[Outpost VI, PF2/Farol] #4-04 To Seek the Heart of Calamity (Inactive)

Game Master Farol

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Vigilant Seal

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"I am number four" | 820-2004 | Female Duskwalker Elf Ancestry Oracle 6 with Witch Dedication | HP 54/54| AC 24 | F +8 R +12 W +12 | Perc +10 | 30 Speed (40 with Longstrider) | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | Campaign Coin 1/1 | Active Conditions: Darkvision; Resist Cold & Mental 2; Negative 1 ---

Tess laughs. "Humphry says he likes you too." Then she offers her arm, and Humphry skitters back up.

Grand Archive

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Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

Brekovi looks quizzically at Humphrey and then Tess. After Tess translates, Brekovi smiles and says to the little spider “Thank you.


M Snowy Owl HP 39/39 | AC 20(21)| F +8 R +10 W +9 | Perception +9

Meadow climbs up to her destination only to find Silence already there waiting for her. He lets out a loud greeting.

"Screech."

Verdant Wheel

F Half-elf | Ranger 5 | ◆◇↺ | HP 63/63| AC 22 | F +10 R +13 W +12 | Perception +12 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=

The half elf sticks her tongue out at her friend. "Yeah, yeah. I 'took awhile' to get up here. 'Too bad I can't fly'." She makes air quotes with her fingers. "Let's see who's laughing when we get to a door, Mr. No Thumbs."

Grand Archive

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Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

Brekovi looks at Silence, then Meadow.

After a moment, he tells Meadow “Don’t ever challenge a cat to open a door.


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I am the tool of the GM

Botting Symeon

Athletics: 1d20 ⇒ 10

After seeing everyone else go up, Symeon sighs and starts to climb.


GM Screen:

Henri Heart's Perception (T): 1d20 + 10 ⇒ (6) + 10 = 16 Includes level bump
Symeon Isafira's Perception (E): 1d20 + 12 ⇒ (17) + 12 = 29
Isaku Beru's Perception (E): 1d20 + 10 ⇒ (3) + 10 = 13

You all get to the small chamber 60 ft above the ground, the construction shifts slowly, but is stable. When Symeon gets to the top he realizes that there is a presence there, lingering soul of some being. All of you begin to feel a fear of falling down, all of the sudden this place does not feel safe...

Initiative:

Tess of Tosof's Initiative Using Scout: 1d20 + 10 ⇒ (10) + 10 = 20
Meadow's Initiative Using Stealth: 1d20 + 13 ⇒ (20) + 13 = 33
Brekovi's Initiative Using Detect Magic: 1d20 + 15 ⇒ (3) + 15 = 18
Henri Heart's Initiative Using Search: 1d20 + 10 ⇒ (4) + 10 = 14
Symeon Isafira's Initiative Using Investigate: 1d20 + 12 ⇒ (8) + 12 = 20
Isaku Beru's Initiative Using Investigate: 1d20 + 10 ⇒ (16) + 10 = 26

Haunt: 1d20 + 16 ⇒ (13) + 16 = 29

Initiative tracker - bold can go
Meadow

Haunt

Tess
Brekovi
Henri
Symeon
Isaku

It takes Occultism (disperse the energy) or Religion (calm the spirit) to try to disable the haunt: 2-actions.
If you have no relevant skill, you can try to convice me with another skill check and good RP description

Vigilant Seal

"I am number four" | 820-2004 | Female Duskwalker Elf Ancestry Oracle 6 with Witch Dedication | HP 54/54| AC 24 | F +8 R +12 W +12 | Perc +10 | 30 Speed (40 with Longstrider) | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | Campaign Coin 1/1 | Active Conditions: Darkvision; Resist Cold & Mental 2; Negative 1 ---

Will be at work all day. I am pre-posting Tess's action.

Confronting the Haunt:

◈◈ Religion E: 1d20 + 12 ⇒ (14) + 12 = 26 +1 for undead

Tess's eyes glow and she speaks calmly to the haunt. "Yes, I know you are distressed, but Pharasma has a place for you, and it is not here. Please... let me help you go home."

◈ Tess will also Guidance Isaku's attempt.

Verdant Wheel

F Half-elf | Ranger 5 | ◆◇↺ | HP 63/63| AC 22 | F +10 R +13 W +12 | Perception +12 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=

An uncertain Meadow looks around the room. "Um...We're just here to find out why our dagger is going all wibbly-wobbly. We don't mean any harm..."

religion: 1d20 + 3 ⇒ (3) + 3 = 6

"Yeah I don't really know how to deal with spooks." The young ranger shrugs and chuckles nervously.

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | Spells: -/1/0 | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Ammo: 50 | Throwing Knives: 2 | +1 SH: 14/14

Posting ahead so I don't slow us down when my turn rolls around

Disabling the Haunt:

Isaku steels himself. He's aware of metaphysical energies that no one can explain away. He's seen enough of this as a Pathfinder. He attempts to apply what he's learned to try to disperse the energy.

