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

Game Master Quentin Coldwater

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Macros sheet


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Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

Showing a deadly (potentially to himself) combination of courage and lack of sense, Nic rushes into the room and engages one of the large rats, stabbing it twice. His first attack draws the rat's attention before his second thrust takes it in the throat.

Rapier attack vs. flat-footed AC: 1d20 + 7 ⇒ (4) + 7 = 11
Second rapier attack: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22

Second attack damage; doubled due to crit: 1d6 + 4 ⇒ (6) + 4 = 10
Sneak attack damage: 1d6 ⇒ 1
Deadly damage due to crit: 1d8 ⇒ 8


Slides Loot sheet
Blakros Deception game:

Nic rushes in and thrusts with his rapier before the rats have chance to collect themselves. His first attack misses, but the second attack skewers the rat straight through the brain and it drops dead immediately.

Aurika
Zourn

Nic
Big rat 1
Ingmar
Rat swarm 1
Karamjeet
Rat swarm 2

Aurika and Zourn may act!

Battlemap.


Venture-Agent, Play-by-Post

Fellow Pathfinder Society agents have thinned out the dangers of the mountain.
The Creatures Abated condition is now in effect for Act 2.

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 adds an extra few arcane syllables to the spell she next casts, releasing electricity at the swarms as she shouts, "Electric Arc!"
Electric Arc vs Rat Swarm 1+2, DC 18 Reflex: 1d4 + 4 ⇒ (2) + 4 = 6
Reach Spell, Electric Arc


Slides Loot sheet
Blakros Deception game:

Aurika sends electricity forth to fry some rats.

Reflex swarm 1: 1d20 + 7 ⇒ (2) + 7 = 9
Reflex swarm 2: 1d20 + 7 ⇒ (5) + 7 = 12

Both swarms fail their saves and dead rats drop like flies. Plenty more are still alive, though.

I'm delaying Zourn down, maybe he'll act soon. I typically only bot if delaying would cause someone to skip a turn.

The remaining big rat (one of the alphas?) doesn't like what Nic did to its mate and starts gnawing on him.

Jaws vs Nic: 1d20 + 7 ⇒ (13) + 7 = 20
Piercing: 1d6 + 1 ⇒ (6) + 1 = 7

Jaws vs Nic: 1d20 + 7 - 5 ⇒ (15) + 7 - 5 = 17

The filthy rat manages to find an artery in Nic's arm and some muck enters his bloodstream...

Normally they carry filth fever, but the onset is long enough and the Society will cure anyone for free, so not bothering with that.

Aurika
Nic 7 damage
Big rat 1
Ingmar
Zourn

Rat swarm 1 6 damage
Karamjeet
Rat swarm 2 6 damage

Ingmar and Zourn 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:

Ingmar moves in and casts what has become his favorite spell on the rat, and swarm #1.

electricity DC18: 1d4 + 4 ⇒ (1) + 4 = 5


Slides Loot sheet
Blakros Deception game:

Big rat Reflex: 1d20 + 7 ⇒ (9) + 7 = 16
Swarm Reflex: 1d20 + 7 ⇒ (5) + 7 = 12

Ingmar follows Aurika's lead and sends electricity coursing through the tiny rat bodies. With all the rats so close together, they make excellent conductors and after some twitching, Swarm #1 stops moving.

Gonna bot Zourn for tactics reasons.

Zourn moves forward and tries to skewer some rats on his shield spikes.
He has two shields, but he seems to prefer the spikes.

Shield slam attack: 1d20 + 6 ⇒ (20) + 6 = 26 crit!
Piercing damage: 1d6 + 3 ⇒ (5) + 3 = 8

With tremendous force, Zourn pushes through the rat-pile and emerges from the other side with dozens of rats impaled on his shield. The rest of the swarm loses cohesion and dissolves.
There seems to be some resistance to piercing damage, but that's still more than enough to kill it.

Aurika
Nic
7 damage
Big rat 1 5 damage
Ingmar
Zourn
Karamjeet

Karamjeet, Aurika, and Nic may act!

