PaizoCon 2022 - PFS2 3-09: The Secluded Siege (Author Table) (Play-by-Post)(11 Challenge Points) (Inactive)

Game Master Lysle

Start Date: We've begun!
Conclusion: We've concluded!

Maps & Slides


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Envoy's Alliance

”Zhao Fen” | Female LG Medium Human Oracle 9 (She/Her) | HP 116/116 | AC 28 (29 with shield spell) | F +17 R +13 W +17 [Resolve] | Perc +12 | Speed 25ft | Resist: Fire 5 | Spells 1st: 2/3, 2nd 3/3, 3rd 3/3 4th 1/3 5th 0/2; Focus Points 0/3| Dominant Ancestor: Skills | Active Conditions: moderate curse

Ancestor: 1d4 ⇒ 3 => Spells

Fen draws a katana, but based on Balentiir's tale she chooses the one strapped to her back as it's covered in runes warding it against spirits.

◆ Interact to draw +1 Striking Ghost-Touch katana

Seeing her ghostly ancestor Zhao Shuo appear beside her with a kindly smile, she nods to him and offers some words of encouragement to Drkynbrakal.

◆ Cast a Spell (verbal) - Soothing Words (Uncommon Cleric Emotion Enchantment Mental Cursebound)

That gives a +1 status bonus to will saves for 1 round (or +2 vs. emotion), so not much really but it advances her curse

She then advances toward the undead, sword held high.

"Death to Undeath!"

Ancestor for next round: 1d4 ⇒ 1 => Strikes


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Zhao Fen. wrote:

She then advances toward the undead, sword held high.

"Death to Undeath!"

As soon as Zhao comes within ten feet of the undead (blue), her nose is assaulted by the overwhelming stench of death!

Zhao Fen, Fortitude save (DC 16) or be sickened 1: 1d20 + 12 ⇒ (18) + 12 = 30

Yet, Zhao has long lived in the presence of the spirits of those long dead and she is unaffected.

It does not prevent the undead from attacking.
Readied action goes off
Readied Melee Strike claw +11 (agile, finesse) v Zhao: 1d20 + 11 ⇒ (14) + 11 = 25 Damage slashing plus paralysis: 1d4 + 5 ⇒ (1) + 5 = 6

The undead have the stench ability. Stench (aura, olfactory) 10 feet. A creature entering into the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

UNREST IN THE COLLAPSED CELL! - Round One Cont'd!

PCs in bold may act

Undead (blue)
Oskar
Merisiel

Zhao Fen (immune to blue stench)
Drkynbrakal
Undead (yellow)
Undead (red)

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Oskar rouses his comrades to glory. "Let us defeat this monstrosity!"

Performance (Lingering Composition) DC 23, persona mask: 1d20 + 15 ⇒ (14) + 15 = 29 Standard success - 1 focus point spent and Inspire Courage in effect for 3 rounds

Everyone, add +1 status bonus to attacks, dmg, and saves vs fear.

Then Oskar sends a stone flying through the air at the Blue undead.

Telekinetic Projectile, ic: 1d20 + 13 ⇒ (17) + 13 = 30
B dmg, ic: 3d6 + 4 + 1 ⇒ (1, 2, 1) + 4 + 1 = 9

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Merisielbot advances towards Blue...

DC 16 Fort vs stench: 1d20 + 9 ⇒ (14) + 9 = 23

... and is able to resist the foul stench it is emitting.

Merisiel's movement will provoke an AoO if Blue has that ability.

Quick Draw rapier
+1 Striking rapier vs flanked AC, ic: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
P dmg, ic: 2d6 + 4 + 1 ⇒ (4, 2) + 4 + 1 = 11 + sneak attack: 2d6 ⇒ (6, 1) = 7

Quick Draw dagger
+1 Striking dagger vs flanked AC, ic, map: 1d20 + 14 + 1 - 4 ⇒ (7) + 14 + 1 - 4 = 18
P dmg, ic: 2d4 + 4 + 1 ⇒ (3, 3) + 4 + 1 = 11 + sneak attack: 2d6 ⇒ (6, 3) = 9


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Secret GM check:

?: 1d20 + 12 ⇒ (14) + 12 = 26

Oskar Z. wrote:
Then Oskar sends a stone flying through the air at the Blue undead.

Critical hit!

The undead (blue) is badly damaged.

Oskar Z. wrote:
Merisielbot advances towards Blue...

No AoO taken.

The undead's decaying flesh gives way to the edge of the elf's rapier.
First strike fells blue. Merisiel still has one action remaining.
Any player may post action for Merisiel.

If a PC comes within 10 feet of Undead (red or yellow):
Roll a DC 16 Fortitude save v. stench for each undead within 10 feet. The undead have the stench ability. Stench (aura, olfactory) 10 feet. A creature entering into the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

UNREST IN THE COLLAPSED CELL! - Round One Cont'd!
Party Buff:+1 status bonus to attacks, dmg, and saves vs fear.