Occultism, Guidance: 1d20 + 12 ⇒ (10) + 12 = 22


Meadow tries to chase away the ghost, and for a second there is silence. But then a massive force tries to shove you out of the door.

Some of you feel being pushed towards the exit, while some feel hands pulling them with great strength outside.

Everyone please give me Fortitude save DC23, with the following brutal effects:
- Critical Success The creature is unaffected.
- Success The creature is shoved through the doorway. They can attempt a DC 23 Reflex save to Grab an Edge as a reaction. If they fail, they fall to the ground below, taking the damage from the failure entry.
Failure The creature is pushed 10 feet into the empty air and falls to the ground 60 feet below. They cannot attempt to Grab an Edge.
Critical Failure As failure, except the creature also collides with several cables on the way down, taking an additional 2d8+6 bludgeoning damage.

Initiative tracker - bold can go
Meadow fort save DC23

Haunt

Tess fort save DC23
Brekovi fort save DC23
Henri fort save DC23
Symeon fort save DC23
Isaku fort save DC23


First resolve the fort save, which may include reflex save to grab an edge. To climb back you need one action, and then you can use 2 actions to disable.
If you fail/crit fail you fall 60 ft down and get falling damage. From the ground you can't disable the haunt
It takes Occultism (disperse the energy) or Religion (calm the spirit) to try to disable the haunt: 2-actions.
If you have no relevant skill, you can try to convice me with another skill check and good RP description

Grand Archive

Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

Brekovi's Fortitude (T): 1d20 + 10 ⇒ (16) + 10 = 26
Brekovi's Reflex (E): 1d20 + 14 ⇒ (8) + 14 = 22 Last Hero Point
Brekovi's Reflex (E), promo: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30

Brekovi gets pushed through the doorway but is able to grab at one of the cables in time to prevent the fall. He holds on to it as he looks down at the ground far below.

Wish I knew how to use my magic to fly!

@GM Farol: Is it possible to climb to someplace safe that the haunt wouldn’t push me?
I can’t do anything about the haunt, but might be able to help with other things and would like to be able to see into the chamber.

Will wait for response before using my actions.

Vigilant Seal

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"I am number four" | 820-2004 | Female Duskwalker Elf Ancestry Oracle 6 with Witch Dedication | HP 54/54| AC 24 | F +8 R +12 W +12 | Perc +10 | 30 Speed (40 with Longstrider) | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | Campaign Coin 1/1 | Active Conditions: Darkvision; Resist Cold & Mental 2; Negative 1 ---

Tess of Tosof's Fortitude (T): 1d20 + 8 ⇒ (5) + 8 = 13
Hero Point: 1d20 + 8 ⇒ (18) + 8 = 26
Tess of Tosof's Reflex (T): 1d20 + 12 ⇒ (16) + 12 = 28

Tess is blown out the door, but she grabs an edge. "So you think to dislodge the spider? We float on strings of gossamer silk and cling to our webs!"

Then she confronts the haunt. Tess's eyes glow and she speaks calmly to the haunt. "Yes, I know you are distressed, but Pharasma has a place for you, and it is not here. Please... let me help you go home."

Verdant Wheel

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F Half-elf | Ranger 5 | ◆◇↺ | HP 63/63| AC 22 | F +10 R +13 W +12 | Perception +12 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=

fortitude: 1d20 + 10 ⇒ (7) + 10 = 17

Meadow is violently flung out of the chamber.

A
a
a
a

a
a
a
a
a
a
h
h! Oof!

30 falling damage to Meadow. She is prone

Grand Archive

Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

Seeing Tess catch herself and then climb back into the chamber, Brekovi decides to follow her.
Brekovi's Athletics (T): 1d20 + 8 ⇒ (7) + 8 = 15

Once in there, he builds on what Tess has said. “Follow her lead and find peace. This sort of existence has no future, it is just a timeless existence with no prospects for improvement.

Brekovi's Undead Lore (E): 1d20 + 14 ⇒ (20) + 14 = 34 Used to try and explain why being a haunt isn’t any fun.


M Snowy Owl HP 39/39 | AC 20(21)| F +8 R +10 W +9 | Perception +9

Silence was up there too

fortitude: 1d20 + 8 ⇒ (7) + 8 = 15

acrobatics: 1d20 + 10 ⇒ (1) + 10 = 11

arrest a fall

Silence, too, is hurled from the room. Unable to gain control in time, he plummets ro the ground and lands beside Meadow.

Verdant Wheel

F Half-elf | Ranger 5 | ◆◇↺ | HP 63/63| AC 22 | F +10 R +13 W +12 | Perception +12 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=

Meadow looks at her friend in disbelief. "Really? After all your bragging about being able to fly you just plummet to the ground?"


