[Gameday IX] GM Hawthwile's Expedition into Pallid Peril (lvl 1-2) (Inactive)

Game Master Hawthwile

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Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

BK continues his performance and snags one of the pieces of bone that scattered near his feet and with a twist of his flute sends it flying back at the blue skeleton, loving the irony of it.

to hit, inspired: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
damage, inspired: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

*Inspire Courage
**TK Projectile


Witch's Winter Holiday

@Alanossë, you've still got one action left this round. Go ahead and post it and we'll adjust things as needed.

Alanossë's arrow plinks against his prey's ribcage, knocking a bone out of alignment. (First hits, second misses.) Ovidivo fires a warning shot as he adjusts his loadout. (Misses.) Relia tries to get onto the other side of the murderous skeleton - it looks like it's too fast for her, but...

Relia Acrobatics - Hero Point: 1d20 + 8 ⇒ (11) + 8 = 19

...she stops herself at the last second before plowing into her opponent. Never one to miss an opportunity, makes the best of her situation with a bit of distraction - and by the Savored Sting's blade, it sure is effective! The skeleton's jaw drops to the ground, and it doesn't even try to move out of the way as the elf punches the rest of its skull off its neck. (Still a failure on the Tumble Through, critical success on the Feint, and a solid hit takes Red out!) Bugtussle continues tooting his own horn flute and bludgeons his opponent with pieces of its companions' bodies. (A hit!)

One of the remaining skeletons turns its empty gaze on Relia. Blade and bony fingers try to cut her down!

Blue Scimitar vs Relia AC 21: 1d20 + 8 ⇒ (4) + 8 = 12
Slashing damage: 1d6 + 4 ⇒ (4) + 4 = 8

Blue Scimitar vs Relia AC 19: 1d20 + 8 - 5 ⇒ (3) + 8 - 5 = 6
Slashing damage, Forceful: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Blue Claw vs Relia AC 19: 1d20 + 8 - 8 ⇒ (16) + 8 - 8 = 16
Slashing damage: 1d4 + 4 ⇒ (1) + 4 = 5

The archer at the bottom of the stairs shifts its aim to Bugtussle, as if avenging its broken companion.

Green Shortbow vs Bugtussle AC 18: 1d20 + 8 ⇒ (8) + 8 = 16
Piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7

Green Shortbow vs Bugtussle AC 18: 1d20 + 8 - 5 ⇒ (19) + 8 - 5 = 22
Piercing damage: 1d6 + 2 ⇒ (3) + 2 = 5

Green Shortbow vs Bugtussle AC 18: 1d20 + 8 - 10 ⇒ (10) + 8 - 10 = 8
Piercing damage: 1d6 + 2 ⇒ (4) + 2 = 6

With a nimble dodge, Relia ducks and weaves her way around her opponent's telegraphed attacks. Bugtussle tries to do the same, but one lucky arrow finds his knee!

Them Dry Bones
Round 2! Bold may act!
Relia
Banterknell
Alanossë (-9, 1 action left)
Ovidivo
Red (-16)
Blue (-7)
Yellow (-15)
Green

Bugtussle (-5)
Cassimon (-6)
Purple
Pink (-4)

Environmental Effects:
- Stairs are both difficult terrain and uneven ground (Acrobatics DC 10)
- Inspire Courage is active until Banterknell's turn in Round 3

What do you do?

Radiant Oath

CG Male Leshy Gunslinger (Way of the Pistolero) 2 HP: 28/28 | AC: 18 | F: +8, R: +9, W: +5 | Perc: +7 | Stealth: +3 | Speed: 25 ft. | Senses: Low-Light Vision | Active Conditions:

"Yowch! Things with no skin or muscle shouldn't have aim that good!" Bugtussle yelps as one of the remaining skeletons manages to kneecap him with an arrow. The cactus takes a quick step to the side as he reloads his firearm and then fires a return shot at Green!

Dueling Pistol vs. Green (IC): 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Damage (P; Concussive, Fatal d10, Singular Expertise): 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
______________

◆ Step, ◆ Interact (Reload), ◆ Strike


VC Australia - WA

Opportunistic merchants have flooded the market at the base camp.
The Diverse Investments condition is now in effect.

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Don't like my chances attacking a 3rd time at -10, so I'll seek; you roll that check, right GM?

Alanossë takes a look around the area to make sure there aren't any other threats around that might be hidden...


Witch's Winter Holiday

GM Screen:
1d20 + 6 ⇒ (6) + 6 = 12

Yep, Seek is a secret check usually.

