[GD XI, PFS2, MTS] GM Blake's 3-98: Expedition into Pallid Peril (Tier 5-6) (Inactive)

Game Master Blake's Tiger

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Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

The waters threaten to sweep Miladistra aside.

Fort Save: 1d20 + 9 ⇒ (12) + 9 = 21
Deroff's Fort Save: 1d20 + 12 ⇒ (8) + 12 = 20

"This is why I don't eat fish." Miladistra scrambles to get her footing and runs back to the device.

Nature to Disable Device: 1d20 + 11 ⇒ (18) + 11 = 29

"Let me think... ah, okay! It's like the moon's pull on the tides. I think we can cut off its pull if we turn it... here."

Deroff, meanwhile, moves toward Miladistra.

◇ Miladistra and Deroff fail Fort Saves, take 11 damage and are pushed 10 feet to the right.
◆ Miladistra Strides (she has 35 ft of movement)
◆◆ Miladistra uses Nature to Disable Device
◇ Deroff Strides 35 ft. As a Mature animal companion, he can spend a single action to Stride without Command an Animal.

Horizon Hunters

Perc +14 | 30 feet | Class DC 25 | Active Conditions: Fire Resistance 5, Slashing/Piercing Resistance 7 CN Male Gnome(Sensate) Barbarian 9 HP 160/160(173/173) | AC: 26(28) | F +20 R +16 W +15

When offered some brew, Zabu quickly gulps it down.

"Delicious," he says, wiping the back of his hand across his mouth. His opinion is questionable since he drank it so fast you have to wonder if he tasted it at all.

Fortunately, what he says as the orb manipulates the water is lost in the tide as it is not exactly suitable for polite society.

He's still muttering rude things under his breath when he comes down on solid soil and moves to the orb.

Fort Save: 1d20 + 14 ⇒ (12) + 14 = 26

"Let's see...what do we got here? Oh...yeah...like a riptide." He starts to fiddle with the orb.

Survival: 1d20 + 9 ⇒ (19) + 9 = 28

Vigilant Seal

N Human Female Monk | HP 86 | Fort +12 Ref +14 Will +12 | AC 25 | Perc +12 | Hero Pt 1

Buffeted by the undertow, Therisah scampers back through the puddles to the orb and looks for a switch.

Fort Save: 1d20 + 12 ⇒ (3) + 12 = 15
Stride
◆◆ Disable with Survival: 1d20 + 10 ⇒ (13) + 10 = 23


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After being washed about, Miladistra returns to manipulates the runes on the sphere, and the flashing light becomes a little less erratic. Zabu makes his way onto the pyramid and tinkers in his own way, further stabilizing the device. Therisah's efforts do not seem to have a noticeable effect.

Oops! Round 1-2

Lighting: Dim Light (targets are concealed barring means to see or improve light)

Environment: 15 feet Underwater (Swim DC 10)
Height from floor to ceiling is 20 ft.

Effects: - -

Battle Map

◆◆ Disable: Nature (trained required), Survival, or Thievery (trained required).

Malfunctioning Sphere (2 successes)
Teja (68/68) (water breathing) (Fortitude DC 22 vs. 11 Bludgeoning & See Below)
Akuth (64/64) (water breathing) (Fortitude DC 22 vs. 11 Bludgeoning & See Below)
Zabu (102/107) (water breathing)
Round 2
Therisah (75/86) (water breathing, light 20 ft)
Miladistra (21/32) (water breathing)
> Deroff (40/51) (water breathing)
Jun-Mei (62/62) (water breathing, light 20 ft) (Fortitude DC 22 vs. 11 Bludgeoning & See Below)

Fortitude DC 22 - Direction is to the right on map.
Critical Success: The creature takes no damage.
Success: The creature takes half damage.
Failure: The creature takes full damage and is moved 10 feet along with the water.
Critical Failure: The creature takes full and is moved 20 feet along with the water.

Vigilant Seal

open | male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 100/100 | P+17 (+19), F+16, R+18, W+16 | Recall: A+20, N+16, O+21, R+16, S+20 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: lovesick 3

Fortitude: 1d20 + 9 ⇒ (14) + 9 = 23

Aktuh will delay after Jun-Mei, hoping that a space will open up for Disable, since he can get there with one action. If she moves, he'll Stride-Disable. If not, he'll Stride-Stride to the backside and cast Guidance.

Disable, if applicable:
Thievery: 1d20 + 13 ⇒ (4) + 13 = 17
Argh, Aktuh will heroically take a little more sand out of the bag as he switches it with the idol.
Thievery, Hero Point Reroll: 1d20 + 13 ⇒ (16) + 13 = 29


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Apologies to Jun-Mei as I bot some things forward.

Aktuh is able to manipulate the runes on the sphere into a stable configuration before the tide rises again. Each of the runes stops sparking and flickering and now glows with a steady light. This artifact could be quite useful during the Society's exploration of these ruins (and it would be prudent to keep it out of the Aspis Consortium's hands). There is also the literal tons of valuable copper that the pyramid contains, though you certainly won't be the ones to retrieve it.

This proves to be as much as there is to be safely explored, so you return through the underwater passage before your potions of water breathing expire.

You get a full rest with restoration of HP, daily uses, and spell slots.

