[PF2] Troubles in Otari (GM Watery Soup) (Inactive)

Game Master Watery Soup

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

Slide Archive (LARGE)
Loot & Macros


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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 before Grimmy and reloads his gun, than he aims and fires at the skelly

Boom@yellow, bless: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
Damage, p/b: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3 Against skellies it would count as b shot

Crit dmg (if crit): 1d12 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Fatal die: 1d12 ⇒ 5 If crit than 15 dmg


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Grimmylow casts a spell, and Sarenrae's ghostly scimitar appears, but flails wildly. Their AC is low, but not that low.

Thorn fires a shot at Yellow, smashing it to bits. Crit!

--Round 2
Thorn (43/43)
Buzz (30/30, mounted) / Loudmouth (30/30)
Grimmylow (40/40, bless 15', scimitar)
Dwarf (-0, shield)
Kzem (14/45, 1d6 persistent acid, -10' speed, shield raised)
Beggar So (41/47, readied attack)
Red Skeleton (-8)
Yellow Skeleton (-15)

Blue Skeleton (-0)

Horizon Hunters

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

Buzz grabs two vials in his small hands as he tosses them down at the skeleton. "Burning through them quick!"

Moderate Acid Flask: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
2 Splash Damage
Persistent Acid 2d6

Lesser Alchemist Fire: 1d20 + 8 - 5 ⇒ (15) + 8 - 5 = 18
Damage (Fire): 1d8 + 1 ⇒ (6) + 1 = 7
Persistent Fire 1

Status:

HP 30/30 |
AC 20
Hero Point 0/3
Infused Alchemical Items 7/7
1x Lesser Acid Flask 0/2
1x Lesser Alchemist's Fire (Signature Item) 1/3
1x Lesser Blight Bomb (Signature Item) 4/6
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) | March of the Dead | 1-25 | Icons: ◆◇↺

Buzz hits the skeleton with two bombs. 2 splash acid on the first, resist fire 5 on the second, but it only has 4 hp, so it's toast.

"MY BABIES!" the dwarf necromancer wails. "You'll pay for this."

He weaves a spell in the air, and a barrage of force speeds towards 1d5 ⇒ 1 Kzem. He really doesn't like you!

Force Barrage: 3d4 + 3 ⇒ (1, 2, 1) + 3 = 7

--Round 2
Kzem (7/45, 1d6 persistent acid, -10' speed)
Beggar So (41/47)

Red Skeleton (-8)
Yellow Skeleton (-15)
Blue Skeleton (-4)

--Round 3
Thorn (43/43)
Buzz (30/30, mounted) / Loudmouth (30/30)
Grimmylow (40/40, bless 15', scimitar)

Dwarf (-0, shield)


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 up to the door, pokes the dwarf with his staff twice and moves back out of reach.

Bo Staff: 1d20 + 8 ⇒ (8) + 8 = 16
Bo Staff MAP: 1d20 + 3 ⇒ (18) + 3 = 21

Bludgeoning: 1d8 + 3 ⇒ (3) + 3 = 6 Doubled if Crit
Bludgeoning: 1d8 + 3 ⇒ (3) + 3 = 6 Doubled if Crit

If both hit, combine the damage before applying weaknesses/resistances

◆ Stride
◆ Flurry
◆ Stride


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

Kzem's hurt bad and he's also a little too far away for Grimmylow to be able to help him so the goblin gets into the middle of the action, letting the Blessings of Sarenrae wash over all of his companions before focusing her healing balm on Kzem.

2 Action Heal: 2d10 + 16 ⇒ (8, 10) + 16 = 34

Everyone's in range of Bless, now.

"Your babies were ugly! Just like their mommy!" Grimmylow taunts the dwarf then cackles at his own joke.