Alanossë doesn't notice any other dangers present nearby, although the repeated blasts of gunfire certainly don't make the investigation any easier. Bugtussle gives as good as he gets, battering the skeleton with a bullet.

Them Dry Bones
Round 2! Bold may act!
Relia
Banterknell
Alanossë (-9)
Ovidivo
Red (-16)
Blue (-7)
Yellow (-15)
Green (-6)

Bugtussle (-5)
Cassimon (-6)
Purple
Pink (-4)

Environmental Effects:
- Stairs are both difficult terrain and uneven ground (Acrobatics DC 10)
- Inspire Courage is active until Banterknell's turn in Round 3

What do you do?


VC Australia - WA

The Aspis Consortium has taken countermeasures against the Pathfinder Society.
Table GMs, run Event 2: Countermeasures.


Witch's Winter Holiday

Botting Cassimon

Cassimon takes a moment to study the smaller skeleton...

GM Screen:
1d20 + 5 ⇒ (16) + 5 = 21

...and realizes that his bladed glaive will be less effective than simply kicking or punching it like Relia.

Cassimon Kick, IC vs Purple: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Nonlethal Bludgeoning damage, IC: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5

He sweeps the leg-bones out from underneath the hip-bones, and the whole structure collapses! He tries his luck with the sturdier skeleton...

Cassimon Glaive, IC vs Blue: 1d20 + 5 - 5 + 1 ⇒ (17) + 5 - 5 + 1 = 18
Slashing damage, IC: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

...but doesn't quite have the force behind the blow to make an impact.

Them Dry Bones
Round 3! Bold may act!
Relia
Banterknell
Alanossë
(-9)
Ovidivo
Red (-16)
Blue (-8)
Yellow (-15)
Green (-6)

Bugtussle (-5)
Cassimon (-6)
Purple (-4)
Pink (-4)

Environmental Effects:
- Stairs are both difficult terrain and uneven ground (Acrobatics DC 10)
- Inspire Courage is active until Banterknell's turn in Round 3

What do you do?


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

Ovidivo slides the chamber over and fires the last bullet in the harmonica gun at the nearest remaining skeleton. He then pulls a bullet from his belt and loads it.

◆ Reload
◆ Strike: +1 slide pistol (E), inspire: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19 vs. Blue #2
bludgeoning/piercing, singular focus, inspire: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
[/ooc]◆ Reload[/ooc]


VC Australia - WA

Even under the mountain, the Pathfinder Society builds alliances.
The Allies Gathered condition is now in effect.

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

oc]Man, that's a lot of conditions. Sounds complicated.[/ooc]

Figuring the near skeleton as good as destroyed, BK continues his tooting and moves closer to the archer.

*cast shield
*cast inspire courage
*move

AC 17. Will use shield block as a reaction to reduce damage if hit.

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Alanossë will focus on the archer, giving him a taste of his own medicine, firing 3 times at green…

To hit: Base+DEX, Magic, IC
Damage: Base, PBS, Hunted Shot, IC

Magic Shortbow: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14

Magic Shortbow: 1d20 + 10 + 1 - 5 + 1 ⇒ (6) + 10 + 1 - 5 + 1 = 13

Magic Shortbow: 1d20 + 10 + 1 - 10 + 1 ⇒ (20) + 10 + 1 - 10 + 1 = 22
Magic/Piercing Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

If all shots hit and the creature has DR, total damage from both shots before DR with Hunted Shot


Witch's Winter Holiday

With a blast from his pistol, Ovidivo puts Relia's attacker to rest once more. Alanossë shifts his attention to the remaining skeleton, testing out its defenses with two warning shots before putting an arrow clean through its spine. The top half hits the ground and shatters, while the lower half remains upright for several seconds before toppling over as well.

Out of combat! Damage Report:
Alanossë (-9)
Bugtussle (-5)
Cassimon (-6)

The Pathfinders have little time to congratulate themselves though before the patter of footsteps echoes down the stone halls. Glancing back the way they came, the group sees another group of humans stumble around the corner. As the two parties make eye contact, the newcomers look at each other in surprise.

"Those... are the Pathfinders, right?" one asks hesitantly.

"Yes," another responds, exasperated. "Get your dagger out."

Initiative:
Alanossë Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Banterknell Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Bugtussle Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Cassimon Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Ovidivo Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Relia Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Recruits: 1d20 + 5 ⇒ (8) + 5 = 13

Their blood still pumping, the Pathfinders are the first to join the fray - except for Alanossë, who is still caught up in the moment of that perfect, spine-severing shot. Since this event triggers immediately after the end of the previous encounter, Banterknell's effects (inspire courage and shield are still active until the start of his turn.

