GM Bret’s PbP Gameday XI 3-98 Expedition Into Pallid Peril Tier 3-4 (Inactive)

Game Master BretI

Maps and artwork
Macro spreadsheet
32 challenge points.


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Vigilant Seal

Mostly human precision ranger 5 | AC 23 | HP 63/63 | P +11 F +10 R +13 W +11 | Def. Expl.: Seek | | ◆ | ◇ ◈ | ↺ |

"I have a grappling arrow. Could I fire a line to the other end and us slide?" Caitlin muses.

Vigilant Seal

Female Gnome (Sensate) Summoner (Construct)-4 | 64hp | AC:18 | Prec:8 | F:11 R:8 W:8 | HeroP:0/3 | Summoner 4

"Crafting is something I specialize in." Alseil says as she pulls out her tools. "Goldirox isn't a slouch either, but his hands are usually to big for little projects."

Crafting is a +8, +9 if my superior tools help. I also have a +8 in Thievery, but I haven't purchased the superior tools their yet. Goldirox has even greater dexterity than Alsiel, so his Thievery is a +9 base, but he will have to borrow my tools.


Given my reading of the description, the bonus from the Superb Repair Kit should apply.
You are trying to prop up the floor with thievery, or reinforce the subflooring with crafting.

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

Xathel has +10 in both Crafting and Thievery, but has the superior tools for Thievery. He also has a spare set of normal thieves' tools, if anyone needs to borrow them. (It wasn't worth selling them back when he upgraded.) Do we need multiple successes for this challenge?

"Reporting and disabling any traps we find were part of our orders," Xathel replies to Scratch, with a nod. He turns to Alseil and says, "I'll work on propping up the floor, if you can work on reinforcing the subfloor." He starts pulling tools from his kit to get to work.

Thievery (disable): 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

"And if neither of ye can get the paint ta stick I'll blast the hell out of it, just in case..."

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance look at the goblin trying to put mud on him and says “You’re not puting that on me, there’s no way I can clean that up around there.

Back at the camp the catfolk takes a rest, thinking how much the Society must hate him: after sending him in sewers twice, they teamed him with someone putting mud on people. Couldn’t he put water, like holy water on wounds instead.

Looking down at the trap, Chance indicates “I could give a try to stop the tiles from tipping.

Depending on the number of success needed, that’s either a try, or to help
Thievery to Disable a device: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

Xathel shakes his head slightly in some bemusement at Scratch's enthusiasm, but doesn't look away from his task. "If we can't fix this problem today, friend dwarf, I'd rather warn other teams away from it than obliterate any evidence of your distant kin's existence here. Too much has already been forgotten about these halls."


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With the efforts of Xathel and Chance, you are able to make the floor of the room stable.

You go to the room on the other side of the tilting floor and find a large elevator that leads to a cavern above. There is a large stone wheel connected to a complicated gear shift.

You find rotating the wheel clockwise to move the elevator up and counterclockwise to move it down. Must be some wild gear ratios on that wheel, other than a little bit of creaking and shaking the first couple of turns, the mechanism works smoothly. Dwarven engineering is certainly rugged!

The upper level is a wide, natural cavern. Long ago, the dwarves who lived here cast shape stone and used stonecutters to smooth out the area. Abandoned wagons of metal and stone mark this as the start of a caravan route, though any cargo that may have once been here has long since decayed.

Approximately a thousand feet down the road, a set of double doors seal off the next chamber. A warning sign in Dwarven reads “Maximum Width: 8 feet”. Mice scatter when the first of you enters the area.

DC 15 Occultism or Crafting to Recall Knowledge:
A wide With swath of stone has been damaged by the acidic trail of an ooze.

It is obvious that you have left the Unsealed away and found a new route. Time to report it and search the other areas.


Spoiler:
1d20 + 8 ⇒ (13) + 8 = 21

You backtrack and take the other path. You find yourself at a crossroads.

Moldering bags and gear pile in the southwestern corner of this square room. Stone stairs lead upward to the south. Passageways show glimpses of rooms to the northwest and south.

The staircases rise about 2-1/2 feet to the platform above. The stairs are shoddy from ages of neglect.
Treat the stairs as both Uneven Ground and Difficult Terrain.

