[Gameday XI] Doug's 3-98: Expedition into Pallid Peril (Tier 3-4) (Inactive)

Game Master Doug Hahn

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Grand Archive

CG Taldan (Human) Fencer (Swashbuckler) / Dandy 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21 or 23 parry | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Speed 35 or 50 panache w/ Experienced Mountaineer
♥️ 52/52 | ☘️ □□□ | ✋ Rapier | ⚕ none | Halfling ("Chivalric") Luck (used) | Mesmerizing Opal □

With a quick footwork, our chivalric even thinks with grace, grabbing his chin with his off-hand while keeping his guard tight.

◆) Dueling Parry (to AC 23)
◆◆) Recall Knowledge x2
+
↺) Opportune Riposte (+11 @ depending on info)

Gossip Lore (Trained) vs DC 13: 1d20 + 7 ⇒ (11) + 7 = 18
Gossip Lore (Trained) vs DC 15: 1d20 + 7 ⇒ (20) + 7 = 27

"My great great uncle" he elaborates, looking down now at his "Boots of these gifted to me by way of inheritance" distracted a moment, turning to 1d4 ⇒ 3 Rixette "Aren't they mode?" but recovering "Slain by a skeletal guard - such as these here" pausing before adding with dubiousness "Twas my aunt's nephew who finally retrieved them, bequeathing them unto me at my 13th birthday!" the yarn now spun.

Translation: This is a skeletal guard. They are mindless, Uhhh their weak save is will.

GM:

Do they have AoO reaction?
Any particular damage resistance / weakness?
Does "mindless" mean immune to "mental" effects (feint, etc)?


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

Don knows the weaker skeleton is a guard, a weak and mindless undead. He passes along what he knows.

BTW, I gave you Skeleton resistance before:

I wrote:
Your Pathfinder training told you about the skeletons' famous resistances: cold, electricity, fire, piercing, and slashing.

______

The weaker skeleton scimtars Interi, who is flat-footed:

Scimitar: 1d20 + 6 ⇒ (14) + 6 = 20
S: 1d6 + 2 ⇒ (3) + 2 = 5
Scimitar: 1d20 + 6 - 5 ⇒ (9) + 6 - 5 = 10
Mindless third attack: 1d20 + 6 - 10 ⇒ (14) + 6 - 10 = 10

Somehow it connects once.

Tough skeleton 2 steps out of the flank. It moves with more intentionality.

Stab tree-person: 1d20 + 10 ⇒ (8) + 10 = 18
More Stab tree-person: 1d20 + 10 - 5 ⇒ (12) + 10 - 5 = 17

Unintentionally, it fails.

★★★
So many bones Round 2

Terrain: Stairs uneven ground DC 19 & difficult terrain.
Battlemap

──────────
BOLD IS UP!:
──────────
Interi (-16 HP)
Tougher Skeleton 3 (-11 HP) │ Shield raised
Mint (44/44 HP)
Don Jurri (42/52 HP) │ Parry, Riposte at ready
Weaker Skeleton (-0 HP)
Tougher Skeleton 2 (-10 HP)
➤ Torrrent (48/48 HP)
Tougher Skeleton 1 (-0 HP) │ Prone
Tougher Skeleton 4 (-0 HP)
Salka (38/38 HP) │ Reactive Shield ready
Rixette (56/56 HP) │ Buckler raised

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Religion, Undead at -2) on Tougher Skeltons with shields:
This is a Skeletal Champion. They can take AOOs
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Weak save is will

DC 13 (Religion, Undead at -2) on Skeleton:
This is a skeletal guard. They are mindless
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:
Spoiler:
Uhhh their weak save is will.

──────────
REFERENCE
──────────

Uneven ground :
Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

Reflex DCs for tumble :
Skeletons 1-5 = 20; Lone skeleton 1: 18

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

Torrent shields herself and then rushes in--slamming her gillhook into #2 with tremendous force that creates a shockwave of energy rippling through the enemy ranks.

Thunderous Strike VS #2: 1d20 + 11 ⇒ (16) + 11 = 27
P dmg: 2d10 + 4 ⇒ (1, 7) + 4 = 12 +Cold (arcane cascade): 1 = 1
& 15' cone hitting #2, #1, and #4. All three need to make DC 19 basic fort save or take 3 sonic damage. Crit failure falls prone

"Devastation is next...If they are still standing!" Torrent warns, before remembering that she's channeling cold energy which would make her devastating spellstrike near useless against these skeletons. Oh...

◆Shield (AC 22) ◆Stride ◆ Thunderous Strike vs #2 (Recharges spellstrike)


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

Tougher 2 ref: 1d20 + 10 ⇒ (10) + 10 = 20
Weaker 1 ref: 1d20 + 8 ⇒ (18) + 8 = 26
Tougher 4 ref: 1d20 + 10 ⇒ (10) + 10 = 20

Torrent blasts sonic energy against the creatures. When the sound clears she is disappointed to see they somehow all took very little damage. 12-5 = 7 net piercing; sonic saves reduced damage to 1… though they take the sonic.