Due to the efforts of your fellow Pathfinders, the reserves of spellcasting components is flush. Spellcasting services are available at the camp at a discount (10% discount).

News of your endeavor at the mountains has also brought more merchants. (You can now purchase any item up to your level to which you have access even if it is not from the Core Rulebook.) Hands-Off Healing, a shop in Absalom, sends out free samples. You each receive a moderate healing potion for your use here.

Where would you like to explore next? The Labyrinth or the Unsealed Way?

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

Miladistra pecks Zabu on the cheek. "Consider that my thanks for not turning into eel chow." She hefts the device from its resting place. "Let's get this back to base before the Aspis turn it into a weapon."

With the crisis over, Deroff shakes off all of his water in every direction possible.

With a new day, Miladistra pulls out her wand of Longstrider and applies it to herself. "Ah always forget to use this at the start of the day. Maybe we can visit Bolkanga once this is all over."

She shudders when she hears her options. "I picked last time, so I'll defer to yer judgement."

Even is the Labyrinth: 1d2 ⇒ 1
"But Mister Lucky here is sniffing towards the Unsealed Way." She pets Deroff.

Envoy's Alliance

F Human | Cloistered Cleric 7 | ◆◇↺ | HP 58/71| AC 25 | F +12 R +10 W +15 | Perception +15 | hero 1/3 | Focus Points 1/3 | Fire Resistance 2 | Speed 25(35) | Divine Font 4/5 Active Conditions: Vital beacon 4d10, tailwind |

Unsealed Way is fine with me


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.


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You hike to a series of ruins within the mountain. Within the rooms and halls are pitch black, deathly quiet, and fifteen feet high. Miladistra and Therisah's wayfinders provide some light to guide your way.

Let me know if anyone is using any additional light sources.

Eventually...

A slender post spans from floor to ceiling in each corner of this stone chamber. The bracket that holds the posts in the floor is chipped, leaving the posts only loosely attached. Therisah and Teja recognize the danger and stop the rest of you: the floor is a false floor designed to tip and drop those who walk across it into the lower portion, likely painfully.

Disable: Thievery (trained required) or Crafting (expert required) to stabilize the floor

GM Screen:

Aktuh's Perception (E): 1d20 + 12 ⇒ (4) + 12 = 16
Therisah's Perception (E): 1d20 + 12 ⇒ (14) + 12 = 26
Teja's Perception (E): 1d20 + 10 ⇒ (13) + 10 = 23
Song Jun-Mei's Perception (E): 1d20 + 14 ⇒ (8) + 14 = 22
Zabu's Perception (E): 1d20 + 11 ⇒ (2) + 11 = 13

Vigilant Seal

open | male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 100/100 | P+17 (+19), F+16, R+18, W+16 | Recall: A+20, N+16, O+21, R+16, S+20 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: lovesick 3

Aktuh will carefully try to stabilize the bracket.

Thievery (Expert): 1d20 + 13 ⇒ (2) + 13 = 15
Gah, not so expert!
Thievery, Hero Point Reroll: 1d20 + 13 ⇒ (8) + 13 = 21


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That reminds me: +1 Hero Point to Zabu for being heroic (and getting eaten).

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 0/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

Teja sighs. "Slipping floors. This reminds me of one of my early ventures.."

She approaches the danger point and sees if there is a convenient way to jam the mechanism.
thievery: 1d20 + 12 ⇒ (10) + 12 = 22

"There...." she says. I think that should do it.


VC Australia - WA

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


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Testing the floor proves that it still wobbles precariously after Aktuh's and Teja's work.

You can keep trying. If you critically fail, you fall in Reflex DC 26 or Acrobatics DC 22 vs. 2d8+7 damage), but the room resets immediately (don't ask me how). Thievery (trained) DC 28 or Crafting (expert) DC 25 to disable.

Alternatively, you could fly or teleport or some other method of traveling 25 feet without touching the ground.

Alternatively, alternatively, you could try to walk across the trapped floor (same saves as for critically failing the disable checks), but that seems especially painful and drawn out since the failures send you back to the beginning + damage. However, a success or critical success would allow the successful PC to cross.


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Alternatively, alternatively, alternatively, you could give up and try another route.

Horizon Hunters

Perc +14 | 30 feet | Class DC 25 | Active Conditions: Fire Resistance 5, Slashing/Piercing Resistance 7 CN Male Gnome(Sensate) Barbarian 9 HP 160/160(173/173) | AC: 26(28) | F +20 R +16 W +15

"Here. Hold this," Zabu says, handing the end of his rope to one of his companions.

He moves back down the hall a bit then sprints forward, taking a flying leap just before getting to the shifting floor.

Athletics (Long Jump) DC25: 1d20 + 15 ⇒ (12) + 15 = 27

Landing on the other side, he ties the rope off as high as he can reach so folks can cross over under it.

Vigilant Seal

open | male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 100/100 | P+17 (+19), F+16, R+18, W+16 | Recall: A+20, N+16, O+21, R+16, S+20 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: lovesick 3

Aktuh's Crafting is high enough to warrant repeat attempts. I forgot Aktuh was Expert Crafting so I didn't attempt it the first time around.