PCs in bold may act

Undead (blue) -36 HP
Oskar
Merisiel (one action remaining)
Zhao Fen
Drkynbrakal
Undead (yellow)
Undead (red)

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Merisielbot uses the nearby rubble to take cover from the remaining undead monsters.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

BOTTING Drkynbrakal - No post in 24+ hours

The barbarian considers aer options.
Delay

With a potential meal nearby, the pair of undead (red & yellow) leap toward Merisiel. The elf is hit first by the stench.
Undead (yellow):Stride, Strike x2
Merisiel, Fortitude save (DC 16) v. yellow stench: 1d20 + 9 ⇒ (11) + 9 = 20
Undead (yellow) Melee Strike jaws (finesse) v Merisiel w/cover: 1d20 + 11 ⇒ (1) + 11 = 12
Damage piercing piercing plus ghast fever and paralysis: 1d6 + 5 ⇒ (1) + 5 = 6
Undead (yellow) Melee Strike claw (agile, finesse) v Merisiel w/cover: 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13
Damage slashing plus paralysis: 1d6 + 5 ⇒ (4) + 5 = 9

The other undead (red) also approaches, covering both Merisiel and Zhao Fen in its stench.
Undead (red):Stride, Strike x2
Merisiel, Fortitude save (DC 16) v. red stench: 1d20 + 9 ⇒ (18) + 9 = 27
Zhao Fen, Fortitude save (DC 16) v. red stench: 1d20 + 12 ⇒ (10) + 12 = 22

It also brings its teeth and claws to bear.

Undead (red) Melee Strike jaws (finesse) v Merisiel w/cover: 1d20 + 11 ⇒ (19) + 11 = 30
Damage piercing piercing plus ghast fever and paralysis: 1d6 + 5 ⇒ (1) + 5 = 6
Undead (red) Melee Strike claw (agile, finesse) v Merisiel w/cover: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20
Damage slashing plus paralysis: 1d6 + 5 ⇒ (3) + 5 = 8

Merisiel, Fortitude save (DC 16) v. ghast fever: 1d20 + 9 ⇒ (13) + 9 = 22
Merisiel, Fortitude save (DC 16) v. paralysis: 1d20 + 9 ⇒ (10) + 9 = 19

UNREST IN THE COLLAPSED CELL! - Round Two Begins!
Party Buff:+1 status bonus to attacks, dmg, and saves vs fear.

PCs in bold may act

Oskar
Merisiel -6 HP
Zhao Fen
Drkynbrakal (Delay)
Undead (yellow)
Undead (red)

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Oskar moves closer and then drops a blast of sound behind the two undead monsters.

Stride; Cast a Spell (Sound Burst - heightened to level 3); inspire courage is still in effect (round 2 of 3)

Sonic dmg, ic: 3d10 + 1 ⇒ (10, 10, 4) + 1 = 25 Fort DC 22 - should hit both Red and Yellow, but none of Oskar's comrades

I'm not going to post for Merisielbot yet in hopes that Zhao moves to provide a flank.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Oskar Z. wrote:
Oskar moves closer and then drops a blast of sound behind the two undead monsters.

Undead (red), Fortitude save (DC 22): 1d20 + 6 ⇒ (20) + 6 = 26

Undead (yellow), Fortitude save (DC 22): 1d20 + 6 ⇒ (19) + 6 = 25''

The sudden cacophony has a surprisingly limited impact upon those with ears long dead.

UNREST IN THE COLLAPSED CELL! - Round Two Cont'd!
Party Buff:+1 status bonus to attacks, dmg, and saves vs fear.

PCs in bold may act

Oskar
Merisiel -6 HP
Zhao Fen
Drkynbrakal (Delay)
Undead (yellow) -12 HP
Undead (red)

Envoy's Alliance

”Zhao Fen” | Female LG Medium Human Oracle 9 (She/Her) | HP 116/116 | AC 28 (29 with shield spell) | F +17 R +13 W +17 [Resolve] | Perc +12 | Speed 25ft | Resist: Fire 5 | Spells 1st: 2/3, 2nd 3/3, 3rd 3/3 4th 1/3 5th 0/2; Focus Points 0/3| Dominant Ancestor: Skills | Active Conditions: moderate curse

Doing her best to breath through her mouth and ignore the stench, Fen moves up bearing her sword. She sees the spirit of her ancestor Zhao Li, desperate to bring his own katana down on the undead, so she mirrors his movements to appease him.

◆ Stride
If she can stand on the boulders she will, otherwise she'll stand next to them so Merisiel can step into a flank

◆ Strike +1 Striking Ghost-Touch Katana (Deadly d8, Two-Hand d10, Uncommon, Versatile P)
Strike, status: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Damage (Magical piercing), status: 2d10 + 4 + 2 ⇒ (5, 6) + 4 + 2 = 17

Her curse is giving her a status bonus to attack and damage currently which is why it's +2 on damage

◆ Strike +1 Striking Ghost-Touch Katana (Deadly d8, Two-Hand d10, Uncommon, Versatile P)
Strike, status, MAP: 1d20 + 14 + 1 - 5 ⇒ (15) + 14 + 1 - 5 = 25
Damage (Magical piercing), status: 2d10 + 4 + 2 ⇒ (10, 3) + 4 + 2 = 19

She performs a pair of quick swipes and Zhao Li whoops with approval, though on Fen can hear him.

Ancestor: 1d4 ⇒ 3 => Spells


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Zhao Fen. wrote:

Doing her best to breath through her mouth and ignore the stench, Fen moves up bearing her sword. She sees the spirit of her ancestor Zhao Li, desperate to bring his own katana down on the undead, so she mirrors his movements to appease him.

She performs a pair of quick swipes and Zhao Li whoops with approval, though on Fen can hear him.

Zhao Fen, Fortitude save (DC 16) v. yellow stench: 1d20 + 12 ⇒ (18) + 12 = 30

I will assume the first attack was against undead (red).

Crit success!

The katana clefts the undead in two.

I will assume the second attack was against undead (yellow).

The second swipe removes the undead's legs and it collapses in a gruesome heap.

Still in rounds for "reasons".