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: ◆◇↺

Sinews knit together, and Kzem feels more and more like his old self. He moves around the corner and flicks his wrist- ending on the otherside of the dwarf combatant- before he strikes with his shield

Shield Boss, vs OG: 1d20 + 9 ⇒ (11) + 9 = 20 Damage (b): 2d6 + 7 ⇒ (1, 1) + 7 = 9

Miss, for minimum damage!

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, again moves before Grimmy and reloads his gun,
Then he yells to Kzem "Pull your socks up!"

Boom@dwarf, bless: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Damage, p/b: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Horizon Hunters

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

Buzz lands Loudmouth near the doorway as he tosses a pair of poison and fire bombs inside the structure.

Moderate Blight Bomb: 1d20 + 8 ⇒ (17) + 8 = 25
Damage (Poison): 2d4 ⇒ (3, 1) = 4
Persistent Poison 2d4
Splash 2

Lesser Alchemist Fire: 1d20 + 8 - 5 ⇒ (3) + 8 - 5 = 6
Damage (Fire): 1d8 + 1 ⇒ (5) + 1 = 6
Persistent Fire 1

Status:

HP 30/30 |
AC 20
Hero Point 0/3
Infused Alchemical Items 7/7
1x Lesser Acid Flask 0/2
1x Lesser Alchemist's Fire (Signature Item) 0/3
1x Lesser Blight Bomb (Signature Item) 3/6
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) | March of the Dead | 1-25 | Icons: ◆◇↺

Grimmylow heals Kzem.

Beggar So walks up to the door, bonks the dwarf on the head, and backs off. Adding Bless to your roll. One miss, one hit. The dwarf's shield takes some of the damage, and then dissipates.

Kzem appears on both sides of the dwarf, and hits with his shield boss. 20 plus Bless vs OG is a hit.

Persistent Acid: 1d6 ⇒ 5
Recovery: 1d20 ⇒ 2 vs DC 15

Thorn fires his gun into the crowd, and hits just the dwarf.

Buzz's poison bombs lands, covering the dwarf with poison. moderate blight bombs should be 2d6 poison, also, has a +1 item bonus to hit.

Poison: 2d6 ⇒ (1, 4) = 5

The dwarf wishes that he was better versed in spells, specifically, lightning bolt, but a ring on his hand flashes with power as he drains his arcane bond to re-Cast his acid grip spell, this time against 1d5 ⇒ 3 Thorn.

Acid: 2d8 ⇒ (4, 7) = 11 plus 1d6 persistent acid plus -10' speed plus push
DC 21 Reflex save.

Then, he runs into a corner and hopes the meanies go away.

Persistent Poison: 2d4 ⇒ (2, 3) = 5
Recovery: 1d20 ⇒ 18

At least his skin no longer burns.

--Round 3
Kzem (36/45, 1d6 persistent acid, -10' speed)
Beggar So (41/47)

Red Skeleton (-8)
Yellow Skeleton (-15)
Blue Skeleton (-4)

--Round 4
Thorn (43/43, Reflex save first)
Buzz (30/30, mounted) / Loudmouth (30/30)
Grimmylow (40/40, bless 15', scimitar)

Dwarf (-29, shield used, 2d4 persistent poison)


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 and smacks the dwarf twice with his staff.

Bo Staff, Bless: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Bo Staff MAP, Bless: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Bludgeoning: 1d8 + 3 ⇒ (6) + 3 = 9 Doubled if Crit

◆◆ Stride
◆ Flurry

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 reloads and fires

Boom@dwarf, bless: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Damage, p/b: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8

The he reloads again


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Beggar So strides up and bonks the dwarf.

Thorn, Reflex save vs the Acid Grip, please. Also roll for Recovery at the end of your turn if you fail.

Thorn fires, but misses.

