The Dire GM's [PFS 2e] #3-05: Inheritor's Rite (Outpost V) (Inactive)

Game Master CanisDirus

PFS 2e PbP: #3-05: Inheritor's Rite (1-4)

GM Notes:
Perception
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Initiative
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Inheritor's Rite Maps (Roll20)


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Envoy's Alliance

NG Skilled Heritage Human Summoner 5 | Eidolon| HP 78/78| AC 20| F +12 R +9 W +12 | Perc +12 | Stealth +4 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Spells: L2 - 1/2, L3 2/2

Martin moves in closer and casts another protective spell as Mavenee stands from her previous blunder. She attempts to grab Junior again.

Athletics: 1d20 + 7 ⇒ (11) + 7 = 18

Stride, Act Together (Stand, Protect Companion), Grapple

Radiant Oath

2396852-2008 | NG Male Human | Field Medic | Cleric Lvl 4 | Medic Dedication | Divine Font: 4/4 (Heal) | HP 44/44 | AC 20 | F/R/W 9/7/12 | Perc(E) +12 | Spell Attack: +10 | 25 feet | Class DC 20 | Spells: -/3/2/ | Medicine(E): +13, Nature/Religion/Survival: +9, Arcana/Lore (PFS, Warfare): +6, Athletics(U):+2, Acrobatics(U)/Stealth(U)/Thievery(U): +1 | Exploration Activity: Search | Hero Points: 2/3 | ◈◇↺ |

Olaf strides up to Mavenee and attempts to patch their wounds.

Battle Medicine: 1d20 + 10 ⇒ (15) + 10 = 25
Healing, Crit: 4d8 ⇒ (6, 5, 1, 7) = 19

He then runs to the other side of the battle and prepares to patch Old Glim up.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Ranzak:
Regarding my last message to you - if you need help getting your character entered into PbP, I can help with that, too. Just send me a message through the Paizo system or email me: mbramnik (at) gmail.com and we'll get this figured out :)

Ranzak moves up and succeeds at unwinding Junior's gears a bit more! It looks like one more good turn might stop Junior in its tracks!

Raj and tries to grab hold of Junior, but isn't quite able to do so.

Glim tries valiantly to halt Junior's rampage, but luck just isn't with him it seems!

Olaf patches up Mavenee, which also seems to heal Martin as well, their shared runes glowing more brightly!

Fyn (botted) closes the distance and then casts Guidance on Mavenee! (stride x2, Guidance)

Mavenee, with Fyn's help, just barely succeeds at grappling Junior!

Grabbed: You're held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.

Junior: Confused Behavior: 1d4 ⇒ 1

Junior stands still and takes no actions!

ROUND 4
Raj
ROUND 5
Martin & Mavenee
Ranzak
Olaf (B:Mavenee)
Fyn N' Gyn
Old Glim (-12 hp)
Junior (-5 hp) (-2 hours of gear time, Grabbed (-2 AC), -10 to speed for 1 round)

Checks to Recall Knowledge on Junior: Arcana, Crafting
Checks to Recall Knowledge on Knickknacks: Arcana, Crafting

The whole party is up!
Map is updated!

Horizon Hunters

Female Goblin Rogue/1 HP:16 AC: 18 Darkvision:60' F:4 R:9 W:5 Perc: +5

Ranzak again tries to unwind Junior.

Thievery: 1d20 + 7 ⇒ (12) + 7 = 19

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 1 | Active Conditions:

Old Glim tries to unwind the construct as well.

Thievery: 1d20 + 6 ⇒ (9) + 6 = 15

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Ranzak grabs a hold of Junior's gears and gives a skilled turn, disabling the clockwork. You are now out of combat.

Hero Point Awards: Glim for taking point on going after Junior, and Olaf for head's up tactics and healing.

Wystorn thanks you for assisting him and quickly explains that, as the wizard responsible for the library and the vaults below the Cathedral, he recently branched out from creating homunculi. Junior was his newest project. He made the custom clockwork to help him maintain and catalog the items in the vaults below the lodge. The clockwork can temporarily animate additional objects like mops, brooms, and ladders, to assist itself and Wystorn with their work. Junior is also programmed to intercept anyone entering the vaults without an escort or a special pass from the lodge’s staff. Wystorn looks over Junior and frowns as he points out some damage. “This damage doesn’t look like it came from any of you. Someone must have attacked him, and he malfunctioned as a result.”