With no more undead in sight, the party is free to search the area and the way to the breach also seems clear. From next to the breach, one can device a means to carefully shift stone and debris in such a manner as to safely seal the breach.

Loose rocks and rubble lie around the breach and above it, also making it possible to more crudely seal the breach with the application of sufficient force, leverage, or sleight of hand.
A PC adjacent to the edge of the breach pit indicated in green-dashed area on map may attempt to seal it. Doing so requires spending 2 actions and succeeding at a DC 18 Architecture Lore, Engineering Lore, Labor Lore, Mining Lore, or underground terrain-related Lore check (such as Cavern Lore), or a DC 20 Athletics, Crafting, or Thievery check.

If you critically fail a check to seal the breach:
The rubble shifts as a result of your slip up and falling rocks rain down upon you.
PC takes bludgeoning damage:
Bludgeoning damage (DC 22 basic Reflex save): 4d8 + 14 ⇒ (6, 6, 1, 7) + 14 = 34

Fortunately, the loosened rubble makes further attempts to seal the breach easier.
Granting a +2 circumstance bonus to the next check a PC attempts to seal the breach.

UNREST IN THE COLLAPSED CELL! - Round Two Cont'd!
Party Buff:+1 status bonus to attacks, dmg, and saves vs fear.

PCs in bold may act

Oskar
Merisiel -6 HP
Zhao Fen
Drkynbrakal (Delay)
Undead (yellow) -31 HP
Undead (red) -34 HP


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Bump! (I do hope we haven't lost Drkynbrakal. Even posting about the enticement of a voucher hasn't stirred a response.)

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Merisielbot moves to the edge of the breach pit and attempts to close it...

DC 20 Thievery: 1d20 + 13 ⇒ (3) + 13 = 16

... but is not able to.

Envoy's Alliance

Drkynbrakal | Non-binary LN Small Gnome Barbarian 5 | HP 83/83 +8 raging | AC 22 21 raging | F +12 R +9 W +9 | Perc +9 (+2 Initiative) | Default Exploration (Search) | Speed 25ft | Hero Points: 1 | Active Conditions: Raging

Shaking aerself, Drkynbrakal double Strides to the pit before beginning to examine it.
While I know it's unlikely, if there's anything ae can do with aer remaining action to assist Merisielbot next round, ae will


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Suddenly, the sands around Drkynbrakal and Oskar begins to swirl around them. The sounds of the shifting sands are intermingled with the sounds of muffled cries as spirits surge forth, stirring up sand in their wake!

The crushing burdens of multiple spirits bound to sand-covered remains cascade down upon the living, imposing the weighty, helpless press
of their final moments. And now, Drkynbrakal and Oskar feels that sudden weight pressing upon them!

The haunt imposes the sensation of becoming buried beneath millions of grains of sand on all living creatures within the area.
Each takes bludgeoning damage: 1d10 + 6 ⇒ (9) + 6 = 15
Drkynbrakal and Oskar must attempt a DC 21 Will save as the sensation threatens to overcome them!

[ooc:
Critical SuccessYou take no bludgeoning damage and you are unaffected.

Success:
You take half damage and take a –10- foot circumstance penalty to all its Speeds for 1 round.

Failure:
You take full damage and take –10-foot circumstance penalty to all its Speeds for 1 round. You also begins suffocating (Pathfinder Core Rulebook 478).

Critical Failure:
As failure, but you take double
damage.

UNREST IN THE COLLAPSED CELL! - Round Three Begins!

Party Buff:+1 status bonus to attacks, dmg, and saves vs fear.

PCs in bold may act

Haunt
Oskar
Merisiel
-6 HP
Zhao Fen
Drkynbrakal

Envoy's Alliance

Drkynbrakal | Non-binary LN Small Gnome Barbarian 5 | HP 83/83 +8 raging | AC 22 21 raging | F +12 R +9 W +9 | Perc +9 (+2 Initiative) | Default Exploration (Search) | Speed 25ft | Hero Points: 1 | Active Conditions: Raging

Drkynbrakal grimaces and darts to the side, trying to avoid the avalanche.

Will: 1d20 + 9 ⇒ (6) + 9 = 15

Instead, ae ends up with a mouthful of sand.

Envoy's Alliance

”Zhao Fen” | Female LG Medium Human Oracle 9 (She/Her) | HP 116/116 | AC 28 (29 with shield spell) | F +17 R +13 W +17 [Resolve] | Perc +12 | Speed 25ft | Resist: Fire 5 | Spells 1st: 2/3, 2nd 3/3, 3rd 3/3 4th 1/3 5th 0/2; Focus Points 0/3| Dominant Ancestor: Skills | Active Conditions: moderate curse

Are the spirits obvious to onlookers, or could it just be in the minds of the affected? I'm going to assume it's an obvious haunt, disregard if not. Also was it supposed to be Drkynbrakal and Merisiel in the area? Oskar is a long way away

"BEGONE SPIRITS! No not you Shuo..."

Fen starts to perform a small ritual, moving her katana as if practising her form while praying to her Zhao family ancestors. Suddenly the chamber is awash with positive energy

◈◈◈ Cast a Spell - Heal (3rd level) (Healing Necromancy Positive)
Healing/Damage, status: 3d8 + 3 ⇒ (4, 7, 1) + 3 = 15

That's the 30 foot burst version so it should heal everyone and maybe affect the haunt as well?

Ancestor: 1d4 ⇒ 2 => Skill Actions


”Merisiel” | Female CN Medium Elf Rogue 5 | HP 56/56 | AC 22 | F +9 R +13 W +11 (+1 vs emotion effects) | Perc +11 | Default Exploration (???? & Trap Finding) | Speed 35ft | Active Conditions: None

In case this is for her...