--Round 3
Kzem (36/45, 1d6 persistent acid, -10' speed)
Beggar So (41/47)
Red Skeleton (-8)
Yellow Skeleton (-15)
Blue Skeleton (-4)

--Round 4
Thorn (43/43, Reflex save)
Buzz (30/30, mounted) / Loudmouth (30/30)
Grimmylow (40/40, bless 15', scimitar)

Dwarf (-38, shield used, 2d4 persistent poison)

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: ◆◇↺

The orc quickly pursues his quarry into the corner of the room, before attempting to smash him between the wall and his shield. After the swing, he holds the shield up once more in a defensive position.

Shield Boss: 1d20 + 9 ⇒ (16) + 9 = 25 Damage (b): 2d6 + 7 ⇒ (5, 1) + 7 = 13

◆ Stride (15ft)
◆ Strike
◆ Raise Shield (AC 22)

Acid: 1d6 ⇒ 5
Recovery? DC15: 1d20 ⇒ 7

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

Reflex save, DC21: 1d20 + 10 ⇒ (20) + 10 = 30

Thorn whirls and dodges the attack completely


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

So many things to do!

Grimmylow follows the fighting into the little keep. Stride

Then, he concentrates on the Blessings of Sarenrae. Sustain to expand Bless to 25' radius.

Then! He flings his force scimitar at the dwarf. Sustain on Spiritual Armament.

Spiritual Armament: 1d20 + 8 ⇒ (2) + 8 = 10
Slashing: 2d8 ⇒ (4, 8) = 12


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Kzem pins the dwarf into the corner, and crushes him until he stops fighting back.

"I will rise again," the dwarf whispers, with his last breath, ominously.

--End of Combat!

The dwarf uses this space for experiments in alchemy and necromancy, working (so far unsuccessfully) to distill necrotic energies into liquid form. The pentagram and a fervent faith in Asmodeus are used to summon creatures like hell hounds and brimstone rats that the party has been seeing.

A small box contains a brittle piece of parchment that names the bearer as the owner of “Maunder Castle, Maunder Bridge, and all appurtenances thereto.” Despite the sad state of the castle, this deed could present some opportunities to take ownership of the castle. The box also has a silver signet ring with a large ruby worth 50 gp; the ring’s band is inscribed with the words “Lord Maunder.”

Most of the materials on the table are notes about necromancy. Atop
all these notes, only one piece doesn’t bear the same handwriting: an unsigned note stating that the Leadbuster Lads are “stepping into business they would be smart to avoid” by co-opting local monsters that
rightfully owe allegiance to the "Mother of Monsters." This is the plot hook into Part 3.

Inside the fountain, the heroes find a single metal climbing bolt that has remained unrusted even after years.

This is the end of Part 2. If you decide to take ownership of the castle, you're free to do any renovations you think are appropriate, and decide what to do about the, say, giant evil pentagram inscribed on the floor. You can also level up to Level 4, and I'll get the item tracker updated so you can make purchases.

Horizon Hunters

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

Not wanting to use up his entire storage of bombs he tosses in a couple more stingers for good measure.

Sting Shot: 1d20 + 8 ⇒ (13) + 8 = 21
Damage (Poison): 1d4 ⇒ 4

Sting Shot: 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8
Damage (Poison): 1d4 ⇒ 2

Sting Shot: 1d20 + 8 - 10 ⇒ (20) + 8 - 10 = 18
Damage (Poison): 1d4 ⇒ 3

Status:

HP 30/30 |
AC 20
Hero Point 0/3
Infused Alchemical Items 7/7
1x Lesser Acid Flask 0/2
1x Lesser Alchemist's Fire (Signature Item) 0/3
1x Lesser Blight Bomb (Signature Item) 3/6
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

Grimmylow is so disturbed by the altar to Asmodeus that he begins praying and scrubbing and trying to figure out how to get rid of it instead of investigating any of the loot.

He goes for about a minute or two before looking around grimly. "I think we all agree. There's no other choice. We're going to have to burn the entire place."

He starts to pile up all the flammable and inflammable materials he can get his hands on to make a pile.

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 grabs Grimmy and says "Let's go to the forest to gather more wood, maybe we can build a pyre infront of the castle and burn the dwarfs body to cleanse it? What say you Grimmy?"

