[PF2] Troubles in Otari (GM Watery Soup)

Game Master Watery Soup

Current Maps and Art
Hero Points: So 1, Buzz 1, Grimmylow 2, Kzem 2, Thorn 2

Slide Archive (LARGE)
Loot & Macros


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Perc +9 | 25 feet | Spell DC 19 | Active Conditions: none Male Goblin(Unbreakable) Cloistered Cleric (Sarenrae) 4 HP 50/50 | AC: 18 | F +10 R +8 W +11

"Into the hole! Maybe whoever left this basket went inside. Finders keepers is the rule but we don't want to be thieves," Grimmylow says.

Horizon Hunters

| Male Dwarf Gunslinger 4 | HP 54/54 | AC 21 (+2 AC first round of init) | F +11 R +11 W +10 | Perc +10 (dark vision) | Default Exploration: Search | Speed 25ft | hero points 1 | Active Conditions: None

"How did that go? Possession is 9/10 of law?" says Thorn making sure that his gun is loaded


Perc +9 | 25 feet | Spell DC 19 | Active Conditions: none Male Goblin(Unbreakable) Cloistered Cleric (Sarenrae) 4 HP 50/50 | AC: 18 | F +10 R +8 W +11

"Oh, I can help with possessions. Or, I can have Sarenrae help with possessions," Grimmylow comments as he heads toward the entrance.


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺

Light pours into this wide, stone chamber from the opening in the hillside, although sconces that flicker with an eerie, greenish light
illuminate the room as well. First room is bright light, but subsequent rooms may be darker.

Thick mats of spiderwebs cluster in the chamber’s corners, and the walls bear crude carvings of human soldiers standing at attention between shallow niches. A passageway deeper into the hill has an emblem above it: an open hand with a star on the palm.

The skeletal remains of four faithful guards are interred in this room, each propped upright in shallow wall niches while still wearing their armor and weapons.

Before you enter and maaaaybe get ambushed by those four skeletons, please figure out your light situation. Buzz, also, please describe what is happening with Loudmouth.

Horizon Hunters

Sprite | HP 38/38 AC: 21 | F: +8 R: +11, W: +7 | Perception: +7 (Low-Light) | Default Exploration: Scout |

Loudmouth will stay outside if we are crawling into a hole.


Perc +9 | 25 feet | Spell DC 19 | Active Conditions: none Male Goblin(Unbreakable) Cloistered Cleric (Sarenrae) 4 HP 50/50 | AC: 18 | F +10 R +8 W +11

Grimmylow has Darkvision.

Already relatively sure he's going to be disappointed, Grimmylow goes up to one of the wall sconces to see if the green light is actual fire or just some sort of magical light.


N Male Human | Hermit | Monk Lvl 4 | ◆◇↺ | HP 60/60 | AC 21 | F/R/W: 10/11/9 | Perc(T) +7 | 35 feet (40 Stoked Flame Stance) | Class DC 19 | Athletics/Acrobatics/Stealth: +9, Nature/Medicine: +7, Desert Lore/Occultism: +6, Thievery(U): +3, Religion(U)/Survival(U): +1 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

So has no special vision.

Horizon Hunters

Male Orc Thaumaturge - 4 (Hero Points: 1)|HP 56/56|AC 21 (23 Shield)| F +10, R +9, W +8 Implement (Mirror)| Perc +8, Diplo + 11, Intim +9, Esoteric Lore +11, Athl +9. ALL Recall Know +9|Conditions: Icons: ◆◇↺

Darkvision here too

Horizon Hunters

Sprite | HP 38/38 AC: 21 | F: +8 R: +11, W: +7 | Perception: +7 (Low-Light) | Default Exploration: Scout |

Low-light vision

Horizon Hunters

| Male Dwarf Gunslinger 4 | HP 54/54 | AC 21 (+2 AC first round of init) | F +11 R +11 W +10 | Perc +10 (dark vision) | Default Exploration: Search | Speed 25ft | hero points 1 | Active Conditions: None

Darkvision here, maybe so would carry a torch? He could light up that stick that he is walking with ;)


Perc +9 | 25 feet | Spell DC 19 | Active Conditions: none Male Goblin(Unbreakable) Cloistered Cleric (Sarenrae) 4 HP 50/50 | AC: 18 | F +10 R +8 W +11

Grimmylow takes out a torch.

Why does Grimmylow have torches when he can see in the dark?

Mind your business! that's why.

He uses his flint and steel to light one.

"I'll carry this so you can keep your hands free," he says to So, though the way he slowly swings it around and stares at it, even running his fingers through the edges suggests that's not the only reason.