Will: 1d20 + 11 ⇒ (12) + 11 = 23

Suddenly rushing to seal the breach before the spirits overtake her, Merisiel rushes to find the right rocks to push in

Thievery: 1d20 + 13 ⇒ (6) + 13 = 19

Damn that's a fail unless Oskar has some helpful assistance he can provide?

Finally she moves back away from the strange spirits.

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Will DC 21: 1d20 + 13 ⇒ (1) + 13 = 14
Yikes - good time to use Halfling Luck!
Will DC 21: 1d20 + 13 ⇒ (5) + 13 = 18 Well, at least it's not a crit fail...

Oskar's slight form is nearly buried by the avalanche and he begins to suffocate under its weight!

I think that Zhao's healing should have Oskar back up to full but he is still suffocating :-(

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |
Merisiel Undead Slayer wrote:
Damn that's a fail unless Oskar has some helpful assistance he can provide?

I don't think I can use Inspire Competence if I'm suffocating?


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

The two PCs by the breach were outside the area of the haunt when it triggered. A picture of the haunted cell is now on Slides, so the spirits are obvious. Identifying the haunt requires a successful DC 19 Religion check and an action to Identify.

Religion (DC 19)and action to ID:

You confirm this is a haunt.
You can exorcise the spirits with a successful Religion check or provide comfort to them with a harder Diplomacy check. Each attempt requires two actions, which have the verbal trait. 3 successes are required to end the haunt. Positive energy has no affect.

Envoy's Alliance

Drkynbrakal | Non-binary LN Small Gnome Barbarian 5 | HP 83/83 +8 raging | AC 22 21 raging | F +12 R +9 W +9 | Perc +9 (+2 Initiative) | Default Exploration (Search) | Speed 25ft | Hero Points: 1 | Active Conditions: Raging

assuming that i don't need to dig my way out and there's nothing i can do about suffocating due to haunt
Drkynbrakal staggers back towards the rest of the party, drawing aer greatsword as ae does. Ae readies an attack for if a spirit comes within striking distance. Ae is very visibly unnerved.

Suffocating: 1d20 + 12 ⇒ (5) + 12 = 17
damage: 1d10 ⇒ 2


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Oskar Z. wrote:
I think that Zhao's healing should have Oskar back up to full but he is still suffocating :-(

Correct

Oskar Z. wrote:
Merisiel Undead Slayer wrote:
Damn that's a fail unless Oskar has some helpful assistance he can provide?
I don't think I can use Inspire Competence if I'm suffocating?

Correct, nothing verbal as you are now out of air.

Oskar, Fortitude save (DC 20) v suffocating: 1d20 + 11 ⇒ (5) + 11 = 16
Suffocating damage: 1d10 ⇒ 9

Don't forget Hero Points!

Drkynbrakal wrote:

assuming that i don't need to dig my way out and there's nothing i can do about suffocating due to haunt

Drkynbrakal staggers back towards the rest of the party, drawing aer greatsword as ae does. Ae readies an attack for if a spirit comes within striking distance. Ae is very visibly unnerved.

Your assumption is correct, that no physical digging required. As for whether.or not you can stop the suffocating, that info requires.a successful Religion check.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

The spirits continue to press upon the living, which now includes all of the Pathfinders!
All PCs now experience the sensation of becoming buried beneath millions of grains of sand on all living creatures within the area.
Each takes bludgeoning damage: 1d10 + 6 ⇒ (6) + 6 = 12
Each must now attempt a DC 21 Will save as the sensation threatens to overcome them!

Critical Success:
You take no bludgeoning damage and you are unaffected.

:
Success]
You take half damage and take a –10- foot circumstance penalty to all its Speeds for 1 round.

Failure:

You take full damage and take –10-foot circumstance penalty to all its Speeds for 1 round. You also begins suffocating (Pathfinder Core Rulebook 478).

Critical Failure:

As failure, but you take double damage.

UNREST IN THE COLLAPSED CELL! - Round Four Begins!

PCs in bold may act

Haunt
Oskar -9 HP (Will save; -10 speed, suffocating DC 25)
Merisiel [/b]-6 HP
Zhao Fen
Drkynbrakal -2 HP

[


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

The spirits continue to press upon the living, which now includes all of the Pathfinders!
All PCs now experience the sensation of becoming buried beneath millions of grains of sand on all living creatures within the area.
Each takes bludgeoning damage: 1d10 + 6 ⇒ (6) + 6 = 12
Each must now attempt a DC 21 Will save as the sensation threatens to overcome them!

Critical Success:
You take no bludgeoning damage and you are unaffected.

Success:

You take half damage and take a –10- foot circumstance penalty to all its Speeds for 1 round.

Failure:

You take full damage and take –10-foot circumstance penalty to all its Speeds for 1 round. You also begins suffocating (Pathfinder Core Rulebook 478).

Critical Failure:

As failure, but you take double damage.

UNREST IN THE COLLAPSED CELL! - Round Four Begins!

PCs in bold may act

Haunt
Oskar -9 HP (Will save; -10 speed, suffocating DC 25)
Merisiel -6 HP (Will save
Zhao Fen (Will save)
Drkynbrakal -2 HP (Will save; -10 speed, suffocating DC 25)

Envoy's Alliance

”Zhao Fen” | Female LG Medium Human Oracle 9 (She/Her) | HP 116/116 | AC 28 (29 with shield spell) | F +17 R +13 W +17 [Resolve] | Perc +12 | Speed 25ft | Resist: Fire 5 | Spells 1st: 2/3, 2nd 3/3, 3rd 3/3 4th 1/3 5th 0/2; Focus Points 0/3| Dominant Ancestor: Skills | Active Conditions: moderate curse

Will: 1d20 + 14 ⇒ (16) + 14 = 30

Fen's Resolve turns that success into a critical success


Religion, status: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26

Fen looks around unsure how to help the others, but she does know wounded spirits when she sees some. She sees the spirit of her own mother watching her and looking sad, and she knows what she must do.