Aktuh keeps trying to disable, this time focusing on the engineering aspects.

Crafting: 1d20 + 15 ⇒ (10) + 15 = 25 vs DC 25


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Aktuh gets back to fixing the floor while Zabu leaps over him and sails to the other side with the rope. The gnome looks back expectantly, awaiting you to follow him. However, before any of you can decide whether to wait or follow, Aktuh has finished hammering in the last of his shimmies to stabilize the false floor.

Down a short hall on the other side you enter a square chamber with a large stone wheel set parallel to the floor in the center. After a bit of investigating, you determine that the wheel can be turned surprisingly easily, though not without loud groaning and grinding from the mechanism inside and shaking of the room. It appears the wheel moves the entire floor of the room up or down depending on the direction you turn the wheel.

Giving the wheel a good, long trial, the groaning and grinding eventually stops and the rest of the ride upwards is smooth and quiet. Once you reach the limit of its upward rise, the room opens into a large, natural cavern. Countless mice scatter upon your arrival. There are dozens of abandoned wagons made of metal and stone along the sides of the cavern. Nothing of value remains, and anything organic seems to have long since degraded.

There is a central road that has been smoothed through the cavern. Following this, you enter a wide tunnel. This tunnel continues for a thousand feet before it ends in a set of double doors.

A warning in Dwarfish is carved upon the door.

Dwarfish:
Warning: Maximum Width 8 Feet

Crafting or Occultism (DC 15):
A large swath of stone has been damaged by the acidic path of an ooze.

Vigilant Seal

open | male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 100/100 | P+17 (+19), F+16, R+18, W+16 | Recall: A+20, N+16, O+21, R+16, S+20 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: lovesick 3

Crafting: 1d20 + 15 ⇒ (6) + 15 = 21

"This stone has been damaged by something acidic, likely an ooze."

Recall Knowledge on Oozes? Occultism +15

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

"Thank ye kindly, Akuth. You too, Zabu. Deroff could probably make the leap but he can't tie up rope."

"...can anyone read that?" She shrugs.

Horizon Hunters

Perc +14 | 30 feet | Class DC 25 | Active Conditions: Fire Resistance 5, Slashing/Piercing Resistance 7 CN Male Gnome(Sensate) Barbarian 9 HP 160/160(173/173) | AC: 26(28) | F +20 R +16 W +15

"I think it says 'free beer and pretty girls,' but that may just be wishful thinking," Zabu answers.

Hopefully, someone else can figure it out soon because he looks like he's about to test his theory.


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Aktuh knows that oozes often secrete acids that dissolve organic material. Before Zabu can go searching for free beer, you recall that you were instructed to return when you find new routes. However, you still have more branches of the unsealed way to explore so you return the way you came.

Onward and later...

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. As you enter, dwarf skeletons rise from among the piles of rusty and ruined gear. Hungry light flickers in their eye sockets.

Crumbling Stairs, Clattering Bones! Round 1

Lighting: Dim Light (targets are concealed barring means to see or improve light)

Environment: Stairs are Difficult Terrain and Uneven Ground
Height from floor to ceiling is 20 ft.
Uneven ground is an area unsteady enough that you need to Balance (Acrobatics DC 20) 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 (DC 20) or fall prone.

Effects: - -

Battle Map

Akuth (64/64)
Armored Skeleton 4
Miladistra (32/32)
> Deroff (51/51)
Teja (68/68)
Armored Skeleton 5
Jun-Mei (62/62) (light 20 ft)
Zabu (102/107)
Therisah (75/86) (light 20 ft)
Armored Skeleton 3
Armored Skeleton 1 (-12 hp)
Armored Skeleton 2
Rusty Red Skeleton 1

GM Screen:

Aktuh's Initiative: 1d20 + 12 ⇒ (20) + 12 = 32
Therisah's Initiative: 1d20 + 12 ⇒ (7) + 12 = 19
Miladistra's Initiative Using Elven Instincts: I win ties: 1d20 + 12 ⇒ (18) + 12 = 30
Teja's Initiative: 1d20 + 14 ⇒ (13) + 14 = 27
Song Jun-Mei's Initiative: 1d20 + 14 ⇒ (11) + 14 = 25
Zabu's Initiative: 1d20 + 11 ⇒ (11) + 11 = 22
1: 1d20 + 11 ⇒ (2) + 11 = 13
2: 1d20 + 11 ⇒ (2) + 11 = 13
3: 1d20 + 11 ⇒ (13) + 11 = 24
4: 1d20 + 11 ⇒ (20) + 11 = 31
5: 1d20 + 11 ⇒ (14) + 11 = 25
Champion 1: 1d20 + 8 ⇒ (6) + 8 = 14

Vigilant Seal

open | male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 100/100 | P+17 (+19), F+16, R+18, W+16 | Recall: A+20, N+16, O+21, R+16, S+20 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: lovesick 3

The implication was that Aktuh was going to Pursue a Lead with the oozes as a subject of one of his investigations. Hopefully that's okay to retcon. It would have taken a minute.

---

Aktuh sees the skeleton and tries to find a way to damage them. (Armored Skeleton 1)

Devise a Strategem: 1d20 ⇒ 9
Recall Knowledge, Religion +12; will relay anything he Recalls, particularly about resistances and weaknesses.

