastion) 4 | HP 56/56 | AC 22 (24 with Shield Raised) | F +10 R +11 W +10 (success vs fear becomes crit) | Perc +10 (expert)| Stealth +8 | 20' speed | Active Conditions: | Hero Points: 1 | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Razzm also pitches in to assist with restoring the market.

Crafting DC 15: 1d20 + 3 ⇒ (11) + 3 = 14


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Haka begins medical assistance to the civilians. Graeyson joins as well. Zug helps by wrapping bandages to one of the patients to prevent some bleeding but it does little. Haka teaches him on how to properly do it instead. Zac, Razzm and Zhamie help the merchants repair and rebuild the stalls caused by the buzzy chaos a while ago.

A grateful merchant approaches your party and gives you two oils of potency. "Please, take this as our token of thanks for helping us here.". Another merchant also gives a bronze bull pendant.

Since everyone are at full health, I will move you to next.

From here, you continue to follow the dockhand’s directions and proceed north to the abandoned tavern. See the map HERE.

A large, windowless, single-story tavern occupies the center of this run-down, dead-end street. Stairs lead up to a small landing on the west side. On the landing, the large wooden double doors (marked as red/orange rectangles) that serve as the building’s only entrance are boarded up.

DC 10 Crafting, Perception, or Thievery:
You can see that three wide boards rest on simple pegs on either side of the door, and can easily be lifted down. You also find the doors are wood and have a poor lock (which requires two successful DC 15 Thievery checks to open, or a DC 20 Athletics check to Force Open).

Grand Archive

| Speed: 20 [25] ft| Conditions: None | Hero Points: 1/3 | | HP 73/73| AC 23 | F: +12, R: +9, W: +12 | Perception: +12 CG Human (Half-orc) Figher 5

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Hmph, fake boards. If someone wants to pick it and going in quietly we can, otherwise I'm smashing it down.

Vigilant Seal

Male Catfolk Fighter (Bastion) 4 | HP 56/56 | AC 22 (24 with Shield Raised) | F +10 R +11 W +10 (success vs fear becomes crit) | Perc +10 (expert)| Stealth +8 | 20' speed | Active Conditions: | Hero Points: 1 | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Razzm approaches the door as well and agrees with Haka's observation of the situation. "We got anyone who knows how to pick locks? Otherwise, I'll help ya bash the door down. Probably make a bunch of noise though..."

Athletics check to Force Open the door if no one has Thievery:

Athletics DC 20: 1d20 + 8 ⇒ (12) + 8 = 20 +1 from Guidance if anyone has it

Grand Archive

| Speed: 20 [25] ft| Conditions: None | Hero Points: 1/3 | | HP 73/73| AC 23 | F: +12, R: +9, W: +12 | Perception: +12 CG Human (Half-orc) Figher 5

Haka will take an oil. He keeps one hand free anyway. He doesn't shove much, preferring to grab, so someone else can take the bull.

Envoy's Alliance

Thievery 1d20 + 6 ⇒ (16) + 6 = 22


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Graeyson easily disables the lock and opens the door quietly. Inside the building, over a dozen tables and countless chairs crowd the interior of this tavern, all scattered about in disarray. During the day, anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys.

Kindly position yourselves inside the building in the map.

Grand Archive

| Speed: 20 [25] ft| Conditions: None | Hero Points: 1/3 | | HP 73/73| AC 23 | F: +12, R: +9, W: +12 | Perception: +12 CG Human (Half-orc) Figher 5

Haka has darkvision

With the door open Haka takes a few steps into the room and looks around.

Perception +8

Vigilant Seal

Male Catfolk Fighter (Bastion) 4 | HP 56/56 | AC 22 (24 with Shield Raised) | F +10 R +11 W +10 (success vs fear becomes crit) | Perc +10 (expert)| Stealth +8 | 20' speed | Active Conditions: | Hero Points: 1 | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Razzm has a wayfinder that he can activate to shed light. He will wait for Haka to look around with his darkvision but then will activate the wayfinder unless there is a reason not to.