Wystorn advises you to return to the Cathedral and check the vaults below. That’s where Junior works, and if he’s been damaged, there are certainly people who don’t belong snooping around. As if on cue, the bells of the cathedral begin ringing again. Wystorn asks you to go defend the lodge from intruders while he works to repair the damage Junior did and ensure no more animated objects start attacking their owners.

The merchant who was fighting off a statue when you arrived, Trielna, is grateful you saved her life and wares, and gives you a pouch with 10 gp inside. Wystorn thanks you for saving Junior by giving you:

Two minor healing potions

Another post coming shortly

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

You can rest or heal up as you like, but if you decide to delay, please let me know.

The rest of your trip to the Almas Lodge is uneventful. As you approach, Junior’s trail of destruction is apparent, and while many of the people you see appear bewildered and distraught, you don’t encounter anyone else actively battling animated objects. At the lodge, a pair of novice Pathfinder guards at the door seem to be watching for someone to come out, as much as they are watching for someone to come in. The guards, Ydranno and Resevet, hurriedly address you.

“Thank goodness you’ve arrived! The others could use some help down in the vaults. We believe think that’s where all the intruders are now. It seems to be a smash and grab gone wrong. Just follow Junior’s trail of destruction; there’s a secret door that isn’t so secret anymore.”

What shall you do, Pathfinders?

Radiant Oath

2396852-2008 | NG Male Human | Field Medic | Cleric Lvl 4 | Medic Dedication | Divine Font: 4/4 (Heal) | HP 44/44 | AC 20 | F/R/W 9/7/12 | Perc(E) +12 | Spell Attack: +10 | 25 feet | Class DC 20 | Spells: -/3/2/ | Medicine(E): +13, Nature/Religion/Survival: +9, Arcana/Lore (PFS, Warfare): +6, Athletics(U):+2, Acrobatics(U)/Stealth(U)/Thievery(U): +1 | Exploration Activity: Search | Hero Points: 2/3 | ◈◇↺ |

Olaf attempts to patch up Old Glim on the way back to the lodge.

Treat Wounds: 1d20 + 10 ⇒ (16) + 10 = 26
Healing, Crit: 4d8 ⇒ (6, 2, 5, 2) = 15

Envoy's Alliance

N Male Gnome Wizard (Cleric & Psychic Dedications) 9 | Drain Bonded Item 1:1/1 2:1/1 3:0/1 4:1/1 5:1/1 | HP 67/80 | AC 24 | F +16 R +16 W +17 | Perc +14 (low light)| Stealth +13 | Focus Points 2/2 | Pocket Library Used: | 35' speed | Active Conditions: | Hero Points: 2 | Staff charges ⅝ | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Sorry for the posting delay and thanks for botting me - been a hectic week at work.

Before the group departs from the battle scene, Fyn tries to examine Junior to see if the malfunctions might have been the result of some sort of deliberate sabotage. Crafting +8 with another +1 from casting Guidance on myself

...

Once Olaf has healed Old Glim, Fyn hefts his staff with a grim look on his face. "Better head down there and see what sort of shenanigans these interlopers have cooked up..."

Ready to proceed.

Horizon Hunters

Male Human Ranger 3 | HP 41/41, Hero Pts 1/3|Focus 1/1 | AC 20 | Saves F +8 R +11 W +9 | Perc +9, Lore: Labor +4 | ◆ | ◇ ◈ | ↺ |

"Intruders?" Raj asks the guard. "What kind? People? Monsters?"

Regardless of what they will be facing, the rangers draws out his bow and readies himself for another fight.

Horizon Hunters

Female Goblin Rogue/1 HP:16 AC: 18 Darkvision:60' F:4 R:9 W:5 Perc: +5

Ranzak gets out her rapier and follows the others.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Sorry for the delay. Nutty last few days.

Olaf: Treat Wounds takes 10 minutes to accomplish. You can do that now if you like, but that will delay your arrival at the lodge by that amount of time. I will proceed into the next scene, but let me know if that's what you and the team want. And if you do take 10 minutes, everyone else can benefit from that time for healing/refocusing/etc.