______

Tougher Skeleton 1 raises its shield and stands. It strikes at Interi once:

Longsword: 1d20 + 10 ⇒ (9) + 10 = 19
S: 1d8 + 4 ⇒ (8) + 4 = 12

Tougher skeleton 4 moves into a flank and stans at Interi too —

Longsword: 1d20 + 10 ⇒ (4) + 10 = 14
P: 1d8 + 4 ⇒ (6) + 4 = 10

Longsword: 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 13
P: 1d8 + 4 ⇒ (2) + 4 = 6

— well, tries to.

★★★
Pick on Interi Time Round 2-3

Terrain: Stairs uneven ground DC 19 & difficult terrain.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Interi (-28 HP)
Tougher Skeleton 3 (-12 HP) │ Shield raised
Mint (44/44 HP)
Don Jurri (42/52 HP) │ Parry, Riposte at ready
Weaker Skeleton (-1 HP)
Tougher Skeleton 2 (-18 HP)
Torrrent (48/48 HP)
Tougher Skeleton 1 (-10 HP) │ Shield up
Tougher Skeleton 4 (-0 HP)
➤ Salka (38/38 HP) │ Reactive Shield ready
➤ Rixette (56/56 HP) │ Buckler raised

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Religion, Undead at -2) on Tougher Skeltons with shields:
This is a Skeletal Champion. They can take AOOs
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Weak save is will

DC 13 (Religion, Undead at -2) on Skeleton:
This is a skeletal guard. They are mindless
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:
Spoiler:
Uhhh their weak save is will.

──────────
REFERENCE
──────────

Uneven ground :
Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

Reflex DCs for tumble :
Skeletons 1-5 = 20; Lone skeleton 1: 18

Horizon Hunters

Female (she/her) Human Oread Inventor (Armor) |HP 29/38 | AC 20 (22 w/ Shield) | Fort +8, Ref +6, Will +7 | Perc +5, Low-Light Vision | Hero Points: 2/3 | Active Conditions: None

"Aw geez, you skeletons are all no fun. I can't take a moment to look down at my invention with you all being all on guard like that!"

Salka will instead take a moment to raise her shield.

Then she attacks #1 in front of her.
+1 Shield Boss: 1d20 + 9 ⇒ (1) + 9 = 10
Bludgeoning: 1d6 + 3 ⇒ (3) + 3 = 6

And just since it was effective before, she will try to trip #1 again.
Athletics to trip vs #1 Ref DC (MAP): 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10

AC 22, Reaction to Shield Block if hit

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Interi, seemingly unbothered by the scimitar swipe, continues bashing away at nearby skeletons.

◆Strike #2, ◆Strike #2, ◆Strike weakling.

+1 striking storm hammer vs. tougher #2: 1d20 + 13 ⇒ (1) + 13 = 14
Bludgeoning: 2d8 + 4 ⇒ (1, 5) + 4 = 10
Electricity Damage: 1 = 1
Flat-footed on hit (Snagging Strike).

+1 striking storm hammer vs. tougher #2, 2nd attack: 1d20 + 13 - 5 ⇒ (13) + 13 - 5 = 21
Bludgeoning: 2d8 + 4 ⇒ (7, 7) + 4 = 18
Electricity Damage: 1 = 1
Flat-footed on hit (Snagging Strike).

+1 striking storm hammer vs. weaker skeleton, 3rd attack: 1d20 + 13 - 10 ⇒ (1) + 13 - 10 = 4
Bludgeoning: 2d8 + 4 ⇒ (8, 7) + 4 = 19
Electricity Damage: 1 = 1
Flat-footed on hit (Snagging Strike).

↺ AoO if needed:

+1 striking storm hammer: 1d20 + 13 ⇒ (9) + 13 = 22
Bludgeoning: 2d8 + 4 ⇒ (3, 8) + 4 = 15
Electricity Damage: 1 = 1


◆◇↺

Rixette steps to over to help Don Jurri finish off his opponent, drawing her mace as she drops her hatchet, then swings the blunt weapon in a confident fashion! Likely provokes from #3 as she draws if it has an AoO. She didn't use a confident finisher last time, so I think she still has panache.

◆Step, ◇Drop hatchet, ◆Interact to draw mace (possibly provokes from #3), ◆Strike #3.

Light mace vs. #3: 1d20 + 9 ⇒ (3) + 9 = 12
Bludgeoning damage (w/panache): 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6


VC Australia - WA

With bravery and tenacity, Pathfinders have fought their way through the Labyrinth’s haunted halls. The Labyrinth is cleared!


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

Salka's run of bad luck continues.

Interi only connects to their target once… but it's a big hit! The skeleton crumbles.

Rixette is also snake-bit by bad luck.

______

Skelly 3 attacks Don!

Longsword: 1d20 + 10 ⇒ (2) + 10 = 12

Longsword: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10

The it raises its shield.

GM screen:
3d2-[/dice]

It chatters its teeth in frustration.

