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

Game Master Blake's Tiger

Progress Viewer
Player Handouts | Character Macros
Maps


201 to 250 of 327 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Vigilant Seal

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

A hint of a smile crosses her face as Therisah continues to punish the undead.

Balance: 1d20 + 14 ⇒ (19) + 14 = 33
Flurry of Blows
Unarmed Attack vs #2 or #4: 1d20 + 15 ⇒ (15) + 15 = 302d6 + 4 + 1d6 ⇒ (1, 2) + 4 + (1) = 8 bludgeoning/disrupting
Unarmed Attack vs #2 or #4: 1d20 + 15 - 4 ⇒ (16) + 15 - 4 = 272d6 + 4 + 1d6 ⇒ (5, 1) + 4 + (3) = 13 bludgeoning/disrupting
Strike
Unarmed Attack vs #2 or #4: 1d20 + 15 - 8 ⇒ (17) + 15 - 8 = 242d6 + 4 + 1d6 ⇒ (2, 5) + 4 + (3) = 14 bludgeoning/disrupting


| Extinction | url= |

It takes all of her focus and effort, but Therisah smashes her chosen opponent into unmoving bones.

Crumbling Stairs, Clattering Bones (and Inconvenient Page Breaks)! 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)
Rusty Red Skeleton 1 (-11 hp)

Vigilant Seal

open | LG male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 91/91 | P+17 (+18), F+15, R+17, W+16 | Recall: A+20, N+13, O+20, R+15, S+18 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: resist evil 3, lovesick 3

LOL I guess I'm not the only one with a slow day at work!

Aktuh decides what to do about #4.

Devise a Strategem: 1d20 ⇒ 15

Picking up his light hammer is too obvious, so he runs up next to Zabu, healer's tools at the ready and ostensibly unarmed.

Surprise! PUNCH TO THE NECK!: 15 + 15 = 30
Bludgeoning: 1d4 + 1 ⇒ (4) + 1 = 5 plus Precision: 2d6 ⇒ (4, 5) = 9

"Psst ... claw him where I just punched him," he says, while slapping a bandage on Zabu. Shared Strategem with Zabu.

Battle Medicine, Assurance 20: 2d8 + 10 + 6 ⇒ (7, 7) + 10 + 6 = 30

Verdant Wheel

| Nymph's Token | Deroff | Longstrider 45 ft | HP 42 | AC 21 | Saves 10/11/13 | Perception +11 (Whisper Elf) | Init +11 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 6 | Spells -/3/2/2 | Focus Points 1/2 | Hero Points 0 | ◆◇ ◈ ↺ |

She smirks at Jun-Mei's magic. "Hmm. It did work on 'em. Mine isn't as strong, though."

She points at Skeleton #4, and a sweet hibiscus scent wafts from her hand. ">Heal<, dangit!"

Heal: 1d8 + 8 ⇒ (2) + 8 = 10 Basic Fort Save DC 21

"Deroff, get 'em!" The wolf seems to bark as he gnaws on Skeleton 3. With Akuth in the way, Deroff wheels around to get a better angle.

Jaws: 1d20 + 11 ⇒ (12) + 11 = 23
Piercing Damage, Enlarge: 2d8 + 3 + 2 ⇒ (5, 7) + 3 + 2 = 17

◆◆ Cast >Heal< on Skeleton 4
◆ Direct an Animal to Stride and Strike Skeleton 3

Grand Archive

NG female human rogue scholar-8 HP 88/88; hero 0/3; moderate healing potion 0/1; (heals 1hp/min) lv 1: 1/1; 2: 0/1; 3:0/1; AC 26(w/shield); F +13 (+1 vs inhaled toxins); R +19(evasion); W +13; resist cold&electricity/2; Per +14; Stealth +16 25'; Conditions: none

Teja accepts the offered club then carefully descends the steps to get behind a skeleton.

acrobatics: 1d20 + 12 ⇒ (4) + 12 = 16
Not sure what that means, if I fall, then I'll stand as my last action, otherwise I'll strike

possible strike vs FF: 1d20 + 14 ⇒ (3) + 14 = 17
club damage: 1d6 ⇒ 2
sneak damage: 2d6 ⇒ (2, 3) = 5

* Interact
* Stride
* either stand or strike.


| Extinction | url= |

Balance is its own Action. It takes the place of Stride when moving out of a square of Uneven Ground. In this case, you Failed and so stayed on the stairs as you caught yourself but did not move off the stairs.

Balance

@ Miladistra: 2-action Heal only gains the bonus when used to heal living creatures.

Aktuh cracks dwarfish ribs with his surprise punch. He then reinvigorates Zabu with preternatural skill.

Miladistra tries to channel positive energy into one of the skeletons. A tiny bit of smoke rises from the bones (saved). Meanwhile, Deroff finally gets ahold of his bone and crunches it.

Teja collects a club but slips and slides on the crumbling stairs, using all of her effort to stay balanced.

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 (-30 hp; <50%)
Aktuh (64/64)
Miladistra (29/32)
> Deroff (51/51)
Teja (68/68) (uneven ground)
Jun-Mei (62/62) (light 20 ft)
Zabu (76/107) (uneven ground) (Aktuh’s Battle Medicine)
Therisah (81/86) (light 20 ft) (uneven ground)
Armored Skeleton 3 (-22 hp) (enfeebled 2)
Rusty Red Skeleton 1 (-11 hp)

GM Screen:

4 Fort: 1d20 ⇒ 13

Envoy's Alliance

F Human | Cloistered Cleric 6 | ◆◇↺ | HP 62/62| AC 25 | F +11 R +9 (11)W +14 | Perception +14 | hero 1/3 | Focus Points 1/2 | Fire Resistance 2 | Speed 20(30) | Divine Font 4/4

Jun-Mei ponders for a moment before taunting the closest skeleton.

