[Gameday XI, PF2/Farol] #4-02: Return to the Grave (Inactive)

Game Master Farol

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Challenge Points: 21 (High Tier, Level 3-4)
Start: 11 September 2022
End: 20 November 2022


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Horizon Hunters

CG Male Orc Thaumaturge 6 | HP 47/64 | AC 24 (25 w/ Shield) | F+11 , R+12, W+12 | Perc +13 (darkvision), Init: +15 (win ties) | Exploration: Search| Active Cond: none | Focus: 1 | Hero: 1

Mork nods to Sir Cray about discussing strategy later. Turning to the others, "Mork doesn't need rest, but if it helps prepare for fight, Mork can sleep."

Since I don't think we've rested yet, we're probably fine on resources. Might as well have everyone at max strength/goodies. So I vote for rest.

Radiant Oath

open | male (he/him) "human" (DC 24 Perception) bard (maestro) 5 | ◆◇↺♫ | AC 23 (24) | HP 63/63 | P+12, F+9, R+12, W+12 (+1 vs divine) | Explore: Search | NV, 25' | Focus: 2/2 | Spells: 1st (3/3) 2nd (3/3) 3rd (2/2) | Hero (1/3) | Active conditions: swagger 2

I'll go with the majority, but it's quite possible that we face a tougher enemy if we rest. I think the big pro would be that Qen can re-orient his daily preparations to something that would actually work against undead.

Peter will tuck everyone in with a bedtime ballad.


You go to rest, getting some food and sleep. You are able to sink into the ambient of that place. The rare, but still present, skeletons living within the camp still does not stop to amaze you.

The following day you prepare for whatever is there to come. Please state your daily preps.

You gather in the center of the town. With a final whack of Tomas’ masonry hammer, the keystone settles into place on the corner of the great hall. A golden light radiates from the magically imbued stone, and as if on cue the scouts on the outskirts of the town blow their horns to warn of incoming danger.

How high is the roof? Lets say 15 ft, will it hold your weight? There is one way to find out ;).

You hear some yells and sound of steel clashign on steel, like from incoming troops. In between the buildings you can spot some undead heading your way, accompanied by Seldrick Dralstone, the undead of your visions.

Sir Cray says "I will take townfolk and protect the attack from the east, you take care of them!"

GM Screen:

Henri Hart's Initiative Using Search: 1d20 + 8 ⇒ (5) + 8 = 13
Quickblade Trueshot's Initiative Using Incredible Initiative: 1d20 + 10 ⇒ (7) + 10 = 17
Mimi de Valence's Initiative Using Avoid Notice with Incredible Initiative: 1d20 + 11 ⇒ (6) + 11 = 17
Mork the Orc's Initiative Using Exp Mode: Investigate: 1d20 + 8 ⇒ (11) + 8 = 19
Peter Plus-Haut's Initiative Using Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Ratman: 1d20 + 5 ⇒ (1) + 5 = 6

Seldrick: 1d20 + 11 ⇒ (10) + 11 = 21
Skeleton, r: 1d20 + 5 ⇒ (9) + 5 = 14
Skeleton, g: 1d20 + 5 ⇒ (11) + 5 = 16
Skeleton, b: 1d20 + 5 ⇒ (16) + 5 = 21

One of the skeletons runs in between the buildings with a bow in their hands and shoots an arrow at Mork

Arrow@Mork: 1d20 + 9 ⇒ (3) + 9 = 12
Damage, piercing: 1d8 ⇒ 1

The arrow hits the wall couple of feet away from Mork.

Seldrick moves not that far from the skeleton and casts a spell.

★★★
Steadfast Round 1

Terrain: Town
Battlemap

──────────
BOLD IS UP!:
──────────
Seldrick (- HP)
Skeleton Green (- HP)
➤ Peter (38/38 HP)
➤ Mimi (44/44 HP)
➤ Quickblade (41/41 HP)
➤ Mork (34/34 HP)
➤ Quan (26/26 HP)
➤ Henri (28/28 HP)
Skeleton Blue (- HP)
Skeleton Red (- HP)

Horizon Hunters

CG Male Orc Thaumaturge 6 | HP 47/64 | AC 24 (25 w/ Shield) | F+11 , R+12, W+12 | Perc +13 (darkvision), Init: +15 (win ties) | Exploration: Search| Active Cond: none | Focus: 1 | Hero: 1

Mork dodges as an arrow flies past him. Before acting, he waits for what he hopes is inspiration from his favorite minstrel.
Mork delays for Peter.