If Aktuh Recalls good weakness, regardless of piercing resistance:
Aktuh draws an alignment ampoule and throws it.

Alignment Ampoule, 2nd range increment: 9 + 14 - 2 = 21
Good: 1 = 1 plus 1 splash good plus Precision: 2d6 ⇒ (5, 2) = 7
1 splash good on a Miss (but not Critical Miss)

Shared Strategem with Teja

If Aktuh Recalls no piercing resistance and Recalls no good weakness:
Aktuh draws his shortbow, and fires at Armored Skeleton #1.

Shortbow: 9 + 15 = 24
Piercing: 2d6 ⇒ (6, 1) = 7 plus Precision: 2d6 ⇒ (4, 2) = 6
Shared Strategem with Teja

Otherwise:
Aktuh draws his light hammer and casts Guidance on Teja.


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Akuth recalls that stabbing skeletons is an ineffective way to destroy them, so he draws his light hammer. He then cases guidance on Teja.

One of the skeletons breaks away from the wall and clomps slowly toward the base of the stairs. It then yanks a rib out of its chest. It elongates and straightens into a spear as the skeleton hefts it back and then throws it at Teja. The warrior-scholar bats it aside easily, though.

Crumbling Stairs, Clattering Bones! Round 1

Lighting: Dim Light (targets are concealed barring means to see or improve light)

Environment: Stairs are Difficult Terrain and Uneven Ground
Height from floor to ceiling is 20 ft.
Uneven ground is an area unsteady enough that you need to Balance (Acrobatics DC 20) 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 (DC 20) or fall prone.

Effects: - -

Battle Map

Akuth (64/64)
Armored Skeleton 4 (-4 hp)
Miladistra (32/32)
> Deroff (51/51)
Teja (68/68) (guidance)
Armored Skeleton 5
Jun-Mei (62/62) (light 20 ft)
Zabu (102/107)
Therisah (75/86) (light 20 ft)
Armored Skeleton 3
Armored Skeleton 1 (-12 hp)
Armored Skeleton 2
Rusty Red Skeleton 1

GM Screen:

Akuth Religion: 1d20 + 12 ⇒ (15) + 12 = 27
Bone Javelin: 1d20 + 10 ⇒ (2) + 10 = 12

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 0/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

Sorry, been a long day
As the group enters the cavern, Teja peers at the runes for a moment. "Are you sure you can read dwarven? To me that says "maximum width... 8 feet"" she mentions. "So stay central."

As the skeletons start to animate she quickly thinks about what she knows about such creatures.
Recall knowledge, religion +8
Then drawing her rapier she back peddles, hoping someone better equipped to deal with the horrors will take the front.

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

Miladistra's hands crackle with lightning. "Finally. I don't have to feel guilty." She runs into the corner and a >Lightning Bolt< shoots from her fingertips. "Sometimes Mother's gifts come in handy."

Lightning Bolt at Skeletons 1, 2 and 3. DC 21 Basic Reflex save to reduce 4d12 ⇒ (6, 9, 7, 4) = 26 electricity damage.

Deroff moves alongside Miladistra and growls at the skeletons.

◆ Miladistra Strides
◆◆ Miladistra casts >Lightning Bolt< at Skeletons 1, 2, 3
◇ Deroff (Mature Animal Companion) Strides, independently


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I neglected to give the OOC translation on Aktuh's Recall Knowledge: piercing resistance 5.

After watching the skeleton rip out its own rib and chuck it at her like a spear, Teja is not quite sure what to make of these undead (personal pet peeve: I hate how the rarity system influences Recall Knowledge).

Miladistra advances and calls forth a bolt of lightning--not the little arcs so commonly conjured, but a full, thunder-booming ribbon of destructive power. Unfortunately, the skeletons are surprisingly agile despite their lack of muscles, and they do not seem to take as much damage from the lightning as expected (electricity resistance 5).

Another armored dwarf skeleton stomps forward, yanks off one of its ribs, and throws it at Miladistra. The bone transforms into a calcified lancet as it flies. This skeleton apparently more skilled and Miladistra not as adept as Teja at deflecting flying objects, the lancet buries itself deep in the sorceress' thigh.

Crumbling Stairs, Clattering Bones! Round 1

Lighting: Dim Light (targets are concealed barring means to see or improve light)

Environment: Stairs are Difficult Terrain and Uneven Ground
Height from floor to ceiling is 20 ft.
Uneven ground is an area unsteady enough that you need to Balance (Acrobatics DC 20) 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 (DC 20) or fall prone.

Effects: - -

Battle Map

Akuth (64/64)
Armored Skeleton 4 (-4 hp)
Miladistra (18/32)
> Deroff (51/51)
Teja (68/68) (guidance)
Armored Skeleton 5 (-4 hp)
Jun-Mei (62/62) (light 20 ft)
Zabu (107/107)
Therisah (86/86) (light 20 ft)
Armored Skeleton 3 (-8 hp)
Armored Skeleton 1 (-33 hp; <50%)
Armored Skeleton 2 (-8 hp)
Rusty Red Skeleton 1

GM Screen:

Teja Religon: 1d20 + 8 ⇒ (14) + 8 = 22
1: 1d20 ⇒ 5
2: 1d20 ⇒ 18
3: 1d20 ⇒ 15
5 Spear: 1d20 + 10 ⇒ (15) + 10 = 25
P: 1d10 + 11 ⇒ (3) + 11 = 14

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

Recall Knowledge seems way too hard for its own good.