First Contact
Round 1! Bold may act!
Relia
Banterknell
Bugtussle
(-5)
Cassimon (-6)
Ovidivo
Red
Blue
Yellow
Green
Orange
Purple

Alanossë (-9)

Environmental Effects:
- Stairs are both difficult terrain and uneven ground (Acrobatics DC 10)
- Inspire Courage is active until Banterknell's turn in Round 1

What do you do?

Radiant Oath

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CG Male Leshy Gunslinger (Way of the Pistolero) 2 HP: 28/28 | AC: 18 | F: +8, R: +9, W: +5 | Perc: +7 | Stealth: +3 | Speed: 25 ft. | Senses: Low-Light Vision | Active Conditions:

Bugtussle hustles back the other way, better to see who's talking and threatening him and his allies with violence. Once they come into view, the cactus snorts derisively.

"Yeah, okay, sure. We've already bested ghosties and skellingtons; what makes you think we can't handle the likes of you punks?"

Intimidation (Demoralize): 1d20 + 6 ⇒ (9) + 6 = 15

As he speaks, he swiftly reloads his pistol and fires at Red to prove his point.

Dueling Pistol vs. Red (IC): 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Damage (P; Concussive, Fatal d10, IC, Singular Expertise): 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
______________

◇ Ten Paces: 10-ft Step
◆ Stride
◆ Raconteur's Reload: Interact (Reload), Intimidation to Demoralize
◆ Strike


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

Ovidivo springs over to the hall and fires a shot at the lead (red) intruder with knives out. "Now the ceiling's going to fall on you!" he calls out as a diversion, sliding another bullet into the chamber. While the competitor is (hopefully) distracted, he sneaks around the corner.

◇ Ten Paces: 10-ft Step, no new draw
◆ Strike: +1 slide pistol (E), inspire: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25 vs. Red
bludgeoning/piercing, singular focus, inspire: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
In case that's a critical:
fatal (doubled): 1d10 + 1 + 1 ⇒ (8) + 1 + 1 = 10 + fatal (not doubled): 1d10 ⇒ 4
◆ Raconteur's Reload: Create a Diversion, Deception (T): 1d20 + 6 ⇒ (7) + 6 = 13 vs. Red (or Yellow, if Red is dead)
◆ Sneak (Stealth +8)

AC 19
Slide Pistol 1/3

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

Happy he is on the right side of the fight this time, he continues his performance and throws in a nice soothing intermission.

*Inspire Courage
**Cast Soothe on Alanossë for 1d10 + 4 ⇒ (10) + 4 = 14 points of healing and +2 status bonus to saves against mental effects for 1 minute


Witch's Winter Holiday

"Wait, ghosts!?" The first recruit in line turns to the folks behind her, the panic in her voice growing as Bugtussle's bullet lodges itself in her shoulder. Successful demoralize, successful strike. "You didn't tell me there'd be-" Her voice is cut off as her head explodes. Her companions' wide-eyed gazes are all on Ovidivo as he tries to walk away nonchalantly. That is indeed a critical hit on the strike, but a failure on the diversion so feel free to turn that Sneak into a Stride for extra distance if you want. Banterknell keeps up everyone's spirits by convincing Alanossë that the pain is all in his head.

First Contact
Round 1! Bold may act!
Relia
Banterknell
Bugtussle (-5)
Cassimon (-6)
Ovidivo
Red (-27)
Blue
Yellow
Green
Orange
Purple

Alanossë (+2 vs mental)

Environmental Effects:
- Stairs are both difficult terrain and uneven ground (Acrobatics DC 10)
- Inspire Courage is active until Banterknell's turn in Round 2

What do you do?

Envoy's Alliance

male Human Champion 1 Ini +5 HP 20/20 AC 16 Fort +7 Ref+3 Will +7 spd 25 per +5

Get your daggers down now.

Cassimon moves swiftly, and uses his lenghty weapon to his advantage

Attacks on Yellow with Reach, stride/attack/Attack2

Attack, IC: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
dmg, IC: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Attack, IC: 1d20 + 5 - 5 + 1 ⇒ (14) + 5 - 5 + 1 = 15
dmg, IC, Forceful: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9


Witch's Winter Holiday

Cassimon's swing looks like it'll take the newcomer's head clean off, but one of her companions has enough presence of mind to react. (Gonna be honest here, I forgot they had this reaction when I resolved stuff earlier. XD) "This'll impress the boss!" she yells, stopping the blade from slicing an artery. (Their reaction "Impress the Boss" gives an ally a +2 bonus to AC against an attack. In this case, it was enough to turn the crit into a regular hit.)