Radiant Oath

Sacre Bleu! | 2396852-2020 | NG Female Human | Back-Alley Doctor | Investigator Lvl 6 | ◆◇↺ | HP 63/63 | AC 21 | F/R/W: +11/+12/+14 | Perc +14 | 25 feet | Class DC 22 | Jezail Rounds: 50/50 | Medicine(E): +15, Crafting(E): +14, Acrobatics(E)/Society(E)/Athletics(E)/Arcana/Nature/Lore (PFS, Underworld)/Occultism/Religion/Survival: +12, Thievery/Stealth: +10, Diplomacy: +8, Deception(U)/Intimidation(U)/Performance(U): +5

Zhamie has a wayfinder as well and lights it. She takes her Jezail and loads it.

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

Zug sneaks in after Haka, moving as quietly as a goblin with a cowbell ever can. As darkness doesn't bother him much, he is free to look around a bit while in there.

Perception +6

Vigilant Seal

Male Catfolk Fighter (Bastion) 4 | HP 56/56 | AC 22 (24 with Shield Raised) | F +10 R +11 W +10 (success vs fear becomes crit) | Perc +10 (expert)| Stealth +8 | 20' speed | Active Conditions: | Hero Points: 1 | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Since Zhamie is activating her wayfinder, Razzm does the same, then makes sure that he has both shields properly set on each arm as he looks around in the light cast by the wayfinder.


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GM Screen:
Haka's Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Zug's Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Haka and Zug:
You notice there are four humanoid figures lurking in the darkness of the room.

Grand Archive

| Speed: 20 [25] ft| Conditions: None | Hero Points: 1/3 | | HP 73/73| AC 23 | F: +12, R: +9, W: +12 | Perception: +12 CG Human (Half-orc) Figher 5

Hello friends. We were just on our way to the museum when we heard there was a special exhibit here. Would you care to show us?


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GM Screen:
Haka Geralf, Scout: 1d20 + 9 ⇒ (8) + 9 = 17
Zhamie Zhapp, Investigate: 1d20 + 9 ⇒ (17) + 9 = 26
Razzm Tazzm, Search: 1d20 + 9 ⇒ (2) + 9 = 11
Zug Cowbell, Detect Magic: 1d20 + 7 ⇒ (20) + 7 = 27
Zac Freelan 4, Avoid Notice: 1d20 + 8 ⇒ (1) + 8 = 9
Graeyson, Scout: 1d20 + 6 ⇒ (1) + 6 = 7
Red's Stealth: 1d20 + 6 ⇒ (18) + 6 = 24
Pink's Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Blue's Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
Green's Stealth: 1d20 + 7 ⇒ (12) + 7 = 19

Haka is greeted with drawn daggers and hatchet.

BOUT IN HIDEOUT! Round 1
Terrain Condition: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys. Squares with stairs and tables are difficult terrain.
ENCOUNTER MAP
Character in BOLD can act!

Zug HP 28/28, AC 19 | (with darkvision)
Zhamie HP 16/16, AC 15 | (with wayfinder)

Blue 25
Red 24
Green 19

Haka HP 32/32, AC 20 | (with darkvision)

Pink 14

Razzm HP 32/32, AC 20(22) | (with wayfinder)
Zac HP 21/21, AC 17
Graeyson HP 19/19, AC 17

Radiant Oath

Sacre Bleu! | 2396852-2020 | NG Female Human | Back-Alley Doctor | Investigator Lvl 6 | ◆◇↺ | HP 63/63 | AC 21 | F/R/W: +11/+12/+14 | Perc +14 | 25 feet | Class DC 22 | Jezail Rounds: 50/50 | Medicine(E): +15, Crafting(E): +14, Acrobatics(E)/Society(E)/Athletics(E)/Arcana/Nature/Lore (PFS, Underworld)/Occultism/Religion/Survival: +12, Thievery/Stealth: +10, Diplomacy: +8, Deception(U)/Intimidation(U)/Performance(U): +5

Zhamie strides forward, bathing the area in light from her wayfinder. She sees the creatures and games a strategy in her mind, all the while thinking where she has seen or heard of such creatures before.