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: ◆◇↺

"Perhaps there are other means of removing this evil. I think perhaps a nice throw rug would go well right about... here." the Orc says, pointing to the symbol.

"I would imagine that a stone mason somewhere is capable of removing this inlay- if simply covering it doesn't calm your nerves"


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

"Ok...ok...but I think you guys are ignoring how nice this place would look if it was on fire," Grimmylow says, scuffing his toe on the floor then rubbing vigorously with the sole of his boot.

He gives up after a time and gives the unholy altar a hand gesture that Sarenrae would NOT approve of before going outside.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Grimmylow, Kzem, and Thorn argue about the best way to cleanse the castle of evil, while Grimmylow and Buzz argue about the difference between flammable and inflammable, and then Grimmylow and Beggar So argue about the appropriate way to deliver a rude hand gesture to an inanimate object. Sick of arguing, the group eventually sends Grimmylow off on a quest to find a priestess of Sarenrae, who everyone agrees will mediate all the ongoing debates justly.

The Dawnflower Library is located at the western edge of Otari, headed by priestess Vandy Banderdash. When Grimmylow enters the airy temple, the front doors swing open directly into the temple’s central, domed area built in the Qadiran style. Past a small desk, inflammable bookshelves fill the space, leaving several feet between their tops and the flammable dome’s apex. Stained glass windows in the dome depict the Dawnflower healing the wounded and illuminating dark, monster-filled caverns. The light from the morning sun causes these depictions to serenely glow, warmly illuminating much of the library below.

A thin, blond halfling woman emerges from behind the desk, smiling widely. Her boots click softly as she crosses the marble floor. “Hello, hello!” she chirps. “I’m so glad you came! I’m Vandy Banderdash, the head librarian and priestess of Sarenrae. Please, come with me to my office. I have something very interesting to show you!

Grimmylow can talk with Vandy and then get the others, or go get the others when it's clear she has more important things to talk about, but either way, for the rest of this post I'll assume you're all there as a group.

Vandy leads the heroes through the library and up some stairs to a cramped set of quarters in the temple’s eastern minaret. The halfling tries to make the heroes comfortable, offering them lemon-flavored cookies and a spicy blend of tea from Qadira. After a few minutes of small talk, Vandy gets down to business. She retrieves a blue leather-bound ledger from a personal bookcase to show the heroes.

Vandy explains the history of the book. Over the past several months, someone - or something - has been recruiting like-minded monsters and fellow outcasts, guiding them toward an area called "the Scar" by promising them slaughter and mayhem. All of this activity didn’t go unnoticed by the local church of Sarenrae, which put out a call to its faithful, looking for anyone to investigate this sudden proliferation of monsters.

A meticulous human champion of the Dawnflower named Thida Aubade answered, bringing with her a squire and an acolyte - the halfling Billard Truewood and the dwarf Vuzi Nerren. Thida and her cohorts scoured the area while the champion kept detailed notes, always submitting a copy to Otari’s church. Eventually, they discovered the illusion-cloaked entrance to "the Scar" and readied themselves to attack the cult. Unfortunately, they never made it back.

Recently, Vandy Banderdash has rediscovered the copies of Thida’s notebooks. The ledger is a copy of the champion Thida Aubade’s notes on the investigation of the Lamashtan cult and provides an account of the group’s interrogation of a captured kobold cultist. Driven to repent by Thida’s admonishments, the cultist details the location of their lair, and warns Thida’s group about the terrifying illusions that cloak the area, saying “only those blessed with three-eyed sight can pass safely.” The kobold also mentions the “Test of the Five Beasts,” and on a later page, Thida notes that she discovered the “Laws of the Five Beasts” in an obscure religious text, copying them in their entirety.