N Male Human | Hermit | Monk Lvl 4 | ◆◇↺ | HP 60/60 | AC 21 | F/R/W: 10/11/9 | Perc(T) +7 | 35 feet (40 Stoked Flame Stance) | Class DC 19 | Athletics/Acrobatics/Stealth: +9, Nature/Medicine: +7, Desert Lore/Occultism: +6, Thievery(U): +3, Religion(U)/Survival(U): +1 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

"Why thank you, little Green one." Beggar So pulls a pair of shuriken from his robe and prepares to throw in case something jumps out at the party.


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺

Grimmylow is disappointed - or perhaps not - when the skeletal remains begin animating as soon as he enters the barrow. A wight also rises from a coffin on the far side.

GM Screen:

So Initiative: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Buzz Initiative: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Grimmylow Initiative: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Kzem Initiative: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Thorn Initiative: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Wight: 1d20 + 10 ⇒ (8) + 10 = 18
Skeletons: 1d20 + 2 ⇒ (12) + 2 = 14

Grimmylow, Buzz, and Kzem are not fooled, and get to act first.

--Round 1
Grimmylow (40/40)
Buzz (30/30) / Loudmouth (30/30)
Kzem (45/45)

White Wight (-0 hp, Recall: Religion)
Thorn (43/43)
Beggar So (47/47)
Red Skeleton (-0 hp, Recall: Religion)
Yellow Skeleton (-0 hp, Recall: Religion)
Green Skeleton (-0 hp, Recall: Religion)
Blue Skeleton (-0 hp, Recall: Religion)


Perc +9 | 25 feet | Spell DC 19 | Active Conditions: none Male Goblin(Unbreakable) Cloistered Cleric (Sarenrae) 4 HP 50/50 | AC: 18 | F +10 R +8 W +11

Grimmylow is pretty sure these things are undead so he brandishes his singed holy symbol of Sarenrae and projects positive power out to counter act their negative energy.

"May the holy fires of Sarenrae's love heal you! Or...kill you. Again."

◆ ◆ ◆Heal (Healing Hands) DC18 Basic Fort: 2d10 ⇒ (4, 3) = 7

It gets the three closest skeletons but not the last or the wight.

Horizon Hunters

Sprite | HP 38/38 AC: 21 | F: +8 R: +11, W: +7 | Perception: +7 (Low-Light) | Default Exploration: Scout |

Buzz dismounts from Loudmouth, quickly getting to the entranceas he loots around in his bag for a suitable bomb. "Undead!?"

◆ Dismount
◆ Stride
◆ Draw Weapon

Status:

HP 30/30
AC 120
Hero Point 0/3
Infused Alchemical Items 7/7
1x Lesser Acid Flask 1/2
1x Lesser Alchemist's Fire (Signature Item) 3/3
1x Lesser Blight Bomb (Signature Item) 5/6
1x Minor Elixir of Life 2/2
1x Skunk Bomb 2/2
1x Lesser Ghost Charge 2/2

Loudmouth
HP 30/30
AC 17


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺

Red Fortitude: 1d20 + 2 ⇒ (2) + 2 = 4 vs DC 18
Green Fortitude: 1d20 + 2 ⇒ (14) + 2 = 16 vs DC 18
Blue Fortitude: 1d20 + 2 ⇒ (13) + 2 = 15 vs DC 18

Grimmylow casts a spell, and Sarenrae's holy fire illuminates the chamber.

Buzz arrives just in time to witness three sets of bones clatter to the ground.

Delaying Kzem.

The wight screams and runs at Grimmylow, swiping at his big head.

Claw: 1d20 + 12 ⇒ (19) + 12 = 31
Slashing: 1d6 + 4 ⇒ (3) + 4 = 7 plus DC 17 Fortitude save

--Round 1
Kzem (45/45)
Thorn (43/43)
Beggar So (47/47)

Red Skeleton (-14 hp)
Yellow Skeleton (-0 hp, Recall: Religion)
Green Skeleton (-7 hp)
Blue Skeleton (-7 hp)

--Round 2
Grimmylow (26/40, Fort save)
Buzz (30/30) / Loudmouth (30/30)
White Wight (-0 hp, Recall: Religion)


N Male Human | Hermit | Monk Lvl 4 | ◆◇↺ | HP 60/60 | AC 21 | F/R/W: 10/11/9 | Perc(T) +7 | 35 feet (40 Stoked Flame Stance) | Class DC 19 | Athletics/Acrobatics/Stealth: +9, Nature/Medicine: +7, Desert Lore/Occultism: +6, Thievery(U): +3, Religion(U)/Survival(U): +1 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

Beggar So charges forward and hurls both Shuriken at the wight.