Cassimon swings the bladed brush again, but another newcomer yells, "Look at my teamwork!" and knocks the weapon aside. (Hit becomes miss due to AC boost.)

Botting Relia

Relia moves closer and punishes the two strangers in the front of the pack with a jolt of electricity!

Electric damage: 1d4 + 4 ⇒ (3) + 4 = 7
Blue Reflex vs DC 18: 1d20 + 8 ⇒ (3) + 8 = 11
Yellow Reflex vs DC 18: 1d20 + 8 ⇒ (5) + 8 = 13

"That's not fa-" one of them starts to say before she collapses in a heap on the ground.

"Yeah, what she said!" The other newcomer is still on her feet, but all of her hair is standing on end like a halo. Grimly she draws a dagger and advances on Cassimon.

Blue Dagger vs Cassimon AC 16: 1d20 + 6 ⇒ (19) + 6 = 25
Piercing damage: 1d4 ⇒ 1

Her companions try to follow, the but hallway is too narrow for them to fit and they have to settle for throwing their daggers.

Green Dagger, Cover vs Cassimon AC 17: 1d20 + 6 ⇒ (17) + 6 = 23
Piercing damage: 1d4 ⇒ 4

Orange Dagger, Cover vs Cassimon AC 17: 1d20 + 6 ⇒ (3) + 6 = 9
Piercing damage: 1d4 ⇒ 3

Purple Dagger, Cover vs Cassimon AC 17: 1d20 + 6 ⇒ (11) + 6 = 17
Piercing damage: 1d4 ⇒ 2

Three blades taste blood while the fourth clatters against the wall.

First Contact
Round 1/2! Bold may act!
Alanossë (+2 vs mental)
-------
Relia
Banterknell
Bugtussle
(-5)
Cassimon (-13)
Ovidivo
Red (-27)
Blue (-7)
Yellow (-13)
Green
Orange
Purple

Environmental Effects:
- Stairs are both difficult terrain and uneven ground (Acrobatics DC 10)
- Inspire Courage is active until Banterknell's turn in Round 2

What do you do?

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Alanossë moves 5’ behind Relia, targeting blue and firing…

To hit: Base+DEX, Magic, IC
Damage: Base, PBS, IC

Magic Shortbow: 1d10 + 10 + 1 + 1 ⇒ (9) + 10 + 1 + 1 = 21
Magic/Piercing Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

"BK to the rescue, AGAIN!" More more tweeting and tooting ensues and Cassimir feels a bit better.

*stride
**Cast Soothe on Cassimir this time for 1d10 + 4 ⇒ (5) + 4 = 9 points of healing and +2 status bonus to saves against mental effects for 1 minute

Since he had to move to heal Cassimir, there is no inspire courage this round.


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

Ovidivo moves back over to the hallway. "You saw what happened to the last one, right?" he calls out while staring at the second in line (orange #5), loading another bullet into the slide chamber.

He takes aim and shoots.

◆ Stride
◆ Raconteur's Reload: Demoralize, Intimidate (T), Intimidating Glare: 1d20 + 6 ⇒ (13) + 6 = 19 vs. Orange #5
◆ Strike: +1 slide pistol (E): 1d20 + 11 ⇒ (2) + 11 = 13 vs. Orange #5
bludgeoning/piercing, magic, singular focus: 1d6 + 1 ⇒ (1) + 1 = 2

AC 19
Slide Pistol (unloaded) 1/3


Witch's Winter Holiday

One of the women tries to pull Alanossë's target out of the way, but the archer compensates and still hits her squarely in the torso. @Alanossë, was that Move, Enter Point-Blank Shot Stance, Strike? Banterknell's song fades as he repeats his performance for Cassimon. Ovidivo's words cause the woman to start shaking in her boots, but her colleague yoinks her out of the way before the gunslinger's bullet finds her. Misses due to Green's reaction (which doesn't stack with the AC bonus from Lesser Cover).

First Contact
Round 2! Bold may act!
Alanossë (+2 vs mental)
Relia
Banterknell
Bugtussle (-5)
Cassimon (-4, +2 vs mental)
Ovidivo
Red (-27)
Blue (-14)
Yellow (-13)

Green
Orange (Frightened 1)
Purple

Environmental Effects:
- Stairs are both difficult terrain and uneven ground (Acrobatics DC 10)
- Inspire Courage is active until Banterknell's turn in Round 2

What do you do?

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Yessir!