"Hmpf. Of course they resist lightning." Miladistra grunts and rubs her wound.

Horizon Hunters

Perc +14 | 30 feet | Class DC 25 | Active Conditions: Fire Resistance 5, Slashing/Piercing Resistance 7 CN Male Gnome(Sensate) Barbarian 9 HP 160/160(173/173) | AC: 26(28) | F +20 R +16 W +15

"Hey! That leg is far too pretty to mar with a scar you walking dog treat!" Zabu shouts, his face and hands transforming with his anger.

He rushes up to the nearest one to gnaw on it.

Jaws vs. 4: 1d20 + 15 ⇒ (7) + 15 = 22
Piercing: 2d10 + 4 + 2 ⇒ (4, 1) + 4 + 2 = 11


| Extinction | url= |

Zabu finds the crumbling stairs difficult to stand upon and leaving him vulnerable. He does manage to gnaw on the skeleton a bit.

Crumbling Stairs, Clattering Bones! Round 1

Lighting: Dim Light (targets are concealed barring means to see or improve light)

Environment: Stairs are Difficult Terrain and Uneven Ground
Height from floor to ceiling is 20 ft.
Uneven ground is an area unsteady enough that you need to Balance (Acrobatics DC 20) 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 (DC 20) or fall prone.

Effects: - -

Battle Map

Akuth (64/64)
Armored Skeleton 4 (-10 hp)
Miladistra (18/32)
> Deroff (51/51)
Teja (68/68) (guidance)
Armored Skeleton 5 (-4 hp)
Jun-Mei (62/62) (light 20 ft)
Zabu (107/107) (uneven ground)
Therisah (86/86) (light 20 ft)
Armored Skeleton 3 (-8 hp)
Armored Skeleton 1 (-33 hp; <50%)
Armored Skeleton 2 (-8 hp)
Rusty Red Skeleton 1

Vigilant Seal

N Human Female Monk | HP 86 | Fort +12 Ref +14 Will +12 | AC 25 | Perc +12 | Hero Pt 1

"The undead shall not walk here."

The monk strides over to the skeleton squad with energetic fists blazing.

◆ Stride
◆ Balance
Acrobatics: 1d20 + 14 ⇒ (8) + 14 = 22
◆ Flurry of Blows
Unarmed Attack: 1d20 + 15 ⇒ (20) + 15 = 352d6 + 4 + 1d6 ⇒ (5, 5) + 4 + (4) = 18 bludgeoning/disrupting
Unarmed Attack: 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 232d6 + 4 + 1d6 ⇒ (5, 3) + 4 + (3) = 15 bludgeoning/disrupting

Disrupting Handwraps:
A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn.


| Extinction | url= |

Therisah advances onto the crumbling steps and delivers a powerful blow to the skeleton's breastplate, which results in the bones falling to the ground in a pile with a clatter (reaction triggered, negates critical damage), though she can tell by the twitching movements that something unholy still animates them. They are easer to hit in this configuration, though, and she pounds her fist into the mess.

Crumbling Stairs, Clattering Bones! Round 1

Lighting: Dim Light (targets are concealed barring means to see or improve light)

Environment: Stairs are Difficult Terrain and Uneven Ground
Height from floor to ceiling is 20 ft.
Uneven ground is an area unsteady enough that you need to Balance (Acrobatics DC 20) 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 (DC 20) or fall prone.

Effects: - -

Battle Map

Akuth (64/64)
Armored Skeleton 4 (-10 hp)
Miladistra (18/32)
> Deroff (51/51)
Teja (68/68) (guidance)
Armored Skeleton 5 (-37 hp; <50%) (immobilized, flat-footed, enfeebled 1)
Jun-Mei (62/62) (light 20 ft)
Zabu (107/107) (uneven ground)
Therisah (86/86) (light 20 ft)
Armored Skeleton 3 (-8 hp)
Armored Skeleton 1 (-33 hp; <50%)
Armored Skeleton 2 (-8 hp)
Rusty Red Skeleton 1

Envoy's Alliance

F Human | Cloistered Cleric 7 | ◆◇↺ | HP 58/71| AC 25 | F +12 R +10 W +15 | Perception +15 | hero 1/3 | Focus Points 1/3 | Fire Resistance 2 | Speed 25(35) | Divine Font 4/5 Active Conditions: Vital beacon 4d10, tailwind |

Jun-Mei moves into position to protect her allies and calls a burst of thunder down upon the skeletons.

sound burst-sonic vs 1,2,3,5 Fort DC22: 2d10 ⇒ (2, 1) = 3

◆ stride, ◆◆ cast sound burst

Well that was disappointing


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!


| Extinction | url= |

Jun-Mei harnesses the thunder, but it is very quiet thunder. Two of the skeletons manages to resist some of the vibration.