"Ancient and armored,
but lacking their skin, flesh and muscle
spells doom for our foes."

diplomacy-bon mot vs skelly 4: 1d20 + 13 ⇒ (18) + 13 = 31

She follows up her haiku with a bolt of mental energy.

daze vs skelly 4 will save DC 22: 1d6 + 4 ⇒ (4) + 4 = 8

bon mot, ◆◆ cast daze


| Extinction | url= |

These dwarfish skeletons prove incredibly willful.

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 (-34 hp; <50%) (-2 bon mot)
Aktuh (64/64)
Miladistra (29/32)
> Deroff (51/51)
Teja (68/68) (uneven ground)
Jun-Mei (62/62) (light 20 ft)
Zabu (76/107) (uneven ground) (Aktuh’s Battle Medicine)
Therisah (81/86) (light 20 ft) (uneven ground)
Armored Skeleton 3 (-22 hp) (enfeebled 2)
Rusty Red Skeleton 1 (-11 hp)

GM Screen:

4 Will: 1d20 - 2 ⇒ (18) - 2 = 16


| Extinction | url= |

Bot:

Zabu Refelx: 1d20 + 10 ⇒ (2) + 10 = 12
Zabu Grapple: 1d20 + 15 ⇒ (17) + 15 = 32
Zabu Claw: 1d20 + 15 - 4 ⇒ (20) + 15 - 4 = 31
S: 2d6 + 4 + 1 ⇒ (4, 4) + 4 + 1 = 13

Zabu-bot picks himself off of the ground after being knocked down by the pickaxes. He grabs hold of the skeleton and slams his clawed hand into the ancient warrior, and the bones clatter to the ground (critical hit > reaction used).

The skeletal warriors keep their focus on Zabu and his relatively naked body. However, the regrets of past misdeeds keeps one skeleton from landing a single blow. The skeleton in the rusty armor manages to get in a jab with his lance by sheer luck. The last of the skeletons begins to reform but finds itself restrained within the gnome's grip. It almost breaks free, but its struggling grows weaker.

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 (-47 hp; <90%) (-2 bon mot) (restrained by Zabu)
Aktuh (64/64)
Miladistra (29/32)
> Deroff (51/51)
Teja (68/68) (uneven ground)
Jun-Mei (62/62) (light 20 ft)
Therisah (81/86) (light 20 ft) (uneven ground)
Zabu (76/107) (uneven ground) (Aktuh’s Battle Medicine) (restraining #4)
Armored Skeleton 3 (-22 hp) (enfeebled 2)
Rusty Red Skeleton 1 (-11 hp)

GM Screen:

3 Pick: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17
3 Pick: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
3 Pick: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Rusty: 1d20 + 10 ⇒ (12) + 10 = 22
Rusty: 1d20 + 5 ⇒ (7) + 5 = 12
P: 1d8 + 4 ⇒ (3) + 4 = 7
4 Athletics: 1d20 + 13 ⇒ (11) + 13 = 24
4 Athletics: 1d20 + 13 - 5 ⇒ (7) + 13 - 5 = 15

Vigilant Seal

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

Arms and kicks keep flying at the nearest target.

Balance: 1d20 + 14 ⇒ (17) + 14 = 31
Flurry of Blows
Unarmed Attack vs #4: 1d20 + 15 ⇒ (7) + 15 = 222d6 + 4 + 1d6 ⇒ (1, 6) + 4 + (1) = 12 bludgeoning/disrupting
Unarmed Attack vs #4: 1d20 + 15 - 4 ⇒ (16) + 15 - 4 = 272d6 + 4 + 1d6 ⇒ (1, 2) + 4 + (1) = 8 bludgeoning/disrupting
Step


| Extinction | url= |

Therisah earns another notch on her belt as she pounds the skeleton in Zabu's arms to dust.

Crumbling Stairs, Clattering Bones! Round 4

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

Aktuh (64/64)
Miladistra (29/32)
> Deroff (51/51)
Teja (68/68) (uneven ground)
Jun-Mei (62/62) (light 20 ft)
Therisah (81/86) (light 20 ft)
Zabu (76/107) (uneven ground) (Aktuh’s Battle Medicine)
Armored Skeleton 3 (-22 hp) (enfeebled 2)
Rusty Red Skeleton 1 (-11 hp)

Verdant Wheel

| Nymph's Token | Deroff | Longstrider 45 ft | HP 42 | AC 21 | Saves 10/11/13 | Perception +11 (Whisper Elf) | Init +11 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 6 | Spells -/3/2/2 | Focus Points 1/2 | Hero Points 0 | ◆◇ ◈ ↺ |

They resist lightning.
Healing magic doesn't work that way.
Maybe she can provide a flanking partner.
Luckily, she knows a fairy that owes her a favor.

"Alright, >Nobby the Nuglub!< Help me smash these skeletons and we'll call it even!"

Nobby emerges from a cloud of dust, hisses at Miladistra, and then sees a chance to do some mischief. It turns to Skeleton 3, flanking with Aktuh. Their jaws crackle with lightning as they try to chomp down on the foot.

Shocking Grasp spell attack vs Flanked Skeleton 3: 1d20 + 8 ⇒ (4) + 8 = 12
Electricity Damage: 2d12 ⇒ (5, 2) = 7

Whiffing entirely, it hisses in disappointment.