He shakes his head at the skeleton. "Not a nice way to introduce yourself to new people. Your people skills need work, my frriend." Mork then moves closer, hugging the building, and turns his attention to the leader to study him.

Exploit Vulnerability:

Exploit Vulnerability link

You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.

Critical Success: You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success: You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure: Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical: Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.

You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.

Mortal Weakness: After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.

Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.

Esoteric Lore: 1d20 + 11 ⇒ (11) + 11 = 22
If success, greatest weakness is revealed. Mork's strikes will activate the enemy's mortal weakness. Or personal antithesis of +3 if no weaknesses.
If failure, personal antithesis of +3 still applies.
With Diverse Lore, the above Esoteric Lore check functions as a free Recall Knowledge check for purposes of learning/sharing info.

Mork shares what he learns from recalling knowledge, and grins, "Ahh, so you are Seldrick. Claudiette sends her regards." Mork rattles his wind chimes to empower his attack, and hurls his returning trident at Seldrick.

+1 Returning Trident +IC +Range vs Seldrick: 1d20 + 9 + 1 - 2 ⇒ (15) + 9 + 1 - 2 = 23
Piercing Damage (+5 +IC +Weakness): 1d8 + 5 + 1 + 3 ⇒ (6) + 5 + 1 + 3 = 15
Note: Personal Antithesis weakness +3 has been added. If Seldrick has a real weakness, please adjust to use that instead of the +3.

Mork sincerely hopes his trident is more effective against Seldrick than the earlier skeletons. He can't wait to find out....

◇ Delay (for Peter), ◆ Stride, ◆ Exploit Vulnerability, ◇ Esoteric Lore, ◇ Implement Empowerment (shaking wind chimes) for +2 damage, ◆ Strike

Radiant Oath

2396852-2007 | Male Human | Field Medic | Cleric Lvl 5 | Rogue Dedication |◆◇↺ | HP 73/73 | AC 23 | F/R/W/P 13/11/14/14 | Spell Attack: +12 | 25 feet | Class DC 22 | Spells: -/3/3/2/ | Exploration Activity: Avoid Notice | Hero Point: 1/3 | Divine Font: 5/5 |

Ok. I'm not taking that chance then. Quickblade will wait for Peter to play some tunes to get the blood going.

Horizon Hunters

Female Ysoki (Tunnel Rat) Core Alchemist (Toxicologist) 7 | HP 56/83 | AC 25 | Fortitude +14, Reflex +15, Will +13 | resist poison 3, +1 saves vs. poison (succ -> crit) | Perception +11, low-light | Speed 25 | Default Exploration: Avoid Notice +3 | Advanced Alchemy 2/10 | Versatile Vials 4/6 | Bend Time 1/1 | Hero Points 2 | Active Conditions: None | ◆◇↺

Would I have been able to hand out items before combat? I can make up to 10 (in sets of 2) among lesser antidote, lesser cheetah's elixir and minor elixir of life. Being the buff lady is about all that she has left against creatures that are immune to both poison and mental. Anything not claimed would be minor elixirs of life on her person. Maybe I should have assigned my characters to con games differently...

Radiant Oath

open | male (he/him) "human" (DC 24 Perception) bard (maestro) 5 | ◆◇↺♫ | AC 23 (24) | HP 63/63 | P+12, F+9, R+12, W+12 (+1 vs divine) | Explore: Search | NV, 25' | Focus: 2/2 | Spells: 1st (3/3) 2nd (3/3) 3rd (2/2) | Hero (1/3) | Active conditions: swagger 2

♫ O Darahan, the pipes,
The pipes are calling
From glen to glen,
Across the Gravelands site

Seldrick's gone,
And all his followers are falling
Tis us, tis us
Must go and we must bide ♫

Inspire Courage
Lingering: 1d20 + 12 ⇒ (4) + 12 = 16 vs DC 19

Peter moves up ◆ and casts Guidance on Mork ◆.