"It's a haunt! Use your religious training, or try to talk them down!"

She puts on as soothing a voice as she can

"It's OK, we haven't forgotten you, we will make sure this never happens again, I promise"

◆◆
Diplomacy, status: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30
She's currently getting a +1 status bonus to "Perception and Skill Actions" from her curse, which I've included, but I'm not 100% sure if that qualifies or not

New Ancestor: 1d4 ⇒ 4 => Her choice => skill actions


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Zhao Fen also realized that the haunt is confined to a certain area. Her words placate some.ofnthe spirits.
One success


”Merisiel” | Female CN Medium Elf Rogue 5 | HP 56/56 | AC 22 | F +9 R +13 W +11 (+1 vs emotion effects) | Perc +11 | Default Exploration (???? & Trap Finding) | Speed 35ft | Active Conditions: None

Will: 1d20 + 10 ⇒ (12) + 10 = 22

"Ugh spirits, where's Kyra when you need her?"

Merisiel retreats out of the area of the haunt as directed by Fen.

She's got 75 feet of movement even with the penalty, and she isn't trained in religion or diplomacy. I haven't moved her as I'm not sure where the bounds of the haunt are exactly


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Merisiel, having been by the breach and having not been affected by the haunt then, rushes toward the edge of the breach and feels a release from the press put upon her by the malevolent spirits.

Position of Merisiel token updated.

UNREST IN THE COLLAPSED CELL! - Round Four Cont'd!

PCs in bold may act

Haunt (Disabled 1 of 3)
Oskar -9 HP (Will save; -10 speed, suffocating DC 25)
Merisiel -18 HP
Zhao Fen
Drkynbrakal -2 HP (Will save; -10 speed, suffocating DC 25)

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Sorry for the slow posting - I'm traveling this week and had a few days of being busy with my five year old and my 80 year old mother. Catching up now. I'll be back at my desk on Monday night and would appreciate it if someone else can handle Merisiel until then.

Will DC 25: 1d20 + 13 ⇒ (15) + 13 = 28 Whew!

What can Oskar do now? He doesn't seem to be immobilized so could he simply move away from the rubble and not be suffocating anymore? Or is the suffocation being imposed by the haunt's magical effect? If he is not suffocating at all anymore can he help Dryk, either by digging him out, or by using Inspire Competence, or both? Finally, does he still have his full allotment of actions now that he made the Will save?

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Hmm, upon closer reading perhaps Oskar needs to make two saves? A will save vs the haunt and ALSO a fort vs suffocation? Oh dear, fingers crossed...

Fort DC 25 vs suffocation: 1d20 + 11 ⇒ (7) + 11 = 18
Hero point - now have 0 remaining
Fort DC 25 vs suffocation: 1d20 + 11 ⇒ (18) + 11 = 29 Whew. Same questions as posted above - having made both saves can Oskar move out of danger and/or assist Dryk?

Envoy's Alliance

Drkynbrakal | Non-binary LN Small Gnome Barbarian 5 | HP 83/83 +8 raging | AC 22 21 raging | F +12 R +9 W +9 | Perc +9 (+2 Initiative) | Default Exploration (Search) | Speed 25ft | Hero Points: 1 | Active Conditions: Raging

Drkynbrakal backs up further, trying to get out of the haunt's vicinity.
am I able to talk given the suffocation? i'd assume not but will adjust movement as appropriate if i can

Will: 1d20 + 9 ⇒ (20) + 9 = 29

[spoilers=if able to speak]
Your warnings are heard and heeded. We thank you for them. Now rest and we will ensure you have justice.
[/spoilers]

Suffocation: 1d20 + 12 ⇒ (18) + 12 = 30


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Oskar Z. wrote:
What can Oskar do now? He doesn't seem to be immobilized so could he simply move away from the rubble and not be suffocating anymore?Or is the suffocation being imposed by the haunt's magical effect? If he is not suffocating at all anymore can he help Dryk, either by digging him out, or by using Inspire Competence, or both? Finally, does he still have his full allotment of actions now that he made the Will save?

Oskar is still suffocating because he has not regained access to air. Fortunately, the haunt did not render him unconscious, which would be the case if he were actually drowning.

Those suffocating will continue suffocating until they leave the area of the haunt or the haunt is disabled. At that point, they can begin breathing normally again. Given Zhao Fen's success in identifying the haunt and Merisiel's experience thus far, I think it fair that the party be aware of this information.

Oskar (and Dryk) each started Round 4 with the suffocating condition. The haunt acted, requiring both to make Will saves. Both succeeded. Accordingly, Oskar took only half of the bludgeoning damage from the haunt's action (6 HP of damage). Dryk had a crit success and takes no bludgeoning damage from the haunt's action. Both still have a full round actions to take during the round, but each has speed reduced by 10 feet and is suffocating, which means the PC cannot speak (It appears to me Dryk did take 3 actions of movement.) At the end of Oskar's turn (and Dryk's) each the PC has to make a Fortitude save with cumulative increases against bludgeoning damage (or death on a crit fail). Both succeeded, so neither takes additional damage from suffocating in Round 4, but each has the suffocating condition with cumulative increases next round (unless they end their turn outside of the haunt or the haunt is disabled.