M Snowy Owl HP 39/39 | AC 20(21)| F +8 R +10 W +9 | Perception +9

The owl turns to the ranger and hoots softly.

Verdant Wheel

F Half-elf | Ranger 5 | ◆◇↺ | HP 63/63| AC 22 | F +10 R +13 W +12 | Perception +12 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=

Meadow blushes, chastised. "You're right. I'm sorry. That was mean.'

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | Spells: -/1/0 | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Ammo: 50 | Throwing Knives: 2 | +1 SH: 14/14

Fortitude: 1d20 + 11 ⇒ (3) + 11 = 14
Fortitude, HP, Vestments: 1d20 + 11 ⇒ (6) + 11 = 17

Isaku also gets blown out of the chamber. Desperately he tries to grab the edge of a cable.

Reflex: 1d20 + 12 ⇒ (2) + 12 = 14

Isaku's fingers miss the platform edge and he falls. Fortunately, his training kicks in and he manages to tuck into several rolls to dissipate the energy. It hurts, but not as much as it would have had he not rolled.

Cat Fall. Falls are 25' less. 15 pts of damage (since you take damage for anything past 5', if I understand the rule correctly?)

Isaku groans from the pain but he feels his injuries healing from the Aeon stone in his Wayfinder.

If we have time, Isaku can either Battle Med Meadow or do a proper Treat Wounds

EDIT: Struck out the references to grabbing an edge. I misread the failure condition

Radiant Oath

Male Versatile Human Cloistered Cleric of Sarenrae 4 / Medic | Field Medic | HP 48/48, AC 17 (18 w Shield raised), Fortitude** +9, Reflex* +7, Will** +12, Perception* +10, Stealth +1 | Speed 25 ft. | Exploration Activity Search | Active Conditions Restoring 1 HP/min, Resistance 1 to negative damage | ◆◇↺

DC 23 Fortitude Save: 1d20 + 9 ⇒ (14) + 9 = 23 Success

Religion: 1d20 + 10 ⇒ (2) + 10 = 12
Religion, Hero Point: 1d20 + 10 ⇒ (14) + 10 = 24

”By Sarenrae, I bring your spirit in peace with her flames!” Henri exclaims at the haunt.

I forgot to add the Reflex save. Reflex save: 1d20 + 7 ⇒ (20) + 7 = 27

His actions are climbing back for 1 action and disable haunt for two actions.

Grand Archive

NG Male Gutsy Halfling Teacher Investigator (Medic) 5 Surgeon Instructor | HP 51/51 | AC: 22 | F +8 R +13 W +12 | Perc +12 | 25 feet | Class DC 21 |1 Hero point| Exploration Activity: Investigate (Society +13)| Active Investigations: Case of the Jistikan Relic; Case of the Interference| Active Conditions: None

Fort save: 1d20 + 8 ⇒ (17) + 8 = 25
Reflex Grab an Edge: 1d20 + 13 ⇒ (18) + 13 = 31

Symeon gives a disgruntled grumble as he gets pushed off the cliff but quickly recovers, grabbing the edge and staying on top of the pillar. "If I had known this was going to be an issue, I would have stayed on the ground!"

He thinks about using some rope and a piton to literally bind himself to the cliff, but ultimately decides to try and negate the haunt would be better for everyone. He scrambles back up and then starts a chant about collective progress through peace that Gruhastha teaches his followers.

Religion: 1d20 + 10 ⇒ (15) + 10 = 25


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N Good boy! | HP: 20/20 | AC: 16 | F: +7, R: +5, W: +5 | Perc: +7, Low-light, scent (imprecise) 30 ft | Speed 35 | Active conditions: Fluffy |

Again abandoned on the ground, Wuffles is overjoyed to have friends come down and visit him, even if it looked a little painful on the way. He pounces on Meadow first, licking her up and down as he gets pegged in the back by Silence. He then bounds over to Isaku and gives him lots of slobbery love as well.

This time THREE friends came down to see him. What a good day!


@Brekovi - yeah you could go to one of the metal 'ropes' holding the platform, but the thing with the haunts is that you are never certain about its area ;)

Meadow and Isaku are pulled with all strength and tossed in the air. Meadow begins to scream feeling the ground coming to meet her. They both feel great fear why falling, having troubles to catch breath, despite it lasting short moments, it feels to them like time have slowed... Then they hit the ground, air being pushed out of their lounges.

More luck had Henri, Tess, Symeon and Brekovi, they were able to grab to the edge while they were pushed out and hanged there on the platform. They climb up and try to calm the spirtis, Symeon, Henri and Tess with their religious way are trying to set the spirits to rest. While Brekovi uses his knowledge about undead to approach them from a different angle. You are unsure which solution worked but they worked. After taking some time to heal and get back up, you search the web.