VC Australia - WA

Promising finds within the ruins have drawn more chroniclers to the Pallid Peak base camp.
The Pathfinder Reinforcements condition is now in effect.


Witch's Winter Holiday

Botting Relia
Relia snaps her fingers to summon more lightning, then moves out of the way for her companions to advance.

Electric damage: 1d4 + 4 ⇒ (4) + 4 = 8
Green Reflex vs DC 18: 1d20 + 8 ⇒ (18) + 8 = 26
Orange Reflex, Frightened vs DC 18: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8

Botting Bugtussle
Bugtussle does just that, moving forward and telling the now-front of the pack that she's next before giving her a bullet with great haste.

Bugtussle Demoralize vs Green: 1d20 + 6 ⇒ (1) + 6 = 7

Bugtussle Dueling Pistol vs Green: 1d20 + 9 ⇒ (8) + 9 = 17 (Hits even with Purple's reaction)
Piercing damage: 1d6 + 1 ⇒ (6) + 1 = 7

The last stranger looks at the bodies of her companions, back at the Pathfinders, and puts her hands in the air. "I surrender! Please, don't kill me!"

Out of combat! Damage Report:
Bugtussle (-5)
Cassimon (-4)

The stranger has little on her beside a bronze badge with a snake emblem, marking her as a junior member of the Aspis Consortium. She freely admits that stronger agents are operating in the Pallid Peak, but she doesn't know anything about their future plans for the area.

What do you want to do with her? I'll keep us moving since it's a multi-table special, but feel free to discuss in your next post.

The Pathfinders carefully make their way down the steps and into the chamber beyond. Inside they find a pair of statues sculpted to look like dwarven women wearing aprons - one on each side of the room. Their hands stretch out as if in welcome. The only difference between the two are the veins of raw ore preserved in their stone robes - obsidian to the east, and silver to the west.

"Sister, we have visitors." The eastern statue blinks her eyes once, twice before focusing on the newcomers. "It's been so long."

The other statue shakes herself awake and yawns with a sound like rumbling gravel. "I told you someone would come back. Now, who are you?"

"Sister, don't you think it's a bit rude to not introduce ourselves first?"

"Very well." The western statue pats her silver-flecked apron. "I am Raseri Kanton."

"And I am Jernashall. We were created by a priest of the Watchful Mother Folgrit to help reunite travelers with their families. A traveler only needs to give me a name and we can say if that person has come past. If there was a message left, we can provide that as well."

"I still don't think that's what Mother Folgrit wants us to do," Raseri Kanton interjects. "It's been centuries since the last wave of travelers. We should stop storing the names and messages and start focusing our energy on emitting a beacon so it's easier for people to find the routes to the cities."

"That would destroy all our records!" Jernashall looks both aghast and weary at the mention of the idea. "We must keep our watch in case anyone returns for the information! We have met with five thousand six hundred and twelve travelers and recorded one thousand two hundred and seven messages, and you think we should just discard them all!?"

"Well, the world has changed sister. Why don't we see what these new folks think?" Both statues turn to look at the Pathfinders.

You can try to influence the debate with Diplomacy, Religion, Society, or a relevant Lore skill. You can roll two (2) checks, and they do not have to be different checks. Please be sure to indicate if you are supporting one of the sisters' views (and if so, which one) or if you are presenting an alternative option.

What do you do?

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

"That's a lot of messages. I suppose there is not enough wall space here to just write them down. Prioritize! Keep the messages from the last decade and toss the others. Then send out that beacon!"

diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20

Banterknell looks positively smug at the genius of his suggestion.


VC Australia - WA

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


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

"Dwarfs are rather long lived--and these ruins have been lost for quite some time--so I'm not certain that the last decade of messages is going to matter much. Now that the Society is here, we can carry word of the city once we find it. I'm sure Gorm will have an opinion. You should maintain your historical records for the sake of their ancestors and the legacy those messages represent. I'm sure that's what the dwarven patron of children and orphans would want."

Religion (T): 1d20 + 6 ⇒ (7) + 6 = 13


Witch's Winter Holiday

Jernashall frowns with worry at Banterknell's suggestion. "That would mean losing the overwhelming majority of traveler names and messages," she says slowly. Nevertheless, the bard's words do seem to have had an impact. Raseri Kanton likewise pouts at Ovidivo's words, but seems to be considering them more than she would really prefer.

Go ahead and roll both checks in the same post - Banterknell and Ovidivo can make their second checks as well.

You can try to influence the debate with Diplomacy, Religion, Society, or a relevant Lore skill. You can roll two (2) checks, and they do not have to be different checks. Please be sure to indicate if you are supporting one of the sisters' views (and if so, which one) or if you are presenting an alternative option.