★★★
Pick on Interi Time Round 3

Terrain: Stairs uneven ground DC 19 & difficult terrain.
Battlemap

──────────
BOLD IS UP!:
──────────
Interi (-28 HP)
Tougher Skeleton 3 (-12 HP) │ Shield raised
➤ Mint (44/44 HP)
➤ Don Jurri (42/52 HP) │ Parry, Riposte at ready
Weaker Skeleton (-1 HP)
Torrrent (48/48 HP)
Tougher Skeleton 1 (-10 HP) │ Shield up
Tougher Skeleton 4 (-0 HP)
Salka (38/38 HP) │ Reactive Shield ready
Rixette (56/56 HP) │ Buckler raised

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Religion, Undead at -2) on Tougher Skeltons with shields:
This is a Skeletal Champion. They can take AOOs
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Weak save is will

DC 13 (Religion, Undead at -2) on Skeleton:
This is a skeletal guard. They are mindless
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:
Spoiler:
Uhhh their weak save is will.

──────────
REFERENCE
──────────

Uneven ground :
Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

Reflex DCs for tumble :
Skeletons 1-5 = 20; Lone skeleton 1: 18

Grand Archive

CG Taldan (Human) Fencer (Swashbuckler) / Dandy 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21 or 23 parry | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Speed 35 or 50 panache w/ Experienced Mountaineer
♥️ 52/52 | ☘️ □□□ | ✋ Rapier | ⚕ none | Halfling ("Chivalric") Luck (used) | Mesmerizing Opal □

Don reacts to skelly - sneaking in a poke before it's shield rises to protect itself!

Opportune Rapier (Piercing) vs Skeleton #3: 1d20 + 11 ⇒ (15) + 11 = 262d6 ⇒ (3, 1) = 4

↺) Opportune Riposte
+
◆) Dueling Parry (to AC 23)
◆) Tumble Through
◆) Strike
+
↺) Opportune Riposte (+11 @ depending on info)

Tumble Through Skeleton #3 (Reflex DC 20): 1d20 + 12 ⇒ (4) + 12 = 16
Halfling Luck!
Tumble Through Skeleton #3 (Reflex DC 20): 1d20 + 12 ⇒ (16) + 12 = 28
Strike Rapier (Piercing) w/ Panache (+2) vs Skeleton #3: 1d20 + 11 ⇒ (17) + 11 = 282d6 + 2 ⇒ (6, 3) + 2 = 11

Opportune Rapier vs Critically Failed Strike (Adjacent):

Opportune Rapier (Piercing) w/ Panache (+2) vs Skeleton #3: 1d20 + 11 ⇒ (16) + 11 = 272d6 + 2 ⇒ (1, 4) + 2 = 7


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

The opportune rapier scrapes off bone, ineffective. Resist P 5

The skeleton takes its own opportune action!

AOO: 1d20 + 10 ⇒ (4) + 10 = 14

— sort of.

Don tumbles through, but his weapon glides through the creature's ribcage, only catching air.

★★★
Pick on Interi Time Round 3

Terrain: Stairs uneven ground DC 19 & difficult terrain.
Battlemap

──────────
BOLD IS UP!:
──────────
Interi (-28 HP)
Tougher Skeleton 3 (-12 HP) │ Shield raised, reaction used
➤ Mint (44/44 HP)
Don Jurri (42/52 HP) │ Parry, Riposte (AC 23), Halfling Luck used
Weaker Skeleton (-1 HP)
Torrrent (48/48 HP)
Tougher Skeleton 1 (-10 HP) │ Shield up
Tougher Skeleton 4 (-0 HP)
Salka (38/38 HP) │ Reactive Shield ready
Rixette (56/56 HP) │ Buckler raised

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Religion, Undead at -2) on Tougher Skeltons with shields:
This is a Skeletal Champion. They can take AOOs
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Weak save is will

DC 13 (Religion, Undead at -2) on Skeleton:
This is a skeletal guard. They are mindless
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:
Spoiler:
Uhhh their weak save is will.

──────────
REFERENCE
──────────

Uneven ground :
Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

Reflex DCs for tumble :
Skeletons 1-5 = 20; Lone skeleton 1: 18

Horizon Hunters

CG Strongjaw Kobold Junk Collector | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Mint blasts Skeleton #1 with positive energy.

1d6d1d6 + 3 ⇒ (1) + 3 = 4 DC 19 Fortitude

Mint then moves into a flank with Don.


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

Fort: 1d20 + 7 ⇒ (15) + 7 = 22

Mint blasts the skeleton, which stands firm against the energy.

Weak skeleton continues its trend of weakness.

