Gameday XI: Expedition Into Pallid Peril (GM Kwinten) (Inactive)

Game Master Quentin Coldwater

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Macros sheet


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Verdant Wheel

LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

Ingmar moves in, grumbling that the enemies are not next to each other.

He casts electric arc, hoping to burn them both out.

electricity DC18 basic reflex: 1d4 + 4 ⇒ (3) + 4 = 7


VC Australia - WA

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


VC Australia - WA

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


Slides Loot sheet

Spoiler:
1d20 ⇒ 18

I was waiting to not bot someone, but it's been about 24 hours now.

Karamjeet moves forward and takes a mighty swing at the broom, but it dodges out of the way of his attack.
Ingmar moves forward and throws electricity at the enemies.

Reflex ghost: 1d20 + 8 ⇒ (11) + 8 = 19
Reflex broom: 1d20 + 6 ⇒ (12) + 6 = 18

Both manage to dodge out of the way for most of the attack, but they're still slightly singed. Both the ghost and the broom don't seem to take a lot of damage, though.

Aurika sees the enemies resisting some of the attacks and thinks about why that would happen. Her eyes light up as she examines the broom.

"Oh, that broom is a magical construct! Like most hard objects, it resists some damage, but I don't think it's much. Just hit it harder! I don't know much about the spirit, though. Sorry!"

Aurika moves a little closer and casts Shield on herself, just in case.

The broom moves closer towards Karamjeet, kicking up a lot of dust as it moves. But before it gets close enough, Karamjeet slices with his fauchard.

Karamjeet AoO: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

With a deft swing, Karamjeet slices the broom in two pieces and it is no more.

The ghost moans and floats closer towards the group. Once it's the centre of attention, it lets out an agonizing wail, shaking everyone to the core.
Everyone please make me a DC 18 Will save. You're Frightened 1 on a fail, and Frightened 2 on a crit fail.

After that, it locks eyes with Ingmar and waves a spectral hand through his torso.

Ghostly hand: 1d20 + 10 ⇒ (9) + 10 = 19
Negative damage: 1d6 + 3 ⇒ (6) + 3 = 9

Aurika
Ingmar
9 damage
Karamjeet
Spirit 1 damage
Nic
Zourn

Everyone may act! Don't forget the Will save.

Battlemap.

Grand Archive

Dwarf Champion (Paladin) of Grundinnar 1 | HP: 22/22 | Hero Point: 1/1 |AC: 18 (20) | F: 7 R: 4 W: 6 | Perc: +4 (Darkvision)| Speed 20ft | Active conditions: Exploration-Defend
Resources:
|Energy Emanation: 1/1 | Focus Points: 1/1

Will: 1d20 + 6 ⇒ (6) + 6 = 12

Uneasy about the ghost ahead, Zourn still marches up and puts himself in the fray. He then attempts to recall any knowledge he has of such creatures.

"Time to go. Rest and stop crying."

He then reaches out a hand to send energy into it.

Lay On Hands Damage: 1d6 ⇒ 4 Basic Fortitude or -2 AC for 1 round.

Stride, Recall, Lay on Hands.

Horizon Hunters

Male Human Fighter 1| HP 21/21 | AC 18 | F +8, R +6, W +4 | Perception +6| [dice=Fauchard]1d20+9[/dice] [dice=Dmg S]1d8+4[/dice] [dice=Deadly Dmg S]1d8[/dice] | Exploration: Scout

Will Save: 1d20 + 4 ⇒ (17) + 4 = 21

Karamjeet momentarily feels the pull of despair, but focuses on the danger at hand and shrugs off his fears.

Seeing the ghost has made it easier for him to attack it, Karamjeet wastes no time exploiting his advantage and delivers two attacks.

Fauchard Power Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Dmg S: 2d8 + 4 ⇒ (5, 8) + 4 = 17
Deadly Dmg S: 1d8 ⇒ 1

Fauchard Attack 2: 1d20 + 9 - 10 ⇒ (3) + 9 - 10 = 2
Dmg S: 1d8 + 4 ⇒ (2) + 4 = 6
Deadly Dmg S: 1d8 ⇒ 5

LOL! I'll just wait and let the GM roll crits for me on my opportunity attacks since my rolls are ineffective...