Battlemap.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

With a most uncultured snarl, the halfling rounds on the rat that bit him. He stabs twice at it before stepping back.

Rapier attack: 1d20 + 7 ⇒ (15) + 7 = 22
Iterative attack: 1d20 + 7 - 5 ⇒ (16) + 7 - 5 = 18

Damage, attack #1: 1d6 + 4 ⇒ (3) + 4 = 7
Damage, attack #2, if applicable: 1d6 + 4 ⇒ (2) + 4 = 6

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 follows the lead that Ingmar was following, once more shouting, "Electric Arc!"
Electric Arc vs Rat, DC 18: 1d4 + 4 ⇒ (3) + 4 = 7

She then speaks another spe, adding, "Shield."
Electric Arc, Shield


Venture-Agent, Play-by-Post

Venture-Captain Luna’s voice fills the mind of key agents, allowing them to disseminate her latest orders.
“Agents, the way to Raseri Kanton is clear. Hurry here—the Aspis are on their way!”
Table GMs, you have 5 minutes (2 days) to complete your current encounter.

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 moves quickly around the remaining rat and positions himself to flank the creature with Nic. Once in position, he swings his fauchard with all his might at the rat.

Fauchard Power Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Dmg S: 2d8 + 4 ⇒ (2, 1) + 4 = 7
Deadly Dmg S: 1d8 ⇒ 3


Slides Loot sheet
Blakros Deception game:

Nic takes revenge against the rat that bit him and with two swift stabs it is no more.

After catching your breath and bandaging Nic's wounds, you hurry back to Venture-Captain Luna Aldred's side.


Venture-Agent, Play-by-Post

The traps and haunts of the Pallid Peak have been weakened, be it by skill or force.
The Hazards Identified condition is now in effect for Act 2.


Venture-Agent, Play-by-Post

Venture-Captain Luna Aldred stands at one end of a wide stone bridge, facing the path back to base camp. At the far end of the bridge, a pair of tall doors stands open. Within, a marvelous city rises, seemingly unscathed by the passage of centuries. From afar, the research possibilities seem endless. As Pathfinder agents gather on the bridge, preparing to enter the city, Luna scans the area carefully. The muffled sounds of clanking armor and shuffling footsteps announce the approach of unwanted company.

Soon, a massive group of Aspis agents strides out onto the bridge. The leader of the Aspis, a man wearing a fortune in diamond jewelry, casually tosses a dagger from hand to hand.

“You aren’t so tough now, ‘venture-captain’. I do wish you didn’t have to die, but this is merely business. Profit margins are razor-thin these days.”
Luna casts a glance behind her for just a moment, smiling at the assembled Pathfinder agents. Her teeth sharpen into fangs as she charges to attack. While some Aspis agents stay behind to engage with her, many more rush past her, making a break for the city’s doors. The venture-captain can’t hold back this tide alone!

Table GMs, run Event 5: The Door In.


Slides Loot sheet
Blakros Deception game:

Several pockets of fights break out on the bridge, with Aspis weaving through existing fights and being intercepted by other teams of Pathfinders. One group of people consisting of two males with saps and shields, and what looks like two throwing daggers each, and an athletic-looking woman with several daggers runs into your group. They curse as they see no way out and make ready to attack.

Karamjeet's Initiative Using Scout: 1d20 + 9 ⇒ (16) + 9 = 25
Nic Blackwillow's Initiative Using Avoid Notice (w/Trap Spotter): 1d20 + 8 ⇒ (14) + 8 = 22
Aurika's Initiative Using Avoid Notice: 1d20 + 8 ⇒ (14) + 8 = 22
Ingmar's Initiative Using Search: 1d20 + 9 ⇒ (4) + 9 = 13
Zourn's Initiative Using Defend: 1d20 + 5 ⇒ (4) + 5 = 9
Defender 1: 1d20 + 7 ⇒ (9) + 7 = 16
Defender 2: 1d20 + 7 ⇒ (18) + 7 = 25
Usurper: 1d20 + 7 ⇒ (5) + 7 = 12

One of the shield-wielders stands his ground. He raises his shield and prepares to thwack someone with his sap when they come too close.