Ranged Attack; Shuriken: 1d20 + 8 ⇒ (11) + 8 = 19
Ranged Attack; Shuriken: 1d20 + 4 ⇒ (20) + 4 = 24
Ranged Damage; Shuriken: 1d4 + 3 ⇒ (4) + 3 = 7 Doubled to 14
Ranged Damage; Shuriken: 1d4 + 3 ⇒ (4) + 3 = 7 (Assuming a 19 hits)

◆ Stride
◆ Strike?
◆ Strike

Horizon Hunters

| Male Dwarf Gunslinger 4 | HP 54/54 | AC 21 (+2 AC first round of init) | F +11 R +11 W +10 | Perc +10 (dark vision) | Default Exploration: Search | Speed 25ft | hero points 1 | Active Conditions: None

Thorn moves and stands behind everyone he raises his gun yelling "Duck!"

Boom@White: 1d20 + 11 ⇒ (10) + 11 = 21 Soft cover for 3 friends in the path
Damage, p or b: 1d8 + 2 ⇒ (4) + 2 = 6

Than he reloads


N Male Human | Hermit | Monk Lvl 4 | ◆◇↺ | HP 60/60 | AC 21 | F/R/W: 10/11/9 | Perc(T) +7 | 35 feet (40 Stoked Flame Stance) | Class DC 19 | Athletics/Acrobatics/Stealth: +9, Nature/Medicine: +7, Desert Lore/Occultism: +6, Thievery(U): +3, Religion(U)/Survival(U): +1 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

Beggar So clamps his hands over his ears and ducks.


Perc +9 | 25 feet | Spell DC 19 | Active Conditions: none Male Goblin(Unbreakable) Cloistered Cleric (Sarenrae) 4 HP 50/50 | AC: 18 | F +10 R +8 W +11

"Ha! In your faces!" Grimmylow says as the skeletons collapse.

"Ack! My face!" he yelps as the wight swipes him.

Fortitude: 1d20 + 9 ⇒ (5) + 9 = 14

He feels something bad happening.

Better than ducking, he gets out of the way, clearing a path for people who are better suited for being next to things with claws.

He then provides Guidance to Kzem while trying to remember what he can about this creature.

Recall Knowledge (Religion): 1d20 + 8 ⇒ (11) + 8 = 19

Horizon Hunters

Male Orc Thaumaturge - 4 (Hero Points: 1)|HP 56/56|AC 21 (23 Shield)| F +10, R +9, W +8 Implement (Mirror)| Perc +8, Diplo + 11, Intim +9, Esoteric Lore +11, Athl +9. ALL Recall Know +9|Conditions: Icons: ◆◇↺

Kzem walks up to the white wright, eyeing it carefully with his approach.

Esoteric Lore vs Standard DC Creature Level: 1d20 + 10 ⇒ (19) + 10 = 29

If Critical Success:
Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already.

The orc, with his off hand, makes one of Grimmy's spiritual gestures towards the creature before bashing it with his shield.

Shield Boss, guidance: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 Damage (b): 1d6 + 5 ⇒ (6) + 5 = 11 + either highest weakness, or weakness of 3

Critical Damage 22 + weakness or 3

◆ Stride
◆ EL
◆ Strike


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺

Grimmylow feels energy drain from him. -2 max hp. Grimmy's not up yet.

Beggar So sends two stars flying, both of which hit the wight. More projectiles fly from Thorn, but in the form of a bullet, which also hits.

Kzem knows the creature has no weaknesses, but a small stone which sparkles as a twinkling eye hurts just as much. The wight loses all will to unlive as Kzem smashes it. White down!

The remaining skeleton strides up to Kzem and makes a feeble swing at its foe.

Scimitar: 1d20 + 6 ⇒ (9) + 6 = 15
Slashing: 1d6 + 2 ⇒ (1) + 2 = 3

Scimitar, MAP: 1d20 + 6 - 5 ⇒ (3) + 6 - 5 = 4
Slashing: 1d6 + 2 ⇒ (3) + 2 = 5

--Round 2
Grimmylow (26/38, -2 max hp)
Buzz (30/30) / Loudmouth (30/30)

White Wight (-52 hp, Recall: Religion)
--Round 3
Kzem (45/45)
Thorn (43/43)
Beggar So (47/47)

Red Skeleton (-14 hp)
Yellow Skeleton (-0 hp, Recall: Religion)
Green Skeleton (-7 hp)
Blue Skeleton (-7 hp)


N Male Human | Hermit | Monk Lvl 4 | ◆◇↺ | HP 60/60 | AC 21 | F/R/W: 10/11/9 | Perc(T) +7 | 35 feet (40 Stoked Flame Stance) | Class DC 19 | Athletics/Acrobatics/Stealth: +9, Nature/Medicine: +7, Desert Lore/Occultism: +6, Thievery(U): +3, Religion(U)/Survival(U): +1 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

Beggar So advances (Since Buzz is Tiny I'm assuming we can occupy the same space) and pulls his staff from his back. He pokes at the remaining skeleton, the staff passing alongside Kzem.