Many of the metal chambers have a miniature version of the web on one of their walls, with crystals inserted at certain points. While each miniature web has the crystals in different places, each also has a crystal in its center. The actual web has a chamber in its middle, which is larger than the other chambers. Inside this chamber is a large crystal in which various rods are inserted. The rods connect to the web outside at various points. You believe that this is that device


As before you can:
- Smash it
- Disable it with Perception, Crafting or Thievery that would allow you to study it later
- Spend your days studying the signal: Arcana and Occultism, but you are unsure how many days it will take. If you plan to study the signal, please give me 5 checks each who try, and I will tell you how long did it take)

Vigilant Seal

"I am number four" | 820-2004 | Female Duskwalker Elf Ancestry Oracle 6 with Witch Dedication | HP 54/54| AC 24 | F +8 R +12 W +12 | Perc +10 | 30 Speed (40 with Longstrider) | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | Campaign Coin 1/1 | Active Conditions: Darkvision; Resist Cold & Mental 2; Negative 1 ---

Healing: 3d8 + 24 ⇒ (8, 2, 5) + 24 = 39
Healing: 3d8 + 24 ⇒ (3, 1, 3) + 24 = 31

Tess climbs down, fully healing those who were injured.

"Shall we go hunting again, Meadow?" Tess looks up at the structure. "This looks like it might take a while."

Alternatively, if there is any ancient writing, Tess could cast Comprehend Languages to aid the effort.

Grand Archive

Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

The way I read it is we need to Disable before we can study the device.

Brekovi's Crafting (T): 1d20 + 12 ⇒ (6) + 12 = 18

Brekovi does his best to make the device safe to study, applying his knowledge of construction to try and deconstruct this magical web.

Hopefully we get it disabled the first day. If not, convert these to crafting until we can study it.

Taking the time to carefully draw each of the webs and note where each gem is in each of them, Brekovi then begins his study of this device. He refers back to what was found out about the other device to try and get ideas for how the two might be related.

Brekovi's Arcana (E): 1d20 + 15 ⇒ (19) + 15 = 34 Hat of the Magi
Brekovi's Arcana (E): 1d20 + 15 ⇒ (9) + 15 = 24 Hat of the Magi
Brekovi's Arcana (E): 1d20 + 15 ⇒ (11) + 15 = 26 Hat of the Magi
Brekovi's Arcana (E): 1d20 + 15 ⇒ (4) + 15 = 19 Hat of the Magi
Brekovi's Arcana (E): 1d20 + 15 ⇒ (16) + 15 = 31 Hat of the Magi

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | Spells: -/1/0 | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Ammo: 50 | Throwing Knives: 2 | +1 SH: 14/14

Isaku attempts to disable the device.

Crafting: 1d20 + 13 ⇒ (11) + 13 = 24

Vigilant Seal

"I am number four" | 820-2004 | Female Duskwalker Elf Ancestry Oracle 6 with Witch Dedication | HP 54/54| AC 24 | F +8 R +12 W +12 | Perc +10 | 30 Speed (40 with Longstrider) | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | Campaign Coin 1/1 | Active Conditions: Darkvision; Resist Cold & Mental 2; Negative 1 ---

At Brekovi's instigation and request for help, Tess climbs back up the structure.

Athletics: 1d20 + 8 ⇒ (5) + 8 = 13
Athletics: 1d20 + 8 ⇒ (10) + 8 = 18
Athletics: 1d20 + 8 ⇒ (10) + 8 = 18
Athletics: 1d20 + 8 ⇒ (13) + 8 = 21
Athletics: 1d20 + 8 ⇒ (10) + 8 = 18

And attempts to use her Perception to aid Isaku in finding ways to disable to the device. "Watch that wire!"

Perception: 1d20 + 10 ⇒ (11) + 10 = 21

Verdant Wheel

F Half-elf | Ranger 5 | ◆◇↺ | HP 63/63| AC 22 | F +10 R +13 W +12 | Perception +12 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=

Meadow closes her eyes and projects healing energy into Silence.

healing: 3d10 + 24 ⇒ (10, 3, 1) + 24 = 38

Heal companion

"There you go. Feel better now?"

Radiant Oath

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2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | Spells: -/1/0 | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Ammo: 50 | Throwing Knives: 2 | +1 SH: 14/14

The GM said that we took time to heal and get back up. Did I misunderstand (is Isaku still on the ground being covered with puppy kisses? :) )


Isaku Beru wrote:
The GM said that we took time to heal and get back up. Did I misunderstand (is Isaku still on the ground being covered with puppy kisses? :) )

You had time to heal, if you want to RP the healing I am fine with that, but it gives you an option to skip it and move with your PC's life

Brekovi tries to disable the device, he pulls out the red wire comming to it, and the device begin to blink faster and you feel slight pressure on your mind. He reconnects the wire quickly and things go back to normal. First is a failure

Then he approaches it from a different way, and disassemble the device a bit first to better understand the flows. With a bit of Isaku's help they disable the device.