The guards look to Raj, "I'm afraid we don't know, sir. We were asleep in our rooms when the ruckus started, grabbed weapons, and got to the doors just after Junior took off into the city. We haven't been down in the vaults."

The novices unfortunately don't have any useful information for you, forcing you to proceed into the unknown.

As you enter the lodge, a stairway down to the vaults is now visible in a small antechamber near the entrance. The hallways and the rooms in the vaults all have 10-foot-high ceilings. Regularly spaced everburning torches in wall sconces provide normal light throughout all areas.

The vaults beneath the cathedral are a veritable maze to the uninitiated, and you spend several minutes wandering around without seeing or hearing anything.

GM Screen:
Hey, wait a minute, you shouldn't be here! Oh well, nothing for it now I guess, right? I actually just rolled some dice on a tray to the left of my computer, but wanted to put a marker here to note it.

Want to have a laugh about you looking here? I promise I won't be mad! Add the word "vanilla" to your next post if you want to own up to peeking behind the GM Screen :P

Hope you're enjoying the game so far!

Suddenly, there’s an audible sound of something clattering to the floor in a nearby room, followed by some unintelligible cursing! Rushing in that direction, you arrive at a vault at the end of the hall.

This is a storage chamber for lore and relics—one of many such rooms beneath the lodge. It has walls lined with shelves filled with a variety of objects, books, and boxes. Numerous columns support the ceiling and cast long shadows that dance in the light cast off by a spinning, glowing device at the center of the room. The device is an orrery representing some unknown solar system. The reason for the cursing is apparent. A stabilizing rod lies on the ground, and the rings of the orrery are spinning haphazardly around, generating branching arcs of electricity along its many arms and planetary bodies. You think standing next to that spinning device might be bad for your health!

Standing in the room is a pale-skinned halfling with fiery red eyes, and also several human-sized leatherclad robbers!

TERRAIN NOTES:
Rubble: Areas marked with rubble on the southern part of the map have sustained extensive damage and are difficult terrain.
Pillars: You cannot move diagonally through the pillars on the map.
Orrery: You cannot move through the spinning orrery on the map.

INITIATIVE
Pontrius Tilasti: 1d20 + 6 ⇒ (18) + 6 = 24
Hellbound Robber 1 (Red): 1d20 + 6 ⇒ (3) + 6 = 9
Hellbound Robber 2 (Blue): 1d20 + 6 ⇒ (18) + 6 = 24
Hellbound Robber 3 (Green): 1d20 + 6 ⇒ (20) + 6 = 26

If you roll above a 26, you may act!
Map and Music updated!

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 1 | Active Conditions:

Initiative (Perception): 1d20 + 2 ⇒ (15) + 2 = 17

Envoy's Alliance

N Male Gnome Wizard (Cleric & Psychic Dedications) 9 | Drain Bonded Item 1:1/1 2:1/1 3:0/1 4:1/1 5:1/1 | HP 67/80 | AC 24 | F +16 R +16 W +17 | Perc +14 (low light)| Stealth +13 | Focus Points 2/2 | Pocket Library Used: | 35' speed | Active Conditions: | Hero Points: 2 | Staff charges ⅝ | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Init (Perception): 1d20 + 6 ⇒ (17) + 6 = 23

Horizon Hunters

Male Human Ranger 3 | HP 41/41, Hero Pts 1/3|Focus 1/1 | AC 20 | Saves F +8 R +11 W +9 | Perc +9, Lore: Labor +4 | ◆ | ◇ ◈ | ↺ |

Init (perception): 1d20 + 8 ⇒ (5) + 8 = 13

Radiant Oath

2396852-2008 | NG Male Human | Field Medic | Cleric Lvl 4 | Medic Dedication | Divine Font: 4/4 (Heal) | HP 44/44 | AC 20 | F/R/W 9/7/12 | Perc(E) +12 | Spell Attack: +10 | 25 feet | Class DC 20 | Spells: -/3/2/ | Medicine(E): +13, Nature/Religion/Survival: +9, Arcana/Lore (PFS, Warfare): +6, Athletics(U):+2, Acrobatics(U)/Stealth(U)/Thievery(U): +1 | Exploration Activity: Search | Hero Points: 2/3 | ◈◇↺ |

Init Perception: 1d20 + 10 ⇒ (18) + 10 = 28

GM can you make that a battle medicine then? I didn't want to use Battle Med because it would make him immune for a day but he needed to be patched up. Unless everyone is ok from the 10-minute delay to refocus and heal.