Horizon Hunters

CN Female Human Swashbuckler 5 | ♥️ 73/73 | AC 23 (Dueling Parry) | F+11 R+13 W+9 | Perc +9 | Speed 35' | Hero 1 | Exploration: Avoid Notice +11 (Init +13) | ✋ +1 Striking Rapier | Status:

Mimi's daily prep includes putting on her leather armor and investing her Wayfinder.

"Ugh! More skeletons. I could use sometheeng more in de vay of a zombie right about now." Mimi's a little frustrated by the distance to the enemy but she's pretty quick when she wants to be. She rushes around the corner and straight up to the nearest skeleton. She ducks under its reaching hands and popping back up, punches him in the skull.

Action 1 (◆): Stride (35 feet)

Action 2 (◆): Tumble Through with Tumble Behind (35 feet) vs Skeleton Green
Acrobatics (Tumble Through/Behind): 1d20 + 11 ⇒ (16) + 11 = 27 vs Skeleton Green Reflex DC

I'll assume that worked and that Mimi now has Panache and that Skeleton Green is Flat-Footed to her next attack.

Action 3 (◆): Confident Finisher (Fist) with Panache & Precise Strike and Inspire Courage vs Flat-Footed Skeleton Green

Fist Attack: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 vs Flat-Footed
Fist Damage: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3 bludgeoning damage
Fist Precise Strike Damage: 2d6 ⇒ (2, 2) = 4 precision bludgeoning damage

What kind of crappy damage rolls are those!?

Radiant Oath

[R] Male Versatile Human Cloistered Cleric of Qi Zhong 5 / Medic | Field Medic | HP 58/58 (restoring 1 HP/min), AC 22 w +1 Scroll Robes (23 w Shield raised), Fortitude** +11, Reflex* +11, Will** +13, Perception** +13, Stealth +4 | Speed 25 ft. | Exploration Activity Search | Active Conditions Void Resistance 1 | ◆◇↺

Daily Preparations of Henri:
Focus Spell: Fire Ray
Cleric Font: Heal (4)
Divine Prepared Spells 1st - Ray of Enfeeblement, Spirit Link, Bless
Cantrips Shield, Light, Stabilize, Disrupt Undead, Chill Touch

I am assuming we also have our weapons drawn before combat.

Henri rushes to the combat scene and finds themselves with a bunch of undead again. For now, he can only raise his magical shield. "Is he the one from the visions we had the other day?"

◆ Stride
◆ Stride
◆ Cast a Spell, Shield

Radiant Oath

2396852-2007 | Male Human | Field Medic | Cleric Lvl 5 | Rogue Dedication |◆◇↺ | HP 73/73 | AC 23 | F/R/W/P 13/11/14/14 | Spell Attack: +12 | 25 feet | Class DC 22 | Spells: -/3/3/2/ | Exploration Activity: Avoid Notice | Hero Point: 1/3 | Divine Font: 5/5 |

Quickblade didn't start on the roof since he wasn't sure if it would hold his weight

Quickblade moves forward, marks Green as his prey and shoots his crossbow at him.

Crossbow vs Green, IC: 1d20 + 10 ⇒ (20) + 10 = 30
Crossbow Ace, IC: 1d10 + 3 ⇒ (9) + 3 = 12
Doubled to 24


◆ Stride
◆ Hunt Prey vs Green
◆ Strike


Quadennillia wrote:
Would I have been able to hand out items before combat? I can make up to 10 (in sets of 2) among lesser antidote, lesser cheetah's elixir and minor elixir of life. Being the buff lady is about all that she has left against creatures that are immune to both poison and mental. Anything not claimed would be minor elixirs of life on her person. Maybe I should have assigned my characters to con games differently...

Yes you would, and I would also let you drink it before the fight. Just need to know that, before the fight will go much further.