Slides Loot sheet

Spoiler:
1d20 ⇒ 9

Zourn can't recall specifics, but he does remember from basic Pathfinder training that ghosts tend to resist damage. You'll need a lot of damage to put one to rest with physical attacks. Magic tends to work slightly better.

He then walks up and tries to cleanse it with holy energy.

Fort save: 1d20 + 6 ⇒ (8) + 6 = 14
I see in your profile that your DC is 15. Sadly, due to Frightened, the ghost just makes it.

Zourn's holy energy tears holes into the ghost, but less than he would've hoped.

Karamjeet slices twice at the ghost, but despite not being afraid of it, the ghost manages to dodge his attacks.

Aurika
Ingmar
9 damage
Karamjeet
Spirit 3 damage
Nic
Zourn

Aurika, Ingmar, and Nic may act! Don't forget the DC 18 Will save.

Battlemap.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

Nic Will save: 1d20 + 7 ⇒ (12) + 7 = 19

The halfling resists the supernatural fear emanating from the unquiet spirit, then goes around to enter the chamber from another direction.

Stride-stride-stride.

Verdant Wheel

LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

"Damn, that hurt!"

will DC18: 1d20 + 10 ⇒ (20) + 10 = 30

He raises his shield (AC20) and casts produce flame, taking advantage of the flank.
spell attack w/ flank: 1d20 + 8 ⇒ (1) + 8 = 9\

Or not.

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Thanks for the bot. Been travelling for work the last two days and couldn't get here

Will save vs DC 18: 1d20 + 7 ⇒ (16) + 7 = 23
Aurika has no problem shaking off the fear from the ghost.

She takes a step away before hurling electricity at the ghost.
Electric Arc vs Ghost, DC 18 Reflex: 1d4 + 4 ⇒ (2) + 4 = 6


Slides Loot sheet

Nic runs around the battlefield, hoping to get a better position from the other side.
Ingmar tries to burn away the ghost, but fails to get his spell going.
Aurika jolts the ghost with electricity.

Reflex save: 1d20 + 8 ⇒ (4) + 8 = 12

Somehow the ghost conducts electricity, and while it doesn't have much to damage, you still manage to zap it quite well.

The ghost step-floats over towards Aurika (it has seen Karamjeet slice the broom in half and is smart enough to not repeat that action), since she is the only one to damage it, and tries to rip the life essence out of her.

Ghostly hand vs Aurika: 1d20 + 10 ⇒ (7) + 10 = 17
Ghostly hand vs Aurika: 1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 18
Negative damage: 1d6 + 3 ⇒ (1) + 3 = 4

It manages to extract some life energy and tries to apply it to itself, but he is too long gone to benefit from it.

Aurika 4 damage
Ingmar 9 damage
Karamjeet
Spirit 7 damage
Nic
Zourn

Everyone may act!

Battlemap.

Horizon Hunters

Male Human Fighter 1| HP 21/21 | AC 18 | F +8, R +6, W +4 | Perception +6| [dice=Fauchard]1d20+9[/dice] [dice=Dmg S]1d8+4[/dice] [dice=Deadly Dmg S]1d8[/dice] | Exploration: Scout

Karamjeet continues his assault hoping to connect this time.

Fauchard Power Attack vs FF: 1d20 + 9 ⇒ (1) + 9 = 10
Dmg S: 2d8 + 4 ⇒ (2, 8) + 4 = 14
Deadly Dmg S: 1d8 ⇒ 2

Fauchard Attack 2 vs FF: 1d20 + 9 - 10 ⇒ (15) + 9 - 10 = 14
Dmg S: 1d8 + 4 ⇒ (2) + 4 = 6
Deadly Dmg S: 1d8 ⇒ 7

The Paizo RNG always makes me sad...At least the second roll was double digits...

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

Nic steps into the flank, stabs once at the floating undead, then steps once more to get out of Karamjeet's way. He and the human mess up their timing, though, and he can't connect.

Rapier attack vs. ghost, FF: 1d20 + 7 ⇒ (6) + 7 = 13

Grand Archive

Dwarf Champion (Paladin) of Grundinnar 1 | HP: 22/22 | Hero Point: 1/1 |AC: 18 (20) | F: 7 R: 4 W: 6 | Perc: +4 (Darkvision)| Speed 20ft | Active conditions: Exploration-Defend
Resources:
|Energy Emanation: 1/1 | Focus Points: 1/1

Step, Step, Strike

"I can't have you hurting my companions, now it is time to rest." Zourn says shifting twice to get between the ghost and Aurika.