Defender 2 Shield raised, readying an attack
Karamjeet
Nic
Aurika

Defender 1
Ingmar
Usurper
Zourn

Karamjeet, Nic, and Aurika 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 rushes into the fray with fauchard poised for attack. He engages the nearest enemy and swings his weapon focusing all his power on the blade.

Fauchard Power Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Dmg S: 2d8 + 4 ⇒ (6, 8) + 4 = 18
Deadly Dmg S: 1d8 ⇒ 2


Slides Loot sheet
Blakros Deception game:

Karamjeet walks closer to the enemy group and delivers a powerful slash. This opponent didn't have his shield ready yet, so he takes a big blow to his torso. He's still standing, though.

Defender 2 Readying an attack, shield raised
Karamjeet
Nic
Aurika

Defender 1 18 damage
Ingmar
Usurper
Zourn

Nic and Aurika may act!

Battlemap.


Slides Loot sheet
Blakros Deception game:

Got a better cropped battlemap from someone. This gives you a little more room to maneuver. Old link should be dead.

Battlemap.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

Nic advances, stabs the wounded enemy before they can react, and retreats.

Rapier attack vs. Flat-footed AC: 1d20 + 7 ⇒ (9) + 7 = 16
Damage, if applicable, including sneak attack: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (4) = 9

Stride-Strike-Stride


Slides Loot sheet
Blakros Deception game:

Nic does a hit and run and manages to knock out the defender!

Defender 2 Readying an attack, shield raised
Karamjeet
Nic
Aurika
Ingmar

Usurper
Zourn

Aurika and Ingmar may act!

Battlemap.

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)

"More lightning?" Aurika says to Ingmar, inclining her head to the two agents. She doesn't wait for an answer though, weaving a spell and then shouting, "Electric Arc!"
Electric Arc vs 1 + U1, DC 18 Reflex: 1d4 + 4 ⇒ (2) + 4 = 6
Reach Spell, Electric Arc

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:

"Just push 'em over the side and be done wit' 'em!" shouts Ingmar.

First, he casts Crushing Ground, hoping to catch the front guy in earth's grasp.
reflex DC18 vs bludgeoning: 2d6 ⇒ (6, 4) = 10 Full damage, flatfooted, and -10' speed on fail, worse on crit fail

He then shoots the same guy.

+1 Clan Pistol: 1d20 + 8 ⇒ (20) + 8 = 28
Concussive (P or B), Magic: 1d6 ⇒ 6 | fatal: 1d10 ⇒ 41d10 ⇒ 4
That's 8+4=12 damage with that crit!


Slides Loot sheet
Blakros Deception game:

Aurika casts lightning at the remaining two Aspis, while Ingmar causes a localised earthquake and follows it up with a bullet square through the guard's head.

Reflex Defender vs Electric Arc: 1d20 + 7 ⇒ (18) + 7 = 25
Reflex Usurper vs Electric Arc: 1d20 + 8 ⇒ (4) + 8 = 12

Reflex Defender vs Crushing Ground: 1d20 + 7 ⇒ (20) + 7 = 27

The defender manages to avoid both most of the electricity and the earthquake, but the other Aspis isn't so lucky.

The female Aspis does exactly what Nic did: running up to Karamjeet, stabbing once, then retreating back to safety. Too bad for her, Karamjeet has a reach weapon and an attack of opportunity.

Fauchard: 1d20 + 9 ⇒ (10) + 9 = 19
Dmg S: 1d8 + 4 ⇒ (5) + 4 = 9

The woman takes quite a slash, but tries to retaliate with her dagger.

Dagger vs Karamjeet: 1d20 + 9 ⇒ (10) + 9 = 19
Slashing damage: 1d4 + 2 ⇒ (3) + 2 = 5

Feeling that this exchange wasn't quite in her favour, she retreats back to behind her guard.