Devise vs Pink: 1d20 + 7 ⇒ (4) + 7 = 11

Not finding a suitable tactic, she turns on Blue and fires a shot anyway.

Jezail vs Blue: 1d20 + 4 ⇒ (6) + 4 = 10


◆ Stride
◆ Devise vs Pink
◆ Shoot at Blue

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

"HANDS UP! This museum inspection!" Zug yells, following up on Haka's opening.
"NOBODY expects the museum inspectors - our chief weapon is surprise... surprise and fear..."

"... our two weapons are surprise and fear ... and..."

But then Zug cuts his blabbering short, and starts to work on his magic to put he enemy group to slumber.

◆Stride
◆◆ Cast a spell: Sleep (will save DC18), should cover the whole group


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Zhamie misses in hitting Blue, maybe she is thinking now she should have shoot Pink instead. Zug acts ala museum inspector that can make visitors sleep in a museum tour.

DC 18 Red's Will Save: 1d20 + 6 ⇒ (6) + 6 = 12 (Failure)
DC 18 Blue's Will Save: 1d20 + 5 ⇒ (5) + 5 = 10 (Failure)
DC 18 Pink's Will Save: 1d20 + 5 ⇒ (12) + 5 = 17 (Failure)
DC 18 Green's Will Save: 1d20 + 5 ⇒ (15) + 5 = 20 (Success)

Three out of four falls unconcious, slumbering in their current position. Green is able to ward off the sleepiness, but not its allies. He hisses in anger, seeing that their plans would be thwarted by these strangers. She lunges forward to Zhamie and slashes her with a dagger.

Dagger Attack vs Zhamie AC 15: 1d20 + 9 ⇒ (20) + 9 = 29
Dagger Damage: 1d4 + 1 ⇒ (2) + 1 = 3 slashing damage (x2)

Seeing she successfully hits her, she attempts another one.
Dagger Attack vs Zhamie AC 15, MAP: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18
Dagger Damage: 1d4 + 1 ⇒ (2) + 1 = 3 slashing damage

BOUT IN HIDEOUT! Round 1
Terrain Condition: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys. Squares with stairs and tables are difficult terrain.
ENCOUNTER MAP
Character in BOLD can act!

Zug HP 28/28, AC 19 | (with darkvision)
Zhamie HP 7/16, AC 15 | (with wayfinder)

Blue | Unconcious (1 min)
Red | Unconcious (1 min)
Green

Haka HP 32/32, AC 20 | (with darkvision)

Pink | Unconcious (1 min)

Razzm HP 32/32, AC 20(22) | (with wayfinder)
Zac HP 21/21, AC 17
Graeyson HP 19/19, AC 17

Grand Archive

| Speed: 20 [25] ft| Conditions: None | Hero Points: 1/3 | | HP 73/73| AC 23 | F: +12, R: +9, W: +12 | Perception: +12 CG Human (Half-orc) Figher 5

Freeing his axe the half-orc barrels past the empty tables and slams it down on the only thief still standing.

Attack, snagging strike: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 1d8 + 4 ⇒ (7) + 4 = 11

◆draw
◆stride
◆strike


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Haka's axe connects to Green, slashing her a wide gash across her chest, but she is still standing, but bleeding. She does not like it.

BOUT IN HIDEOUT! Round 1
Terrain Condition: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys. Squares with stairs and tables are difficult terrain.
ENCOUNTER MAP
Character in BOLD can act!