Steel Shield with Shield Spikes: 1d20 + 6 ⇒ (13) + 6 = 19
Piercing Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Aurika steps further away before hurling more electrical magic at the ghost.
Electric Arc vs Ghost, DC 18 Reflex: 1d4 + 4 ⇒ (1) + 4 = 5

Verdant Wheel

LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

Ingmar follows Aurika's idea.
electric arc DC18: 1d4 + 4 ⇒ (2) + 4 = 6
and then raises his shield


Slides Loot sheet

Karamjeet keeps slicing away at the spirit, but his attacks are getting sloppy and none of them connect.
Nic sees an opening and squeezes in, but misjudges his timing and only pierces air.
Zourn tries to defend his companions and stabs at the ghost, hurting it quite a bit!
Aurika and Ingmar throw electricity at the ghost, but it manages to dodge out of the way of most of it. Its ethereal form isn't affected by Aurika's attack at all, but is slightly singed by Ingmar's spell.

Reflex save: 1d20 + 8 ⇒ (16) + 8 = 24
Reflex save: 1d20 + 8 ⇒ (15) + 8 = 23

Zourn has proven to be quite effective at damaging the spirit, so it retaliates by lashing out twice.

Ghostly hand vs Zourn: 1d20 + 10 ⇒ (16) + 10 = 26
Negative damage: 1d6 + 3 ⇒ (2) + 3 = 5

Ghostly hand vs Zourn: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
Negative damage: 1d6 + 3 ⇒ (3) + 3 = 6

It then floats carefully away from Zourn's sharp spikes.

Aurika 4 damage
Ingmar 9 damage
Karamjeet
Spirit 12 damage
Nic
Zourn
11 damage

Everyone may act!
I'm really spreading damage around. Maybe I should focus on one person. >:-D

Battlemap.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

The spry halfling moves to flank the ghost with Karamjeet before stabbing at it twice. We had better finish it off quickly.

Rapier attack vs flat-footed: 1d20 + 7 ⇒ (15) + 7 = 22
Second rapier attack: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21

First attack damage, if applicable, including sneak attack: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9
Second attack damage, if applicable, including sneak attack: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (5) = 11


Slides Loot sheet

Nic finally gets his chance to strike, and though he can't find any vital weakness in the ghost, his first attack tears the ghost to shreds!

You all have a well-earned lie down and patch each other up as the ghost did quite some damage to you. Just as you make ready to explore the rest of the Labyrinth, you hear rushed footsteps echoing from where you came from. Suddenly three unfamiliar cloaked figures burst into the room and are just as surprised to see you as you are surprised to see them. "Those are the Pathfinders, right," one says with a curse.

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

Karamjeet's Initiative Using Scout: 1d20 + 9 ⇒ (9) + 9 = 18
Nic Blackwillow's Initiative Using Avoid Notice (w/Trap Spotter): 1d20 + 8 ⇒ (3) + 8 = 11
Aurika's Initiative Using Avoid Notice: 1d20 + 8 ⇒ (3) + 8 = 11
Ingmar's Initiative Using Search: 1d20 + 9 ⇒ (12) + 9 = 21
Zourn's Initiative Using Defend: 1d20 + 5 ⇒ (8) + 5 = 13
Intruder 1: 1d20 + 5 ⇒ (10) + 5 = 15
Intruder 2: 1d20 + 5 ⇒ (13) + 5 = 18
Intruder 3: 1d20 + 5 ⇒ (4) + 5 = 9

Ingmar
Intruder 2
Karamjeet
Intruder 1
Zourn
Aurika
Nic
Intruder 3

Ingmar may act!
You all have your weapons drawn.

Battlemap.

Verdant Wheel

LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

"Oh, great. Here to make trouble?"

Ingmar starts cast electric arc once more.
electricity vs R1 & R1 DC18 basic reflex: 1d4 + 4 ⇒ (4) + 4 = 8

He then shoots at #3.
+1 Clan Pistol: 1d20 + 8 ⇒ (3) + 8 = 11


Slides Loot sheet

Reflex save: 1d20 + 8 ⇒ (13) + 8 = 21
Reflex save: 1d20 + 8 ⇒ (6) + 8 = 14

You said R1 twice, so I don't know which of the other two you're also targeting. Anyway, the mystery person fails and takes full. Who is the unlucky fellow?