Bo Staff: 1d20 + 8 ⇒ (19) + 8 = 27
Bo Staff MAP: 1d20 + 3 ⇒ (8) + 3 = 11

Bludgeoning: 1d8 + 3 ⇒ (7) + 3 = 10 Doubled if Crit

◆ Stride
◆ Interact to Draw
◆ Flurry of Pokes

Horizon Hunters

| Male Dwarf Gunslinger 4 | HP 54/54 | AC 21 (+2 AC first round of init) | F +11 R +11 W +10 | Perc +10 (dark vision) | Default Exploration: Search | Speed 25ft | hero points 1 | Active Conditions: None

Thorn raises his rifle and yells "Look for the eggs!"

Boom@Yellow: 1d20 + 11 ⇒ (9) + 11 = 20 Soft cover for 3 friends in the path
Damage, p or b: 1d8 + 2 ⇒ (8) + 2 = 10

Than he reloads and fires again

Boom@Yellow: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16 Soft cover for 3 friends in the path
Damage, p or b: 1d8 + 2 ⇒ (1) + 2 = 3


Perc +9 | 25 feet | Spell DC 19 | Active Conditions: none Male Goblin(Unbreakable) Cloistered Cleric (Sarenrae) 4 HP 50/50 | AC: 18 | F +10 R +8 W +11

"Oh...I don't feel so good, guys," Grimmylow says.

NOW he wanders away and provides Kzem with Guidance.

He's glad that creepy guy who made him feel sickly is dead, again.


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺

Beggar So whacks the skeleton with his staff, breaking it apart.

--Combat over!
Grimmylow (26/38, -2 max hp)
Buzz (30/30) / Loudmouth (30/30)
Kzem (45/45)
Thorn (43/43)
Beggar So (47/47)

Grimmylow is 26/36 until he rests, and I'll try to remember to put that on the tracker for the rest of the day. Although the scenario technically puts it as "loses 2 hit points that can't be healed", I'm willing to consider it equivalent to Drained 1 in terms of remedying it, if any of you have restoration spells (not sure what they're called now in Remaster).


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺

GM Screen:

So Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Buzz Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Grimmylow Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Kzem Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Thorn Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Buzz Arcana: 1d20 + 8 ⇒ (14) + 8 = 22
Kzem Arcana: 1d20 + 4 ⇒ (2) + 4 = 6

This large hall has an opening to the west and south. Six stout pillars hold up the ceiling, each carved with overlapping symbols of starknives. Sconces flickering with an unnatural green light hang on the smooth stone walls.

Kzem and Beggar So lead the way in, but Grimmylow pipes up as soon as he walks into the room. He feels magical energies reverberating in the pillars, and gets the impression that if they were to walk much further, the magical energies would activate in some bad way.

Buzz senses the arcane nature of the hazard. Starknife symbols on the six pillars would glow and shoot across the room, attacking the party. The pillars can be deactiviated in many ways - first, they could simply be attacked and physically damaged; second, the runes can be dispelled; third, the runes could be carefully altered with a Thievery check.

Horizon Hunters

Male Orc Thaumaturge - 4 (Hero Points: 1)|HP 56/56|AC 21 (23 Shield)| F +10, R +9, W +8 Implement (Mirror)| Perc +8, Diplo + 11, Intim +9, Esoteric Lore +11, Athl +9. ALL Recall Know +9|Conditions: Icons: ◆◇↺

Whoa. Thanks for the warning, I would have walked right into that. Should I just beat them with my shield or...

Kzem falls quiet, hoping someone else will come up with a more attractive plan.

Any Knowledge: 1d20 + 8 ⇒ (4) + 8 = 12

Horizon Hunters

Sprite | HP 38/38 AC: 21 | F: +8 R: +11, W: +7 | Perception: +7 (Low-Light) | Default Exploration: Scout |

Buzz slips into the room and tries to alter the runes with one of his stingers as he carves gently inot the stone.

Wall of Thievery Checks (Not sure how many you need):

Thievery: 1d20 + 8 ⇒ (5) + 8 = 13
Thievery: 1d20 + 8 ⇒ (4) + 8 = 12
Thievery: 1d20 + 8 ⇒ (11) + 8 = 19
Thievery: 1d20 + 8 ⇒ (14) + 8 = 22
Thievery: 1d20 + 8 ⇒ (1) + 8 = 9
Thievery: 1d20 + 8 ⇒ (2) + 8 = 10
Thievery: 1d20 + 8 ⇒ (1) + 8 = 9
Thievery: 1d20 + 8 ⇒ (11) + 8 = 19


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺
Buzz Spriteyear wrote:
Not sure how many you need.