When you disable the device you can pack it and analyze it after the story ends. When you analyze the device as it works that consumes your days, but is safer as there is no risk to destroy it.

After concluding your business there you take the reading with the dagger. This time it shows you direction to East. The next day you depart in that direction.

As you travel through the rocky setting, you can clearly see the missing food. The travel is getting easier due to lower load, but you may have mixed feelings about it. You travel for two days in generally the same direction before the dagger points you to one direction only...

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | Spells: -/1/0 | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Ammo: 50 | Throwing Knives: 2 | +1 SH: 14/14
GM Farol wrote:
Isaku Beru wrote:
The GM said that we took time to heal and get back up. Did I misunderstand (is Isaku still on the ground being covered with puppy kisses? :) )
You had time to heal, if you want to RP the healing I am fine with that, but it gives you an option to skip it and move with your PC's life

That's what I thought. I thought I missed something when Tess came down and healed us (Isaku has a Pearly White Spindle Aeon Stone so no healing necessary, given that he'd heal on the climb back up) :)


You travel further towards where your dagger pointed...

Sand gathered between the rocks and the shade it provides allowed hardy succulents to grow. Through the sand the outline of a rectangular stone building is visible, its roof long gone. From the center of the building, several metal rods stick up high into the air. The metal is uncorroded but shows wear and tear from the sand.

The large sand dune is 10 feet high on its north end, and slopes down to being only 5 feet high on its south end. The dune is difficult terrain.

You climb a dune and in a far distance you see a humanoid creature made of stone. It raises its arms and yells. From the distance you spot couple of creatures.

GM Screen:

Tess of Tosof's Initiative Using Scout: 1d20 + 10 ⇒ (7) + 10 = 17
Meadow's Initiative Using Stealth: 1d20 + 13 ⇒ (14) + 13 = 27
Brekovi's Initiative Using Detect Magic: 1d20 + 15 ⇒ (3) + 15 = 18
Henri Heart's Initiative Using Search: 1d20 + 10 ⇒ (18) + 10 = 28
Symeon Isafira's Initiative Using Investigate: 1d20 + 12 ⇒ (9) + 12 = 21
Isaku Beru's Initiative Using Investigate: 1d20 + 10 ⇒ (12) + 10 = 22

Red: 1d20 + 12 ⇒ (20) + 12 = 32
Blue: 1d20 + 12 ⇒ (13) + 12 = 25
Green: 1d20 + 12 ⇒ (12) + 12 = 24
Pink: 1d20 + 12 ⇒ (9) + 12 = 21
Black: 1d20 + 12 ⇒ (7) + 12 = 19

★★★
Rolling stones Round 1

Terrain: Sandy dunes
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Henri (48/48 HP)
➤ Meadow (63/63 HP)
⠀⠀➤ Silence (39/39 HP)
Red (-0 HP)
Blue (-0 HP)
Green (-0 HP)
Tess (54/54 HP)
Brekovi (60/60 HP)
Symeon (51/51 HP)
Isaku (63/63 HP)
Pink (-0 HP)
Black (-0 HP)

Verdant Wheel

F Half-elf | Ranger 5 | ◆◇↺ | HP 63/63| AC 22 | F +10 R +13 W +12 | Perception +12 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=

"He's yelling but I can't tell if he's saying 'hello' or 'I'm going to beat you up.'"

Meadow tries to remember anything she might have heard about these strange humanoids but she chooses a target just in case.

Meadow's monster knowledge:

Arcana U +1
Crafting U +1
Nature T +10
Occultism U +1
Religion U +3
Society T +8
Dubious Knowledge

Recall knowledge, hunt prey

One action remaining pending RK result

Radiant Oath

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Male Versatile Human Cloistered Cleric of Sarenrae 4 / Medic | Field Medic | HP 48/48, AC 17 (18 w Shield raised), Fortitude** +9, Reflex* +7, Will** +12, Perception* +10, Stealth +1 | Speed 25 ft. | Exploration Activity Search | Active Conditions Restoring 1 HP/min, Resistance 1 to negative damage | ◆◇↺

Henri surrounds himself to bless everyone with the blessing of Sarenrae. "Maybe he means that we are trespassing their territory. I just hope it is just hello." He then draws his staff.

◆◆ Cast a Spell, Bless
◆ Interact to draw staff


GM Screen:

RK: 1d20 ⇒ 4

Meadow believes those to be earthen elementals of some sort. For the most part it is hard to reason with them. They are immune to bleed and poison, and can trample.

Henri initiated the blessing. I will let Meadow take her action while pushing the round forwards.