Intruder 2 does a hit and run on 1d3 ⇒ 2 Karamjeet and runs forward, slashes at the fighter, then returns to his original position.

Dagger slash vs Karamjeet: 1d20 + 7 ⇒ (17) + 7 = 24
Slashing damage: 1d4 ⇒ 2

Ingmar
Intruder 2
Karamjeet 2 damage
Intruder 1 4 damage
Zourn
Aurika
Nic
Intruder 3
8 damage for either enemy 2 or 3.

Karamjeet may retaliate!
Since it's unclear who took the full Electric Arc damage, you can also say, "I target the one who took 8 damage."

Battlemap


VC Australia - WA

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

Verdant Wheel

LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

Sorry... R1 & R2

Horizon Hunters

Male Human Fighter 1| HP 21/21 | AC 18 | F +8, R +6, W +4 | Perception +6| [dice=Fauchard]1d20+9[/dice] [dice=Dmg S]1d8+4[/dice] [dice=Deadly Dmg S]1d8[/dice] | Exploration: Scout

No attack of opportunity for Karamjeet?

Karamjeet looks to retaliate against the person who cut him. He moves toward the rogue and swings his fauchard with all the force he can bring to bear.

Fauchard Power Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Dmg S: 2d8 + 4 ⇒ (8, 5) + 4 = 17
Deadly Dmg S: 1d8 ⇒ 4

Move, Power Attack


Slides Loot sheet

Karamjeet retaliates by making a big swing with his fauchard, cutting the poor man open from left shoulder to right leg. He collapses to the ground, lifeblood spurting out of him.

Intruder 1 looks at Karamjeet in shock. "You monster! Sure, we came to rough you up, but you just killed him in poor blood!"

Intruder 1 walks forward to avenge his poor friend, not knowing the fate that's going to befall him...

Attack of opportunity Karamjeet: 1d20 + 9 ⇒ (4) + 9 = 13

He dodges the bloody fauchard by a hair, tries to stab Karamjeet, then rejoin his friend to the north.

Dagger attack: 1d20 + 7 ⇒ (11) + 7 = 18
Dagger slice: 1d4 ⇒ 3

Ingmar
Karamjeet 5 damage
Intruder 1 4 damage
Zourn
Aurika
Nic

Intruder 3

Zourn, Aurika, and Nic are up!

Battlemap.


VC Australia - WA

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

Grand Archive

Dwarf Champion (Paladin) of Grundinnar 1 | HP: 22/22 | Hero Point: 1/1 |AC: 18 (20) | F: 7 R: 4 W: 6 | Perc: +4 (Darkvision)| Speed 20ft | Active conditions: Exploration-Defend
Resources:
|Energy Emanation: 1/1 | Focus Points: 1/1

With shield raise, Zourn marches towards the two intruders and begins to glow. A burst of cold and swirling ice crystals batters the two.

Stride, Energy Emanation (2 Actions).

Cold Damage: 1d6 ⇒ 6 Basic Reflex DC 15

"Cool it! We aren't looking to hurt anyone but we will defend ourselves, fully. Lay down your arms and we can end this!" he warns before the violence continues.


VC Australia - WA

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

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

Nic dodges back around to try to flank the remaining pair, drawing his sap.

Stride-stride-interact

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Aurika attempts to conceal her next spell, hiding the gestures and weaving the arcane words into dialogue.
Stealth vs Perception DC: 1d20 + 7 ⇒ (12) + 7 = 19
Deception vs Perception DC: 1d20 + 5 ⇒ (20) + 5 = 25

Completing her hidden spell, the sound of booted feet running toward the area emanates from the western passage into the chamber. "Oh good, our reinforcements are coming! You should surrender now while you still can!"
Conceal Spell, followed by Ghost Sound


Slides Loot sheet

Reflex save #1: 1d20 + 8 ⇒ (17) + 8 = 25
Reflex save #3: 1d20 + 8 ⇒ (4) + 8 = 12

Intruder number 1 manages to resist most of the cold emanating from Zourn, but number 3 isn't so lucky and takes a faceful of ice.
Nic walks around to try to set up a flank in the future.
Aurika stealthily casts Ghost Sound, and suddenly the sound of running feet fills the room.