I need one 21 or higher. Alternatively, 11 or lower. XD

Buzz scratches out one of the runes, but incompletely. Then a second, then a third. Finally, he scratches out a fourth and the hazard deactivates - just before he touches the trigger rune.

Moving y'all onward.


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺

Shadows flicker strangely in this chamber. The west end of this room bears a large stone sarcophagus decorated with carvings of a star in the open palm of a hand. The sarcophagus appears cracked, and an inky goo dribbles out of it. Two upright coffins flank the sarcophagus, both ajar.

When the heroes arrive, a shadowy form rises from the sarcophagus, passing through the stone lid. The zombies lumber forth from their open coffins.

GM Screen:

So Initiative (Search): 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14"
Buzz Initiative (Scout): 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15"
Grimmylow Initiative (Search): 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27"
Kzem Initiative (Defend): 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27"
Thorn Initiative (Search): 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18"
Shadow Initiative: 1d20 + 10 ⇒ (20) + 10 = 30
Zombies Intiiative: 1d20 + 1 ⇒ (7) + 1 = 8

The shadow immediately screams with terror, and charges straight at the wall, passing right through, and emerging near the rear guard. It screams at Grimmylow's holy symbol of Sarenrae - and reaches out to touch it with a shadowy tendril.

Shadow Touch: 1d20 + 15 ⇒ (7) + 15 = 22
Void: 2d6 + 3 ⇒ (5, 6) + 3 = 14

Grimmylow feels void energy pulsing through his body. It feels like he just swallowed a live snake whole, but in a bad way. I assumed someone Treated Wounds or something after the last encounter.

--Round 1
Grimmylow (22/36, [-2 max hp], darkvision, torch)
Kzem (45/45, darkvision)
Thorn (43/43, darkvision)
Buzz (30/30, low-light vision)
Beggar So (47/47, normal vision)

Yellow Zombie (-0 hp, Recall: Religion)
Green Zombie (-0 hp, Recall: Religion)
--Round 2
Shadow (-0 hp, Recall: Religion)

Horizon Hunters

| Male Dwarf Gunslinger 4 | HP 54/54 | AC 21 (+2 AC first round of init) | F +11 R +11 W +10 | Perc +10 (dark vision) | Default Exploration: Search | Speed 25ft | hero points 1 | Active Conditions: None

Thorn yells seeing creature flying through the wall he lowers his gun and fires

Boom@red: 1d20 + 11 ⇒ (20) + 11 = 31
Damage, p/b: 1d8 + 1 ⇒ (2) + 1 = 3

Crit, p/b: 1d12 + 1 ⇒ (12) + 1 = 13
Fatal die: 1d12 ⇒ 2 Crit so 13*2 + 2 = 28 dmg

Than he reloads and tries to push the creature backwards

Clear the path@red, shove: 1d20 + 8 ⇒ (10) + 8 = 18 I don't know if shove would work against incorporeal ;) vs Fort DC

Than he fires again

Boom@red: 1d20 + 11 - 5 ⇒ (15) + 11 - 5 = 21
Damage, p/b: 1d8 + 1 ⇒ (6) + 1 = 7


Perc +9 | 25 feet | Spell DC 19 | Active Conditions: none Male Goblin(Unbreakable) Cloistered Cleric (Sarenrae) 4 HP 50/50 | AC: 18 | F +10 R +8 W +11

I'll use assurance on my Medicine check.

Healing: 2d8 ⇒ (2, 5) = 7

So...3 down from my 2 down max.

"Hey! No fair! I'm in the middle!" Grimmylow says as another undead attacks him.

He's feeling a bit woozy and assumes what is good for the goose is bad for the gander when the goose is a righteous goblin and the gander is a nasty undead.

"If you like it so much, here you can have it!" he says, thrusting his holy symbol at the creature and releasing a burst of Sarenrae's holy energy.

3 action Heal DC18 Basic Fort Save: 2d10 ⇒ (10, 3) = 13


N Male Human | Hermit | Monk Lvl 4 | ◆◇↺ | HP 60/60 | AC 21 | F/R/W: 10/11/9 | Perc(T) +7 | 35 feet (40 Stoked Flame Stance) | Class DC 19 | Athletics/Acrobatics/Stealth: +9, Nature/Medicine: +7, Desert Lore/Occultism: +6, Thievery(U): +3, Religion(U)/Survival(U): +1 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

Beggar So moves back around his friends. With his staff, he pokes the shadow-thing before dropping into a fighting stance.

Bo Staff: 1d20 + 8 ⇒ (6) + 8 = 14
Bo Staff MAP: 1d20 + 3 ⇒ (2) + 3 = 5

◆ Stride
◆ Flurry of Whiffs
◆ Stoked Flame Stance

I'm assuming that we still have weapons drawn. Otherwise, he'll draw his staff then whiff twice.