"Nethys strike you down!" Olaf roars at Green and points a finger at him. Three darts of force shoot out of his finger and strike the rogue unerringly.

Magic Missile x3: 3d4 + 3 ⇒ (2, 1, 3) + 3 = 9

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 1 | Active Conditions:

I'm good with it being Battle Medicine.

Envoy's Alliance

NG Skilled Heritage Human Summoner 5 | Eidolon| HP 78/78| AC 20| F +12 R +9 W +12 | Perc +12 | Stealth +4 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Spells: L2 - 1/2, L3 2/2

Initiative: 1d20 + 5 ⇒ (1) + 5 = 6

Horizon Hunters

Female Goblin Rogue/1 HP:16 AC: 18 Darkvision:60' F:4 R:9 W:5 Perc: +5

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Battle Medicine it is - works for me.

Olaf fires magic missiles at the Green robber, who doesn't even have time to turn green as the cleric kills them!

The small, pale spellcaster advances next to the Blue robber, casts a verbal effect on the Red robber in a language none of you understand, and then a second verbal effect that causes the air around them to shimmer a little bit.

The Red robber runs up to Glim, slicing with a dagger!

Dagger: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

They then move back among the pillars.

ROUND 1
Fyn
Glim (-4 hp)
Raj
Red
Martin
ROUND 2
Olaf
Green (Dead)
Pontrius Tilasti
Blue

Fyn, Glim, and Raj are up!
Map is updated!

Ranzak, I am unfortunately forced to put you on hold outside of combat. Please review the messages I've tried to leave for you. Thanks.

Envoy's Alliance

N Male Gnome Wizard (Cleric & Psychic Dedications) 9 | Drain Bonded Item 1:1/1 2:1/1 3:0/1 4:1/1 5:1/1 | HP 67/80 | AC 24 | F +16 R +16 W +17 | Perc +14 (low light)| Stealth +13 | Focus Points 2/2 | Pocket Library Used: | 35' speed | Active Conditions: | Hero Points: 2 | Staff charges ⅝ | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Hoping to quickly remove the halfling's underlings from the fight, Fyn sends bolts of electricity coursing through Red and Green.

◆ Reach spell metamagic to extend spell range by 30'

◆◆ Cast a Spell - Electric Arc - targeting Red and Green (both within 60')

Electric dmg: 1d4 + 4 ⇒ (4) + 4 = 8 DC 18 Basic Reflex save

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 1 | Active Conditions:

"Uff. Isn't this always the way of it."

Glim conjures energy (that he normally uses to scrap sticky gunk off the bottom of chairs in the Grand Lodge) at the rogue that attacked him.

ray of frost: 1d20 + 5 ⇒ (20) + 5 = 25 for cold: 1d4 + 3 ⇒ (3) + 3 = 6

A remnant of the energy curls around him.
Enter Arcane Cascade

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Going to assume you meant Red and Blue, Fyn:

Red Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Blue Reflex: 1d20 + 8 ⇒ (14) + 8 = 22

Both robbers survive Fyn's electricity, but...Glim's critical hit kills the red robber!

Raj is still up!

Red and Green are dead, Blue is heavily injured, the pale halfling is uninjured.

Horizon Hunters

Male Human Ranger 3 | HP 41/41, Hero Pts 1/3|Focus 1/1 | AC 20 | Saves F +8 R +11 W +9 | Perc +9, Lore: Labor +4 | ◆ | ◇ ◈ | ↺ |

"Who are these intruders?"
At least they are not very friendly... Raj commands Horus to hunt the halfling spell caster, while he shoots a couple of arrows at the blue robber.