Defender 2 Readying an attack, shield raised, 13 damage
Karamjeet 5 damage
Nic
Aurika
Ingmar
Usurper 15 damage
Zourn

Zourn may act!

Battlemap.


Slides Loot sheet
Blakros Deception game:

Gonna bot Zourn. Haven't seen him post in a while, hope he's okay. He said he was getting better, but his posts have been sparse.

Zourn braces his shield, walks up to the defending Aspis, and gets a sap to the face.

Readied sap: 1d20 + 9 ⇒ (7) + 9 = 16

Luckily, the sap bounces harmlessly off his shield. He retaliates with a shield bash.

Shield bash: 1d20 + 6 ⇒ (6) + 6 = 12

Both shielded fighters whap at each other, but it seems to be a stalemate.

The guard tries again to knock Zourn out.

Sap vs Zourn: 1d20 + 9 ⇒ (1) + 9 = 10
Sap vs Zourn: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14

Frustrated at his ineffectiveness, he raises his shield for the inevitable retaliation.

Defender 2 13 damage, shield raised
Karamjeet 5 damage
Nic
Aurika
Ingmar

Usurper 15 damage
Zourn

Karamjeet, Nic, Aurika, and Ingmar 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 shifts for a better position to attack the defender and delivers a strong overhead attack with his fauchard.

Fauchard Power Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Dmg S: 2d8 + 4 ⇒ (1, 3) + 4 = 8
Deadly Dmg S: 1d8 ⇒ 4


Slides Loot sheet
Blakros Deception game:

Karamjeet delivers a powerful blow. The defender tries to put his shield between himself and the blade, but the shield splinters and cuts the guard in half. Crit for 20 damage! Even with the shield block reaction, that guy won't survive that attack.

Karamjeet 5 damage
Nic
Aurika
Ingmar

Usurper 15 damage
Zourn

Nic, Aurika, and Ingmar may act!

Battlemap.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

Nic strides forward, rapier ready to strike if the last enemy comes in range.

Holding an attack...we'll see if the enemy wants to come in range of Karamjeet again.

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)

"Good gravy, what a nuisance," Aurika says, her eyes on the sap-wielding Aspis agent. She places a hand on the pommel of her dagger, concentrating as she draws the stored energy into herself. "Alright, let's end this scuffle."
Drain Bonded Item, recalling Magic Missile

She immediately harnesses that magic, conjuring three darts of pure force. When she releases them she shouts, "Magic Missile!"
Magic Missile (3-Action) vs U1: 3d4 + 3 ⇒ (4, 4, 2) + 3 = 13

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

Nic gives his fellow halfling a thumbs-up.

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 calmly reloads his pistol, moves up, and fires!

+1 Clan Pistol: 1d20 + 8 ⇒ (11) + 8 = 19
Concussive (P or B), Magic: 1d6 ⇒ 2 | fatal: 1d10 ⇒ 81d10 ⇒ 9


Slides Loot sheet
Blakros Deception game:

Aurika, you cast Magic Missile on a different day. You don't need to Drain your item yet. :)

Aurika conjures up three bolts of magic and sends them flying. They hit the Aspis in the chest, and she falls to the floor.

Ingmar, not sure if you're tracking bullets, but she was dead before your turn, so you still have your bullet.

You look around you. The bridge is a filled with Pathfinders and Aspis. Weapons clanging against armour, flashes of spells flying everywhere... It might be good to fall back and regroup.

End of battle! But since we haven't reached our goal yet (more successes than there are tables), you get a 10-minute break to recover Focus Points and/or heal up, and we do a second wave.
I don't want to skip the second wave, as we need an X amount of successes to conclude the scenario. As said, we need more successes than there are tables, so it could be us that tips us over the edge.

Only Karamjeet is injured, and Ingmar has spent a Focus Point, so please tell me what you do and I'll load up the second wave.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

Can Zourn lay on hands right away, then spend the time refocusing? That's probably more reliable than counting on the second-best Medicine skill.