Deroff takes the opportunity to bite down on skeleton 3.

Jaws: 1d20 + 11 ⇒ (7) + 11 = 18
Piercing Damage, Enlarge: 2d8 + 3 + 2 ⇒ (7, 5) + 3 + 2 = 17

He whines as he misses.

◆◆◆ Cast >Summon Fey< (Heightened to 3rd level) to summon a >Nuglub<. I gave them the same outline color as my icon.
- ◆◆ Summoned Creature cast >Shocking Grasp< against Skeleton 3
- ◆ Independent Mature Animal makes a Strike action.

Envoy's Alliance

F Human | Cloistered Cleric 6 | ◆◇↺ | HP 62/62| AC 25 | F +11 R +9 (11)W +14 | Perception +14 | hero 1/3 | Focus Points 1/2 | Fire Resistance 2 | Speed 20(30) | Divine Font 4/4

Jun-Mei moves to flank the rusty skeleton and lashes out with her glaive.

acrobatics: 1d20 + 9 ⇒ (13) + 9 = 22

glaive vs skelly 1-flat footed: 1d20 + 13 ⇒ (11) + 13 = 24
damage-slashing: 2d8 + 4 ⇒ (5, 7) + 4 = 16
deadly?: 1d8 ⇒ 8

glaive vs skelly 1-flat footed: 1d20 + 13 - 5 ⇒ (3) + 13 - 5 = 11
damage-slashing: 2d8 + 4 ⇒ (1, 1) + 4 = 6
deadly?: 1d8 ⇒ 6

Vigilant Seal

open | LG male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 91/91 | P+17 (+18), F+15, R+17, W+16 | Recall: A+20, N+13, O+20, R+15, S+18 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: resist evil 3, lovesick 3

Aktuh looks at the skeleton in front of him.

Devise a Strategem: 1d20 ⇒ 2

Knowing it has its guard up now, he tries to surprise the rusty one by stepping in ◆ and trying to punch it.

Fist: 1d20 + 13 ⇒ (9) + 13 = 22
Bludgeoning: 1d4 + 1 ⇒ (2) + 1 = 3

With Jun-Mei and Deroff having reach, I think that opens up enough potential flanks for everyone.


| Extinction | url= |

Bot:

Zabu Grapple: 1d20 + 15 ⇒ (6) + 15 = 21
Zabu Claw: 1d20 + 11 ⇒ (11) + 11 = 22
S: 2d6 + 4 + 1 ⇒ (3, 2) + 4 + 1 = 10
Zabu Claw: 1d20 + 7 ⇒ (9) + 7 = 16

Miladistra summons a gremlin who probably misses just to spite her. Deroff bites down but his jaws are stopped by the skeleton's vambrace.

Jun-Mei makes a solid strike at the rusty skeleton, cracking most of its ribs. While distracted with dodging Jun-Mei's following strike, Aktuh chooses to change tactics and strikes hard with a surprise punch that destroys the undead. Therisah can't have all the kills.

Zabu-bot tries to grab hold of the skeleton but cannot hold on this time. He does get in one good rake with his animal-like claws, though.

The remaining skeleton, weakened with guilt, pummels the gnome with its pick. Jun-Mei wards Zabu once more diverting some of the damage.

Crumbling Stairs, Clattering Bones! Round 5

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

Aktuh (64/64)
Miladistra (29/32)
> Deroff (51/51)
Teja (68/68) (uneven ground)
Jun-Mei (62/62) (light 20 ft)
Therisah (81/86) (light 20 ft)
Zabu (61/107) (uneven ground) (Aktuh’s Battle Medicine)
Armored Skeleton 3 (-33 hp; <50%) (enfeebled 2)

GM Screen:

3 Pick: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
P: 1d10 + 7 - 2 ⇒ (5) + 7 - 2 = 10
3 Pick: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
P: 1d10 + 7 - 2 ⇒ (8) + 7 - 2 = 13
3 Pick: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21

Vigilant Seal

open | LG male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 91/91 | P+17 (+18), F+15, R+17, W+16 | Recall: A+20, N+13, O+20, R+15, S+18 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: resist evil 3, lovesick 3

Devise a Strategem: 1d20 ⇒ 4

Without a good attack, Aktuh backpedals ◆ and grabs his light hammer ◆.


VC Australia - WA

A crowd of drenched Pathfinders is pleased to report that the Sunken Halls is cleared!

A courier arrives bearing a message: “All agents are to report back to base camp.”

Once the remaining teams have returned to camp, Venture-Captain Luna Aldred calls the Pathfinders together, “With everyone’s work, we’ve uncovered two new areas in the ruins. One follows an old caravan route through the mountain, while the other goes through an abandoned temple. Choose whichever route you prefer, but keep your eyes peeled, as we’re getting closer to Raseri Kanton. However, the Aspis Consortium is closing in. We’ll return to the ruins tomorrow and beat those snakes to the city. Rest up tonight and prepare for a long day tomorrow.”

Table GMs, begin Act 2.