Scimitar: 1d20 + 6 ⇒ (14) + 6 = 20
S: 1d6 + 2 ⇒ (5) + 2 = 7
Scimitar: 1d20 + 6 - 5 ⇒ (15) + 6 - 5 = 16
Mindless third attack: 1d20 + 6 - 10 ⇒ (16) + 6 - 10 = 12

Even though its practically holding its scimitar backward it somehow connects with the flanked fighter. The wounds are starting to take their toll as Torrent is ready for her next action…

★★★
Pick on Interi Time Round 3

Terrain: Stairs uneven ground DC 19 & difficult terrain.
Battlemap

──────────
BOLD IS UP!:
──────────
Interi (-35 HP)
Tougher Skeleton 3 (-12 HP) │ Shield raised, reaction used
Mint (44/44 HP)
Don Jurri (42/52 HP) │ Parry, Riposte (AC 23), Halfling Luck used
Weaker Skeleton (-1 HP)
➤ Torrrent (48/48 HP)
Tougher Skeleton 1 (-12 HP) │ Shield up
Tougher Skeleton 4 (-0 HP)
Salka (38/38 HP) │ Reactive Shield ready
Rixette (56/56 HP) │ Buckler raised

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Religion, Undead at -2) on Tougher Skeltons with shields:
This is a Skeletal Champion. They can take AOOs
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Weak save is will

DC 13 (Religion, Undead at -2) on Skeleton:
This is a skeletal guard. They are mindless
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:
Spoiler:
Uhhh their weak save is will.

──────────
REFERENCE
──────────

Uneven ground :
Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

Reflex DCs for tumble :
Skeletons 1-5 = 20; Lone skeleton 1: 18

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

Torrent summons the wraith of the sea and unleashes a flood of water towards #1 as she strikes with her gill hook.

triggers AoO(s)
Devastating Spellstrike w/ Gillhook + 2nd lvl Hydraulic Push vs #1 : 1d20 + 11 ⇒ (18) + 11 = 29
Strike dmg P dmg: 2d10 + 4 ⇒ (7, 8) + 4 = 19 +cold: 1 = 1
Spell dmg B dmg: 5d6 ⇒ (1, 1, 5, 4, 2) = 13
Splash dmg for foes adjacent (#4). likely resisted so flavor only ;) Cold splash: 3 = 3

Seeing her cold energy not effective, she releases it and begins to channel the pummeling strength of the waves for future attacks.

◆◆ Devastating SpellstrikeArcane Cascade(changing to Bludgeoning dmg). If Torrents Spellstrike got disrupted she would instead recharge her Spellstrike as her 3rd action.


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

The skeleton blocks Torrent's gillhook; its shield shatters just before its blown apart by a powerful blast of pressurized water. Bones clatter down the steps…

______

Tougher 4 steps into a flank and slashes at Interi:

Longsword: 1d20 + 10 ⇒ (11) + 10 = 21
S: 1d8 + 4 ⇒ (6) + 4 = 10

Longsword: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23
S: 1d8 + 4 ⇒ (8) + 4 = 12

The Conrasu is finally beginning to succumb to their many cuts and scrapes.

GM screen:
2d20 ⇒ (4, 7) = 11

★★★
Pick on Interi Time Round 3-4

Terrain: Stairs uneven ground DC 19 & difficult terrain.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Interi (5/62 HP)
Tougher Skeleton 3 (-12 HP) │ Shield raised, reaction used
Mint (44/44 HP)
Don Jurri (42/52 HP) │ Parry, Riposte (AC 23), Halfling Luck used
Weaker Skeleton (-1 HP)
Torrrent (48/48 HP)
Tougher Skeleton 4 (-0 HP)
➤ Salka (38/38 HP) │ Reactive Shield ready
➤ Rixette (56/56 HP) │ Buckler raised

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Religion, Undead at -2) on Tougher Skeltons with shields:
This is a Skeletal Champion. They can take AOOs
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Weak save is will

DC 13 (Religion, Undead at -2) on Skeleton:
This is a skeletal guard. They are mindless
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:
Spoiler:
Uhhh their weak save is will.

──────────
REFERENCE
──────────

Uneven ground :
Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

Reflex DCs for tumble :
Skeletons 1-5 = 20; Lone skeleton 1: 18

Verdant Wheel

3 people marked this as a favorite.
Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

The light in Interi's orb begins to flicker as the skeletons hack into their wooden frame, but that does not stop them from stepping into a flank and swinging their hammer at the skeleton before them. In acknowledgement of their wounds, though, they follow up their swing by casting a defensive ward. I took some risks on previous turns to swing instead of mitigating damage, and the dice have not rewarded me. Oof.

◆Step, ◆Strike vs. flanked #4, ◆Cast shield.

+1 striking storm hammer vs. flanked #4: 1d20 + 13 ⇒ (20) + 13 = 33 Hah!
Bludgeoning: 2d8 + 4 ⇒ (1, 3) + 4 = 8
Electricity Damage: 1 = 1
Flat-footed on hit (Snagging Strike).

↺ Shield Block (hardness 10) or AoO, whichever comes first.

AoO if needed:

+1 striking storm hammer: 1d20 + 13 ⇒ (19) + 13 = 32
Bludgeoning: 2d8 + 4 ⇒ (4, 1) + 4 = 9
Electricity Damage: 1 = 1


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

Interi shatters half the creature's skull… but it still stands! 16 damage on the crit :(

Can Salka or Rixette save their woodsy friend?