The creature and two of its alies move forwards, they dissapear behind the dune and very quickly emerge on the other side, moving out of the sand and stone. They seem to be unimpeded by the difficult terrain.

★★★
Rolling stones Round 1

Terrain: Sandy dunes
Battlemap

──────────
BOLD IS UP!:
──────────
Henri (48/48 HP)
➤ Meadow (63/63 HP) │ 1 action
⠀⠀➤ Silence (39/39 HP)
Red (-0 HP)
Blue (-0 HP)
Green (-0 HP)
➤ Tess (54/54 HP)
➤ Brekovi (60/60 HP)
➤ Symeon (51/51 HP)
➤ Isaku (63/63 HP)
Pink (-0 HP)
Black (-0 HP)

Verdant Wheel

F Half-elf | Ranger 5 | ◆◇↺ | HP 63/63| AC 22 | F +10 R +13 W +12 | Perception +12 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=

"You know...they look pretty mad..."

Meadow draws her bow and fires.

Quick Draw-shortbow vs black: 1d20 + 14 ⇒ (10) + 14 = 24
piercing: 2d6 ⇒ (1, 5) = 6
deadly?: 1d10 ⇒ 2

precision: 1d8 ⇒ 3 extra damage on the first hit.

Quick draw


You are shooting at 130 ft, that would be third increment, do you have something to negate that? As -4 would make your shot to miss ;)

Verdant Wheel

F Half-elf | Ranger 5 | ◆◇↺ | HP 63/63| AC 22 | F +10 R +13 W +12 | Perception +12 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=

130 are you certain? I count 110 with another 10 at most for elevation. That's second range increment and with Hunt Prey that would mean no penalty. At any rate that's my action. If it misses it misses.

Vigilant Seal

"I am number four" | 820-2004 | Female Duskwalker Elf Ancestry Oracle 6 with Witch Dedication | HP 54/54| AC 24 | F +8 R +12 W +12 | Perc +10 | 30 Speed (40 with Longstrider) | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | Campaign Coin 1/1 | Active Conditions: Darkvision; Resist Cold & Mental 2; Negative 1 ---

As Battle breaks out, Tess's ancestors war within her.

What do the Ancestors Want?:

Ancestral Influence: 1d4 ⇒ 3
  • 1=Martial (if moderate curse, your Strikes gain a +1 status bonus to attack rolls and a +2 status bonus to damage.)
  • 2=Skillful (if moderate curse, +1 status bonus to skill checks and perception.)
  • 3=Spellcasting (if moderate curse, non-cantrip spells without a duration gain a status bonus to their damage and healing equal to the spell's level.)
  • 4=Tess’s Choice
  • Spells... Use your spells!

    "Thank you, I could not agree more!"

    Tess casts Soundburst on Green and Red and draws her bow.

    Soundburst Sonic Damage (DC 22 Fortitude): 3d10 ⇒ (9, 4, 3) = 16

    ◈◈ Spell
    ◈ Interact to draw Bow.

    Grand Archive

    Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

    Brekovi casts his spell and then says to Meadow “Ofcourse they are angry, wouldn’t you be angry if you just got hit by all of that?
    Fireball, DC 22 basic reflex: 6d6 ⇒ (4, 3, 2, 3, 3, 2) = 17

    Then he throws his staff at the one that looks the most hurt. It flies towards it and then comes back to his hand.
    Hand of the Apprentice: 1d20 + 12 ⇒ (6) + 12 = 18
    Bludgeoning damage: 1d4 + 4 ⇒ (4) + 4 = 8

    Radiant Oath

    2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | Spells: -/1/0 | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Ammo: 50 | Throwing Knives: 2 | +1 SH: 14/14

    Isaku draws his pistol and calculates the angles on Red. He also tries to determine whether he's seen creatures like those before (RK on Red).

    Devise, Bless: 1d20 + 1 ⇒ (16) + 1 = 17
    hits AC 31

    Sure of his target, Isaku fires.

    Piercing: 2d6 ⇒ (6, 1) = 7
    Precision: 2d6 ⇒ (2, 4) = 6
    Crit?: 2d10 ⇒ (6, 1) = 7 Doubled to 14
    Fatal: 1d10 ⇒ 3


    Normal Damage: 13
    Crit: 29

    "Symeon, go for the red one!" Red is FF to Symeon


    ◆ Draw Pistol
    ◇ Known Weakness
    ◆ Devise
    ◆ Bang!


    Meadow sends an arrow at almost her maximum effective range, for a moment the arrow disappears in the sky and falls down to hit the creature. Couple of stone chips off the big statue Black hit -9

    Tess blasts the two creatures with a blast of sonic

    Green fort, DC22: 1d20 + 15 ⇒ (11) + 15 = 26 Save green -8, crit save red 0
    Red fort, DC22: 1d20 + 15 ⇒ (18) + 15 = 33

    As Green seems to suffer from the blast it crumbles into the ground, dissapearing!

    roll: 1d4 ⇒ 2

    Brekovi enforces it by sending ball of fire.