The two intruders are clearly shaken by this turn of events. They look at one another, but then one hisses, "We can't come back empty-handed. One more attack, then we make a run for it."

Your tactics certainly seem to have an effect, but these people seem not quite willing to surrender just yet...

Intruder 3 seems like he's going to make a dash for it, but it turns out it was a fake-out to try to catch Zourn off guard.

Feint attempt vs Zourn: 1d20 + 4 ⇒ (7) + 4 = 11

Luckily Zourn is onto this guy's plan and remains on guard. The intruder then slashes twice at Zourn.

Dagger at Zourn: 1d20 + 7 ⇒ (17) + 7 = 24
Slashing damage: 1d4 ⇒ 4

Dagger at Zourn: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17

The dagger finds a gap in Zourn's armour, but the second attack luckily bounces off solid steel.

Ingmar
Karamjeet 5 damage
Intruder 1 4 damage
Zourn 4 damage
Aurika
Nic
Intruder 3 6 damage

Ingmar and Karamjeet may act!

Battlemap.

Verdant Wheel

LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

”Well, if you won’t surrender. I guess you deserve this!”

Ingmar casts electric arc again.

electricity basic reflex DC18: 1d4 + 4 ⇒ (4) + 4 = 8

He then reloads his gun.


Slides Loot sheet

Reflex #1: 1d20 + 8 ⇒ (3) + 8 = 11
Reflex #3: 1d20 + 8 ⇒ (2) + 8 = 10

Both fail to dodge away on time, and they get shocked pretty badly.

Ingmar
Karamjeet 5 damage
Intruder 1 12 damage
Zourn 4 damage
Aurika
Nic
Intruder 3 14 damage

Both enemies are now bleeding heavily from their wounds. A gentle tap might knock them out, looks like.

Karamjeet is up!

Battlemap.

Horizon Hunters

Male Human Fighter 1| HP 21/21 | AC 18 | F +8, R +6, W +4 | Perception +6| [dice=Fauchard]1d20+9[/dice] [dice=Dmg S]1d8+4[/dice] [dice=Deadly Dmg S]1d8[/dice] | Exploration: Scout

Karamjeet gets to work finishing them off swinging his fauchard at them.

Fauchard vs R1: 1d20 + 9 ⇒ (8) + 9 = 17
Dmg S: 1d8 + 4 ⇒ (8) + 4 = 12
Deadly Dmg S: 1d8 ⇒ 1

Fauchard vs R3: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13
Dmg S: 1d8 + 4 ⇒ (5) + 4 = 9
Deadly Dmg S: 1d8 ⇒ 8

Fauchard vs R3: 1d20 + 9 - 10 ⇒ (1) + 9 - 10 = 0
Dmg S: 1d8 + 4 ⇒ (8) + 4 = 12
Deadly Dmg S: 1d8 ⇒ 8


Slides Loot sheet

Karamjeet swings at Intruder 1 and slices his arm right off. The other two attacks miss. Pale as a ghost, Intruder 3 drops his dagger to the ground and yells, "I surrender! I don't want to die!"

Do you stabilise the other two? They're not dead yet, but it's close.

The intruders don't have much of value on them: just a dagger and a bronze Aspis badge.

What do you do with them?

Horizon Hunters

Male Human Fighter 1| HP 21/21 | AC 18 | F +8, R +6, W +4 | Perception +6| [dice=Fauchard]1d20+9[/dice] [dice=Dmg S]1d8+4[/dice] [dice=Deadly Dmg S]1d8[/dice] | Exploration: Scout

Karamjeet keeps his fauchard readied to attack and calmly addresses the standing Aspis agent.

"Why have you attacked us? How have you managed to sneak past all of the Pathfinders on this expedition? What do you want? Please be forthcoming."

Karamjeet quickly glances at the other dying agents and says to the group.

"It might be useful to try to stabilize those two so that the Society can question them."


Slides Loot sheet

"I-I-I dunno why we're here! Leadership told us Pathfinders found some new ruins, so they decided to beat you to whatever is down here. There's a whole bunch of us down here, and we just managed to, I dunno, blend in, I guess? We're just grunts, sizing up how you're doing and hopefully grab some loot while we're at it. We never wanted to kill anyone!"