◆ Hunt prey @halfling
◆ Command an Animal
◆ Hunted shot @blue

Longbow: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d8 + 1 ⇒ (5) + 1 = 6
Longbow-MAP: 1d20 + 8 - 5 ⇒ (19) + 8 - 5 = 22
damage: 1d8 + 1 ⇒ (4) + 1 = 5

Horus: ◆ Stride (60ft fly speed)
Horus: ◆ Strike
Jaws: 1d20 + 7 ⇒ (5) + 7 = 12
damage, precision: 1d6 + 1 + 1d8 ⇒ (2) + 1 + (8) = 11

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Raj focuses on the halfling then commands Horus to fly forth.
Technically Horus's actions/rolls would be next since you commanded first, just fyi, but this being PbP it doesn't matter a ton.

Horus is unable to find an opening to land a beak-strike.

Raj's first arrow glances off a pillar (miss due to cover), but the second arrow strikes true and kills the last robber!

ROUND 1
Martin
ROUND 2
Olaf
Green (Dead)
Pontrius Tilasti
Blue (Dead)
Fyn
Glim (-4 hp)
Raj
Red (Dead, no redemption)

Martin and Olaf are up!
Map is updated!
Ranzak on hold

GM Screen:
6d20 ⇒ (15, 20, 20, 2, 1, 14) = 72
O, F, G, R, M, r

Radiant Oath

2396852-2008 | NG Male Human | Field Medic | Cleric Lvl 4 | Medic Dedication | Divine Font: 4/4 (Heal) | HP 44/44 | AC 20 | F/R/W 9/7/12 | Perc(E) +12 | Spell Attack: +10 | 25 feet | Class DC 20 | Spells: -/3/2/ | Medicine(E): +13, Nature/Religion/Survival: +9, Arcana/Lore (PFS, Warfare): +6, Athletics(U):+2, Acrobatics(U)/Stealth(U)/Thievery(U): +1 | Exploration Activity: Search | Hero Points: 2/3 | ◈◇↺ |

Olaf strides forward and sends a jolt of mental energy at the halfling caster.

Daze, 4 damage; DC 18 Will Save for half, stunned 1 on crit fail

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Will: 1d20 + 6 ⇒ (5) + 6 = 11

The halfling takes all of Olaf's damage.

Martin is still up!

Envoy's Alliance

NG Skilled Heritage Human Summoner 5 | Eidolon| HP 78/78| AC 20| F +12 R +9 W +12 | Perc +12 | Stealth +4 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Spells: L2 - 1/2, L3 2/2

Martin gives Mavenee a surge of energy as Mavenee prepares to charge. The eidolon then charges at the halfling, horns at the ready.

Horn: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Piercing: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8

◆Act Together (◆Boost Eidolon, ◆Stride), ◆◆Beast Charge

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Even with his shield spell active, Mavenee's charge scores a critical hit on the halfling, who reacts by using that spell to block some of the incoming damage.

The halfling tries to strike Mavenee over the head with his staff...

Staff: 1d20 + 6 ⇒ (4) + 6 = 10
Bludgeoning Damage: 1d4 ⇒ 2

Then casts an Electric Arc between Olaf and Mavenee!

Electricity Damage: 1d4 + 4 ⇒ (2) + 4 = 6
DC 18 Basic Reflex Save
(CS 0, NS 3, NF 6, CF 12)

ROUND 2
Fyn
Glim (-4 hp)
Raj
Martin
ROUND 3
Olaf
Pontrius Tilasti (-15 hp)

The whole party is up!
Map is updated!
Ranzak on hold

Envoy's Alliance

NG Skilled Heritage Human Summoner 5 | Eidolon| HP 78/78| AC 20| F +12 R +9 W +12 | Perc +12 | Stealth +4 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Spells: L2 - 1/2, L3 2/2

Mavenee Reflex: 1d20 + 5 ⇒ (4) + 5 = 9

Martin moves closer and tries to boost Mavenee again as Mavenee strikes using her fiery claws.

Claw: 1d20 + 7 ⇒ (17) + 7 = 24
Fire Damage: 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Mavenee scores another hit!

Ranzak and the rest of the party are up!