Envoy's Alliance

F Human | Cloistered Cleric 6 | ◆◇↺ | HP 62/62| AC 25 | F +11 R +9 (11)W +14 | Perception +14 | hero 1/3 | Focus Points 1/2 | Fire Resistance 2 | Speed 20(30) | Divine Font 4/4

Jun-Mei steps up and attacks the final skeleton.

glaive: 1d20 + 13 ⇒ (20) + 13 = 33
damage-slashing: 2d8 + 4 ⇒ (7, 4) + 4 = 15
deadly?: 1d8 ⇒ 3

glaive: 1d20 + 13 - 5 ⇒ (18) + 13 - 5 = 26
damage-slashing: 2d8 + 4 + 2 ⇒ (4, 2) + 4 + 2 = 12
deadly?: 1d8 ⇒ 3

stride, strike, strike

Verdant Wheel

| Nymph's Token | Deroff | Longstrider 45 ft | HP 42 | AC 21 | Saves 10/11/13 | Perception +11 (Whisper Elf) | Init +11 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 6 | Spells -/3/2/2 | Focus Points 1/2 | Hero Points 0 | ◆◇ ◈ ↺ |

Miladistra calls Deroff over, to flank with Nobby.

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

Miladistra sighs at >Nobby the Nuglub.< "The sooner you smash that skeleton the sooner you go home." Nobby decides to bite down.

bite vs flanking: 1d20 + 11 ⇒ (7) + 11 = 18

bite vs flanking: 1d20 + 6 ⇒ (12) + 6 = 18
Nobby hisses again and makes a very rude gesture towards Miladistra. Her concentration spent, she simply Strides up to Deroff.

◆ Direct an Animal to Stride then Strike
◆ Sustain >Summon Fey< (Heightened to 3rd level) to summon a >Nuglub<.
- ◆◆ Summoned Creature Strikes twice >Shocking Grasp< against Skeleton 3
◆ Miladistra Strides


| Extinction | url= |

Moments after Jun-Mei destroys the final skeleton, three parties of Pathfinders converge on your location. "We're here to help! You head back and rest," one of the lead agents tells you.

Relieved after your grueling battle with the dwarfish skeletons, you hike back to base camp. There you are able to relax, rest, and refresh yourself as you like. (All HP restored, all spell slots renewed, daily uses restored, etc. Please make your daily preparations.)

The next morning, Venture-Captains are dividing teams to explore one of the two routes to Raseri Kanton that were uncovered: the caravan route that you found yesterday or a route that passes through a ruined temple in the tunnels you first explored.

Which way do you want to explore? Caravan Route or Temple Route?

Verdant Wheel

| Nymph's Token | Deroff | Longstrider 45 ft | HP 42 | AC 21 | Saves 10/11/13 | Perception +11 (Whisper Elf) | Init +11 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 6 | Spells -/3/2/2 | Focus Points 1/2 | Hero Points 0 | ◆◇ ◈ ↺ |

"Fine, go an an' git, Nobby! Your debt is still unpaid." She glares at the Nuglub as it retreats home to make more mischief.

Back at the camp, Miladistra spends some time talking to Deroff, seemingly understanding more of his whines and barks than usual. But soon it's time for sleep.

The next morning, Miladistra uses her wand of >Longstrider, 2nd level< to speed up her marching speed.

"Maybe the Caravan Route won't have undead patrollin' everywhere."

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 spends the night with the Pathfinders who like to celebrate. He drinks and carouses for long hours but seems quite refreshed (if sleepy) when the group is ready to depart in the morning.

What is odd is that the furry vest that was previously his only chest covering is replaced by a silk one with a large, emerald green scale pattern on the outside and a bright red lining on the inside.

"Caravan route. Me and most gods don't get along very well," he confirms.

Just before they set out a hobgoblin woman hurries up. "Hey, Kitty Cat! We swapped by accident. Here's yours," she says, holding out the familiar vest.

"Oops...this one looks better on you, anyway," he says, quickly slipping out of her vest and passing it over.

Vigilant Seal

open | LG male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 91/91 | P+17 (+18), F+15, R+17, W+16 | Recall: A+20, N+13, O+20, R+15, S+18 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: resist evil 3, lovesick 3

No daily preparations, well, none that lead to mechnical benefits, anyway.

Aktuh wakes up in the morning and cooks an egg white omelet with kale and some fresh fruit; then, he spends an hour practicing ballet while rehearsing his Cyclops verb conjugations.

Envoy's Alliance

F Human | Cloistered Cleric 6 | ◆◇↺ | HP 62/62| AC 25 | F +11 R +9 (11)W +14 | Perception +14 | hero 1/3 | Focus Points 1/2 | Fire Resistance 2 | Speed 20(30) | Divine Font 4/4

Jun-Mei frowns slightly at the suggestion of following the caravan route. It's clear she would prefer the temple route but she gamely follows the party. She idly accompanies Aktuh's ballet practice on her gayaguem while she petitions Shelyn for her daily allotment of spells.

Once everyone is ready to leave, She attempts to activate her wand of longstrider.

nature-trick magic item: 1d20 + 12 ⇒ (2) + 12 = 14
nature-trick magic item: 1d20 + 12 ⇒ (14) + 12 = 26


| Extinction | url= |

You head for the Caravan Route. Passing through the massive doors, you enter natural stone tunnels. The ceiling is rarely more than ten feet above the floor.

Something has drained the color and lichen from the stone here, leaving it smooth to the touch. Finely crumbled mineral deposits cover this room with dust. With the sizable amount left undisturbed, it’s clear that this area has been abandoned for years.

You Remember What Aktuh Said About Oozes? Round 1

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

Environment: Height from floor to ceiling is 10 ft.

Effects: - -

Battle Map

Teja (68/68)
Jun-Mei (62/62) (light 20 ft)
Ooze 4
Ooze 2
Ooze 1
Aktuh (64/64)
Therisah (86/86) (light 20 ft)
Zabu (107/107)
Miladistra (32/32)
> Deroff (51/51)
Ooze 3

Recall Knowledge Action: Occultism DC 20, Dungeon or Ooze Lore DC 18:
These are ochre jellies. They split when struck by slashing, piercing, or electricity damage.