What do you do?

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

society: 1d20 + 4 ⇒ (20) + 4 = 24

BK pursues his line by explaining how a boost in population will end up in more messages in the long run, as well as a potential boost in their abilities if dwarven craftsmen are attracted.

I know I could have used diplomacy again, but it was more fun to switch tracks, even if the bonus was lower. And since I rolled a nat 20, I'm feeling pretty good about my choice...

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Alanossë nods in agreement with BK, following his line of persuasion…

Diplomacy: 1d20 + 3 ⇒ (3) + 3 = 6

Diplomacy: 1d20 + 3 ⇒ (2) + 3 = 5


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

Religion (T): 1d20 + 6 ⇒ (7) + 6 = 13

Ovidivo tries to illustrate the importance of family legacy and history to the dwarven people through the many stories of dwarven family among their pantheon.

Radiant Oath

CG Male Leshy Gunslinger (Way of the Pistolero) 2 HP: 28/28 | AC: 18 | F: +8, R: +9, W: +5 | Perc: +7 | Stealth: +3 | Speed: 25 ft. | Senses: Low-Light Vision | Active Conditions:

Diplomacy #1: 1d20 + 2 ⇒ (1) + 2 = 3 Ew, let's at least not get a crit fail?
Diplomacy #1 Hero Point Reroll: 1d20 + 2 ⇒ (5) + 2 = 7 *sad trombone*

"Beacons? We found this place just fine on our own; you sure that's a good use of your time and energy?"

Bugtussle's words are awfully blunt, even for him.

Diplomacy #2: 1d20 + 2 ⇒ (20) + 2 = 22

But he seems to realize this and winces. "Wait, okay, that was rude. Maybe if we were just a tiny group here by ourselves, the beacons would make more sense. But there's a whole horde of our friends here too, spread out through the ruins. Heck, there's even *another* big horde of people here...not that we get along with them, but they're here just the same, which means they figured out how to get down here same as us."

"So...it might not be as easy as it used to be, but folks are still capable of finding their way here. With that being the case and all, I think you should hold on to the names and messages for now. Even if all of those people are long gone, they still live on through you. That's...that's a really important thing, you know?"

Horizon Hunters

| HP 21/24 | AC 19; w/cape 20 | Fort +5; Ref +10; Will +7 | Perception: +7 (E); Darkvision, Low-light vision | Hero Point 0/3 | CN Female Elf (Changeling) Scoundrel Rogue 2

My internet has been out since Friday. I'm sorry for not being able to post :(

Relia tries to support the others' arguments along with Alanossë and BK without taking the spotlight.

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14


Witch's Winter Holiday

Voting Results:
- Keep the Records: 4
- Raise the Beacon: 0
- Banterknell's Idea: 6

The two statues listen thoughtfully as each Pathfinder speaks in turn. After everyone finishes, they stand in silence for several minutes.

Finally, Jernashall speaks. "I think I understand your reasoning, and I cannot find fault with it even if I do not like it. We will retain a portion of our records and guide others here with the remainder of our energy. Do you agree, sister?"

"I do." Raseri Kanton bobs her stone head up and down affirmatively. "Let us compare our memories. I will give my most recent records to you for safekeeping and then act as the beacon."

The two statues once again stand in silence for a minute before reanimating. Then Raseri Kanton clasps her stone hands together, a look of concentration engraved on her face. An imperceptible hum echoes through the chamber, and when the explorers consult their wayfinders they find that the needles point directly to the silver-flecked statue.

"Thank you for your assistance," Jernashall says, her expression neutral once again. "Now that you can find us more easily, I am sure you will be steadfast allies. May Mother Folgrit keep your families safe and your loved ones from harm."

Beyond the statues, the room opens on either side. To the left rests what appears to be a large stone elevator. Ovidivo finds the device simple to operate - rotate the large stone wheel in the center of the chamber clockwise to ascend or counterclockwise to descend. The device - hooked up to a complicated gear shaft - grinds slowly and creaks as the whole room moves shakily upwards. After a few seconds, the grinding and shaking both stop, and the wheel and room move smoothly for what is very likely the first time in centuries.

The wide natural cavern above is littered with abandoned wagons of metal and stone. Mice scatter underfoot, their startled squeaks quickly fading to silence. A short ways down the road, a set of double doors seal off whatever might be beyond. A large sign nearby reads, Maximal bredd: Åtta fot.