Horizon Hunters

Female Ysoki (Tunnel Rat) Core Alchemist (Toxicologist) 7 | HP 56/83 | AC 25 | Fortitude +14, Reflex +15, Will +13 | resist poison 3, +1 saves vs. poison (succ -> crit) | Perception +11, low-light | Speed 25 | Default Exploration: Avoid Notice +3 | Advanced Alchemy 2/10 | Versatile Vials 4/6 | Bend Time 1/1 | Hero Points 2 | Active Conditions: None | ◆◇↺

Early in the morning

"So, who needs enhancements? I got something to speed you up, poison resistance, and good old-fashioned healing."

Horizon Hunters

CG Male Orc Thaumaturge 6 | HP 47/64 | AC 24 (25 w/ Shield) | F+11 , R+12, W+12 | Perc +13 (darkvision), Init: +15 (win ties) | Exploration: Search| Active Cond: none | Focus: 1 | Hero: 1

When Quan asks about potions, Mork's orcish ears perk up. "Ahh, most generous! If you can spare Haste potion, Mork would like to be speedy!"

***EDITED***
Mork quickly adds, "Or any potion to improve speed!" He gladly accepts whatever speedy elixir Quan provides. "With cheetah potion, Mork would be fastest of his tribe!" He quaffs the potion before battle.

+5 status bonus to speed for 1 minute, I believe.

GM Farol -- please subtract 2 from Mork's above attack roll. Accidentally used the wrong attack template. I apologize for the error.

Horizon Hunters

Female Ysoki (Tunnel Rat) Core Alchemist (Toxicologist) 7 | HP 56/83 | AC 25 | Fortitude +14, Reflex +15, Will +13 | resist poison 3, +1 saves vs. poison (succ -> crit) | Perception +11, low-light | Speed 25 | Default Exploration: Avoid Notice +3 | Advanced Alchemy 2/10 | Versatile Vials 4/6 | Bend Time 1/1 | Hero Points 2 | Active Conditions: None | ◆◇↺

"Not that fast. It's a cheetah's elixir."

Radiant Oath

2396852-2007 | Male Human | Field Medic | Cleric Lvl 5 | Rogue Dedication |◆◇↺ | HP 73/73 | AC 23 | F/R/W/P 13/11/14/14 | Spell Attack: +12 | 25 feet | Class DC 22 | Spells: -/3/3/2/ | Exploration Activity: Avoid Notice | Hero Point: 1/3 | Divine Font: 5/5 |

Sorry. Forgot to include precision damage

Precision: 1d8 ⇒ 7
Add 14 damage to Green, assuming it's still standing


I will let others to decide till my post tomorrow what kind of potions do they want.
Peter moves and inspires his allies, then he sends magical aid towards Morc.

Morc analyzes Seldrick, he believes that he is a deathless acolyte, capable of casting spells. He is immune to death effects, disease, paralyzed, poison, unconscious but has no weaknesses.

Morc throws his trident, hitting Seldrick. Seldrick -13

Mimi moves forwards and thumbles through the skeleton. She then punches it with a panache. Crit -14

Henri rushes towards enemies and shield himself.

Quickblade designates green as his pray and shoots. His bolt smashes the spine and bones fall to the floor. Green critted, green dead.

Qen recalls the potions that she gave away to others.

★★★
Steadfast Round 1

Terrain: Town
Battlemap

──────────
BOLD IS UP!:
──────────
Seldrick (-13 HP)
Peter (38/38 HP)
Mimi (44/44 HP)
Quickblade (41/41 HP)
Mork (34/34 HP)
➤ Qen (26/26 HP)
Henri (28/28 HP)
Skeleton Blue (- HP)
Skeleton Red (- HP)

Horizon Hunters

Female Ysoki (Tunnel Rat) Core Alchemist (Toxicologist) 7 | HP 56/83 | AC 25 | Fortitude +14, Reflex +15, Will +13 | resist poison 3, +1 saves vs. poison (succ -> crit) | Perception +11, low-light | Speed 25 | Default Exploration: Avoid Notice +3 | Advanced Alchemy 2/10 | Versatile Vials 4/6 | Bend Time 1/1 | Hero Points 2 | Active Conditions: None | ◆◇↺

Qen moves out and tries a crossbow bolt at Blue.