★★★
Pick on Interi Time Round 3-4

Terrain: Stairs uneven ground DC 19 & difficult terrain.
Battlemap

──────────
BOLD IS UP!:
──────────
Interi (5/62 HP)
Tougher Skeleton 3 (-12 HP) │ Shield raised, reaction used
Mint (44/44 HP)
Don Jurri (42/52 HP) │ Parry, Riposte (AC 23), Halfling Luck used
Weaker Skeleton (-1 HP)
Torrrent (48/48 HP)
Tougher Skeleton 4 (-16 HP) │ FF next to Interi
➤ Salka (38/38 HP) │ Reactive Shield ready
➤ Rixette (56/56 HP) │ Buckler raised

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Religion, Undead at -2) on Tougher Skeltons with shields:
This is a Skeletal Champion. They can take AOOs
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Weak save is will

DC 13 (Religion, Undead at -2) on Skeleton:
This is a skeletal guard. They are mindless
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:
Spoiler:
Uhhh their weak save is will.

──────────
REFERENCE
──────────

Uneven ground :
Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

Reflex DCs for tumble :
Skeletons 1-5 = 20; Lone skeleton 1: 18

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

Thank you for all the bots! I think I still have the panache from the start of the combat from After You?

Rixette swings confidently at the skeleton in front of her (#3).

Light Mace: 1d20 + 9 ⇒ (5) + 9 = 14
Confident Finisher ouch!: 1d4 + 3 + 2d6 ⇒ (3) + 3 + (1, 4) = 11

2 on a miss

She tumbles through the skeleton's square, returning to her original spot, then raising her buckler.

Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22

Panache back, at least

Horizon Hunters

Female (she/her) Human Oread Inventor (Armor) |HP 29/38 | AC 20 (22 w/ Shield) | Fort +8, Ref +6, Will +7 | Perc +5, Low-Light Vision | Hero Points: 2/3 | Active Conditions: None

Salka, sadly having little she personally can do for Interi, instead tries to remove the threat near him and takes two attacks at #1.

+1 Shield Boss: 1d20 + 9 ⇒ (4) + 9 = 13
Bludgeoning: 1d6 + 3 ⇒ (3) + 3 = 6

+1 Shield Boss: 1d20 + 9 ⇒ (14) + 9 = 23
Bludgeoning: 1d6 + 3 ⇒ (1) + 3 = 4

Then she raises her shield.

Reaction to shield block an attack if one hits me


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

Rixette capitalizes on the skeleton that used its reaction to recharge here panache, but not much else.

I think Salka is attacking #4 since that is where she is on the map and hasn't moved.

Salka misses with the shield… then hits! The skeleton totters, but is still moving.

______

Skeleton 3 steps out of the flank and swings at Don:

Longsword: 1d20 + 10 ⇒ (19) + 10 = 29
S: 1d8 + 4 ⇒ (5) + 4 = 9

Longsword: 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 13

The swashbuckler riposts the second attack; once again the piercing weapon skitters across bone. 7-5=2

★★★
Some Day this Encounter Will end. Some Day. Round 4-5

Terrain: Stairs uneven ground DC 19 & difficult terrain.
Battlemap

──────────
BOLD IS UP!:
──────────
Interi (5/62 HP)
Tougher Skeleton 3 (-14 HP)
➤ Mint (44/44 HP)
➤ Don Jurri (33/52 HP) │ Halfling Luck used
Weaker Skeleton (-1 HP)
Torrrent (48/48 HP)
Tougher Skeleton 4 (-20 HP) │ FF next to Interi
Salka (38/38 HP) │ Reactive Shield ready
Rixette (56/56 HP) │ Panache back, at least

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Religion, Undead at -2) on Tougher Skeltons with shields:
This is a Skeletal Champion. They can take AOOs
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Weak save is will

DC 13 (Religion, Undead at -2) on Skeleton:
This is a skeletal guard. They are mindless
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:
Spoiler:
Uhhh their weak save is will.

──────────
REFERENCE
──────────

Uneven ground :
Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

Reflex DCs for tumble :
Skeletons 1-5 = 20; Lone skeleton 1: 18

Horizon Hunters

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CG Strongjaw Kobold Junk Collector | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Mint transforms into a bear and moves to flank #3 with Don.

"Hup, hup!"

Grand Archive

CG Taldan (Human) Fencer (Swashbuckler) / Dandy 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21 or 23 parry | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Speed 35 or 50 panache w/ Experienced Mountaineer
♥️ 52/52 | ☘️ □□□ | ✋ Rapier | ⚕ none | Halfling ("Chivalric") Luck (used) | Mesmerizing Opal □

The fog of fenced combat easily distracting our chivalric hero, who heeds not the upstage battle, viewing himself and his meager contributions as the protagonist of primary factor, concerned only with his continuing legacy blown to a proportion suitable to house an ego inflated by an upbringing of material wealth manned by a legion of servants whose emotional labor substituted entirely for an equally and opposite absence of such connecting himself to his own line of cooly distant progenitors, it is with his elegantly inherited rapier - the veritable symbol of all described incongruence! - that he expresses himself... But not without some facility!