    Reflex save, blue, dc22: 1d20 + 8 ⇒ (20) + 8 = 28 Crit save no dmg
    Reflex save, red, dc22: 1d20 + 8 ⇒ (18) + 8 = 26 Red -8 success

    The creatures with different outcomes try to dodge the spells.

    Isaku tries to see weak spots in one of the creatures

    GM screen:
    RK: 1d20 + 8 ⇒ (11) + 8 = 19

    Isaku believes that those are living landslides, earth elementals with tremorsens. They are immune to sleep effects and being paralyzed.

    He fires and hits red. Crit -29 Red

    And red crumbles and dissapears underground!

    Roll: 1d4 ⇒ 4

    ★★★
    Rolling stones Round 1

    Terrain: Sandy dunes
    Battlemap

    ──────────
    BOLD IS UP!:
    ──────────
    Henri (48/48 HP)
    Meadow (63/63 HP) │ 1 action
    ⠀⠀Silence (39/39 HP)
    Red (-37 HP) │ 10 ft underground, can't use it for 4 rounds
    Blue (-0 HP)
    Green (-8 HP) │ 10 ft underground, can't use it for 2 rounds
    Tess (54/54 HP)
    Brekovi (60/60 HP)
    ➤ Symeon (51/51 HP)
    Isaku (63/63 HP)
    Pink (-0 HP)
    Black (-9 HP)


    Symeon looks at the remaining creature in range

    Devise Stratagem: 1d20 ⇒ 3

    Additional Recall Knowledge check:

    Secret roll: 1d20 ⇒ 3 +13 for Society, Arcana, Academia Lore, or Surgery Lore; +12 for Medicine and Nature, +11 for Crafting, Occultism, or Pathfinder Society Lore; +10 for Religion; or +9 for Other Lores.

    Seeing no clear way to hit it he sends an arrow to the ones in the back

    Short end of the bow, +1, black, range: 1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 16
    Damage, Piercing: 2d6 ⇒ (1, 1) = 2

    But he misses.


    The two creature slides forwards, emerging in front of you.

    ★★★
    Rolling stones Round 2

    Terrain: Sandy dunes
    Battlemap

    ──────────
    BOLD IS UP!:
    ──────────
    ➤ Henri (48/48 HP)
    ➤ Meadow (63/63 HP) │ 1 action
    ⠀⠀➤ Silence (39/39 HP)
    Red (-37 HP) │ 10 ft underground, can't use it for 4 rounds
    Blue (-0 HP)
    Green (-8 HP) │ 10 ft underground, can't use it for 2 rounds
    Tess (54/54 HP)
    Brekovi (60/60 HP)
    Symeon (51/51 HP)
    Isaku (63/63 HP)
    Pink (-0 HP)
    Black (-9 HP)

    Verdant Wheel

    F Half-elf | Ranger 5 | ◆◇↺ | HP 63/63| AC 22 | F +10 R +13 W +12 | Perception +12 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=

    Meadow fires once at her prey before changing targets and focusing on a different creature and firing twice.

    Hunted Shot-shortbow vs black: 1d20 + 14 ⇒ (8) + 14 = 22
    piercing: 2d6 ⇒ (3, 2) = 5
    deadly?: 1d10 ⇒ 4

    precision: 1d8 ⇒ 6 extra damage on the first hit.

    change hunt prey to blue

    Hunted Shot-shortbow VS blue: 1d20 + 14 - 5 ⇒ (14) + 14 - 5 = 23
    piercing: 2d6 ⇒ (5, 6) = 11
    deadly?: 1d10 ⇒ 1

    Hunted Shot-shortbow vs blue: 1d20 + 14 - 10 ⇒ (13) + 14 - 10 = 17
    piercing: 2d6 ⇒ (2, 4) = 6
    deadly?: 1d10 ⇒ 4

    precision: 1d8 ⇒ 2 extra damage on the first hit.

    ◆Strike, ◆ Hunt prey, ◆ Hunted Shot

    Radiant Oath

    Male Versatile Human Cloistered Cleric of Sarenrae 4 / Medic | Field Medic | HP 48/48, AC 17 (18 w Shield raised), Fortitude** +9, Reflex* +7, Will** +12, Perception* +10, Stealth +1 | Speed 25 ft. | Exploration Activity Search | Active Conditions Restoring 1 HP/min, Resistance 1 to negative damage | ◆◇↺

    Henri expands the area of his Bless to cover more allies. "Where did the others go? Are they gone for good?" He then evokes a weapon made out of pure magical force in the form of scimitar, his diety's favored weapon, materializing next to Black. He then strikes Black.
    Spiritual Weapon Attack vs Black: 1d20 + 10 ⇒ (1) + 10 = 11
    Spiritual Weapon Damage: 1d8 + 4 ⇒ (1) + 4 = 5 force damage

    ◆ Sustain a Spell, Bless
    ◆◆ Cast a Spell, Spiritual Weapon


    Meadow sends an arrow at black and hits them, The creature digs underground immediately Black hit -11

    Dig: 1d4 ⇒ 4

    Than Meadow sends arrows at the other creature but hits only once. Blue -11

    This creature also goes underground.