Hand Crossbow: 1d20 + 7 ⇒ (13) + 7 = 20
Piercing Damage: 1d6 ⇒ 2

Horizon Hunters

CN Female Human Swashbuckler 5 | ♥️ 73/73 | AC 23 (Dueling Parry) | F+11 R+13 W+9 | Perc +9 | Speed 35' | Hero 1 | Exploration: Avoid Notice +11 (Init +13) | ✋ +1 Striking Rapier | Status:

Potion retcon time...

Mimi also takes advantage of Qen's magical potions and downs a Cheetah's Elixir in preparation for the upcoming encounter.

Speed is now base 40', rising to 45' if she has panache.


Qen moves from behind the corner and sends a bolt at one of the skeletons. Hit but no damage due to resistances. I think you also got bombs at the beginning of the scenario. Holy water and such.

Blue skeleton moves carrying a glaive and strikes Mimi

Glaive@Mimi: 1d20 + 9 ⇒ (11) + 9 = 20
Damage, slashing: 1d8 + 2 ⇒ (1) + 2 = 3

Glaive@Mimi: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13
Damage, slashing: 1d8 + 2 ⇒ (1) + 2 = 3

Glaive catches Mimi with the end of the blade. Mimi -3

THe other skeleton moves twice and strikes Mimi

Glaive@Mimi: 1d20 + 9 ⇒ (2) + 9 = 11
Damage, slashing: 1d8 + 2 ⇒ (8) + 2 = 10

Seldrick looks at Mimi with his dead eyes and cuts the air with his dagger, Mimi feels her mind being attacked with magic. Then he steps backward

harm, lvl 2: 2d8 ⇒ (6, 5) = 11 Will save DC20

★★★
Steadfast Round 2

Party Conditions: Inspire Courage
Terrain: Town
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Mimi: Will save DC20 vs 11 negative damage

──────────
BOLD IS UP!:
──────────
Seldrick (-13 HP)
➤ Peter (38/38 HP)
➤ Mimi (41/44 HP)
➤ Quickblade (41/41 HP)
➤ Mork (34/34 HP)
➤ Qen (26/26 HP)
➤ Henri (28/28 HP)
Skeleton Blue (- HP)
Skeleton Red (- HP)

Radiant Oath

2396852-2007 | Male Human | Field Medic | Cleric Lvl 5 | Rogue Dedication |◆◇↺ | HP 73/73 | AC 23 | F/R/W/P 13/11/14/14 | Spell Attack: +12 | 25 feet | Class DC 22 | Spells: -/3/3/2/ | Exploration Activity: Avoid Notice | Hero Point: 1/3 | Divine Font: 5/5 |

Quickblade reloads, marks Blue as prey and shoots.

Crossbow vs Blue, IC: 1d20 + 10 ⇒ (20) + 10 = 30
Crossbow Ace + Precision + IC: 1d10 + 1d8 + 3 ⇒ (4) + (8) + 3 = 15
Doubled to 30


◆ Reload
◆ Hunt Prey vs Blue
◆ Strike

Radiant Oath

open | male (he/him) "human" (DC 24 Perception) bard (maestro) 5 | ◆◇↺♫ | AC 23 (24) | HP 63/63 | P+12, F+9, R+12, W+12 (+1 vs divine) | Explore: Search | NV, 25' | Focus: 2/2 | Spells: 1st (3/3) 2nd (3/3) 3rd (2/2) | Hero (1/3) | Active conditions: swagger 2

♫ Legends never die
Can you hear them screaming out your name ♫

◆ Inspire Courage
Lingering Composition: 1d20 + 11 ⇒ (1) + 11 = 12 vs DC 19

♫ Relentless you survive ♫

Lingering Composition, Hero Point Reroll: 1d20 + 11 ⇒ (5) + 11 = 16 vs DC 19

◆ Stride
◆ Shield

Horizon Hunters

CG Male Orc Thaumaturge 6 | HP 47/64 | AC 24 (25 w/ Shield) | F+11 , R+12, W+12 | Perc +13 (darkvision), Init: +15 (win ties) | Exploration: Search| Active Cond: none | Focus: 1 | Hero: 1