Caitlin notices that along with the abandoned gear are four moldering bodies.

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

Occultism: 1d20 + 10 ⇒ (18) + 10 = 28

"An ooze's acid has scarred this stone as it passed through here," Xathel says, pointing out the monster's trail. "Watch where you step, in case there are more about. We should return to report our progress, and this new discovery."

-----

At the crossroads, Xathel looks disappointed at seeing the decayed state of the stairs. He looks around carefully, bow at the ready.


VC Australia - WA

Rumors of the Pathfinder Society’s expedition have attracted another interested party. Table GMs, run Event 1: First Contact.


The patter of footsteps precedes a group of humans that stumble around the corner. They look at each other in surprise before one says, “Those are the Pathfinders, right?

Another responds, exasperated, “Yes. Get your dagger out.

Slide 21, they came up behind you.

Initiative:

Alseil Geodekeeper's Initiative Using Detect Magic (Arcana): 1d20 + 6 ⇒ (3) + 6 = 9
Caitlin Berrigan's Initiative Using Search: 1d20 + 8 ⇒ (1) + 8 = 9
Looni Burni's Initiative Using Avoid Notice (Stealth): 1d20 + 8 ⇒ (19) + 8 = 27
Scratch Steeltoe's Initiative Using Avoid Notice (Stealth): 1d20 + 12 ⇒ (7) + 12 = 19
Xathel's Initiative Using Investigate and Scout, Incredible initiative: 1d20 + 12 ⇒ (1) + 12 = 13
Chance Sarava's Initiative Using Avoid Notice, After You (acts last): 1d20 + 9 ⇒ (15) + 9 = 24

Aspis 1: 1d20 + 7 ⇒ (10) + 7 = 17
Aspis 2: 1d20 + 7 ⇒ (13) + 7 = 20
Aspis 3: 1d20 + 7 ⇒ (8) + 7 = 15
Aspis 4: 1d20 + 7 ⇒ (19) + 7 = 26
Aspis 5: 1d20 + 7 ⇒ (17) + 7 = 24

Round 1:

Bolded may act.

Looni
Aspis 4
Aspis 5
Aspis 2
Scratch
Aspis 1
Aspis 3
Xathel
Alseil and Goldirox
Caitlin
Chance


VC Australia - WA

Fellow Pathfinder Society agents have thinned out the dangers of the mountain.
The Creatures Abated condition is now in effect for Act 1.


VC Australia - WA

With a source of copper being discovered within one of the ruins, the spellcasters at the base camp have more resources available.
The Enhanced Spellcasting condition is now in effect.

Vigilant Seal

CN M Goblin (charhide) Oracle 4 | HP 46 | AC 19 | F +10 R +10 W +7 | Perc +5, Darkvision 60 ft | Speed 25 ft | Focus 2/2 | Spells 1st: 3/3 2nd: 3/3| Hero Points: 1 | Active Conditions: None

Flames dance in Looni’s eyes as he turns around and smiles gleefully. He runs back towards Scratch and Caitlin, leaving a trail of hot smoky air behind him.

Casting incendiary aura (10 ft aura) [AA] and Stride [A].

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

Grave robbers? Aspis? Mutating oozes that 'kin look like humans? Scratch ponders in silence.

Vigilant Seal

Mostly human precision ranger 5 | AC 23 | HP 63/63 | P +11 F +10 R +13 W +11 | Def. Expl.: Seek | | ◆ | ◇ ◈ | ↺ |

Caitlin is about to mention the mouldering bodies when...


Enhanced Spellcasting (Fortification Meter Level 1): The reserves of needed spellcasting reagents have been replenished, allowing for the casting of non-essential spells. The PCs can purchase spellcasting services for any common spell in the Pathfinder Core Rulebook of up to their level at a 10% discount for the duration of the adventure. It takes at least 30 minutes to reach each of the encounter areas, so this feature is best used for spells with a duration of at least 1 hour. Spellcasting services to remove negative conditions are also available at this 10% discount. This discount only applies to purchases made with gold.

Slide 9 lists it as Fortification Meter Lefel 1.