    Dig: 1d4 ⇒ 3

    Henri keeps up his bless and tries to smite the creature with his spiritual weapon, but he smashes it into the sand.

    Red creature digs through the earth and emrges next to Tess

    Fist@Tess: 1d20 + 16 ⇒ (3) + 16 = 19
    Damage, b: 2d8 + 8 ⇒ (8, 6) + 8 = 22

    It flies over her head, which she is glad off as it swooshed like a hammer next to the anvil.

    The other creature, blue one goes after Isaku

    Fist@Isaku: 1d20 + 16 ⇒ (5) + 16 = 21
    Damage, b: 2d8 + 8 ⇒ (6, 6) + 8 = 20

    But this one also misses.

    The last one moves and strikes Symeone, like it want to capture his attention

    Fist@Symeon: 1d20 + 16 ⇒ (10) + 16 = 26
    Damage, b: 2d8 + 8 ⇒ (6, 2) + 8 = 16

    This one hits, and the surgeon takes a wobbly step back

    ★★★
    Rolling stones Round 3

    Terrain: Sandy dunes
    Battlemap

    ──────────
    BOLD IS UP!:
    ──────────
    Henri (48/48 HP)
    Meadow (63/63 HP) │ 1 action
    ⠀⠀Silence (39/39 HP)
    Red (-37 HP) │ 10 ft underground, can't use it for 3 rounds
    Blue (-11 HP) │ 10 ft underground, can't use it for 2 rounds
    Green (-8 HP) │ 10 ft underground, can't use it for 1 rounds
    ➤ Tess (54/54 HP)
    ➤ Brekovi (60/60 HP)
    ➤ Symeon (35/51 HP)
    ➤ Isaku (63/63 HP)
    Pink (-0 HP)
    Black (-20 HP) │ 10 ft underground, can't use it for 4 rounds

    Vigilant Seal

    1 person marked this as a favorite.
    "I am number four" | 820-2004 | Female Duskwalker Elf Ancestry Oracle 6 with Witch Dedication | HP 54/54| AC 24 | F +8 R +12 W +12 | Perc +10 | 30 Speed (40 with Longstrider) | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | Campaign Coin 1/1 | Active Conditions: Darkvision; Resist Cold & Mental 2; Negative 1 ---

    What do the Ancestors Want?:

    Ancestral Influence: 1d4 ⇒ 1
  • 1=Martial (if moderate curse, your Strikes gain a +1 status bonus to attack rolls and a +2 status bonus to damage.)
  • 2=Skillful (if moderate curse, +1 status bonus to skill checks and perception.)
  • 3=Spellcasting (if moderate curse, non-cantrip spells without a duration gain a status bonus to their damage and healing equal to the spell's level.)
  • 4=Tess’s Choice
  • Tess drops her bow as a free action and reaches out to touch the elemental. "Are you afraid? You should be."

    Ancestral Touch (DC 22 Will Basic Save): 3d4 ⇒ (3, 1, 4) = 8
    If it fails, it becomes Frightened.

    ◈ This progresses her curse as she draws her blade!

    Elven Curve Blade+Striking (Finesse, Forceful, Ghost touch, moderate curse): 1d20 + 12 + 1 + 1 ⇒ (3) + 12 + 1 + 1 = 17
    Slashing: 2d8 + 2 ⇒ (1, 5) + 2 = 8

    Hero Point on the Curve Blade: 1d20 + 12 + 1 + 1 ⇒ (19) + 12 + 1 + 1 = 33

    Verdant Wheel

    1 person marked this as a favorite.
    F Half-elf | Ranger 5 | ◆◇↺ | HP 63/63| AC 22 | F +10 R +13 W +12 | Perception +12 Low light vision | Hero 1/3 | Focus 1/1 | speed 35 |Prey=
    GM Farol wrote:

    Meadow sends an arrow at black and hits them, The creature digs underground immediately Black hit -11

    [dice=Dig]1d4

    Than Meadow sends arrows at the other creature but hits only once. Blue -11

    This creature also goes underground.

    Meadow should get her 2 points of precision damage on the second one also since she changed it to be her new hunted prey. The precision damage hunter's edge reads 'You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage.' She hit her prey, changed prey then hit that new prey.

    It's not often that a precision ranger will change prey midway like that but it does happen.

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