Envoy's Alliance

N Male Gnome Wizard (Cleric & Psychic Dedications) 9 | Drain Bonded Item 1:1/1 2:1/1 3:0/1 4:1/1 5:1/1 | HP 67/80 | AC 24 | F +16 R +16 W +17 | Perc +14 (low light)| Stealth +13 | Focus Points 2/2 | Pocket Library Used: | 35' speed | Active Conditions: | Hero Points: 2 | Staff charges ⅝ | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Fyn advances forward and sends a ball of flame at the halfling.

◆ Stride
◆◆ Cast a Spell - Produce Flame

Spell Attack Roll: 1d20 + 8 ⇒ (20) + 8 = 28
Fire dmg: 1d4 + 4 ⇒ (4) + 4 = 8
On a critical success, the target takes double damage and 1d4 persistent fire damage.

Horizon Hunters

Male Human Ranger 3 | HP 41/41, Hero Pts 1/3|Focus 1/1 | AC 20 | Saves F +8 R +11 W +9 | Perc +9, Lore: Labor +4 | ◆ | ◇ ◈ | ↺ |

Raj moves to a better position and fires another set of arrows towards the halfling, while commanding Horus to keep on attacking.

◆ Stride
◆ Hunted shot @blue
◆ Command an Animal

Longbow: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d8 + 1 ⇒ (4) + 1 = 5
Longbow-MAP: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
damage: 1d8 + 1 ⇒ (3) + 1 = 4
Precision damage to first hit: 1d8 ⇒ 8

Horus: ◆ Strike
Horus: ◆ Strike
Jaws: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d6 + 2 ⇒ (1) + 2 = 3
Talon, MAP: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
damage: 1d4 + 2 ⇒ (2) + 2 = 4
Precision damage to first hit: 1d8 ⇒ 7

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 1 | Active Conditions:

Glim circles around behind the halfling.

Horizon Hunters

Female Goblin Rogue/1 HP:16 AC: 18 Darkvision:60' F:4 R:9 W:5 Perc: +5

Ranzak double moves toward the halfling.

Radiant Oath

2396852-2008 | NG Male Human | Field Medic | Cleric Lvl 4 | Medic Dedication | Divine Font: 4/4 (Heal) | HP 44/44 | AC 20 | F/R/W 9/7/12 | Perc(E) +12 | Spell Attack: +10 | 25 feet | Class DC 20 | Spells: -/3/2/ | Medicine(E): +13, Nature/Religion/Survival: +9, Arcana/Lore (PFS, Warfare): +6, Athletics(U):+2, Acrobatics(U)/Stealth(U)/Thievery(U): +1 | Exploration Activity: Search | Hero Points: 2/3 | ◈◇↺ |

Reflex: 1d20 + 5 ⇒ (5) + 5 = 10

Olaf roars in pain at the jolt. He growls the pain away and wiggles his fingers at the halfling, causing three more bolts of force to spring forth and slam unerringly into his for.

"So it's a spell battle you want? Fine!"

Magic Missile x3: 3d4 + 3 ⇒ (1, 1, 2) + 3 = 7

◆◆◆ Magic Missile

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Olaf is able to save his spell, because the attacks from Fyn and Raj kill the intruder. You are now out of combat!

Party Status: Glim -4hp, Olaf -6hp, Martin -6hp

Hero Point Awards: Martin and Raj for closing the distance quickly and preventing the intruders from being able to benefit from any mobility they might have hoped for.

Olaf, Fyn, Glim:
Seeing the bodies of the dead sorcerer and robbers, you suddenly remember that the Venture-Captain asked you to take prisoners...

Each of the three robbers had daggers and leather armor.
The halfling sorcerer had a staff, thieves' tools, and also a folded piece of parchment, slightly charred, that contains a drawing (Handout #2 on the table). Looking around, you do not see this object anywhere around the vaults, but it appears the halfling was searching for it, possibly even without their robber-associates being aware of this fact.

Also discarded in the rubble is a low-grade silver buckler shield engraved with an acorn.

All of your enemies also had a pendant tucked inside their clothing that resembles a stylized claw.

DC 15 Warfare Lore or DC 18 Society:
You recall that this is the symbol for a mercenary group called the Devil’s Claws. Their membership is made up in large part by Hellknight rejects.