Technically, as the suffocation check is not applied until the end of the turn, if Oskar makes it outside the area of the haunt during Round 4 then the suffocation check will be null and Oskar will not have to have spent a Hero Point.

I hope that makes things clear. So, Oskar may still take a full round of actions.

UNREST IN THE COLLAPSED CELL! - Round Four Cont'd!

PCs in bold may act

Haunt (Disabled 1 of 3)
Oskar -15 HP (-10 speed, suffocating {if required, succeeded DC 25})
Merisiel -18 HP
Zhao Fen
Drkynbrakal -2 HP (-10 speed, suffocating {succeeded DC 25})

Envoy's Alliance

Drkynbrakal | Non-binary LN Small Gnome Barbarian 5 | HP 83/83 +8 raging | AC 22 21 raging | F +12 R +9 W +9 | Perc +9 (+2 Initiative) | Default Exploration (Search) | Speed 25ft | Hero Points: 1 | Active Conditions: Raging

got it. thank you.

i've moved Drkynbrakal's token back 45 ft as the equivalent of 3 Strides iirc. feel free to adjust aer location accordingly if i didn't actually retreat

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

With a -10 speed, Oskar's speed is 15'. He uses his actions (potentially all three of them) to move away from the haunt until he is no longer suffocating. I'm not sure where to move him on the map since it looks like he is already further away from the green dotted lines than Merisiel or Zhao but I think they are already out of the haunt? So I haven't (yet) moved him on the map.

Also, I'll be fairly busy until I get on a plane in about 24 hours, so please feel free to bot the actual movement (or other actions) if needed. Also, remember that once Oskar can breathe again he can and will Inspire Competence for anyone who is doing skill checks to soothe the haunt.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Oskar moves next to the breach where Merisiel seems to be breathing fine. He finds he is.able to breathe once again.

Oskar token moved

Drkynbrakal also finds breath.

Both are now out of the haunt.

The spirits turn their attention on Zhao Fen.

Zhao takes bludgeoning damage: 1d10 + 6 ⇒ (7) + 6 = 13
Zhao must now attempt a DC 21 Will save.

UNREST IN THE COLLAPSED CELL! - Round Five Begins!

PCs in bold may act

Haunt (Disabled 1 of 3)
Oskar -15 HP
Merisiel -18 HP
Zhao Fen. (Will save v haunt)
Drkynbrakal -2 HP

Envoy's Alliance

”Zhao Fen” | Female LG Medium Human Oracle 9 (She/Her) | HP 116/116 | AC 28 (29 with shield spell) | F +17 R +13 W +17 [Resolve] | Perc +12 | Speed 25ft | Resist: Fire 5 | Spells 1st: 2/3, 2nd 3/3, 3rd 3/3 4th 1/3 5th 0/2; Focus Points 0/3| Dominant Ancestor: Skills | Active Conditions: moderate curse

Will: 1d20 + 14 ⇒ (6) + 14 = 20

so close!

Fen is part way through speaking to the spirits when her throat closes up and she feels herself getting buried.

She starts trying to make religious hand motions to banish the haunt, but her mother's spirit is having none of it and bodily drags her back

That's just flavour for 3 strides out of the haunt area, I don't want to suffocate!

Ancestor: 1d4 ⇒ 1 => strikes

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Thanks for moving me.

Can we attempt to calm the haunt from our current locations or would we have to move back into it to attempt skill checks?

I'm still a little confused about where the haunt is. I thought it was the green dotted area but now I'm guessing it's back by the rubble?


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Oskar Z. wrote:

Thanks for moving me.

Can we attempt to calm the haunt from our current locations or would we have to move back into it to attempt skill checks?

Attempts to disable the haunt can be done from outside of its area.

Oskar Z. wrote:
I'm still a little confused about where the haunt is. I thought it was the green dotted area but now I'm guessing it's back by the rubble?

The green-dotted area is the location of the breach. The haunt fills most of the large, collapsed area, but excludes the hallway and the breach area.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

With Zhao Fen double moving, all of the PCs are out of the haunt area. As this section took longer than I anticipated, as we have two weeks to wrap up, and as the players have seen all the nasty trap can do and the PCs know how to disable it, I will go ahead and bot the remainder of this encounter.

BOTTING PCs

Oskar speaks to the spirits.

Oskar, Diplomacy to Disable: 1d20 + 14 ⇒ (3) + 14 = 17

Unsuccessful, he urges the others.

Oskar, Performance to Inspire Competence: 1d20 + 16 ⇒ (20) + 16 = 36

Inspired, Drkynbrakal speaks to the spirits.

Drkynbrakal, Diplomacy to Disable with IC: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32

A critical success, counting as two successes!

The spirits dissipate.

Merisiel attempts to close the breach.

Merisiel, Thievery: 1d20 + 13 ⇒ (7) + 13 = 20

A success!

The rogue manages to bring the rocks down in such a way that the undead will no longer be able to use the breach to access the upper levels of the Vaults through the collapsed cellblock.

Searching the room, the party discover a wand of shape stone, almost certainly that used in the failed escape, lying just beneath the surface of the sands here. The wand is damaged and requires substantial repairs before it can be used again, but you realize that you can return it to Balentiir, perhaps in exchange for a discount on such an item in the future.

Additionally, a dagger rests near the remains of a crushed Pathfinder.

Returning to Balentiir in the Hall of Recognition, the Venture-Captain considers your efforts a success and declares that his scouts will not be allowed to enter the area without fear of being attacked by undead.