A skeleton grips his mining pick and breaks from the wall. Somehow, despite Zabu's rage and his precarious footing, the dwarf skeleton completely misses the gnome. The one near Therisah takes hold of his great pick and grazes her savagely. A third advances and rips one of its ribs out. Throwing the bone spear at Zabu, it also manages to improbably miss the vulnerable gnome. Lastly, the rusted skeleton advances and tries to stab Zabu with its lance but joins the others in catching only the steps. Nivi Rhombodazzle must be watching over that one.

Crumbling Stairs, Clattering Bones! Round 2

Lighting: Dim Light (targets are concealed barring means to see or improve light)

Environment: Stairs are Difficult Terrain and Uneven Ground
Height from floor to ceiling is 20 ft.
Uneven ground is an area unsteady enough that you need to Balance (Acrobatics DC 20) 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 (DC 20) or fall prone.

Effects: - -

Battle Map

Akuth (64/64)
Armored Skeleton 4 (-10 hp)
Miladistra (18/32)
> Deroff (51/51)
Teja (68/68) (guidance)
Armored Skeleton 5 (-38 hp; <50%) (immobilized, flat-footed, enfeebled 1)
Jun-Mei (62/62) (light 20 ft)
Zabu (107/107) (uneven ground)
Therisah (70/86) (light 20 ft) (uneven ground)
Armored Skeleton 3 (-9 hp)
Armored Skeleton 1 (-36 hp; <50%)
Armored Skeleton 2 (-15 hp)
Rusty Red Skeleton 1

GM Screen:

1 Fortitude: 1d20 ⇒ 4
2 Fortitude: 1d20 ⇒ 7
3 Fortitude: 1d20 ⇒ 13
5 Fortitude: 1d20 ⇒ 11
3 Pick: 1d20 + 14 ⇒ (2) + 14 = 16
1 Pick: 1d20 + 14 ⇒ (11) + 14 = 25
P: 1d10 + 7 ⇒ (9) + 7 = 16
2 Rib: 1d20 + 10 ⇒ (3) + 10 = 13
Rusty: 1d20 + 10 ⇒ (7) + 10 = 17


| Extinction | url= |

While Aktuh considers his options, the first of the dwarfish skeletons to advance grabs hold of its pick with two hands and slams it hard into Zabu's leg and then grazes him again across the arm. The gnome's luck appears to have balanced.

Crumbling Stairs, Clattering Bones! Round 2

Lighting: Dim Light (targets are concealed barring means to see or improve light)

Environment: Stairs are Difficult Terrain and Uneven Ground
Height from floor to ceiling is 20 ft.
Uneven ground is an area unsteady enough that you need to Balance (Acrobatics DC 20) 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 (DC 20) or fall prone.

Effects: - -

Battle Map

Armored Skeleton 4 (-10 hp)
Aktuh (64/64)
Miladistra (18/32)
> Deroff (51/51)
Teja (68/68)
Armored Skeleton 5 (-38 hp; <50%) (immobilized, flat-footed, enfeebled 1)
Jun-Mei (62/62) (light 20 ft)
Zabu (73/107) (uneven ground) (temporary HP used up)
Therisah (70/86) (light 20 ft) (uneven ground)
Armored Skeleton 3 (-9 hp)
Armored Skeleton 1 (-36 hp; <50%)
Armored Skeleton 2 (-15 hp)
Rusty Red Skeleton 1

GM Screen:

4 Pick: 1d20 + 14 ⇒ (19) + 14 = 33
P: 1d12 + 7 + 1d12 ⇒ (3) + 7 + (11) = 21
4 Pick: 1d20 + 9 ⇒ (15) + 9 = 24
P: 1d10 + 7 ⇒ (6) + 7 = 13

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

"Okay, Deroff. Time for you to shine." Miladistra strokes his fur, and the sweet smell of peppermint wafts through his fur. She casts >Enlarge< as he grows to Large size.

He runs to the base of the stairs, and bites down on the juiciest skeleton - number 3.

Jaws: 1d20 + 11 ⇒ (9) + 11 = 20
Damage, Enlarge: 2d8 + 3 + 2 ⇒ (1, 3) + 3 + 2 = 9

◆◆ Cast >Enlarge< on Deroff. He is Clumsy 1.
◆ Direct Animal Companion to Stride and Strike Skeleton 3

Vigilant Seal

open | male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 100/100 | P+17 (+19), F+16, R+18, W+16 | Recall: A+20, N+16, O+21, R+16, S+20 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: lovesick 3

Aktuh will move up and think of a way to hurt Armored Skeleton #1.

Devise a Strategem: 1d20 ⇒ 17
Recall Knowledge, if the first one succeeded.

He throws his light hammer at it.

Light Hammer: 17 + 15 = 32
Bludgeoning: 1d6 + 1 ⇒ (1) + 1 = 2 plus Precision: 2d6 ⇒ (1, 5) = 6
Shared Strategem with Zabu

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 0/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

Seeing the rest of the group advance into the unstable area for battle, rather than pulling back to use the narrow terrain to their advantage, Teja sighs and turns around to join them.