DC 25 Warfare Lore or 28 Society:

Spoiler:
With a critical success, you also recall that some members of this group bind their souls to devils to gain power.

Only a few minutes after this, you hear more shouting from elsewhere in the vaults, meaning the only healing you have time for are from potions, spells, or more battle medicine!

New post coming in a few minutes.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Following the sound, you round a corner and catch sight of several intruders heading down a hallway, about to make their way out of an exit to the surface. These are apparently the rearguard of the main force intruders. Noticing you, one of them shouts a word in a language none of you understand.

While turning, they place a device on the ground in the middle of the 10-foot-wide hallway, and with a gentle motion, move what looks like the big hand on a clock. The sound of a slow ticking fills the hallway as the intruders duck around a corner toward their escape.

To pursue them, you must make your way through the hallway and past the strange device.

Recall Knowledge: DC 15 Arcana or Occultism:
You realize that this metronome comes from the lodge's own vaults, and is designed to captivate and slow down people who move near it, but it’s otherwise harmless.

It can be disabled (Thievery/Crafting to interfere with the mechanism, Athletics to physically stop the arm from moving, Arcana/Occultism to unweave its magical runes), or broken through physical damage to end its effects.

Recall Knowledge: DC 25 Arcana or Occultism:
All of the above spoiler, plus:
The metronome should lose its magic and become inert after about 10
minutes. You can decide to simply leave this hallway and exit the way you came into the vaults, came, or wait for the metronome to cease functioning, but this adds time to your pursuit of the intruders.

Alternatively, you can press on and enter the metronome’s radius. You know that Thievery/Crafting is the easiest check to disable, followed by Athletics/Arcana/Occultism. If you choose to damage it, it has hardness and is immune to critical hits and precision damage. You believe it would take 5 successful checks to disable (a critical success counts as 2).

What would you like to do now, Pathfinders?
Map/Music updated

Radiant Oath

2396852-2008 | NG Male Human | Field Medic | Cleric Lvl 4 | Medic Dedication | Divine Font: 4/4 (Heal) | HP 44/44 | AC 20 | F/R/W 9/7/12 | Perc(E) +12 | Spell Attack: +10 | 25 feet | Class DC 20 | Spells: -/3/2/ | Medicine(E): +13, Nature/Religion/Survival: +9, Arcana/Lore (PFS, Warfare): +6, Athletics(U):+2, Acrobatics(U)/Stealth(U)/Thievery(U): +1 | Exploration Activity: Search | Hero Points: 2/3 | ◈◇↺ |

Olaf pulls out his scroll of Heal (the school item). After ensuring everyone is close by, he reads it and sends healing energy to the entire group.

3-action heal, Healing Hands: 1d10 ⇒ 3

Arcana: 1d20 + 4 ⇒ (16) + 4 = 20

"This item is from the lodge's own vaults, and is designed to captivate and slow down people who move near it, but it’s otherwise harmless. We can either disable it (Thievery/Crafting), physically stop the arm from moving (Athletics), remove or obscure the magical runes (Arcana/Occultism) or destroy it. I'd rather not destroy something if we can preserve it"

Warfare Lore: 1d20 + 4 ⇒ (12) + 4 = 16

"Hmm... this symbol -- this is from a mercenary group called the Devil’s Claws. Their membership is made up in large part by Hellknight rejects."

Olaf reaches into his pack and pulls out a scroll with Magic Missile on it.

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 1 | Active Conditions:

Minor elixir of life: 1d6 ⇒ 6

Arcana: 1d20 + 5 ⇒ (1) + 5 = 6

Edit: I'll save the potion. Cross-posted with Olaf.
Glim can't make any sense of the strange device.

After Olaf speaks, he'll take a crack at disarming it, though.

"Can't just leave artifacts lying around in the middle of the hallway! Clean up after yourselves!"
Thievery: 1d20 + 6 ⇒ (19) + 6 = 25

Envoy's Alliance

N Male Gnome Wizard (Cleric & Psychic Dedications) 9 | Drain Bonded Item 1:1/1 2:1/1 3:0/1 4:1/1 5:1/1 | HP 67/80 | AC 24 | F +16 R +16 W +17 | Perc +14 (low light)| Stealth +13 | Focus Points 2/2 | Pocket Library Used: | 35' speed | Active Conditions: | Hero Points: 2 | Staff charges ⅝ | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

DC 18 Society: 1d20 + 8 ⇒ (1) + 8 = 9 Crit fail - GM, any consequence that I should know of?