Horizon Hunters

Male Orc Thaumaturge - 4 (Hero Points: 1)|HP 56/56|AC 21 (23 Shield)| F +10, R +9, W +8 Implement (Mirror)| Perc +8, Diplo + 11, Intim +9, Esoteric Lore +11, Athl +9. ALL Recall Know +9|Conditions: Icons: ◆◇↺

Despite the sounds of combat behind him, Kzem sees no easy way forward. Instead, he presses onward and into the crypt like room, raising his shield against the oncoming foes and attempting to discern more about their makeup.

E.L. vs Standard DC Creature Level: 1d20 + 10 ⇒ (4) + 10 = 14

◆ Stride
◆ Raise Shield
◆ Exploit Vulnerability


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺

A shot rings out, echoing off the stone walls, and Thorn's aim is true. The bullet passes through the shadow, but seems to disrupt it quite a bit. Resistance to piercing. A second shot also hits, but does considerably less damage.

Grimmylow shoves Sarenrae's symbol in the shadow's face, and it recoils.

Fortitude: 1d20 + 8 ⇒ (5) + 8 = 13 vs DC 18

Beggar So cannot finish off the wispy shadow, and enters a flaming stance.

Kzem moves forward into the room, affixing a small token that looks like a religious symbol to his shield, knowing the zombies are weak to positive energy. EV is a Success. :)

--Round 1
Grimmylow (22/36, [-2 max hp], darkvision, torch)
Kzem (45/45, darkvision, EV: zombies)
Thorn (43/43, darkvision)
Buzz (30/30, low-light vision)
Beggar So (47/47, normal vision)
Yellow Zombie (-0 hp, Recall: Religion)
Green Zombie (-0 hp, Recall: Religion)
--Round 2
Shadow (-48 hp, piercing x2, Recall: Religion)

Horizon Hunters

Sprite | HP 38/38 AC: 21 | F: +8 R: +11, W: +7 | Perception: +7 (Low-Light) | Default Exploration: Scout |

Buzz flits backwards and launches a pair of needles into the shadow as it appears beside him. "Whoa that was quick!"

Sting Shot: 1d20 + 8 ⇒ (7) + 8 = 15
Damage (Poison): 1d4 ⇒ 1

Sting Shot: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
Damage (Poison): 1d4 ⇒ 1

Status:

HP 30/30
AC 120
Hero Point 0/3
Infused Alchemical Items 7/7
1x Lesser Acid Flask 1/2
1x Lesser Alchemist's Fire (Signature Item) 3/3
1x Lesser Blight Bomb (Signature Item) 5/6
1x Minor Elixir of Life 2/2
1x Skunk Bomb 2/2
1x Lesser Ghost Charge 2/2

Loudmouth
HP 30/30
AC 17


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺

Buzz's two stingers miss. However, one nicks the shadow, and Buzz gets a sense that this incorporeal creature may not be affected by poison at all.

The two zombies lumber up to Kzem. They move slowly, but get a Strike in.

Yellow Fist: 1d20 + 9 ⇒ (10) + 9 = 19
Bludgeoning: 1d6 + 5 ⇒ (6) + 5 = 11

Green Fist: 1d20 + 9 ⇒ (2) + 9 = 11
Bludgeoning: 1d6 + 5 ⇒ (1) + 5 = 6

The shadow screams again, very upset that Sarenrae still exists.

Shadow Hand: 1d20 + 15 ⇒ (10) + 15 = 25
Void: 2d6 + 3 ⇒ (5, 4) + 3 = 12

After hitting Grimmylow, the shadow reaches through him, to where his body is casting a shadow from the lit torch that he holds, and tugs at the shadow, ripping a piece off. -1 to Athletics checks, attack rolls using STR, and STR-based damage. Removal will be the same as Enfeebled.

Shadow Hand, MAP: 1d20 + 15 - 5 ⇒ (14) + 15 - 5 = 24
Void: 2d6 + 3 ⇒ (2, 3) + 3 = 8

On the way back through Grimmy's body, the shadow's hand does even more void damage!

--Round 1
Grimmylow (2/36, [-2 max hp, -1 Ath,dmg], darkvision, torch)
Kzem (45/45, darkvision, EV: zombies)
Thorn (43/43, darkvision)
Buzz (30/30, low-light vision)
Beggar So (47/47, normal vision)

Yellow Zombie (-0 hp, Recall: Religion)
Green Zombie (-0 hp, Recall: Religion)
--Round 2
Shadow (-48 hp, piercing x2, Recall: Religion)


N Male Human | Hermit | Monk Lvl 4 | ◆◇↺ | HP 60/60 | AC 21 | F/R/W: 10/11/9 | Perc(T) +7 | 35 feet (40 Stoked Flame Stance) | Class DC 19 | Athletics/Acrobatics/Stealth: +9, Nature/Medicine: +7, Desert Lore/Occultism: +6, Thievery(U): +3, Religion(U)/Survival(U): +1 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

"GRIMMY!" Beggar So, roars, seeing the shadow do grievous damage to the goblin. He runs around the combatants and moves into a flank with the shadow and lashes out twice.