GM Screen:

Aktuh's Initiative: 1d20 + 12 ⇒ (3) + 12 = 15
Therisah's Initiative: 1d20 + 12 ⇒ (3) + 12 = 15
Miladistra's Initiative Using Elven Instincts: I win ties: 1d20 + 12 ⇒ (2) + 12 = 14
Teja's Initiative: 1d20 + 14 ⇒ (19) + 14 = 33
Song Jun-Mei's Initiative: 1d20 + 14 ⇒ (15) + 14 = 29
Zabu's Initiative: 1d20 + 11 ⇒ (2) + 11 = 13
1 Ooze: 1d20 + 7 ⇒ (14) + 7 = 21
2 Ooze: 1d20 + 7 ⇒ (17) + 7 = 24
3 Ooze: 1d20 + 7 ⇒ (1) + 7 = 8
4 Ooze: 1d20 + 7 ⇒ (18) + 7 = 25

Envoy's Alliance

F Human | Cloistered Cleric 6 | ◆◇↺ | HP 62/62| AC 25 | F +11 R +9 (11)W +14 | Perception +14 | hero 1/3 | Focus Points 1/2 | Fire Resistance 2 | Speed 20(30) | Divine Font 4/4

Jun-Mei calls upon the blessings of the Lady of Chrysanthemums to aid the party before lightly tapping her wayfinder and shielding herself.

"Teja, Aktuh, what are these things?"

◆◆ Cast bless, ◆ cast shield

Vigilant Seal

open | LG male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 91/91 | P+17 (+18), F+15, R+17, W+16 | Recall: A+20, N+13, O+20, R+15, S+18 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: resist evil 3, lovesick 3

Previously, on Expedition into Pallid Peril ...

Post #174 wrote:
Aktuh knows that oozes often secrete acids that dissolve organic material.

I'll get a free Recall with Devise on my turn. Not sure I can do anything until then.


| Extinction | url= |

You Remember What Aktuh Said About Oozes? Round 1

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

Environment: Height from floor to ceiling is 10 ft.

Effects: Green Circle: bless

Battle Map

Teja (68/68)
Jun-Mei (62/62) (light 20 ft) (shield)
Ooze 4
Ooze 2
Ooze 1
Aktuh (64/64)
Therisah (86/86) (light 20 ft)
Zabu (107/107)
Miladistra (32/32)
> Deroff (51/51)
Ooze 3

Verdant Wheel

| Nymph's Token | Deroff | Longstrider 45 ft | HP 42 | AC 21 | Saves 10/11/13 | Perception +11 (Whisper Elf) | Init +11 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 6 | Spells -/3/2/2 | Focus Points 1/2 | Hero Points 0 | ◆◇ ◈ ↺ |

"Ugh." Miladistra frowns. "Unnatural, that's all I know."

She ruffles Deroff. "Stay put for now, alright?" She turns to her allies. "Does anyone want to be >enlarged<?"

If someone does want to be big, Miladistra will cast Enlarge on them and pull out her crossbow.

Assuming no one wants it:

Assuming no one wants to, Miladistra casts Summon Fey (Level 2). The Gregarious Grig appears, hovering 5 feet above the ground. "These blobs don't like music, but maybe they'll like yer voice!"

The grig grins and hums at Blob #3.
Dissonant Note: 1d20 + 9 ⇒ (4) + 9 = 13
Magic Sonic: 1d8 ⇒ 2

Cast Summon Fey (heightened to level 2) to summon >a grig<
- Grig uses an action to Hover 5 ft above the ground
- Grig uses Dissonant Note vs Blob #3


| Extinction | url= |

Apologies. There was a carry over of a mistake I didn't correct on the master document. Only Teja is up. Miladistra can revise her actions or keep the same when her turn comes.

Envoy's Alliance

F Human | Cloistered Cleric 6 | ◆◇↺ | HP 62/62| AC 25 | F +11 R +9 (11)W +14 | Perception +14 | hero 1/3 | Focus Points 1/2 | Fire Resistance 2 | Speed 20(30) | Divine Font 4/4

Teja is out of town for a week

Verdant Wheel

| Nymph's Token | Deroff | Longstrider 45 ft | HP 42 | AC 21 | Saves 10/11/13 | Perception +11 (Whisper Elf) | Init +11 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 6 | Spells -/3/2/2 | Focus Points 1/2 | Hero Points 0 | ◆◇ ◈ ↺ |

I'll proceed with my actions. Unless someone wants to be Enlarged.


| Extinction | url= |

Thanks for the reminder.

Bot:

Occultism (E), Assurance: 20 = 20

Teja-bot warns everyone, "They are ochre jellies. They will divide into two independent creatures if you cut them with spear or axe or if you strike them with lightning." She looks to Miladistra and holds out her hand, "I could use that club again."

The oozes close in on you all. One happens to be close enough to swipe at Teja. It manages to club her once. Not only is the tendril quite strong, but it also burns with acid.

Miladistra summons a grig who proves as inaccurate as her gremlins.

You Remember What Aktuh Said About Oozes? Round 1

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

Environment: Height from floor to ceiling is 10 ft.