Dwarven:
Maximum Width: Eight feet

Crafting or Occultism DC 15:
A wide swath of the stone floor in this chamber has been damaged by something large, malleable, and acidic. Some type of ooze is the most likely culprit.

The Pathfinders, heedful of their instructions to report new routes, use the stone elevator to descend again to the stone sisters. The other side chamber sports a large shaft with iron rungs descending into the depths below. At the bottom is another large cavern that narrows on one side into a rocky passageway. The tunnel stops abruptly at a pair of doors covered in what appear to be religious symbols of the dwarven pantheon of deities - though most are badly damaged. A faint metallic scent wafts through the area, though its source is hidden in darkness.

Religion DC 15 or Dwarven Lore DC 8:
Only one symbol on the door remains undamaged - a fire underneath a stone archway. This is the unholy symbol of Droskar, the evil dwarven god of toil.

Religion DC 17:
The metallic smell seems to be faint Abyssal energy, like that left behind after a fiend has been summoned.

GM Screen:
Alanossë Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Banterknell Perception: 1d20 + 5 ⇒ (18) + 5 = 23 (+2 Scent 30 ft)
Bugtussle Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Cassimon Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Ovidivo Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Relia Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Recognizing another route to be reported - and with no further areas to explore nearby - the Pathfinders prepare to leave the Unsealed Way. But as they are making their way back through the narrow entryway, Alanossë grabs Cassimon and stops him dead in his tracks. Relia reaches down and plucks a piece of barbed wire, strung across the passageway at the perfect height to tear into ankles, like a harp string.

The Aspis left you a surprise, but thankfully nearly everyone noticed it. It can be disabled with a Thievery check.

What do you do?

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

Occultism: 1d20 + 4 ⇒ (19) + 4 = 23
Religion: 1d20 + 0 ⇒ (13) + 0 = 13
Religion: 1d20 + 0 ⇒ (12) + 0 = 12
Religion: 1d20 + 0 ⇒ (8) + 0 = 8

"Ick. I think there is an oozie ooze down here. Look at those ooze tracks there."


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!


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

"Let me take care of that," Ovidivo says.

Thievery (T): 1d20 + 8 ⇒ (6) + 8 = 14

If failed but not critically failed:

Thievery (T): 1d20 + 8 ⇒ (15) + 8 = 23

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

BK steps back into a safe position from traps and oozes. He also checks the ceilings figuring oozes can slither over just about anything.


Witch's Winter Holiday

Ovidivo unhooks the barbed wire and coils it with only a small cut on his finger to show for his efforts. First attempt failed, second succeeded. With the way back to camp clear, the Pathfinders proceed up slightly-familiar hallways.

Back on the surface, the expedition headquarter is abuzz with activity. More agents seem to have arrived while the group was underground, as evidenced by an almost excessive number of patrols the group meets on their way in. Merchants also seem to have caught wind of the Society's activity in the area - a Pathfinder can't go more than two steps without running into a salesperson telling them all about how "Mjolin's spells are the highest quality, come get yours cast for a sizeable discount!" and "Come to Flikik's Traveling Emporium - we've got everything under the sun and then some!". A tiny halfling girl at a strategic chokepoint solemnly puts bottles with tags advertising "Hands-Off Healing - come find us in Absalom!" into each passerby's hand before letting them through.

Lots of conditions here! To summarize:
- You can purchase spellcasting service for any common 1st level spell at a 10% discount when paid in gold. Given the long travel times into the Pallid Peak, this service may be most effective when used for spells with durations of at least an hour or ones that remove negative conditions.
- You can purchase any common item of up to your level which you have access to (meaning it is not restricted to items from the CRB).
- You each receive a minor healing potion (restores 1d8 hitpoints).

The group reports their findings and settles down for a dinner of slow-cooked boar with roasted potatoes, carrots, and parsnips and accompanied by dark ale. In the morning, the map shows that there is only one area they haven't explored yet - the Sunken Halls. A senior agent gives everyone a potion of water breathing and tells them to use the guide rope to get to an area of interest.

Everyone has rested - spell slots regained, daily preparations made, etc. Does anyone want to make any purchases before leaving camp? You know you'll be heading underwater, and scouting reports mention carnivorous fish.

What do you do?

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

BK buys some swim fins in a gaudy shade of red and purple and a new cap with a shark fin on top of it.

Since I do not own the World Guide as a source, these are just for RP effect and are of such cheap quality that they will disintegrate before he ever even reaches water. Though it anyone DOES have the book, it would be a good, though expensive purchase.