The agent eyes his flimsy dagger, which, to be fair, pales in comparison to Karamjeet's giant sword on a stick.

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

"Someone stop those two from bleeding out," Aurika implores the group. She moves to help, but has none of the necessary skills or tools.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

Nic will certainly do that, if someone lends him the tools.

Grand Archive

Dwarf Champion (Paladin) of Grundinnar 1 | HP: 22/22 | Hero Point: 1/1 |AC: 18 (20) | F: 7 R: 4 W: 6 | Perc: +4 (Darkvision)| Speed 20ft | Active conditions: Exploration-Defend
Resources:
|Energy Emanation: 1/1 | Focus Points: 1/1

"I hope this will show you the error in your ways. We should be bridging our differences not coming to blows. I can heal one of your companions but my connection will need time to recover." Zourn says looking to the others.

Will use Lay On Hands if we don't have any medicine individuals with tools ready but that will only save one.

Horizon Hunters

Male Human Fighter 1| HP 21/21 | AC 18 | F +8, R +6, W +4 | Perception +6| [dice=Fauchard]1d20+9[/dice] [dice=Dmg S]1d8+4[/dice] [dice=Deadly Dmg S]1d8[/dice] | Exploration: Scout

Karamjeet keeps his fauchard trained on the Aspis agent.

"Nic, I have healer's tools. Can someone help him to get them while I watch this person?"


Slides Loot sheet

Spoiler:
4d20 ⇒ (1, 10, 16, 3) = 30

You all help stabilise the fallen Aspis agents and the remaining awake agent nods in thanks to you. He realises he is outmatched and doesn't resist.

You look through the rest of the Labyrinth and find one more room. Stone shelves built into the walls here store books, ledgers, and other documents. A desk with an oil lamp provides space for a solitary researcher to investigate the materials.

Many of the materials here crumble when disturbed, but with some careful investigation and about one hour of work, you puzzle together the history of this region (all written in dwarven, of course). Several ledgers remain that show bustling trade in both Raseri Kanton and Jernashall prior to 3980 AR. Diaries speak of a well-functioning, thriving society with little mention of unrest until a volcano erupted and forced the inhabitants to flee.

Aurika fills everyone in on the backstory of this area. The volcano Droskar's Crag showed signs of impending eruption since 3900, but the dwarven kingdom of Tar Khardurrm ignored all the signs. After the volcano's eruption, Tar Khardurrm fell into a great decline, which descended into bickering and fractured alliances until it finally collapsed almost 500 years later.

With this information and the captured Aspis, you head back to base camp. I presume you take the Aspis as prisoners and don't just let them go.

Halfway through the tunnels, Nic suddenly stops you as he spots a tripwire that wasn't there when you came here. The Aspis shrug and say, "That wasn't us, we don't have trap kits on us. Must've been a different team, but it does look like our handiwork, yeah."

It's a simple snagging wire with barbed points that dig into your leg that's easily disposed of. Definitely more built to hinder and delay rather than to injure anyone.

You return to camp, explain what you've found, and have another night's rest. All your daily preparations are refreshed and you can make some purchases if you want.

The next morning, you head back to the final unexplored area.


Slides Loot sheet

Several effects have gone off. I'll list them here and also put them in a slide so you can easily reference it if necessary.

Hazards Identified: -2 to all Stealth DCs for this act. This doesn't affect you directly (I keep track of that, but just to let you know that it does something).
Allies Gathered: -2 to all DCs to interact with NPCs (such as the Sisters you've met earlier) during this act.

More people have come to the Pathfinder base camp and have expanded the options available to you. These will last the entire scenario.
Enhanced Spellcasting: You can buy spellcasting services for non-essential common spells from the Core Rulebook up to your level at a 10% discount.
Diverse Investments: You can purchase any common item up to your level, including items that aren't from the Core Rulebook. Previously you were restricted to CRB stuff.

You all also get a free Minor Healing Potion, clearly labeled with its sponsor Hands-Off Healing, who also has a shop in Absalom.


Slides Loot sheet

You make ready to head into the final unexplored area, the Sunken Halls. You get potions of Water Breathing to explore underwater areas without straining your resources.