Flashing Spark; 1st Attack, OG: 1d20 + 9 ⇒ (9) + 9 = 18
Flashing Spark; 1st Attack Damage, Slashing: 1d8 + 3 ⇒ (5) + 3 = 8
Flashing Spark; 2nd Attack, OG: 1d20 + 4 ⇒ (10) + 4 = 14
Flashing Spark; 2nd Attack Damage, Slashing: 1d8 + 4 ⇒ (3) + 4 = 7

He then steps back out of reach.

◆ Stride
◆ Flurry of Whiffs
◆ Step

Horizon Hunters

Sprite | HP 38/38 AC: 21 | F: +8 R: +11, W: +7 | Perception: +7 (Low-Light) | Default Exploration: Scout |

Buzz circles around the shadow and tosses a small vial of alchemical fire into the floor at it.

Alchemist Fire: 1d20 + 8 ⇒ (10) + 8 = 18
Damage (Fire): 1d8 + 1 ⇒ (3) + 1 = 4 +1 Persistent Fire

Status:

HP 30/30
AC 120
Hero Point 0/3
Infused Alchemical Items 7/7
1x Lesser Acid Flask 1/2
1x Lesser Alchemist's Fire (Signature Item) 2/3
1x Lesser Blight Bomb (Signature Item) 5/6
1x Minor Elixir of Life 2/2
1x Skunk Bomb 2/2
1x Lesser Ghost Charge 2/2

Loudmouth
HP 30/30
AC 17


Perc +9 | 25 feet | Spell DC 19 | Active Conditions: none Male Goblin(Unbreakable) Cloistered Cleric (Sarenrae) 4 HP 50/50 | AC: 18 | F +10 R +8 W +11

"I'm feeling kind of woozy, guys..." Grimmylow says.

He reaches into his medicine kit and starts pulling out different ointments, oils and capsules to help.

Treat Wounds (Battle Medicine, Assurance): 2d8 ⇒ (8, 7) = 15

But this thing is trying to kill him! So he's going to try to kill it back!

He summons up a weapon from Sarenrae and a glowing scimitar appears near the shadow.

◆◆ Spiritual Weapon

Spiritual Weapon: 1d20 + 8 ⇒ (1) + 8 = 9
Force Damage: 2d8 ⇒ (5, 1) = 6

Horizon Hunters

Male Orc Thaumaturge - 4 (Hero Points: 1)|HP 56/56|AC 21 (23 Shield)| F +10, R +9, W +8 Implement (Mirror)| Perc +8, Diplo + 11, Intim +9, Esoteric Lore +11, Athl +9. ALL Recall Know +9|Conditions: Icons: ◆◇↺

A flick of the wrist, and Kzem ends up on the far side of the green zombie- before turning and swinging his shield twice at the slow moving creature.

Shield Boss v OG: 1d20 + 9 ⇒ (3) + 9 = 12 Damage (b): 1d6 + 5 ⇒ (2) + 5 = 7 + either highest weakness, or weakness of 3

Shield Boss v OG: 1d20 + 4 ⇒ (12) + 4 = 16 Damage (b): 1d6 + 5 ⇒ (5) + 5 = 10 + either highest weakness, or weakness of 3


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺

Sorry, guys, Beggar So psyched me out. The first Strike is actually a hit, with flanking.

Beggar So punches the shadow, and although his hand mostly passes through, the damage is just enough to disperse it. Moving Beggar So back and he can revise an action.

Presumably Buzz moves into the room and tosses an alchemist's fire. Buzz's alchemist fire hits Green and sets it on fire.

Grimmylow heals himself and gets 2 actions back.

Kzem flanks the zombie with himself, and bashes it twice, the trinket functioning like a holy symbol and doing positive damage.

--Round 1
Grimmylow (17/36, [-2 max hp, -1 Ath,dmg], darkvision, torch) 2 actions
Kzem (45/45, darkvision, EV: zombies)
Thorn (43/43, darkvision)
Buzz (30/30, low-light vision) 1 action
Beggar So (47/47, normal vision) 1 action
Yellow Zombie (-0 hp, Recall: Religion)
Green Zombie (-21 hp, positive x2)
--Round 2
Shadow (-56 hp, piercing x2, slashing x1)


Perc +9 | 25 feet | Spell DC 19 | Active Conditions: none Male Goblin(Unbreakable) Cloistered Cleric (Sarenrae) 4 HP 50/50 | AC: 18 | F +10 R +8 W +11

Relieved that the scary shadow guy is gone, Grimmylow heads into the next chamber.