"I should have brought a club." she sighs.

strike: 1d20 + 15 ⇒ (5) + 15 = 20
P damage: 2d6 ⇒ (2, 2) = 4

*stride
*stride
*strike

Envoy's Alliance

F Human | Cloistered Cleric 7 | ◆◇↺ | HP 58/71| AC 25 | F +12 R +10 W +15 | Perception +15 | hero 1/3 | Focus Points 1/3 | Fire Resistance 2 | Speed 25(35) | Divine Font 4/5 Active Conditions: Vital beacon 4d10, tailwind |

June so calls upon the Dawnflower to protect Zabu.

Champion's reaction Glimpse of redemption prevents 8 damage to Zabu and makes skelly 4 enfeebled 2 until the end of its next turn


| Extinction | url= |
Song Jun-Mei wrote:
Champion's reaction Glimpse of redemption prevents 8 damage to Zabu and makes skelly 4 enfeebled 2 until the end of its next turn

Note to self: this saves 10 damage.

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

"Teja, I have a club if you want it." Miladistra points to the lump of wood around her hip. "I'm not really good for physical fightin', you would use it better."


| Extinction | url= |

Deroff grows in size and bounds forward. There he bites down on the skeleton's armor (miss).

Aktuh apparently shakes the wool out of his head as he recalls that these skeletons are behaving like particular skeletons that he has read about in tales about long forgotten ruins (critical success even with the increased difficulty). Unfortunately, he has now also observed most of what makes these skeletons special. They are resistant to most common forms of damaging creatures (cold 5, fire 5, electricity 5, piercing 5, slashing 5). He also remembers that these advanced skeletal warriors are intelligent and not only susceptible to mental assaults (no mental immunity), they are relatively vulnerable (Will is lowest save).

He then chucks his hammer into its skull, which causes the who thing to collapse into a pile of bones (critical hit despite the light cover, reaction triggered).

Teja slides her rapier between the empty ribs of a skeleton (target unclear but either misses #5 or all damage is resisted by #1).

The first of the collapsed bones swiftly rise back together, armor and all back in place. As the skull and helm twist around back in place, the skeletal dwarf seems to be grinning at Zabu. He swings his pick twice, the first passes too high, but the second slams into the gnome as hard as the skeleton normally can.

Crumbling Stairs, Clattering Bones! Round 2

Lighting: Dim Light (targets are concealed barring means to see or improve light)

Environment: Stairs are Difficult Terrain and Uneven Ground
Height from floor to ceiling is 20 ft.
Uneven ground is an area unsteady enough that you need to Balance (Acrobatics DC 20) 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 (DC 20) or fall prone.

Effects: - -

Battle Map

Armored Skeleton 4 (-10 hp)
Aktuh (64/64)
Miladistra (18/32)
> Deroff (51/51)
Teja (68/68)
Armored Skeleton 5 (-38 hp; <50%)
Jun-Mei (62/62) (light 20 ft)
Zabu (57/107) (uneven ground) (shared stratagem)
Therisah (70/86) (light 20 ft) (uneven ground)
Armored Skeleton 3 (-9 hp)
Armored Skeleton 1 (-44 hp; <50%) (immobilized, flat-footed)
Armored Skeleton 2 (-15 hp)
Rusty Red Skeleton 1

GM Screen:

Aktuh's Religion, 2nd Try: 1d20 + 12 ⇒ (20) + 12 = 32
5 Pick, enf 1: 1d20 + 14 - 1 ⇒ (2) + 14 - 1 = 15
5 Pick, enf 1: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24
P, enf 1: 1d10 + 7 - 1 ⇒ (10) + 7 - 1 = 16

Horizon Hunters

Perc +14 | 30 feet | Class DC 25 | Active Conditions: Fire Resistance 5, Slashing/Piercing Resistance 7 CN Male Gnome(Sensate) Barbarian 9 HP 160/160(173/173) | AC: 26(28) | F +20 R +16 W +15

Zabu quickly finds that the stairs are too uneven for him to move around on so he can't take advantage of the way Akuth has knocked the armored skeleton off balance.

"Cute," he comments as the skeletons use their own body parts to attack the group.

Reflex: 1d20 + 10 ⇒ (20) + 10 = 30

Reflex: 1d20 + 10 ⇒ (16) + 10 = 26

He manages to maintain his balance as he gets struck twice.

Then, he makes a grab for the skeleton next to him before slashing at it with his claws.

Athletics (Grapple): 1d20 + 15 ⇒ (19) + 15 = 34

Claw (MAP: 1d20 + 15 - 4 ⇒ (6) + 15 - 4 = 17
Slashing: 2d6 + 4 + 1 ⇒ (5, 5) + 4 + 1 = 15

Claw (MAP: 1d20 + 15 - 8 ⇒ (20) + 15 - 8 = 27
Slashing: 2d6 + 4 + 1 ⇒ (5, 5) + 4 + 1 = 15

Assuming that second claw is a crit, the skeleton is slowed 1 until the end of my next turn unless it makes a DC22 Fort save.

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

"I can make ya'll big, if you want. So you don't have to fight from the stairs."

If anyone wants to be >Enlarged<, just holler and I'll help.


| Extinction | url= |

Targeting unclear. I assumed focused fire.

Zabu grabs hold of the recently reformed skeleton and pays it back in kind. The bones clatter to the ground under the force of the powerful swipe, leaving the gnome holding a lone humerus. The bone wiggles in his hand as it tries to rejoin its fellows on the ground (such an odd interaction of abilities).