Effects: Green Circle: bless

Battle Map

Teja (50/68) (ready action: interact to accept blunt weapon)
Jun-Mei (62/62) (light 20 ft) (shield)
Ooze 4
Ooze 2
Ooze 1
Aktuh (64/64)
Therisah (86/86) (light 20 ft)
Zabu (107/107)
Miladistra (32/32)
> Grig (20/20)
> Deroff (51/51)
Ooze 3

GM Screen:

Pseudopod: 1d20 + 15 ⇒ (5) + 15 = 20
Pseudopod: 1d20 + 10 ⇒ (14) + 10 = 24
B: 1d8 + 7 ⇒ (6) + 7 = 13 + Acid: 2d4 ⇒ (3, 2) = 5

Verdant Wheel

| Nymph's Token | Deroff | Longstrider 45 ft | HP 42 | AC 21 | Saves 10/11/13 | Perception +11 (Whisper Elf) | Init +11 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 6 | Spells -/3/2/2 | Focus Points 1/2 | Hero Points 0 | ◆◇ ◈ ↺ |

"More lightnin' resistance." Miladistra sighs and hands her club. "I'll stick to assistance."

Envoy's Alliance

F Human | Cloistered Cleric 6 | ◆◇↺ | HP 62/62| AC 25 | F +11 R +9 (11)W +14 | Perception +14 | hero 1/3 | Focus Points 1/2 | Fire Resistance 2 | Speed 20(30) | Divine Font 4/4

Jun-Mei channels the power of The Everlight to protect Teja.

glimpse of redemption vs Teja's attacker. 8 points of protection and attacker is enfeebled 2

Vigilant Seal

open | LG male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 91/91 | P+17 (+18), F+15, R+17, W+16 | Recall: A+20, N+13, O+20, R+15, S+18 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: resist evil 3, lovesick 3

Devise a Strategem: 1d20 ⇒ 3
Free action because of active investigation
Recall Knowledge, Occultism +15
Requesting information about AC if possible.

Aktuh rushes in ◆ and punches #4 ◆, and then rushes back out ◆.

Fist, Bless: 3 + 15 + 1 = 19
Bludgeoning: 1d4 + 1 ⇒ (3) + 1 = 4 plus Precision: 2d6 ⇒ (4, 4) = 8
Shared Strategem with Teja

GM:
If it's too metagamey to assume they have super low ACs and Aktuh would know that a nat 3 would likely hit, then please revise actions to Interact (draw light hammer), Guide Teja, Guide Zabu.

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 inhales deeply, then whistles a strange sound with the first two fingers of his left hand in front of his mouth. He aims those fingers at the closest ooze then lowers his thumb and a ray of frost shoots out at the creature.

◆◆Ray of Frost vs. 4: 1d20 + 10 ⇒ (4) + 10 = 14
Cold: 3d4 + 2 ⇒ (2, 4, 2) + 2 = 10

"Bet you didn't know I could do that, did you?" he asks, though it's hard to tell who he's talking to.

Then his face and fingers transform and you just know there are going to be smaller oozes all over the place, soon.

◆Rage

Vigilant Seal

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

Therisah thrusts into the nearest one after centering herself between the trio.

Stride
Flurry of Blows
Unarmed Strike vs #4: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 342d6 + 4 ⇒ (6, 4) + 4 = 14 bludgeoning
Unarmed Strike vs #4: 1d20 + 15 - 4 + 1 ⇒ (10) + 15 - 4 + 1 = 222d6 + 4 ⇒ (3, 6) + 4 = 13 bludgeoning
Strike
Unarmed Strike vs #4: 1d20 + 15 - 8 + 1 ⇒ (13) + 15 - 8 + 1 = 212d6 + 4 ⇒ (2, 5) + 4 = 11 bludgeoning


| Extinction | url= |

Zabu answered the AC question with his actions.

Aktuh empirically discovers that the oozes have no vital organs to target (immune to precision damage), but he does recall that ochre jellies are immune to fire as well, making them particularly difficult to deal with.

Zabu's ray of cold energy seems to work well enough even though he was barely aiming.

Therisah pounds her fists into the gelatinous sack--and that is exactly what it feels like--over and over. Her exacting precision seems to provide no advantage (immune to critical hits).

The fourth ooze moves toward the vibrations it senses, but it cannot pass the tunnel obstructed by several cubic yards of yellow ooze.

"Ugh!" Teja-bot throws a punch at the ooze but accidentally hits a stalactite. She then reaches back in anticipation of a club.

So You Can Have Too Much Jelly! Round 2

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

Environment: Height from floor to ceiling is 10 ft.

Effects: Green Circle: bless

Battle Map

Teja (58/68) (ready - interact)
Jun-Mei (62/62) (light 20 ft)
Ooze 4 (-52 hp)
Ooze 2 (enfeebled 2)
Ooze 1
Aktuh (64/64)
Therisah (86/86) (light 20 ft)
Zabu (Temp 10 | 107/107) (rage)
Miladistra (32/32)
> Grig (20/20)
> Deroff (51/51)
Ooze 3

GM Screen:

Aktuh Occultism: 1d20 + 15 ⇒ (1) + 15 = 16
Tejah Punch: 1d20 + 14 ⇒ (1) + 14 = 15
B: 1d4 ⇒ 2

Vigilant Seal

open | LG male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 91/91 | P+17 (+18), F+15, R+17, W+16 | Recall: A+20, N+13, O+20, R+15, S+18 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: resist evil 3, lovesick 3

"I don't think I'm ready for this jelly."

He prepares for his destiny.


| Extinction | url= |

Jun-Mei considers her options (reaction not yet regained). The ochre jelly next to her flails mindlessly at her armor. A different jelly slams its psuedopod into Teja, wraps around her trunk, and squeezes painfully. Teja's skin blisters in contact with the acid. Yet another jelly does the same to Therisah.