Slides Loot sheet
Blakros Deception game:

Yes, that's the best option, I think. I just didn't want to spoon-feed you the solution and let you have some agency in the matter. :)

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

Zourn quickly works on getting his team back in fighting shape before taking a breather.

"Aye, one moment. Grundinnar needs to come through so we can finish this."

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:

Definitely tracking bullets, since that's required, so thank you.

Ingmar hums quietly to himself as he focuses on loading his gun, and on the pretty rock formations around him.

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)
GM Kwinten wrote:
Aurika, you cast Magic Missile on a different day. You don't need to Drain your item yet. :)

Thought I was tracking that right, but I won't say no to the GM correcting me here :)

Aurika catches her breath. "Why does it always lead to bloodshed with the Aspis Consortium?"

She is otherwise ready to go (and will recall her Magic Missile pre-emptively).


Slides Loot sheet
Blakros Deception game:

Ingmar: I asked since I didn't see your header change. Or maybe it did and I'm blind.

Aurika: By my tracking, you used that spell during the underwater combat. One days has gone by since. :) (part 2, with the oozes and rats was on a new day. This is still that same day.)

Zourn patches up Karamjeet's injury with the power of Grundinnar, then he and Ingmar spend some time refocusing their powers.

After gathering back up, you head onto the bridge once more. Waves and waves of fighters keep relieving each other on both sides, with seemingly no end in sight.

Three more Aspis manage to slip through the defenses and then suddenly see you waiting for them. They ready their daggers and prepare to shed blood.

Karamjeet's Initiative Using Scout: 1d20 + 9 ⇒ (7) + 9 = 16
Nic Blackwillow's Initiative Using Avoid Notice (w/Trap Spotter): 1d20 + 8 ⇒ (14) + 8 = 22
Aurika's Initiative Using Avoid Notice: 1d20 + 8 ⇒ (19) + 8 = 27
Ingmar's Initiative Using Search: 1d20 + 9 ⇒ (5) + 9 = 14
Zourn's Initiative Using Defend: 1d20 + 5 ⇒ (20) + 5 = 25
Aspis #1: 1d20 + 5 ⇒ (8) + 5 = 13
Aspis #2: 1d20 + 5 ⇒ (18) + 5 = 23
Aspis #3: 1d20 + 5 ⇒ (9) + 5 = 14

Aurika
Zourn

Aspis #2
Nic
Karamjeet
Aspis #3
Ingmar
Aspis #1

Aurika and Zourn may act!
Personal preference: go for either #3 or #1, so I can clump Ingmar with the other PCs. :P

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

Zourn pushes up and raises his shield. AC 20.

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 repeats the last spell she cast against the Aspis Consortium. "Magic Missile!"
Magic Missile (3-action) vs 3: 3d4 + 3 ⇒ (2, 3, 4) + 3 = 12


Slides Loot sheet
Blakros Deception game:

Zourn moves forward, providing a defensive wall between the Pathfinders and the Aspis. Aurika casts three balls of magic at the southernmost Aspis, and he looks like he'll keel over at the slightest touch. Only 1 HP left, sadly.

The middle Aspis agent curses, then moves around Zourn to flank with his colleagues. He takes a stab at Zourn, then moves back to his original position.

Dagger vs flat-footed Zourn: 1d20 + 7 ⇒ (19) + 7 = 26
Piercing damage: 1d4 ⇒ 2

Zourn, you may Shield Block that, if you want. I always ask, because it's your choice.

Aurika
Zourn 2 damage, minus potential Shield Block
Aspis #2
Nic
Karamjeet

Aspis #3 12 damage
Ingmar
Aspis #1

Nic and Karamjeet 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

With a warcry, Karamjeet charges forward and strikes Aspis #3.

Fauchard Sudden Charge: 1d20 + 9 ⇒ (3) + 9 = 12
Dmg S: 1d8 + 4 ⇒ (8) + 4 = 12
Deadly Dmg S: 1d8 ⇒ 2

He then follows up his swing with another.