Zug HP 28/28, AC 19 | (with darkvision)
Zhamie HP 7/16, AC 15 | (with wayfinder)

Blue | Unconcious (1 min)
Red | Unconcious (1 min)
Green -22 | Flat-footed

Haka HP 32/32, AC 20 | (with darkvision)

Pink | Unconcious (1 min)

Razzm HP 32/32, AC 20(22) | (with wayfinder)
Zac HP 21/21, AC 17
Graeyson HP 19/19, AC 17

Vigilant Seal

Male Catfolk Fighter (Bastion) 4 | HP 56/56 | AC 22 (24 with Shield Raised) | F +10 R +11 W +10 (success vs fear becomes crit) | Perc +10 (expert)| Stealth +8 | 20' speed | Active Conditions: | Hero Points: 1 | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Razzm moves to flank Green and then swings both shields at her!

◆ Stride
◆◆ Double Slice

Shield Boss vs flat-footed AC: 1d20 + 10 ⇒ (7) + 10 = 17
B dmg: 1d6 + 4 ⇒ (1) + 4 = 5

Shield Spikes vs flat-footed AC, not agile: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
P dmg: 1d6 + 4 ⇒ (4) + 4 = 8

Envoy's Alliance

I should be able to post later today.

Vigilant Seal

Male Catfolk Fighter (Bastion) 4 | HP 56/56 | AC 22 (24 with Shield Raised) | F +10 R +11 W +10 (success vs fear becomes crit) | Perc +10 (expert)| Stealth +8 | 20' speed | Active Conditions: | Hero Points: 1 | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Razzm moves to flank Green and then swings both shields at her!

◆ Stride
◆◆ Double Slice

Shield Boss: 1d20 + 10 ⇒ (20) + 10 = 30
B dmg: 1d6 + 4 ⇒ (2) + 4 = 6

Shield Spikes, not agile: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
P dmg: 1d6 + 4 ⇒ (6) + 4 = 10

Envoy's Alliance

The Varisian will draw a bat shaped dart and one of his clubs and then throw the dart at green who is his favored targe
1d20 + 6 ⇒ (4) + 6 = 10 dart


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Razzm posted twice, but either of them ends Green anyway.

Razzm misses no opportunity to end Green. She falls on the ground with a thud.

Graeyson, you can redirect your last action into others or your choice of what you would want to do with it.

BOUT IN HIDEOUT! Round 2
Terrain Condition: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys. Squares with stairs and tables are difficult terrain.
ENCOUNTER MAP
Character in BOLD can act!

Round 2
Zug HP 28/28, AC 19 | (with darkvision)
Zhamie HP 7/16, AC 15 | (with wayfinder)

Blue | Unconcious (1 min)
Red | Unconcious (1 min)

Haka HP 32/32, AC 20 | (with darkvision)

Pink | Unconcious (1 min)

Round 1
Razzm HP 32/32, AC 20(22) | (with wayfinder)
Zac HP 21/21, AC 17
Graeyson HP 19/19, AC 17 (one action left)

Envoy's Alliance

M Laborer Android Fighter 2: Speed:25, AC:19, HP:34/34, Fort:9, Ref:10, Will:4, Perception:6, Darkvision

Move, hunters mark red and fire twice, hunted shot hit: 1d20 + 7 ⇒ (11) + 7 = 18 dmg: 1d6 ⇒ 3
hit: 1d20 + 2 ⇒ (1) + 2 = 3 dmg: 1d6 ⇒ 3
given they are asleep, I might have also crit deadly: 1d10 ⇒ 8

Envoy's Alliance

Okay, he will move into the area then.

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

Happy to be fighting sleeping enemies, Zug retrieves a sturdy rope from his backpack. The rope in hand, he hustles closer to the sleeping ruffians, and starts tying blue's hands and feet together.

◆ Interact to take the rope
◆ Stride
◆ Interact to tie the enemy? (Is it an interact action?)

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