The Sunken Halls were discovered at the bottom of a lake. Other Pathfinders have secured a guide rope that leads directly into the Halls, so you don't need to worry about navigating there yourselves. You pop your potions and are ready to go.

Here are the rules for aquatic combat, also repeated on the slide for your convenience.
- You’re flat-footed unless you have a swim Speed.
- You gain resistance 5 to acid and fire.
- You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
- Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.
- You can’t cast fire spells or use actions with the fire trait underwater.
- At the GM’s discretion, some ground-based actions might not work underwater or while floating.
- Swim/Climb DC is 10.

You need to make an Athletics check to swim while in combat. Out of combat, I'll assume people who can't make it will guide you, but are too occupied in combat to do so. Swimming rules are found here. Basically, a DC 10 Athletics check lets you move 10 feet underwater.
You can also use Athletics to Climb if you're adjacent to the wall to propel yourself forward.

Faintly glowing algae tints jagged stone walls in a green light. A fine silt that clouds the water with every movement covers the bottoms of the chamber, though it settles seconds later. Clearly manufactured steps start at the base of the floor and sink to deeper waters in the flooded room to the east.

The algae provide dim light. But considering that all the previous rooms were completely dark, I presume people have Wayfinders or other means of seeing in the dark. Obviously, torches don't work here.

As you enter the tunnels and go around a corner, you see three lobster/eel-like things swimming around. They notice you and make a hissing sound, clearly intending to defend their territory.

Karamjeet's Initiative Using Scout: 1d20 + 8 ⇒ (3) + 8 = 11
Nic Blackwillow's Initiative Using Avoid Notice (w/Trap Spotter): 1d20 + 7 ⇒ (20) + 7 = 27
Aurika's Initiative Using Avoid Notice: 1d20 + 7 ⇒ (17) + 7 = 24
Ingmar's Initiative Using Search: 1d20 + 8 ⇒ (5) + 8 = 13
Zourn's Initiative Using Defend: 1d20 + 4 ⇒ (20) + 4 = 24
Lobster-thing #1: 1d20 + 8 ⇒ (5) + 8 = 13
Lobster-thing #2: 1d20 + 8 ⇒ (5) + 8 = 13
Lobster-thing #3: 1d20 + 8 ⇒ (17) + 8 = 25

Nic
Lobster-thing #3
Aurika
Zourn
Lobster-thing #1
Lobster-thing #2
Ingmar
Karamjeet

Nic may act!
These things are an Occultism check to identify.
Everyone has their preferred weapon out, as you're expecting trouble.
I'm going to treat this as regular two-dimensional combat to start, meaning you don't have to worry about being above or below someone else. If you want to do so, feel free, but I'd like to keep it as easy as possible for everyone. The room is 20 feet high, so 4 cubes between floor and ceiling. I imagine everyone to be either on the floor or 5-10 feet off the floor, so basically in the middle, leaving you room to go up or down when needed.

Battlemap.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

You said you were going to try to keep this 2-d, but can Nic move below or above the party to get a clear shot at one of the creatures?


Slides Loot sheet

Yeah, of course. Just overlap your icon and maybe note a number next to it to indicate height.


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.


VC Australia - WA

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

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

Nic readies his bow, sinking below the rest of the party to get a clear shot, and shoots at the nearest enemy.

Athletics check to swim, T: 1d20 + 3 ⇒ (19) + 3 = 22
Arrow to eely enemy: 1d20 + 7 ⇒ (6) + 7 = 13


Slides Loot sheet

Nic sinks down and prepares to fire at whichever enemy comes closest. He doesn't have to wait long, as the eel right ahead of Zourn rushes in, but he hasn't practiced underwater shooting in a while and the arrow goes wide. The eel-thing rushes at Zourn and tries to pinch his fingers with its claws.

Claw vs Zourn: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Slashing damage: 1d6 + 1 ⇒ (5) + 1 = 6

Zourn also feels something being injected into his bloodstream, and once the thing's claws close around Zourn's fingers, it doesn't let go! Zourn, you're now Grabbed, and you can make me a Fortitude save versus poison.

Nic
Lobster-thing #3
Aurika
Zourn
6 damage, Fortitude save, Grabbed
Lobster-thing #1
Lobster-thing #2
Ingmar
Karamjeet

Aurika and Zourn may act!

Battlemap.

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