Seeing the dead bodies Fyn rubs his bald head a bit remorsefully. "Oops, I guess the venture captain did want us to take prisoners! Oh well, better luck next time!"

DC 15 Arcana: 1d20 + 8 ⇒ (4) + 8 = 12

Fyn watches with admiration as Old Glim deftly disables the strange object.

Horizon Hunters

Female Goblin Rogue/1 HP:16 AC: 18 Darkvision:60' F:4 R:9 W:5 Perc: +5

Ranzak claps when Old Glim disables the device.

"Now let's get the other intruders." Ranzak yells as she runs after the intruders.

Horizon Hunters

Male Human Ranger 3 | HP 41/41, Hero Pts 1/3|Focus 1/1 | AC 20 | Saves F +8 R +11 W +9 | Perc +9, Lore: Labor +4 | ◆ | ◇ ◈ | ↺ |

"I wonder what this chest is," Raj wonders, looking at the parchment in the halflings belongings. "At least he wasn't able to get it (I presume)."

Raj picks up the buckler, and starts following the others.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Glim critically succeeds, nearly disabling half of the metronome's magic all by himself...but because it's still operating, he must now make a Will Save.

Olaf is able to tell that Glim disabled 2/5ths of the runes powering the device, and that anybody getting close enough to it will also potentially be subjected to its power (i.e. making a Will Save as well).

The device continues to tick, still barring your passage.

Radiant Oath

2396852-2008 | NG Male Human | Field Medic | Cleric Lvl 4 | Medic Dedication | Divine Font: 4/4 (Heal) | HP 44/44 | AC 20 | F/R/W 9/7/12 | Perc(E) +12 | Spell Attack: +10 | 25 feet | Class DC 20 | Spells: -/3/2/ | Medicine(E): +13, Nature/Religion/Survival: +9, Arcana/Lore (PFS, Warfare): +6, Athletics(U):+2, Acrobatics(U)/Stealth(U)/Thievery(U): +1 | Exploration Activity: Search | Hero Points: 2/3 | ◈◇↺ |

Olaf sends Glim some help from Nethys.

Cast Guidance

Not really wanting to destroy an artifact but needing to expediently remove the obstacle without risking his allies, Olaf loads his sling and sends a bullet at the metronome.

Sling: 1d20 + 5 ⇒ (18) + 5 = 23
Bludgeoning: 1d6 + 1 ⇒ (2) + 1 = 3

Wayfinders

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Olaf hits it, but doesn't get past the device's hardness.

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 1 | Active Conditions:

"Ah, I feel strange. No wonder this thing was locked away."
Will: 1d20 + 4 ⇒ (15) + 4 = 19

Assuming I still can...
Thievery: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Glim succeeds at the Will save, but still suffers some effect...

Glim:
Success The creature is fascinated for as long as it can hear the metronome and remains within 30 feet of it.

Fascinated

GM Note: You can still try to disable it while fascinated by it, but you can't take your attention away from it unless the fascination is broken.

However, Glim's next attempt at disabling yields no progress, as time continues to tick away... (assuming you want to let that result stand)

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 1 | Active Conditions:

I'll use a hero point
Thievery: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

Envoy's Alliance

N Male Gnome Wizard (Cleric & Psychic Dedications) 9 | Drain Bonded Item 1:1/1 2:1/1 3:0/1 4:1/1 5:1/1 | HP 67/80 | AC 24 | F +16 R +16 W +17 | Perc +14 (low light)| Stealth +13 | Focus Points 2/2 | Pocket Library Used: | 35' speed | Active Conditions: | Hero Points: 2 | Staff charges ⅝ | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Fyn tries to help as well, using his knowledge of the Arcane to try to stifle the object.

Arcana: 1d20 + 8 ⇒ (20) + 8 = 28

"Praise Nethys! Ultimately we just have to put all our trust in him, for all the magic of the manyverses is but like the blood flowing in his veins."

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