◆) Dueling Parry (to AC 23)
◆◆) Strike x2
+
↺) Opportune Riposte (+11 @ 2d6+2)

Strike Rapier (Piercing) w/ Panache (+2) vs Skeleton #3: 1d20 + 11 ⇒ (16) + 11 = 272d6 + 2 ⇒ (5, 1) + 2 = 8
Strike Rapier (Piercing) w/ Map (-5) w/ Panache (+2) vs Skeleton #3: 1d20 + 11 - 5 ⇒ (12) + 11 - 5 = 182d6 + 2 ⇒ (6, 1) + 2 = 9

He boasts to the mindless creature - the better to eliminate risk entirely for the consequence of his words ”You fight with clumsy lumberage - perhaps if you lifted your spine and projected your sternum, you blows may find their mark? Alas, broad sack of bones. It appears to me that futility shall be your destiny manifest! ‘‘Tis why I am still alive, and you are not? Ha! I’ve got you where I want you. Let the cards fall as they wilt!”


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

Don takes out the flanked skeleton with a critical and a hit! The mindless one seems nonplussed with his trash talk.

Weka skeleton strikes at Torrent —

Scimitar: 1d20 + 6 ⇒ (18) + 6 = 24
S: 1d6 + 2 ⇒ (4) + 2 = 6
Scimitar: 1d20 + 6 - 5 ⇒ (14) + 6 - 5 = 15
Scimitar: 1d20 + 6 - 10 ⇒ (4) + 6 - 10 = 0

connecting once and drawing some blood.

★★★
Some Day this Encounter Will end. Some Day. Round 4-5

Terrain: Stairs uneven ground DC 19 & difficult terrain.
Battlemap

──────────
BOLD IS UP!:
──────────
Interi (5/62 HP)
Mint (44/44 HP)
Don Jurri (33/52 HP) │ Halfling Luck used
Weaker Skeleton (-1 HP)
➤ Torrrent (42/48 HP)
Tougher Skeleton 4 (-20 HP) │ FF next to Interi
Salka (38/38 HP) │ Reactive Shield ready
Rixette (56/56 HP) │ Panache back, at least

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Religion, Undead at -2) on Tougher Skeltons with shields:
This is a Skeletal Champion. They can take AOOs
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Weak save is will

DC 13 (Religion, Undead at -2) on Skeleton:
This is a skeletal guard. They are mindless
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:
Spoiler:
Uhhh their weak save is will.

──────────
REFERENCE
──────────

Uneven ground :
Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

Reflex DCs for tumble :
Skeletons 1-5 = 20; Lone skeleton 1: 18

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

2 temp hp start of each round from arcane cascade / inexorable iron. So 44/48 in case it matters

Torrent focuses her energy on another fusion of magic and blade. "Tell that void of yours 'not today!' " Torrent grunts as she lunges her gill hook into the skeleton between her and Interi. With her gill hook strike, some nearby bones are hurled at the skeleton.

Provokes AoO
Spellstrike Gill Hook + Telekinetic Projectile (nearby bones) vs # 4: 1d20 + 11 ⇒ (12) + 11 = 23
Weapon dmg P dmg: 2d10 + 4 ⇒ (9, 7) + 4 = 20 +B dmg: 1 = 1
Spell dmg B dmg: 2d6 + 3 ⇒ (2, 6) + 3 = 11

◆ Recharge Spellstrike ◆◆Spellstrike vs #4


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

Got the tamp, thank for the reminder. HP should be correct now.

AOO: 1d20 + 10 ⇒ (18) + 10 = 28
S: 1d8 + 4 ⇒ (7) + 4 = 11

Bones FINALLY fall as Torrent smashes the skeletal champion. But not without cost, as the ,agus takes a nasty slash across the forearm.

Only the weak guard remains.

★★★
Some Day this Encounter Will end. Some Day. Round 5-6

Terrain: Stairs uneven ground DC 19 & difficult terrain.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Interi (5/62 HP)
➤ Mint (44/44 HP)
➤ Don Jurri (33/52 HP) │ Halfling Luck used
Weaker Skeleton (-1 HP)
Torrrent (33/48 HP)
➤ Salka (38/38 HP) │ Reactive Shield ready
➤ Rixette (56/56 HP) │ Panache back, at least

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Religion, Undead at -2) on Tougher Skeltons with shields:
This is a Skeletal Champion. They can take AOOs
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Weak save is will

DC 13 (Religion, Undead at -2) on Skeleton:
This is a skeletal guard. They are mindless
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:
Spoiler:
Uhhh their weak save is will.

──────────
REFERENCE
──────────

Uneven ground :
Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

Reflex DCs for tumble :
Skeletons 1-5 = 20; Lone skeleton 1: 18

Grand Archive

CG Taldan (Human) Fencer (Swashbuckler) / Dandy 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21 or 23 parry | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Speed 35 or 50 panache w/ Experienced Mountaineer
♥️ 52/52 | ☘️ □□□ | ✋ Rapier | ⚕ none | Halfling ("Chivalric") Luck (used) | Mesmerizing Opal □

Feeling on top of the world, his lucky strikes struck true, he laughs casually as yet more bones crumble from his strongest stroke!