The notebook includes a description of a rare magic item owned by Billard. Retrieving this charm, known as a sun wheel, would be a great boon to the local church, as would discovering the final fate of Thida and her friends. Because they never made it back, Vandy believes that the Lamashtans have likely kept the group’s belongings as trophies, including the sun wheel, even though Sarenrae probably wouldn’t allow them to use it.

"You don't seem like ..." Vandy begins, pausing diplomatically. "... you're doing much of importance." Her eyeballs roll so far back in her head that they almost fall off and roll around on the ground.

"Certainly, the energy you spend on these trifling arguments seems like they would be put to better use ... elsewhere. Would you go into the hinterlands to find the Scar, take down the cultists, and retrieve anything owned by Thida Aubade, Billard Truewood, and Vuzi Nerren, keeping an eye out for the sun wheel? It's a copper disc emblazoned with a stylized image of the sun? You are welcome to keep anything else you find, and in return, I will take a small contingent of acolytes to clean out your castle, chisel off the pentagram, and cleanse the evil bodies with a purifying flame?"

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 almost burts yelling "I would love to find that scar of yours and cleanse it. Days after days of chatting, 'we should burn the castle', 'we should buy plush beds for each and every oen of us', 'we need to first fix the roof'. We almost decided to make a goblin sacriface to cleanse it before you came. So yes any job would be great"

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: ◆◇↺

"I don't think Goblin sacrifice is off the table quite yet, Thorn. Also, I refuse to budge on the feather beds"

His voice trails off, an obvious attempt to deescalate his rising emotions on the subjects at hand.

"Those beds wont pay for themselves, and it seems like this is a good way to increase the coffers a bit, all while doing a kind public service. It seems like enough of an overlap to make it worth it."


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

As soon as it becomes evident that Head Librarian Vanderbash has something important, Grimmylow runs off to gather the whole group.

His eyes grow wider and wider as she explains and he half forgets to gnaw on the spicy pig's foot that he absently rummaged out of his bag when she began talking.

"Don't worry, we'll punish these heretics for their blasphemies and return the sacred relics to you!" he says, forgetting to swallow before talking so a few pieces of pork fly out.

"Sorry! I mean, we'll offer them the chance to repent and embrace Sarenrae's warm forgiveness THEN punish these heretics for their blasphemies and return the sacred relics to you," he corrects.

"I don't remember any talk about a goblin sacrifice," Grimmylow says thoughtfully to his companions when they leave the office.

Horizon Hunters

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

"So burn some cultists and take a Sun Wheel thngie. That doesn't sound too hard." Buzz leabs back against a book as he sees if a goblin sacrifice is still on the table. "Let's do this."


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

From Thida Aubade’s notes, the heroes should know that they can reach the Scar by traveling only a few hours away from Otari. When the heroes set out from Otari, Thida’s notes help guide them through the hinterlands.

At least one of you should perform the Sense Direction Exploration activity, attempting a DC 16 Survival check to see how long it takes you to reach the area near the Scar.

Traveling north by northeast from the town, the heroes can see the Kortos Mounts in the distance as the land begins to rise slightly.

DC 19 Nature check:
Based on your experience with this type of terrain, there should be a large ridge nearby, past a space of open hillside just on the outskirts of the woods. This would give a good vantage point.

Horizon Hunters

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

Nature: 1d20 + 7 ⇒ (14) + 7 = 21

Buzz flies in the air. "I think there is a large ridge nearby. Let's head there and get a good vantage point."


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 |

Nature: 1d20 + 9 ⇒ (18) + 9 = 27

"Agreed! Lead on my buzzing friend!"

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

Survival, DC16: 1d20 + 8 ⇒ (19) + 8 = 27 I think that without a wayfinder He gets -2 to this check which makes it only a success

Thorn gladly directs the team in a rather well chosen path.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Thorn easily leads the group through the forest, and Buzz and Beggar So point them up onto a ridge. From the ridge, the heroes can see some rough terrain ahead, but they're certain of the way.