Mork sees Seldrick try to slink away. He shakes his wind chimes in the direction of Seldrick and chases after him, using his extra long strides thanks to the potion. "No more terrorizing village. Time for you to take permanent rest." Inspired by Peter's lyrics and having already identified Seldrick's personal weakness, Mork hurls his trident twice in succession.

+1 Returning Trident + IC vs Seldrick: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Piercing Damage (+5 +Weakness +IC): 1d8 + 5 + 3 + 1 ⇒ (8) + 5 + 3 + 1 = 17

+1 Returning Trident +IC +MAP vs Seldrick: 1d20 + 7 + 1 - 5 ⇒ (20) + 7 + 1 - 5 = 23
Piercing Damage (+5 +Weakness +IC): 1d8 + 5 + 3 + 1 ⇒ (5) + 5 + 3 + 1 = 14

Wow...after Quickblade's nat-20, two more? First time for me in any RPG.

◆ Stride (35' w/ cheetah potion), ◇ Implement Empowerment (shaking wind chimes) for +2 damage ◆◆ Strike x2

Radiant Oath

2396852-2007 | Male Human | Field Medic | Cleric Lvl 5 | Rogue Dedication |◆◇↺ | HP 73/73 | AC 23 | F/R/W/P 13/11/14/14 | Spell Attack: +12 | 25 feet | Class DC 22 | Spells: -/3/3/2/ | Exploration Activity: Avoid Notice | Hero Point: 1/3 | Divine Font: 5/5 |

Wow. I was going to target Seldrick but he moved, which is why I shifted to Blue

Horizon Hunters

CN Female Human Swashbuckler 5 | ♥️ 73/73 | AC 23 (Dueling Parry) | F+11 R+13 W+9 | Perc +9 | Speed 35' | Hero 1 | Exploration: Avoid Notice +11 (Init +13) | ✋ +1 Striking Rapier | Status:

Mimi tries to dodge the glaive strike but the point just barely catches her upper arm. "Uf. If only I'd prepared a parry." She then sees Seldrick staring at her and a shot of pain lances through her brain...

I know that the turn post states that Mimi needs to make a basic Will save vs the effects of Seldrick's Harm spell, but the Harm spell states that the creature gets a basic Fortitude save. It turns out to make a difference in this case as Mimi's Fortitude is +8 and her Will is +7.

Basic Fortitude Save vs DC 20: 1d20 + 8 ⇒ (12) + 8 = 20

...but she manages to shake off the worst of the effect.

So only 5 hp of additional damage, unless it is in fact a Will save, in which case she takes the full 11.

With Mork going full Godzilla on Seldrick, Mimi concentrates on his lesser minions. She's about to take on the skeleton to her right, but Quickblade's crossbow bolt comes out of nowhere and smashes through the bones of the creature's chest (and almost certainly destroys it) so she takes on the creature before her. Robbed of her verbal weaponry, she once again resorts to flashy footwork to confuse her opponent and duck behind it before smashing it twice with her fist.

Action 1 (◆): Tumble Through with Tumble Behind (35 feet) vs Skeleton Green

Acrobatics (Tumble Through/Behind): 1d20 + 11 ⇒ (19) + 11 = 30 vs Skeleton Red Reflex DC

I'll assume that worked and that Mimi now has Panache and that Skeleton Red is Flat-Footed to her next attack.

Action 2 (◆): Confident Finisher (Fist) with Panache & Precise Strike and Inspire Courage vs Flat-Footed Skeleton Red

Fist Attack: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 vs Flat-Footed
Fist Damage: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6 bludgeoning damage
Fist Precise Strike Damage: 2d6 ⇒ (3, 1) = 4 precision bludgeoning damage

Action 3 (◆): Strike (Fist) with Inspire Courage and MAP1 vs Skeleton Red.