He provides Thorn with Guidance.

Horizon Hunters

Sprite | HP 38/38 AC: 21 | F: +8 R: +11, W: +7 | Perception: +7 (Low-Light) | Default Exploration: Scout |

Buzz moves more to the center of the room where he can keep a better eye on the undead.


N Male Human | Hermit | Monk Lvl 4 | ◆◇↺ | HP 60/60 | AC 21 | F/R/W: 10/11/9 | Perc(T) +7 | 35 feet (40 Stoked Flame Stance) | Class DC 19 | Athletics/Acrobatics/Stealth: +9, Nature/Medicine: +7, Desert Lore/Occultism: +6, Thievery(U): +3, Religion(U)/Survival(U): +1 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

Beggar So runs into the room, guided by the torchlight.


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺

Botting Thorn.

Thorn runs into the room, draws his gun, and fires.

Boom: 1d20 + 11 ⇒ (6) + 11 = 17
Piercing: 1d8 + 1 ⇒ (5) + 1 = 6

The zombie wonders where all his friends went, but shrugs and swings fists at Kzem.

Fist: 1d20 + 7 ⇒ (14) + 7 = 21
Bludgeoning: 1d6 + 3 ⇒ (4) + 3 = 7 plus Grab

It Grabs Kzem.

--Round 2
Grimmylow (17/36, [-2 max hp, -1 Ath,dmg], darkvision, torch)
Kzem (38/45, grabbed, darkvision, EV: zombies)
Thorn (43/43, darkvision)
Buzz (30/30, low-light vision)
Beggar So (47/47, normal vision)

Yellow Zombie (-6 hp, Recall: Religion)
Green Zombie (-21 hp, positive x2)
--Round 3
Shadow (-56 hp, piercing x2, slashing x1)

Horizon Hunters

| Male Dwarf Gunslinger 4 | HP 54/54 | AC 21 (+2 AC first round of init) | F +11 R +11 W +10 | Perc +10 (dark vision) | Default Exploration: Search | Speed 25ft | hero points 1 | Active Conditions: None

Thanks for botting and sorry about that!

Thorn moves in and reloads his rifle, then he raises it and shoots the zombie

Boom@Zombie: 1d20 + 11 ⇒ (8) + 11 = 19
Damage, p/b: 1d8 + 1 ⇒ (6) + 1 = 7


(he/him) | Troubles in Otari | 2-20 | | Icons: ◆◇↺

With a shot, Thorn ends the zombie's unlife.

--Combat over!
Grimmylow (17/36, [-2 max hp, -1 Ath,dmg], darkvision, torch)
Kzem (38/45, darkvision)
Thorn (43/43, darkvision)
Buzz (30/30, low-light vision)
Beggar So (47/47, normal vision)

The heroes begin to search the room, but a shuddering voice pleads, "P-please don't hurt me." A half-orc is huddled in one corner of the room, his dark hair turned permanently white from terror. His shadow has been stolen from him, making him weak and jumpy, but starts returning now that the shadow has been defeated (as does Grimmy's).

He introduces himself as Fillruk, a laborer from Otari. Fillruk overheard Magiloy asking about the mushrooms and went out to pick them, hoping to command a high price from the tengu. Recent rains caused a small mudslide that shifted one of the slabs, and Fillruk thought it might hide treasure, so he pushed and pulled at it until he moved it aside. He says that the heroes can claim his basket of mushrooms (the basket from outside the cave) as theirs if they help him get back to town safely.

The sarcophagus contains three black opals worth 15 gp each, a pyrite rat, and a belt of good health.


Perc +9 | 25 feet | Spell DC 19 | Active Conditions: none Male Goblin(Unbreakable) Cloistered Cleric (Sarenrae) 4 HP 50/50 | AC: 18 | F +10 R +8 W +11

Grimmylow squeals like a frightened housecat when the voice comes out of the shadows.

He only relaxes when he sees that it is another victim. "You're ok, now, friend. Thanks to the warm, voluptuous light of Sarenrae," he says, taking a seat next to the half-orc.

"Well, you know, it's a bad idea to rob graves," he says as he looks over the items from the sarcophagus.

"I'm just going to sit here with my new pal Fillruk for a while, guys," he tells the group as he settles in to physician heal thyselfing. His cure for what currently ails him seems to involve a surprising amount of chocolate.

Treat Wounds with Assurance: 2d8 ⇒ (1, 4) = 5

We can move on and Grimmylow will try again in an hour, though we should probably think about a long rest, since I'm out of Heal spells.

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