Looni casts a spell and strides towards the Aspis intruders!

Aspis agent four draws their dagger, runs up to Looni and stabs them.
Dagger: 1d20 + 7 ⇒ (13) + 7 = 20 agile, versatile S
Piercing damage: 1d4 + 2 ⇒ (3) + 2 = 5

Aspis agent five draws their dagger, runs up to Scratch and misses with their strike.
Dagger: 1d20 + 7 ⇒ (8) + 7 = 15 agile, versatile S
Piercing damage: 1d4 + 2 ⇒ (3) + 2 = 5

Aspis agent two draws their dagger, throws it at Looni, and grabs another dagger. The throw was very accurate, slicing into the tender part of Loohi’s left ear.
Dagger thrown, range: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23 agile, versatile S
Piercing damage: 1d4 + 2 ⇒ (1) + 2 = 3

Round 1:

Bolded may act.

Looni 11 damage
Aspis 4
Aspis 5
Aspis 2
Scratch
Aspis 1
Aspis 3
Xathel
Alseil and Goldirox
Caitlin
Chance

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

Scratch leans back as a dagger slices over head "Looks like some of 'em made it outta the jungle with all their flesh in one piece... guess we better remedy that!" His arquebus is in his hands in a flash. He levels it at the hip and unloads a 50 caliber steel bearing into Aspis #5's chest.

+1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 13 ⇒ (17) + 13 = 30 Damage (P/B): 2d8 + 2 ⇒ (5, 6) + 2 = 13
Replace Damage with Fatal Damage if a Crit (P/B): 2d12 + 2 ⇒ (1, 2) + 2 = 5Extra Fatal Dice Damage (P/B): 1d12 ⇒ 5
One Shot, One Kill (Precision): First Strike, Stealth for Initiative: 1d6 ⇒ 5

Once the muzzle flash and smoke clears he's made a hasty retreat down the corridor "Best you chiseled face smashers get in there. I'll provide some cover fire!"

Strike, Double Stride. Also, its very sad my fatal damage was lower than my regular damage before doubling.. or maybe its short of a crit.


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Although the Aspis agent tries to dodge, the bullet from Scratch’s big gun slams into his torso and sends him spinning to the ground. It does not look like he will be getting back up.

You killed Kehni!” Agent One shouts. “I was planning to do that and you took my fun away!

The other agents give that one a puzzled look.

Aspis One pulls his knife, moves up and strikes at Asmeil.
Dagger: 1d20 + 7 ⇒ (15) + 7 = 22 agile, versatile S
Slashing damage: 1d4 + 2 ⇒ (4) + 2 = 6

Aspis Three pulls their knife, moves to the other side of Looni, and slashes them.
Dagger: 1d20 + 7 ⇒ (11) + 7 = 18 agile, versatile S
Slashing damage, sneak attack: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9

Round 1:

Bolded may act.

Aspis 4
Aspis 5
Aspis 2
Scratch
Aspis 1
Aspis 3
Xathel
Alseil and Goldirox 6 damage
Caitlin
Chance

Round 2:

Looni 20 damage incendiary aura (10 ft aura)

Vigilant Seal

Female Gnome (Sensate) Summoner (Construct)-4 | 64hp | AC:18 | Prec:8 | F:11 R:8 W:8 | HeroP:0/3 | Summoner 4

Pointing their hand behind them, Alseil lets out a burst of magical power.

Act Trogether, three actions to Alseil
◆ ◆ Electric Arc on R1 and R3: DC 20 Reflex: 2d4 + 4 ⇒ (4, 2) + 4 = 10

"Time to castle Goldi!" she calls out as Alseil retreats.

Stride

"I...am not...a rook"

Stride

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

Xathel turns, sees Looni being ganged up on, and carefully aims before shooting at #1.

Xathel Devises a Stratagem (◆), Recalls Knowledge as part of the same action, and Strikes (◆)
Society (Recall Knowledge): 1d20 + 12 ⇒ (13) + 12 = 25 (if crits, he and allies get +1 on next attack vs. target)
Shortbow +1, with Devise a Stratagem: 1d20 + 11 ⇒ (9) + 11 = 20, Range 60 ft, Reload 0, Deadly d10
Piercing damage: 1d6 ⇒ 1
Strategic strike adds precision: 1d6 ⇒ 4

Again, no 3rd action, he'd just waste be wasting ammo.