Deadly Rapier: 1d8 ⇒ 3

With a graceful spasm, he draws his sidearm and takes a sudden aim at the remaining skeleton, waiting until just the perfect moment for his tree (?) companion to harry it with his confusing branches...

*) Draw dueling pistol
**) Ready to Strike after Interi’s turn

Dueling Pistol (concussive, fatal d10) vs Skeleton #1: 1d20 + 11 ⇒ (15) + 11 = 262d6 ⇒ (6, 2) = 83d10 ⇒ (2, 10, 7) = 19


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

BOOM! The skeleton's head explodes.

OUT OF COMBAT (finally).

Grand Archive

CG Taldan (Human) Fencer (Swashbuckler) / Dandy 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21 or 23 parry | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Speed 35 or 50 panache w/ Experienced Mountaineer
♥️ 52/52 | ☘️ □□□ | ✋ Rapier | ⚕ none | Halfling ("Chivalric") Luck (used) | Mesmerizing Opal □

Stowing his rapier with a gentle tuck, Don Jurri blows on the tip of his firearm’s smoking barrel.

He turns to 1d4 ⇒ 4 Rixette ”Crude instruments, these. But necessary in modern times, unfortunately. For the enemy is often cowardly, shrinking away from a fair fight. And so. A true knight need be always prepared, for in a world ruled by cowardly men, it pays to keep a secondary arm at one’s side. Wouldn’t you agree?”

And then, with his soft hands and feminine grace, he reloads the pistol, and gingerly stows it back inside his purse, patting the fastener that secures the latch, and looks to call upon ”Xavier... are you alright good boy?”


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

Goodberries and healing are had. Perhaps some of you might think to invest in a light hammer.

______

After you heal up you head down the stairs, into to the next room. A statue stands on each side, each sculpted to look like a dwarf woman wearing an apron. Their hands stretch out in welcome. The only difference between the two statues are the veins of raw ore preserved in their stone robes; the one to the East is adorned with veins of obsidian ore and the one to the West has a bright river of silver over her apron.

The statue to the east Right blinks her eyes open. “Oh!” she says. “Sister, we have visitors. It’s been so long.”

The other statue shakes herself awake. She yawns before saying, “I told you someone would come back. Now, who are you?”

Art on Slide 1.

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

"Hello, there! We're Pathfinders. I myself am Rixette Bragg of the Risen Albatross. When's the last time you had company?"


VC Australia - WA

Pathfinders exploring the Unsealed Way have found the beginnings of new passageways. The expedition will soon have new routes leading farther into the mountain. The Unsealed Way is cleared!


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

I am Raseri Kanton, says the silver sister.

And I am Jernashall, says the obsidian sister.

"There was a trio that passed through here long ago. I don’t know the exact date, but it was long enough ago that we were debating what to do next."

Horizon Hunters

Female (she/her) Human Oread Inventor (Armor) |HP 29/38 | AC 20 (22 w/ Shield) | Fort +8, Ref +6, Will +7 | Perc +5, Low-Light Vision | Hero Points: 2/3 | Active Conditions: None

Salka stares at the silver sister wide-eyed. She looks down at the silver in her knuckles and nails, as well as the metallic shimmer of her skin.

"No... no way. It can't be...."

She stares at Raseri Kanton. "Are we... was your great-grandmother also Rajat of the Far Caves? Are we cousins?"

Horizon Hunters

CG Strongjaw Kobold Junk Collector | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Mint gasps.

"Really? Are you related?"


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

We were made by a cleric of the dwarven goddess Folgrit, in order to provide information to travelers seeking to reconnect with their families. She told us we were to help guide those from the cities to their family. That is why we are name as such. We've never heard of the Far Caves. Was your great-grandmother from Jernashall or Raseri Kanton?

Horizon Hunters

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Female (she/her) Human Oread Inventor (Armor) |HP 29/38 | AC 20 (22 w/ Shield) | Fort +8, Ref +6, Will +7 | Perc +5, Low-Light Vision | Hero Points: 2/3 | Active Conditions: None

Salka looks at the two of them. "Honestly, it's quite possible. We don't know what the Far Caves was either up in the Land of the Linnorm Kings, just that's what she always told everyone. My family suspects that she might have secretly been a Shaitan and just didn't want anyone to know. I wouldn't be surprised if somehow your cleric knew her though, given that you and are have a remarkably similar errr.... design let's say. My silvered skin accents are practically the same as yours. Fascinating!"

Salka begins looking over the two sisters' designs with kind of artistic eye that only a master blacksmith like herself could have.

"Oh, uh. Where are my manners. I'm Salka Frisk, apprentice blacksmith at Frisk Family Smithing. But most people call me "Salka Silver-Fist" back home. Since y'know, my hands are all veined in silver and all."


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

Are you a traveler, Salka? If so, we can tell you whether Rajat of the Far Caves came this way. Sadly we do not remember the name of the one who made us. We were only made to remember one kind of information accurately: the names and messages of those who passed this way. They think for a moment. Whether they remember Rajat is up to you, Salka. They are unique constructs and therefore don't have a grandmother, but there may be a connection of some level to your PC's grandmother here nonetheless.