If shown the dagger, Balentiir recognizes it as one belonging to Radeep, a Pathfinder killed in the collapsed cellblock. He identifies it as a +1 dagger and urges you to keep it.

With your having accomplished both assignments, Balentiir informs the party that their efforts have allowed his forces to make significant progress in reclaiming more of the lodge, with most of the vaults now being secured. Better still, Balentiir has been able to send scouts outward from the reclaimed areas further into the tunnels and understructure. Based upon the scouting reports, Balentiir believes that he is on the verge of pinpointing the source of the undead and expects to
have confirmation within the day.

"Thank you for your efforts, Pathfinders," he notes. "Your work has been invaluable to the cause. Valsin chose well. Now, I urge you t to get a good night’s rest to gather your strength in preparation for a final push to end the siege."

He offers the aid of the Sandswept Hall’s healers as well as directing his staff to hand over some alchemical items from his personal stores.

Each PC can select either a lesser elixir of life or a moderate antiplague. e Sandswept Hall’s healers restore each PC’s Hit Points to their usual maximum (except for damage due to uncured zombie rot). The healers also treat a single disease that each PC may currently have, granting each PC a +2 circumstance bonus to their next saving throw against one such disease of your choice.

Balentiir bids you to get a full night of rest before making daily preparations. In the meantime, he sends out scouts and reviews their reports.

After completion of a good night’s rest, Venture-Captain Balentiir summons you to the Hall with a final assignment for the party. "Overnight, I have poured over scattered reports gathered by my scouts. I believe I have now uncovered the origin point of the undead incursion, a dry cistern deep below the Sothis Lodge reportedly now brimming with zombies."

Balentiir urges, "I want you to approach the cistern from the south, confirm it as the source of the undead incursion, and destroy any undead you encounter to secure the location. While you take on the undead in that area, Po’ogaat and I intend to lead other teams of agents to clear out undead stragglers in the nearby side passages. We will then meet you at the cistern."

"Before you ask," adds the Venture-Captain, "I am afraid that i don't have any additional information about how or why the undead are showing up. I only know which area they are coming from, and that there are many of them. Be prepared for a difficult fight."

He provides directions through the mazelike vaults to the cistern, which takes about 20 minutes to reach.

I will pause here to allow PCs to make any preparations before proceeding to the cistern. Once each player has posted or after 24 hours have passed, I will move the party to the cistern. Please review the posted marching order as I will be using it at the start of the next encounter.

Envoy's Alliance

”Zhao Fen” | Female LG Medium Human Oracle 9 (She/Her) | HP 116/116 | AC 28 (29 with shield spell) | F +17 R +13 W +17 [Resolve] | Perc +12 | Speed 25ft | Resist: Fire 5 | Spells 1st: 2/3, 2nd 3/3, 3rd 3/3 4th 1/3 5th 0/2; Focus Points 0/3| Dominant Ancestor: Skills | Active Conditions: moderate curse

Fen bows to the venture captain and looks at the rest of her team admiringly.

"Fear not sir, there's no group I'd rather be facing hordes of undead with"

She'll take the antiplague

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Thanks for botting me. I was traveling all day yesterday. I'm home now and should have a much more regular posting schedule from here onwards.

Oskar listens to the Venture-Captain's explanations and takes careful notes. These are just the plot twists that my opera needs!

The +1 dagger won't be much use for Oskar - unless someone else can use it perhaps Merisiel should take it for a thrown weapon (she already has a +1 striking dagger for everyday melee use).

Oskar takes the moderate antiplague.

Oskar sleeps soundly, seemingly unconcerned about the hordes of undead that may be burrowing up just beneath the lodge.

No particular preparations - Oskar is ready to go. And fine to be in the back as posted in the marching order.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Following Balentirr's directions, you approach the cistern through a narrow corridor, which eventually opens in an expansive chamber marked with age-old water lines and mineral deposits indicating that it once stored vast amounts of rainwater.

While a portion of the eastern wall is crumbling, the weight of the cistern’s dome-like ceiling is supported by three solid arches rising upwards near the southern end of the chamber. A rippling veil of shadows lines the northern wall, arcs of red lightning illuminating it like a storm cloud.


Map of cistern now revealed on Slides.

The ceiling is 35 feet high, as are the 10-foot-wide columns that support it.
The stone walls and columns require a successful DC 20 Athletics check to Climb. Entire chamber is in darkness.

Near the darkened veil, illuminated periodically by flashes of red lightning, stand numerous undead. Most are zombies, but another figure, one wrapped from head to toe in ancient strips of moldering linen, ushers the masses into various passages leading away from the cistern.

Masses of undead shown on Slides.

Initiatives:

Adding +1 for Scouting
Drkynbrak, Perception: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Merisiel, Perception: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Oskar, Perception: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
Zhao Fen, Perception: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Zombies (blue), Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Zombie (red), Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Mummy (yellow), Perception: 1d20 + 16 ⇒ (20) + 16 = 36
Troop, Perception: 1d20 + 7 ⇒ (7) + 7 = 14

The ancient looking mummy, wrapped from head to toe in ancient strips of moldering linen lumbers forward.
Stride x3

DELUGE OF THE DRY BONES IN THE DRY CISTERN - Round One Begins!

PCs in bold may act

Mummy
Oskar
Merisiel

Zombie (red)
Zhao Fen
Troop
Drkynbrak
Zombie (blue)

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Oskar urges his comrades to victory! "A horde of undead! This shall truly be a fitting end to our opera my friends!"