Asmeil’s spell catches both of the Aspis agents, arcing between them and causing their hair to stand on end.
Ref One: 1d20 + 10 ⇒ (4) + 10 = 14
Ref Three: 1d20 + 10 ⇒ (3) + 10 = 13

She then swaps positions with Goldirox.

Xathel knows a fair amount about the types of agents the Aspis consortium employs. Judging by their limited selection of weaponry and equipment, these look like new recruits trying to make a name for themselves within the consortium. They are trained in various ways to work together, especially hitting targets that they can flank.

Game Mechanics:

ASPIS AGENTS
UNCOMMON NE MEDIUM HUMAN HUMANOID

Sneak Attack The Aspis agent deals an extra 1d6 precision damage to flat-footed creatures.

Xathel hits with his crossbow. Agent One looks in bad shape.

Round 1:

Bolded may act.

Aspis 4
Aspis 5
Aspis 2
Scratch
Aspis 1 15 damage
Aspis 3 10 damage
Xathel
Alseil and Goldirox 6 damage
Caitlin
Chance

Round 2:

Looni 20 damage incendiary aura (10 ft aura)

Vigilant Seal

CN M Goblin (charhide) Oracle 4 | HP 46 | AC 19 | F +10 R +10 W +7 | Perc +5, Darkvision 60 ft | Speed 25 ft | Focus 2/2 | Spells 1st: 3/3 2nd: 3/3| Hero Points: 1 | Active Conditions: None

The flames dancing in Looni’s large red eyes become painfully real as a sheet of fire bursts from his hand. With a cackle of glee, the goblin darts back down the hallway behind Goldirox.

15 ft cone covering #3 and #4
Fire damage: 2d4 + 1 ⇒ (2, 4) + 1 = 7 Basic Reflex DC 20 - if they take any fire damage, they also take 2d4+1 Persistent Fire damage from Looni’s incendiary aura.

Casting burning hands over #3 and #4 [AA], then Stride [A].


Although these guys look dexterous, so far they’ve had no luck avoiding any of the magical attacks. The two agents burst into flame! Agent three’s accumulated injuries are quite severe.
Ref Three: 1d20 + 10 ⇒ (6) + 10 = 16
Ref Four: 1d20 + 10 ⇒ (3) + 10 = 13
I’m on fire!

Round 1:

Bolded may act.

Aspis 4 7 damage 2d4+1 persistent fire damage
Aspis 5
Aspis 2
Scratch
Aspis 1 15 damage
Aspis 3 17 damage 2d4 persistent fire damage
Xathel
Alseil and Goldirox 6 damage
Caitlin
Chance

Round 2:

Looni 20 damage incendiary aura (10 ft aura)

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

The catfolk dashes back toward the aspis agents.

Stride 30 ft. out of 35

He then attack the one that is not on fire.

Confident finisher, loosing the panache. Deal half precise strike on a failure.
+1 Rapier vs A1 AC: 1d20 + 10 ⇒ (5) + 10 = 15
Magic, Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
Precise Strike: 2d6 ⇒ (2, 3) = 5
deadly: 1d8 ⇒ 1

He then take a defensive posture, planning to put his rapier through anyone that makes an attack that leaves an opening.

Dueling Parry, AC 22.
Use Opportune Riposte reaction on any enemy that critically fails an attack against him.

Opportune Riposte:

+1 Rapier: 1d20 + 10 ⇒ (17) + 10 = 27
Magic, Piercing: 1d6 + 1 ⇒ (6) + 1 = 7
deadly: 1d8 ⇒ 4


Chance barely grazes his target, leaving them barely standing. He then takes up a defensive stance.
Miss, but does damage anyways because of finisher move

Round 1:

Bolded may act.