Crumbling Stairs, Clattering Bones! Round 2

Lighting: Dim Light (targets are concealed barring means to see or improve light)

Environment: Stairs are Difficult Terrain and Uneven Ground
Height from floor to ceiling is 20 ft.
Uneven ground is an area unsteady enough that you need to Balance (Acrobatics DC 20) 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 (DC 20) or fall prone.

Effects: - -

Battle Map

Armored Skeleton 4 (-10 hp)
Aktuh (64/64)
Miladistra (18/32)
> Deroff (51/51)
Teja (68/68)
Armored Skeleton 5 (-48 hp; <90%) (grabbed, immobilized, flat-footed, slowed 1)
Jun-Mei (62/62) (light 20 ft)
Zabu (57/107) (uneven ground)
Therisah (70/86) (light 20 ft) (uneven ground)
Armored Skeleton 3 (-9 hp)
Armored Skeleton 1 (-44 hp; <50%) (immobilized, flat-footed)
Armored Skeleton 2 (-15 hp)
Rusty Red Skeleton 1

Vigilant Seal

N Human Female Monk | HP 86 | Fort +12 Ref +14 Will +12 | AC 25 | Perc +12 | Hero Pt 1

Momentarily flummoxed by the terrain, Therisah concentrates on the skeleton before her.

Reflex vs Attack: 1d20 + 14 ⇒ (17) + 14 = 31

Balance: 1d20 + 14 ⇒ (3) + 14 = 17
Stand
Flurry of Blows
Unarmed Attack vs #5: 1d20 + 15 ⇒ (14) + 15 = 292d6 + 4 + 1d6 ⇒ (1, 2) + 4 + (6) = 13 bludgeoning/disrupting
Unarmed Attack vs #5 or #1: 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 302d6 + 4 + 1d6 ⇒ (1, 3) + 4 + (6) = 14 bludgeoning/disrupting

Envoy's Alliance

F Human | Cloistered Cleric 7 | ◆◇↺ | HP 58/71| AC 25 | F +12 R +10 W +15 | Perception +15 | hero 1/3 | Focus Points 1/3 | Fire Resistance 2 | Speed 25(35) | Divine Font 4/5 Active Conditions: Vital beacon 4d10, tailwind |

Jun-Mei holds her glaive aloft and channels the glory of the Lady of Chrysanthemums towards everyone.

heal 3 action fort save dc22 for the undead: 3d8 ⇒ (2, 1, 8) = 11


| Extinction | url= |

Therisah starts clearing the board by stomping on the collapsed piles of bones, rendering them inanimate. Then Jun-Mei calls forth the cleansing glory of the Lady of Chrysanthemums. The rusty skeleton seems most affected. The rest seem little affected. One even seems unmarred at all by the divine light. You, on the other hand, all feel healed.

The dwarf skeletons continue to hammer at Zabu with their picks. Jun-Mei intercedes and keeps the blows from one of the skeletons from being as severe as they could have been. The dwarf skeleton in the back takes hold of his pick with both of its hands and advances upon Zabu. It slams the blade deep into Zabu's shoulder.

The rusty skeleton thrusts a lance toward Zabu, but even with his precarious footing, it cannot tag the gnome. The last of the remaining skeletons assaults the gnome as well, but the blood loss must be enhancing Zabu's senses as he dodges every one of those swings.

Crumbling Stairs, Clattering Bones! Round 3

Lighting: Dim Light (targets are concealed barring means to see or improve light)

Environment: Stairs are Difficult Terrain and Uneven Ground
Height from floor to ceiling is 20 ft.
Uneven ground is an area unsteady enough that you need to Balance (Acrobatics DC 20) 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 (DC 20) or fall prone.

Effects: - -

Battle Map

Armored Skeleton 4 (-15 hp)
Aktuh (64/64)
Miladistra (29/32)
> Deroff (51/51)
Teja (68/68)
Jun-Mei (62/62) (light 20 ft)
Zabu (46/107) (uneven ground)
Therisah (81/86) (light 20 ft) (uneven ground)
Armored Skeleton 3 (-9 hp) (enfeebled 2)
Armored Skeleton 2 (-20 hp)
Rusty Red Skeleton 1 (-11 hp)

GM Screen:

4 Fort: 1d20 ⇒ 16
2 Fort: 1d20 ⇒ 18
3 Fort: 1d20 ⇒ 19
Rusty Fort: 1d20 ⇒ 9
3 Pick: 1d20 + 14 ⇒ (17) + 14 = 31
P: 1d10 + 7 ⇒ (6) + 7 = 13
3 Pick: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
P: 1d10 + 7 - 2 ⇒ (2) + 7 - 2 = 7
3 Pick: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
2 Pick: 1d20 + 14 ⇒ (11) + 14 = 25
P: 1d10 + 7 ⇒ (10) + 7 = 17
Rusty: 1d20 + 10 ⇒ (8) + 10 = 18
4 Pick: 1d20 + 14 ⇒ (2) + 14 = 16
4 Pick: 1d20 + 9 ⇒ (11) + 9 = 20
4 Pick: 1d20 + 9 ⇒ (10) + 9 = 19

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