Fist Attack: 1d20 + 9 + 1 - 4 ⇒ (16) + 9 + 1 - 4 = 22
Fist Damage: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6 bludgeoning damage

That is a truly outstanding amount of damage we managed to inflict this round.

Horizon Hunters

Female Ysoki (Tunnel Rat) Core Alchemist (Toxicologist) 7 | HP 56/83 | AC 25 | Fortitude +14, Reflex +15, Will +13 | resist poison 3, +1 saves vs. poison (succ -> crit) | Perception +11, low-light | Speed 25 | Default Exploration: Avoid Notice +3 | Advanced Alchemy 2/10 | Versatile Vials 4/6 | Bend Time 1/1 | Hero Points 2 | Active Conditions: None | ◆◇↺

Qen remembers handing out two cheetah's elixirs as well as making and drinking one herself. She also remembers that she has alchemical items made by these backwards hicks, but figures that they're worth a shot since nothing else she has formulae for has worked.

◆ Interact to draw bottled sunlight

◇ Bend Time

◆ Stride

◆ Strike vs. Blue

Bottled Sunlight: 1d20 + 7 ⇒ (2) + 7 = 9
Positive Damage: 1d4 ⇒ 3 plus 1 splash
Fire Damage: 1d4 ⇒ 1 (no splash)

I would like to do one useful thing this game.

Bottled Sunlight, Hero Point, Promotional Vestments: 1d20 + 8 ⇒ (18) + 8 = 26

◆ Interact to draw holy water

Radiant Oath

[R] Male Versatile Human Cloistered Cleric of Qi Zhong 5 / Medic | Field Medic | HP 58/58 (restoring 1 HP/min), AC 22 w +1 Scroll Robes (23 w Shield raised), Fortitude** +11, Reflex* +11, Will** +13, Perception** +13, Stealth +4 | Speed 25 ft. | Exploration Activity Search | Active Conditions Void Resistance 1 | ◆◇↺

Henri gets closer to his other allies combating the enemies in melee but stays close to others. He then lances a positive energy to Blue to disrupt the undead. "How about you take to this!" he exclaims as he does the casting of the spell.

◆ Stride
◆◆ Cast a Spell, Disrupt Undead, DC 18 basis Fortitude save of Blue vs 1d6 + 4 ⇒ (5) + 4 = 9 positive damage (and Enfeebled 1 for 1 round if it crit fails)


Peter can't get the tune right, but he keeps inspiring allies.

Quickblade, focuses on shooting at the skeleton and takes them down with another well-aimed shot. Blue down.

Morc runs forwards and throws his trident twice, which is the end of Seldrick the wicked!

Mimi tumbles through the last skeleton and strikes it twice. After that, it only needs a well-thrown bomb from Qen to convince them to fall to the ground.

Well, you can't balance a combat again so many nat 20s :( Welp, we are out of combat.

After Seldrick is dead, most of the undead begin to flee. The battle soon is over, and you find Sir Clay tending to the wounds of a villager who got a spear in her hip while trying to fend off a pair of skeletons that attacked Tomas, the skeletal mason. Tomas, however, didn’t survive.

Beside Tomas there is at least 10 of bodies lying on the ground "It would be much worse if you wouldn't come here with Supplies."

He turns towards where the tower is

"That Ivory Reaper wasn’t the only threat in the area. If he won’t be back, the knights of the Dark Watchtower will be. We should bring the battle to them! I planned to attack the tower. With you at our side, the dozen or so of us that can fight might have a chance. The other refugees can follow your directions back to Ustalav. This town clearly isn't safe." says Sir Clay but you can see that his heart is not in it

"But with the information that you provided, I can clearly see that this attack is a waste of lives. We need to survive to fight tomorrow."

Since you did well at the tower, he does not need to be convinced to not attack it.

You search the bodies before departing.