DC 23 Performance (Lingering Composition), persona mask: 1d20 + 15 ⇒ (8) + 15 = 23 Success, barely. Inspire Courage for the group for 3 rounds. 1 Focus point spent.

Then he sends four bolts of force into the mummy.

two action 3rd level Magic Missile, ic: 4d4 + 4 + 1 ⇒ (2, 4, 1, 2) + 4 + 1 = 14

Reminder: +1 status bonus to attacks, damage, and saves vs fear.

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Can Merisielbot use Surprise Attack vs the troop? ("When you roll Deception or Stealth for initiative, creatures that haven't acted yet are flat-footed to you.") This would have meant losing the Scout's Warning for init though so I can see why you might disallow it. If she can then she will quickdraw her shortbow and sneak attack vs the troop. If she can't then I think her best choice is probably to delay until Zhao or Dryk can provide her a flanking partner.

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Also, I'm not familiar with the troop rules in PF2e. Is this something we can know without a Recall Knowledge check? (Not specific to the details of this particular troop, but just general troop rules).


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Oskar Z. wrote:

Oskar urges his comrades to victory! "A horde of undead! This shall truly be a fitting end to our opera my friends!"

Then he sends four bolts of force into the mummy.

The bolts rip through decayed flesh and bandages.

Oskar Z. wrote:
Can Merisielbot use Surprise Attack vs the troop? ("When you roll Deception or Stealth for initiative, creatures that haven't acted yet are flat-footed to you.") This would have meant losing the Scout's Warning for init though so I can see why you might disallow it. If she can then she will quickdraw her shortbow and sneak attack vs the troop. If she can't then I think her best choice is probably to delay until Zhao or Dryk can provide her a flanking partner.

Sure, I am fine with retconning Merisiel using Stealth for Initiative.

Oskar Z. wrote:
Also, I'm not familiar with the troop rules in PF2e. Is this something we can know without a Recall Knowledge check? (Not specific to the details of this particular troop, but just general troop rules).

The troop rules are pretty cool, but would require a Recall Knowledge check to uncover. In addition to Religion to identify this troop, I would allow Warfare Lore to recall "troop rules".

Otherwise, all Merisiel would know of the troop is what she can see.

Ahead is a shuffling mass of decaying flesh that moves with dull but singular focus.

DELUGE OF THE DRY BONES IN THE DRY CISTERN - Round One Cont'!

PCs in bold may act

Oskar Z. wrote:
Reminder: +1 status bonus to attacks, damage, and saves vs fear.

Mummy -14 HP

Oskar
Merisiel
Zombie (red)
Zhao Fen
Troop
Drkynbrak
Zombie (blue)

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Merisielbot draws her shortbow and lets fly three quick arrows at the troop in the distance.

Quickdraw, followed by Strike and Strike

If any strike hits the troop and she discovers that it is immune to sneak attack dmg or otherwise not susceptible to her attacks, she'll switch targets to the Red zombie (which is also, just barely, within her 2nd range increment).

+1 shortbow, 2nd range increment, ic: 1d20 + 14 - 2 + 1 ⇒ (15) + 14 - 2 + 1 = 28
P dmg, ic: 1d6 + 1 ⇒ (6) + 1 = 7 + sneak precision dmg: 2d6 ⇒ (6, 4) = 10 If a crit, add: deadly: 1d10 ⇒ 1

+1 shortbow, 2nd range increment, ic, map: 1d20 + 14 - 2 + 1 - 5 ⇒ (11) + 14 - 2 + 1 - 5 = 19
P dmg, ic: 1d6 + 1 ⇒ (6) + 1 = 7 + sneak precision dmg: 2d6 ⇒ (4, 2) = 6 If a crit, add: deadly: 1d10 ⇒ 2

+1 shortbow, 2nd range increment, ic, map: 1d20 + 14 - 2 + 1 - 10 ⇒ (4) + 14 - 2 + 1 - 10 = 7
P dmg, ic: 1d6 + 1 ⇒ (5) + 1 = 6 + sneak precision dmg: 2d6 ⇒ (4, 6) = 10 If a crit, add: deadly: 1d10 ⇒ 10

"It looks like they move slowly - let them come to us!"


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Oskar Z. wrote:
Merisielbot draws her shortbow and lets fly three quick arrows at the troop in the distance.

Two of the arrows find targets within the troop.

The first being particularly precise, piercing and pinning a number of zombies together and reducing the size of the horde!

The second takes out another zombie among the mass.

One of the larger zombies (red) wades through the shrinking mass of zombies and lumbers forward.

The troop also lumbers forward.
Moved troop ahead in Initiative due to no Scout bonus for party.

DELUGE OF THE DRY BONES IN THE DRY CISTERN - Round One Cont'!

PCs in bold may act

Oskar Z. wrote:
Reminder: +1 status bonus to attacks, damage, and saves vs fear.

Mummy -14 HP

Oskar
Merisiel
Zombie (red)
Troop -43 HP
Zhao Fen
Drkynbrak
Zombie (blue)

Horizon Hunters

CN Male Halfling Bard (Medic) 6 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 72/72 | AC 24 | F +11 R +13 W +13 | Perc +13 (expert) | Stealth +10 | 25' speed | focus ½ | spells 1st 3/3, 2nd 3/3, 3rd 1/3 staff 3/3 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

GM, I just noticed that Merisiel has the following weapon trick that I think would apply since the first shortbow strike was a crit: "If the target is adjacent to a surface, it's immobilized and must spend an Interact action to attempt a DC 10 Athletics check to free itself."

Among other things, the image of Merisiel pinning the entire troop with a single arrow is pretty funny!

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