Aspis 4 7 damage 2d4+1 persistent fire damage
Aspis 5
Aspis 2
Scratch
Aspis 1 17 damage
Aspis 3 17 damage 2d4 persistent fire damage
Xathel
Alseil and Goldirox 6 damage
Caitlin
Chance AC 22, opportune riposte

Round 2:

Looni 20 damage incendiary aura (10 ft aura)

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

Scratch starts to look a bit worried as the Aspis start to drop "Come on now kiddies, if yer gonna piss inta the wind ye gotta at least stand fer more than just a few drops on yer shoe!" He gets ready to reload or laugh depending on Caitlin's actions.

Vigilant Seal

Mostly human precision ranger 5 | AC 23 | HP 63/63 | P +11 F +10 R +13 W +11 | Def. Expl.: Seek | | ◆ | ◇ ◈ | ↺ |

Caitlin finds herself too close to the enemy for using her bow, so she draws her rapier and stabs the agent next to her twice.

Rapier: 1d20 + 9 ⇒ (5) + 9 = 141d6 + 1 ⇒ (3) + 1 = 4
Rapier: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 1 ⇒ (5) + 1 = 6

precision if any hit!: 1d8 ⇒ 5


Caitlin finds she needs more practice with her rapier, especially when carrying the bow in the other hand. She fails to hit her target.

Don’t you need to hunt prey to get the precision damage?

Aspis agent 4 tries to put out the fire! They manage to do so by dumping their canteen of water over themselves.
Aid Persistent Recovery: 1d20 ⇒ 10

They then make a strike at Chance that leaves themselves wide open. Not only do they miss their target, but Chance turns the attack to their advantage and strikes them through the heart. They are dead before they hit the floor. Crit on riposte
Dagger: 1d20 + 7 ⇒ (7) + 7 = 14 agile, versatile S
Piercing damage: 1d4 + 2 ⇒ (1) + 2 = 3

While Chance is sliding his rapier out of the dead body, Aspis agent 2 risks coming up and stabbing him twice. Because of having to defend against opponents on both sides of him, the two strikes hit.
Dagger: 1d20 + 7 ⇒ (15) + 7 = 22 agile, versatile S
Piercing damage, sneak attack: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (4) = 9

Dagger, MAP: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21 agile, versatile S
Piercing damage, sneak attack: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (3) = 9

Round 2:

Bolded may act.

Aspis 4 25 damage
Aspis 5
Aspis 2
Scratch
Aspis 1 17 damage
Aspis 3 17 damage 2d4 persistent fire damage
Xathel
Alseil and Goldirox 6 damage
Caitlin
Chance 18 damage AC 22

Round 3:

Looni 20 damage incendiary aura (10 ft aura)

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

Scratch quickly reloads, his gnarled, stubby old fingers doing the work without thought. He takes quick aim at R1, touches off another wad of gunpowder. "HA, Incoming!"

BOOM!

+1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 13 ⇒ (8) + 13 = 21Damage (P/B): 2d8 + 2 ⇒ (6, 7) + 2 = 15
Replace Damage with Fatal Damage if a Crit (P/B): 2d12 + 2 ⇒ (12, 2) + 2 = 16Extra Fatal Dice Damage (P/B): 1d12 ⇒ 7

Then he ducks behind the corner of the wall as he reloads and hides.

Reload, Strike, Covered Reload: Hide


Scratch hits and takes down his target!

Agent two comments “Didn’t like him anyways. Cheated at cards.

Agent three is too busy trying to put out the first for any sort of comment beyond “Ouch! Hot!” and a few other sounds of pain. They douse themselves with their canteen. They do get the flames out.
Assisted Recovery vs Persistent Fire: 1d20 ⇒ 17

They then strike at the only person in their reach, Chance. They miss.
Dagger: 1d20 + 7 ⇒ (8) + 7 = 15 agile, versatile S
Piercing damage: 1d4 + 2 ⇒ (4) + 2 = 6

Round 2:

Bolded may act.

Aspis 4 25 damage
Aspis 5
Aspis 2
Scratch
Aspis 1 32 damage
Aspis 3 17 damage
Xathel
Alseil and Goldirox 6 damage
Caitlin
Chance 18 damage AC 22

Round 3:

Looni 20 damage incendiary aura (10 ft aura)

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

Xathel moves up to get a clear shot at the wounded Aspis (#3). "Amateurs," he mutters scornfully.