Seldrick carries a bag of holding type I bearing a stylized monogram of his and Claudiette’s initials intertwined, and inside there are mapmaking tools, a volume detailing the legends of the forests surrounding something called "The Dark Watchtower," a sullied copy of The Bones Land in a Spiral, and the former Pathfinder’s remaining wealth (worth 50 sp) along with his wayfinder. Folded in a pocket of his robes is a small parchment that is a portion of the map of enclaves and towns hidden away in the Gravelands. This parchment can be used to help fulfill the Horizon Hunters faction mission. However, Seldrick’s portion of the maps has been marked to represent the towns he has destroyed to add to his forces while searching for his wife to return to him in death.

With the way back and dangers involved fresh in the Pathfinders’ minds, the remaining refugees are able to make it across the old stone bridge into Ustalav. Venture-Captain Evni Zongnoss vows to reach out to the contacts she’s forged over the years in Ustalav to help each one find a new home and job, and to provide those who have expressed interest in joining the Pathfinder Society a path to membership. She asks the Pathfinders if they could assist in this much less dangerous task while they wait for their next mission. Claudiette, meanwhile, dedicates herself to training new recruits from among Steadfast’s population under Evni’s watchful eye, lauding the PCs as heroes in her eyes and the eyes of every refugee of Steadfast.

The End!

Horizon Hunters

Female Ysoki (Tunnel Rat) Core Alchemist (Toxicologist) 7 | HP 56/83 | AC 25 | Fortitude +14, Reflex +15, Will +13 | resist poison 3, +1 saves vs. poison (succ -> crit) | Perception +11, low-light | Speed 25 | Default Exploration: Avoid Notice +3 | Advanced Alchemy 2/10 | Versatile Vials 4/6 | Bend Time 1/1 | Hero Points 2 | Active Conditions: None | ◆◇↺

"Well, this was a colossal waste of my time. But if the Society is paying, I guess I can deal. Sorry I couldn't do more for you." Qen then pulls out a surprisingly clean formula book and starts scribbling notes as she departs.

Radiant Oath

open | male (he/him) "human" (DC 24 Perception) bard (maestro) 5 | ◆◇↺♫ | AC 23 (24) | HP 63/63 | P+12, F+9, R+12, W+12 (+1 vs divine) | Explore: Search | NV, 25' | Focus: 2/2 | Spells: 1st (3/3) 2nd (3/3) 3rd (2/2) | Hero (1/3) | Active conditions: swagger 2

Peter sings on the way back to Ustalav, "Seldrick's Song".

♫ When I return, and villagers are dying
I am dead, as dead I yearn to be
I’ll come and find the place where you are lying
And I'll cast an animate spell for thee

You shall hear, dark magics called by me
And your grave will then empty be
For I will bend the nat'ral order for thee
I shall not sleep in peace until you come to me ♫

He also tries to re-confuse the three men who were guarding the bridge.

Deception: 1d20 + 11 ⇒ (1) + 11 = 12

"No, I didn't say we were entering Ustalav on the way in, I said we were going to the Gravela-ah, never mind. RUN FOR IT EVERYONE!"

Peter bolts, a long furry fox tail dragging behind him.

Horizon Hunters

CG Male Orc Thaumaturge 6 | HP 47/64 | AC 24 (25 w/ Shield) | F+11 , R+12, W+12 | Perc +13 (darkvision), Init: +15 (win ties) | Exploration: Search| Active Cond: none | Focus: 1 | Hero: 1

After his trident strikes Seldrick down, Mork turns to help his allies. But it seems they've been just as successful. As he's cleaning his trident, he says, "Many thanks, Qen. Cheetah potion was good idea -- helped Mork get in position for battle." Then turning to Peter, "Inspiration makes Mork's orc-ish blood flow. Big help in battle."

Loved all the entertaining poetry, Peter!

Mork is relieved when Sir Cray comes to his senses and agrees to save the tower fight for another time. Mork collects Seldrick's Wayfinder and monogrammed Bag of Holding. "Claudiette will want Seldrick's things." And he excitedly adds, "And Calisro Benarry will love map fragments. Who will join Mork to track her down? I'll introduce you!" There's an excellent chance that Calisro Benarry has no idea who Mork is, but that doesn't deter his enthusiasm.

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