So You Can Have Too Much Jelly! Round 2

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

Environment: Height from floor to ceiling is 10 ft.

Effects: Green Circle: bless

Battle Map

Teja (34/68) (readied action - interact) (grabbed by 2)
Ooze 4 (-52 hp)
Ooze 2 (grabbing Teja)
Ooze 1
Jun-Mei (62/62) (light 20 ft)
Aktuh (64/64)
Therisah (72/86) (light 20 ft) (Basic Fortitude DC vs. 13 damage)
Zabu (Temp 10 | 107/107) (rage)
Miladistra (32/32)
> Grig (20/20)
> Deroff (51/51)
Ooze 3

GM Screen:

Random 1=Jun-Mei: 1d2 ⇒ 1
4 Pseudopod: 1d20 + 15 ⇒ (5) + 15 = 20
4 Pseudopod: 1d20 + 10 ⇒ (5) + 10 = 15
4 Pseudopod: 1d20 + 5 ⇒ (6) + 5 = 11
Random: 11d2 ⇒ (1, 2, 2, 2, 1, 1, 1, 2, 2, 1, 1) = 16
2 Pseudopod: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28
B: 1d8 + 7 - 2 ⇒ (2) + 7 - 2 = 7 + Acid: 2d4 ⇒ (1, 3) = 4
B: 1d8 + 3 ⇒ (7) + 3 = 10 + Acid: 1d4 ⇒ 3
Teja Fortitude: 1d20 ⇒ 10
1 Pseudopod: 1d20 + 15 ⇒ (13) + 15 = 28
B: 1d8 + 7 ⇒ (3) + 7 = 10 + Acid: 2d4 ⇒ (3, 1) = 4
B: 1d8 + 3 ⇒ (7) + 3 = 10 + Acid: 1d4 ⇒ 3

Envoy's Alliance

F Human | Cloistered Cleric 6 | ◆◇↺ | HP 62/62| AC 25 | F +11 R +9 (11)W +14 | Perception +14 | hero 1/3 | Focus Points 1/2 | Fire Resistance 2 | Speed 20(30) | Divine Font 4/4

Jun-Mei extends the range of Shelyn's blessing, then kicks twice at the glob of goo before her.

kick vs 4: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
damage bludgeoning: 1d4 + 4 ⇒ (3) + 4 = 7

kick vs 4: 1d20 + 12 + 1 - 4 ⇒ (10) + 12 + 1 - 4 = 19
damage bludgeoning: 1d4 + 4 ⇒ (3) + 4 = 7

Verdant Wheel

| Nymph's Token | Deroff | Longstrider 45 ft | HP 42 | AC 21 | Saves 10/11/13 | Perception +11 (Whisper Elf) | Init +11 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 6 | Spells -/3/2/2 | Focus Points 1/2 | Hero Points 0 | ◆◇ ◈ ↺ |

Miladistra Steps around the corner and realizes it's too crowded to hand Teja a club. She draws it anyway and moves around the corner. "Moldy Onions, this is worse than the molasses flood during the county fair!"

No line of sight with Teja means I need to move to see her. GM, can I throw the club at her or Blob 2 next round to pass it over?

Miladistra focuses on The Gregarious Grig. "Keep playin'! Aim at that one." She points at Blob #4, hoping to make some room, quickly.

Dissonant Note: 1d20 + 9 ⇒ (17) + 9 = 26
Magic Sonic: 1d8 ⇒ 4

Draw club
Stride
Sustain >Summon Fey<

- >Grig< Hovers
- Grig Strikes Blob 4

Vigilant Seal

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

Gritting her teeth versus the blistering, the punches continue on the creatures around her... she recalls the training dummies in Jalmeray.

Fort save: 1d20 + 12 ⇒ (11) + 12 = 23

◆ Flurry of Blows
Unarmed Attack vs #4 or #2: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 292d6 + 4 ⇒ (2, 3) + 4 = 9 bludgeoning
Unarmed Attack vs #4 or #2: 1d20 + 15 - 4 + 1 ⇒ (6) + 15 - 4 + 1 = 182d6 + 4 ⇒ (3, 3) + 4 = 10 bludgeoning

◆ Strike
Unarmed Attack vs #4 or #2: 1d20 + 15 - 8 + 1 ⇒ (14) + 15 - 8 + 1 = 222d6 + 4 ⇒ (2, 1) + 4 = 7 bludgeoning

◆ Strike
Unarmed Attack vs #4 or #2: 1d20 + 15 - 8 + 1 ⇒ (15) + 15 - 8 + 1 = 232d6 + 4 ⇒ (3, 2) + 4 = 9 bludgeoning

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

"Much as I like the view," Zabu says as he finds himself behind Therisah, Teja and Jin-Mei, "you ladies are in my way! Clear a path so I can get at them!"

Since that doesn't happen immediately, he sends another bolt of cold at one of the jellies and pulls out a javelin.

◆◆Ray of Frost at #4: 1d20 + 10 ⇒ (2) + 10 = 12
Cold: 3d4 + 2 ⇒ (4, 2, 3) + 2 = 11

◆ Draw javelin


| Extinction | url= |

Bot:

Escape: 1d20 + 12 ⇒ (3) + 12 = 15
Escape: 1d20 + 12 - 5 ⇒ (2) + 12 - 5 = 9
Fist: 1d20 + 14 - 9 ⇒ (1) + 14 - 9 = 6

Apologies to Miladistra for neglecting the Grig's damage from the first round.
Apologies to Therisah for not including her Grabbed status in the tracker. If you want to make an Escape attempt as your first action, it won't change the results of the first 3 strikes.