Fauchard: 1d20 + 9 - 5 ⇒ (13) + 9 - 5 = 17
Dmg S: 1d8 + 4 ⇒ (6) + 4 = 10
Deadly Dmg S: 1d8 ⇒ 2


Slides Loot sheet
Blakros Deception game:

Karamjeet rushes forward and slashes at #3. The middle Aspis pushes #3 out of the way, but Karamjeet's second attack is a hit and #3 falls to the floor dead.
They seem to have a reaction to give each other extra AC, but that's only against one attack.

Aurika
Zourn 2 damage, minus potential Shield Block
Aspis #2
Nic
Karamjeet
Ingmar
Aspis #1

Nic and Ingmar 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:

"You all just don't learn, do ya'?" chuckles Ingmar. "I reckon you ain't worth the cost of a bullet."

He casts electric arc with Reach spell on the two remaining.
electricity basic reflex DC18: 1d4 + 4 ⇒ (2) + 4 = 6

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

Nic sheathes his rapier, draws his shortbow, and shoots #1.

Arrow to Aspis agent 1: 1d20 + 7 ⇒ (16) + 7 = 23
Damage, if applicable: 1d6 ⇒ 3
Sneak attack damage, if applicable: 1d6 ⇒ 3
Deadly die, if applicable: 1d10 ⇒ 1


Slides Loot sheet
Blakros Deception game:

Ingmar throws electricity at the Aspis from far away, while Nic expertly shoots one of them with his bow. Almost a crit!

Reflex #1: 1d20 + 8 ⇒ (14) + 8 = 22
Reflex #2: 1d20 + 8 ⇒ (12) + 8 = 20

Both manage to dodge the majority of the electricity, but still get shocked slightly.

Aspis #1 tries to flank with his buddy, but gets intercepted by Karamjeet's attack of opportunity.

Karamjeet's AoO: 1d20 + 9 ⇒ (3) + 9 = 12

Luckily (for him) Karamjeet misses, so he continues his attack, flanking Zourn.

Attack vs flat-footed Zourn: 1d20 + 7 ⇒ (5) + 7 = 12

His attack is off by a long shot, so he returns back to the safety of his fellow Aspis.

Aurika
Zourn
2 damage, minus potential Shield Block
Aspis #2 3 damage
Nic
Karamjeet
Ingmar
Aspis #1 9 damage

Aurika and Zourn may act!

Battlemap.


Venture-Agent, Play-by-Post

While a few teams of Pathfinders subdue the last of the Aspis, Venture-Captain Luna Aldred pants after the exertion of the fight. As she catches her breath, she smiles confidently, her fangs gleaming in the light of her wayfinder.

Her gaze lingers on what can only be the legendary lost city of Raseri Kanton. It looks like the dwarves that lived there merely stepped away for a minute, rather than fled centuries prior. A great temple to Torag stands just past the entrance, and the rest of the city unfolds past it.

“I think we’ve done enough for now,” she says with a chuckle as she moves the unconscious body of an Aspis agent aside. “We need to finish securing the site and ensure there are no more snakes lurking around. As much as I want to start documenting Raseri Kanton, it will have to wait for another day. For now, let us rest and celebrate our victory!”

Congratulations Pathfinders, and I hope you have enjoyed this adventure. A huge THANK YOU! to all the GMs, backup GMs, convention organizers, players, and other volunteers who have made this event possible, especially to the author and development team for the enormous amount of work in producing a multi-table special of this caliber.

Enjoy the remainder of Gameday XI, and may we meet again soon in another Paizo Organized Play adventure.

Table GMs, a reminder to please issue chronicles and submit reporting in a timely manner. You may complete current combat if desired.

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

Farming Lore Earn Income: 1d20 + 3 ⇒ (1) + 3 = 4

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)

Crafting Earn Income: 1d20 + 8 ⇒ (13) + 8 = 21

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