Move (◆), Devise a Stratagem (◆), Recall Knowledge as part of the same action, and Strike (◆)
Society (Recall Knowledge, -2 retry): 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17 (on crit, Xathel and allies gain +1 to next attack vs. target)
Shortbow +1, with Devise a Stratagem: 1d20 + 11 ⇒ (15) + 11 = 26, Range 60 ft, Reload 0, Deadly d10
Piercing damage: 1d6 ⇒ 6
Strategic strike adds precision: 1d6 ⇒ 4
On crit, add Deadly: 1d10 ⇒ 2


Xathel moves up and then puts an arrow through Agent three. The agent falls to the floor, dead.

The other agent immediately drops their dagger and proclaims “I surrender!

Can end combat here if someone accepts the surrender.

Round 2:

Bolded may act.

Aspis 4 25 damage
Aspis 5
Aspis 2 Dropped weapon and surrendered!
Scratch
Aspis 1 32 damage
Aspis 3 39 damage
Xathel
Alseil and Goldirox 6 damage
Caitlin
Chance 18 damage AC 22

Round 3:

Looni 20 damage incendiary aura (10 ft aura)

Vigilant Seal

Mostly human precision ranger 5 | AC 23 | HP 63/63 | P +11 F +10 R +13 W +11 | Def. Expl.: Seek | | ◆ | ◇ ◈ | ↺ |

"That is a sensible choice. No sense in throwing your life away." says Caitlin, pointing her rapier at the agent.


Combat over

Status:
Alseil and Goldirox 6 damage
Caitlin 0 damage
Looni 20 damage
Scratch 0 damage
Xathel 0 damage
Chance 18 damage


You question the Aspis agent you captured. Xathel is not at all surprised to find out they are new agents looking to make a name for themselves. They freely admit that there are stronger agents active in the Pallid Peak, but they know nothing of their plans.

After the questioning and any healing you may want to do, you go back to the chamber you were about to investigate. Nothing appears to have changed there.

Vigilant Seal

Mostly human precision ranger 5 | AC 23 | HP 63/63 | P +11 F +10 R +13 W +11 | Def. Expl.: Seek | | ◆ | ◇ ◈ | ↺ |

"We should check over those bodies. Although let's be careful just in case they get up." Caitlin says as she goes to look.

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

Xathel pulls out a bit of rope to bind the prisoner, but being far more perceptive than persuasive, he lets the others handle most of the questioning. Trusting that Looni can see to his own wounds, the elf begins treating Chance's injuries.

Looni's healing: 2d8 ⇒ (5, 1) = 6
I'm including this to speed things up, but I'm guessing Looni's player will probably want to do some magical healing, too.

Xathel's Medicine (T): 1d20 + 8 ⇒ (3) + 8 = 11
Spending a Hero Point so we don't have to wait an hour because of a bad roll.

Xathel's Medicine (T): 1d20 + 8 ⇒ (10) + 8 = 18
Success (DC 15) heals: 2d8 ⇒ (2, 5) = 7 for Chance.


Status:
Alseil and Goldirox 6 damage
Caitlin 0 damage
Looni 14 damage 50 minutes treat wounds
Scratch 0 damage
Xathel 0 damage
Chance 11 damage 50 minutes treat wounds

I have moved Caitlin over near the bodies and equipment. Please update your positions on Slide 21. The location of the Aspis captive really doesn’t matter.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance grabs one of the remaining agent canteen, in case he needs to clean himself up after some of Looni’s mud bath. He shivers just at the thought.

He look at the stairs. He looks back to check that everyone is ready before carefully and silently advancing the stairs.

Going back to avoid notice.


Stairs are difficult terrain and uneven ground.
Out of combat this can be ignored. In combat it would be a DC 16 Acrobatics to Balance.

Vigilant Seal

Mostly human precision ranger 5 | AC 23 | HP 63/63 | P +11 F +10 R +13 W +11 | Def. Expl.: Seek | | ◆ | ◇ ◈ | ↺ |

Caitlin searches the bodies, looking for identification as well as artefacts.