Jun-Mei kicks the ochre jelly in front of her savagely.

The grig's song chips away at the jelly's life.

Despite being caught by one of the jelly's psuedopods, Therisah makes a good show against against the adjacent ochre jelly.

Zabu's frost magic proves effective again.

"Love to!" Teja-bot grunts back at Zabu while she is being squeezed to death.

Aktuh considers his options. The other jelly mills about behind the wall of jellies.

Teja-bot tries to break free. She struggles again. She gives up and punches the pseudopod. Unfortunately, she seems to grow weaker with every attempt (bot dice rolled 3, 2, and 1).

So You Can Have Too Much Jelly! Round 3

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

Environment: Height from floor to ceiling is 10 ft.

Effects: Green Circle: bless

Battle Map

Aktuh (64/64)
Teja (34/68) (readied action - interact) (grabbed by 2)
Ooze 4 (-116 hp; <50%)
Ooze 2 (grabbing Teja)
Ooze 1 (grabbing Therisah)
Jun-Mei (62/62) (light 20 ft)
Therisah (72/86) (light 20 ft) (grabbed by 1)
Zabu (Temp 10 | 107/107) (rage)
Miladistra (32/32)
> Grig (20/20)
> Deroff (51/51)
Ooze 3 (-2 hp)

Vigilant Seal

open | LG male (he/him) deep orc (Menador) investigator (forensic) 9 | ◆◇↺ | AC 27 | HP 91/91 | P+17 (+18), F+15, R+17, W+16 | Recall: A+20, N+13, O+20, R+15, S+18 | Explore: Investigate, duh | DV, 25' | Hero: 1/3 | Investigations: Melota, open | Active Conditions: resist evil 3, lovesick 3

Aktuh will Devise on #4.

Devise: 1d20 ⇒ 18
Recall: would like to know land speed (and will relay to the group)

Aktuh will move in, punch, and move out.

Bludgeoning: 1d4 + 1 ⇒ (4) + 1 = 5


| Extinction | url= |

Aktuh runs in and punches a jelly. He can tell that they move about two yards per second (15 ft move speed).

The ochre jelly continues to clobber at Jun-Mei and finally wallops her, wrapping its slimy tendril around her.

Meanwhile, Teja is gradually crushed in her jelly's grip. She is in significant danger.

Therisah, too, begins to be crushed by her jelly.

So You Can Have Too Much Jelly! Round 2

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

Environment: Height from floor to ceiling is 10 ft.

Effects: Green Circle: bless

Battle Map

Aktuh (64/64)
Teja (8/68) (grabbed by 2)
Ooze 4 (-121 hp; <50%) (grabbing Jun-Mei)
Ooze 2 (grabbing Teja)
Ooze 1 (grabbing Therisah)
Jun-Mei (47/62) (light 20 ft) (grabbed by 4)
Therisah (66/86) (light 20 ft) (grabbed by 1) (3 x Fortitude DC 23 vs. 8, 8, and 13 damage)
Zabu (Temp 10 | 107/107) (rage)
Miladistra (32/32)
> Grig (20/20)
> Deroff (51/51)
Ooze 3 (-2 hp)

GM Screen:

Occultims: 1d20 ⇒ 19
4 pod: 1d20 + 15 ⇒ (9) + 15 = 24
4 pod: 1d20 + 10 ⇒ (17) + 10 = 27
B: 1d8 + 7 ⇒ (3) + 7 = 10 + Acid: 2d4 ⇒ (2, 3) = 5
2 constrict: 1d8 + 3 ⇒ (3) + 3 = 6 + Acid: 1d4 ⇒ 3
2 constrict: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (4) = 13
2 constrict: 1d8 + 3 + 1d4 ⇒ (5) + 3 + (3) = 11
Teja Fort: 1d20 ⇒ 3
Teja Fort: 1d20 ⇒ 17
Teja Fort: 1d20 ⇒ 7
2 constrict: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8
2 constrict: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (3) = 8
2 constrict: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (3) = 13

Verdant Wheel

| Nymph's Token | Deroff | Longstrider 45 ft | HP 42 | AC 21 | Saves 10/11/13 | Perception +11 (Whisper Elf) | Init +11 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 6 | Spells -/3/2/2 | Focus Points 1/2 | Hero Points 0 | ◆◇ ◈ ↺ |

Heal: 1d8 + 8 ⇒ (2) + 8 = 10
"Teja, you gotta get out of there!" Miladistra heals some of her bruises from a distance.

Miladistra then focuses on The Gregarious Grig. "Good job with the music. Keep it up!" The grig continues to unleash music on blob #4.

Dissonant Note: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Magic Sonic: 1d8 + 1 ⇒ (8) + 1 = 9

◆◆ Cast >Heal< on Teja
◆ Sustain >Summon Fey<

- >Grig< Hovers
- Grig Strikes Blob 4

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 sees an opening and either helps or makes the situation much worse.

◆Step

Jaws vs.4: 1d20 + 15 ⇒ (16) + 15 = 31
Piercing: 2d10 + 4 + 2 ⇒ (2, 7) + 4 + 2 = 15

Claw (MAP) vs. 4: 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 28
Slashing: 2d6 + 4 + 1 ⇒ (1, 3) + 4 + 1 = 9

201 to 250 of 327 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [GD XI, PFS2, MTS] GM Blake's 3-98: Expedition into Pallid Peril (Tier 5-6) All Messageboards

Want to post a reply? Sign in.