Radiant Oath

CG Male Leshy Gunslinger (Way of the Pistolero) 2 HP: 28/28 | AC: 18 | F: +8, R: +9, W: +5 | Perc: +7 | Stealth: +3 | Speed: 25 ft. | Senses: Low-Light Vision | Active Conditions:

"Don't suppose anyone's got some of that water-breathing magic handy, do they?" Bugtussle asks the next morning as the group makes preparations. "Otherwise I'm not sure how far we're gonna get with just holding our breath and hoping for the best..."

Whether or not the group comes up with a solution, the cactus does make a few purchases: a pair of swim fins, a waterproof carrying case for his gun and a few of his ammunition rounds, and an air bladder.

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

As per GM post:
A senior agent gives everyone a potion of water breathing and tells them to use the guide rope to get to an area of interest.

So we are good for a while, at least in that respect.

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Alanossë will buy swim fins and an air bladder as well…


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

"Thank you," Ovidivo says as he takes the potion. His guns are stored in a newly purchased waterproof carrying case, and several freshly made bombs hang on his bandolier.

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

BK will hunt for something he can perform with while underwater. Perhaps some ribbons for swirling and underwater dancing. The flute? Well, he's pretty sure it won't work underwater. Fortunately he is versatile.


Witch's Winter Holiday

@Cassimon, @Relia - feel free to retcon any purchases you would have wanted to make before leaving camp in your next post.

The Pathfinders depart for the sunken halls, descending deep into the mountain. A series of torches guide them to the edge of an underground lake. Through its clear waters, worked stone can be seen beneath luminescent algae, and a guide rope that has clearly been installed recently makes its way under the wall and out of sight. The group dons their fins, doffs their potions, and enter the chilly water.

The guide rope allows even the least experienced swimmer to make their way through the water by pulling themselves hand-over-hand along its length. But eventually it runs out near an opening to a small chamber with jagged stone walls tinted green by the glowing algae. It looks like it would be possible to use the walls' protusions like handholds to pull oneself along, but it would also be very painful to run into at any notable speed. (If you want, you can Climb along the walls rather than Swim. The DC for both is 10, and it would make sense to me that you would need your hands free to use them for climbing.) A fine silt that clouds the water with every movement covers the bottom of the room, though it settles seconds later. Clearly-manufactured steps start at the base of the floor and sink into deeper waters in the flooded room to the east. But as Alanossë and Cassimon move closer to inspect the exit, several large forms detach themselves from the walls and snap their pincers in anticipation of a long-awaited meal.

Initiative:
Alanossë Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Banterknell Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Bugtussle Perception, Circumstance: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Cassimon Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Ovidivo Perception, Circumstance: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Relia Stealth: 1d20 + 7 ⇒ (11) + 7 = 18

Fishes?: 1d20 + 8 ⇒ (3) + 8 = 11

Swimming with the Fishies
Round 1! Bold may act!
Bugtussle
Cassimon
Ovidivo
Relia
Alanossë

Red
Blue
Yellow
Green

Banterknell

Environmental Effects:
- You’re flat-footed unless you have a swim Speed.
- You gain resistance 5 to acid and fire.
- You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
- Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.
- You can’t cast fire spells or use actions with the fire trait while underwater.
- Moving requires either swimming or climbing along the walls.

What do you do?

Horizon Hunters

| HP 21/24 | AC 19; w/cape 20 | Fort +5; Ref +10; Will +7 | Perception: +7 (E); Darkvision, Low-light vision | Hero Point 0/3 | CN Female Elf (Changeling) Scoundrel Rogue 2

Swim fins for Relia too I think. Three Interact actions to put on, and +5ft item bonus to the distance you move when rolling Athletics to Swim for non-swim-speed people but -10ft to land speed.

Relia leaves as much gear as she can back at camp, especially most of the fine clothing and disguise kits she keeps in her backpack. "A relaxing swim in a two-piece would be nice, but going around here without arms and armor would be unwise I suppose." she muses before leaving camp with the others.

(1) Once enemies approach she tries to take advantage of her quick reaction time and stealth to get the drop on the closest one!

Athletics swim: 1d20 + 0 ⇒ (13) + 0 = 13 (yay fins + success = 15 feet)

Getting up next to the red creature, she tries to stab it!

Surprise attack On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

(1)
Dagger: 1d20 + 8 ⇒ (18) + 8 = 26 vs. Red Flat footed
Piercing: 1d4 ⇒ 1
Sneak attack: 1d6 ⇒ 6

She'll try that one more time!

(1)
Dagger: 1d20 + 8 ⇒ (17) + 8 = 25 vs. Red Flat footed
Piercing: 1d4 ⇒ 1
Sneak attack: 1d6 ⇒ 6

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