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

"Dang right you better give up!" Scratch helps bind the lone agent, rifling through all their gear, eager to find some interesting things like chewing tobacco, food, and liquor. "When we head back down we'll bring ya with us, but for now try ta keep the rats from gnawing on yer toes." He leaves him be, heading to check out the old corpses.

"Findin' anythin' gud Cait? They been dead a long while or? I mean.. you'd think if they were hundreds of years old maybe they'd have turnt to dust by now?" While he's in the general area Scratch looks for signs of local wildlife that could turn up and be a problem.

Survey Wildlife:

Survival: 1d20 + 8 ⇒ (5) + 8 = 13

Survey Wildlife: Feat 1: General/Skill: Prerequisites trained in Survival
You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.

Vigilant Seal

Female Gnome (Sensate) Summoner (Construct)-4 | 64hp | AC:18 | Prec:8 | F:11 R:8 W:8 | HeroP:0/3 | Summoner 4

"I'll admit, this is my first time running into the Corporation." Alseil says. "I am not impressed."


Initiative:

Alseil Geodekeeper's Initiative Using Detect Magic (Arcana): 1d20 + 6 ⇒ (20) + 6 = 26
Caitlin Berrigan's Initiative Using Search: 1d20 + 8 ⇒ (19) + 8 = 27
Looni Burni's Initiative Using Avoid Notice (Stealth): 1d20 + 8 ⇒ (6) + 8 = 14
Scratch Steeltoe's Initiative Using Avoid Notice (Stealth): 1d20 + 12 ⇒ (3) + 12 = 15
Xathel's Initiative Using Investigate and Scout, Incredible initiative: 1d20 + 12 ⇒ (17) + 12 = 29
Chance Sarava's Initiative Using Avoid Notice, After You (acts last): 1d20 + 9 ⇒ (1) + 9 = 10

Boney #1: 1d20 + 2 ⇒ (10) + 2 = 12
Boney #2: 1d20 + 2 ⇒ (8) + 2 = 10
Boney #3: 1d20 + 8 ⇒ (1) + 8 = 9
Boney #4: 1d20 + 8 ⇒ (13) + 8 = 21

Just as Scratch Steeltoe is looking around for danger, Caitlin finds it! As she is reaching towards one of the bodies, it starts moving. Four skeletal bodies stand up.

Round 1:

Religion to identify the creatures.
#1 and #2 are one type
#3 and #4 are a different type

Bolded may act.

Xathel
Caitlin
Alseil and Goldirox 6 damage

Boney #4
Scratch Steeltoe
Looni 14 damage
Boney #1
Boney #2
Boney #3
Chance 11 damage

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

Xathel moves up behind his teammates to get a better look at the undead, and aims at one of the skeletons next to Caitlin (#3).

Stride (◆), Devise a Stratagem (◆; Recall Knowledge as part of the same action), Strike (◆)
Religion (Recall Knowledge): 1d20 + 8 ⇒ (11) + 8 = 19
Shortbow +1, with Devise a Stratagem: 1d20 + 11 ⇒ (11) + 11 = 22, Range 60 ft, Reload 0, Deadly d10
Piercing damage: 1d6 ⇒ 2
Strategic strike adds precision: 1d6 ⇒ 6

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

Scratch looks up from his dried up mouse dung at the sound of a bow string twang "The aspis fella runnin' off? Oh, even better!" The burning eyes of death stare back at him from the corner.


Xathel recognizes the creature as a Skeletal Champion. These creatures maintain some of the intellect and skills they had in life. They know how to take advantage of opportunities where opponents leave themselves open to attack and are skilled with the use of shields.

Game Mechanics:

SKELETAL CHAMPION
NE MEDIUM SKELETON UNDEAD

Attack of Opportunity [reaction]
Shield Block [reaction]

As his arrow hits, he also discovers they are resistant to the damage.

Round 1:

Religion to identify the creatures.
#1 and #2 are one type
#3 and #4 are a different type

Bolded may act.

Xathel
Caitlin
Alseil and Goldirox 6 damage

Boney #4
Scratch Steeltoe
Looni 14 damage
Boney #1
Boney #2
Boney #3 3 damage
Chance 11 damage

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