"You see, that is what we were made to do. A traveler only needs to give us a name and we can say if that person has come past. If there was a message left, we can provide that as well. We do this so the families fleeing our eponymous cities can be reunited.”

______

After answering Salka's question, they continue. No one has come in a long time. We That’s the question. Would you help us settle the debate?”

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

"We will do what we can. Could you clarify what the debate is?" I'm not sure I understand what we're being asked.


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

you are not sure because they haven’t told you anything but that they have a debate to settle.

Jerneshal says, Thank you. We were crafted us as statues and animated us to provide information to travelers seeking to reconnect with their families. Travelers could leave information about where they were heading or messages for loved ones, and later visitors could retrieve the same information. But it has been so long since we've been needed. Still, I believe that we should keep an active watch in case anyone returns for information."

Raseri Kanton, However, and I believe that we should stop storing information and instead focus our energy on emitting a beacon, so that it’s easier to find the routes to the cities—but doing so would destroy the records we’ve collected."

What do you think? they ask in unison.

When you present your point of view, declare which sister you support, and then make Diplomacy, Religion, or Society checks (will also take an appropriate Lore skill like dwarven lore.

Grand Archive

CG Taldan (Human) Fencer (Swashbuckler) / Dandy 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21 or 23 parry | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Speed 35 or 50 panache w/ Experienced Mountaineer
♥️ 52/52 | ☘️ □□□ | ✋ Rapier | ⚕ none | Halfling ("Chivalric") Luck (used) | Mesmerizing Opal □

”Books” the only form of record our chivalric hero is aware of ”Are how we pass our own stories down from one generation to the next. Why, if it wasn’t for My great great great great great grandfather Don Jurious el Dente sur Maximus, I would have never...” and proceeds to launch himself into an overlong story about knights, damsels, and dastardly villains...

Diplomacy +9 (Trained)
Deception +12 (Expert) w/ Charming Liar

1d20 ⇒ 7


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

I assume Don is siding with Jerneshal since he is talking about written records?

Horizon Hunters

Female (she/her) Human Oread Inventor (Armor) |HP 29/38 | AC 20 (22 w/ Shield) | Fort +8, Ref +6, Will +7 | Perc +5, Low-Light Vision | Hero Points: 2/3 | Active Conditions: None

"I- Hmmmm."

Salka moves to speak then quickly closes her mouth and starts to pace back and forth in thought.

"On the one hand, a beacon to the city would be useful and would help people find a historical city that is so lost to time. On the other hand, I think I've become some kind of proof that Jerneshal's argument has some merit. There could be more people out there who want this family history if the site is rediscovered now..."

Salka looks up at them with renewed resolve.

"You know what? Leave marking the way to the city to us! We're Pathfinders, finding the way somewhere is in the name. I think protecting those records would be important if we start studying down here. Especially since whatever knowledge and messages you all have still has the chance to be recorded. As we've seen there are people alive even today that still have histories here. It would be a shame to lose them."

Society, Supporting Jerneshal: 1d20 + 9 ⇒ (3) + 9 = 12
Society, Supporting Jerneshal hopefully less embarrassingly this time?: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

Well that's... better...


1 person marked this as a favorite.
SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Base dc is 13. Lore is 11.

Vigilant Seal

1 person marked this as a favorite.
NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

Torrent stands quiet in the back until asked for her opinion. "I am searching for Lysianassa, Empress of the Torrent. What I would give for direction to where she is trapped so that I might free her. Without your records, loved ones could be lost, and generations could be spent searching, waiting, longing to reconnect. Please, you cannot destroy the records. Torrent reaches for one of her seashells, a golden one, that she holds close to her.

Religion to support Jerneshal: 1d20 + 5 ⇒ (11) + 5 = 16


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

Don: Deception Success to Keep Records
Salka: Society Success to Keep Records
Torrent: Religion Success to Keep Records
-------------------------
Total to Keep Records (Jerneshal): 3
Total to Send Beacon (Raseri Kanton): 0

Mint, Rixette, and Interi can voice their opinions!

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

Rixette, bored with the debate, starts playing with her deck of cards while others do the talking.

Rixette is untrained in all of those and will pass.

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

"I agree with Salka. There are other ways we can chronicle the path."

Religion: 1d20 + 9 ⇒ (5) + 9 = 14


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

perhaps.

Mint is up. The rest of you can attempt another round if checks after he goes. I need at least 6 successes for one side here, and have 4.

Horizon Hunters

CG Strongjaw Kobold Junk Collector | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Mint agree with Raseri.

"The fact that you haven't been needed for so long says a lot. No one knows where you are! But a beacon could easily guide folks here. When I'm in the forest, I can easily head for the tallest tree or mountain."

Forest Lore: 1d20 + 5 ⇒ (17) + 5 = 22


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

4 for Jerneshal, 2 for Raseri with a crit success from mint. Everyone can make another check!

The sisters are unconvinced. This is an important decision….

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