A few minutes after they arrive, a small warband of orcs, looking pretty tired and ragged, climb up the same ridge, apparently with the same goal. They look like they've been searching for something since early morning, and are very irritated.

We're on Slide 1. We're not in Encounter Mode, but we could be if you want.


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 been relatively quiet as they've moved through the forest, only occasionally humming to himself or singing out some lyrics. It seems he's may be writing a new hymn to Sarenrae.

"Wow, that's impressive," he says when he realizes they've stopped and looks up at the landscape displayed from the top of the ridge.

When the orcs arrive, he waves.

"Hello, friends! Do you know about the purifying flames of Sarenrae's love? Would you like to?

"Look, you look like you're looking for something. We're looking for something, too. What're you looking for? Maybe we already saw it or we're looking for the same thing. Then, we could tell you where we saw it or we could all look together."

Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

The orcs look a little suspicious, but they're not attacking immediately, so ...

"We like the idea of burning things," the orc commander states. "Do you, too, seek Mwibah? We heard rumors of Mwibah’s growing community on the Isle of Erran, and come to pledge our loyalty to death and destruction."

14 Diplomacy is a Failure, but not a Critical Failure; if Grimmy wants to retry, it'll be at a higher DC and the roleplay has to come from a slightly different angle; anyone else is also free to chime in and make a case for a relevant skill check. I'll put out some suggestions.

DC 17 Society:
A warband of orcs will defer to their leader, and speaking to anyone besides the leader will elicit rage.

They respect strength, and will defer to the strongest.

DC 17 Medicine:
From their fresh scars, they've recently lost a battle, and would be looking for a quick win or some quick way to soothe their egos.

DC 17 Survival:
The orcs are not good at scouring the area, and are searching inefficiently. It looks like they have been searching for a long time, and are getting irritated.

DC 17 Athletics:
The orc commander appears proud of his athleticism (Athletics +8) and would not be able to turn down an Athletics-based challenge in front of his underlings.


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 will use Assurance (Medicine) if he can. Otherwise...

Medicine: 1d20 + 11 ⇒ (3) + 11 = 14

...he's no help.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Sure!


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 studies the orcs and the shape they're in for a few moments then scowls and smacks his forehead.

"I'm so sorry! Where are my manners? Grandaunt Farlackle always told me 'Grimmybob (she never could remember my name) Grimmybob, don't you forget, when you're out in the wilds and you run into somebody else, it's only polite that you 'rassle' them. Not to really hurt 'em, you know, but just to get to know each other," Grimmylow says, dropping the wheezing accent he'd taken on as he unbuckles his belt and drops his swords.

"So, lets get to rasslin'!" he declares. "One pin wins!"

He ducks his head and rushes the leader.

Athletics to Grapple: 1d20 ⇒ 19

I'll hero point that.

Athletics to Grapple: 1d20 ⇒ 17


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 |

Athletics: 1d20 + 9 ⇒ (20) + 9 = 29

"Let me, little Green friend. Beggar So confronts the orc, drops into a fighting stance and easily pins the larger creature.


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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

"No! Say it ain't so, So!" Grimmylow says as the human adeptly ruins his plan.


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(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Grimmylow challenges the orc commander, who greedily accepts. Even though it's considered mildly dishonorable to crush mediocre opponents, their long, fruitless search has led him to believe that a quick win would be necessary to maintain the morale of his crew.

"Haw, haw, aren't you cute," he sneers at Grimmylow, who runs up and begins hugging his leg. "What the-"

The orc commander bends down to pick Grimmylow up and toss him in the air like a rag doll, but somehow, Grimmylow's teeth catches on the orc's boot, causing him to stumble, and with his head between his legs, rolls forward. Grimmylow falls backwards, and ends up sitting on the orc commander's chest - a clear pin!

Heroically, Grimmylow jumps off the orc commander, claiming that the pin didn't count.

Grimmylow, I'll charge you the Hero Point, but basically apply it forward, basically, bypassing the next challenge.

The orc subordinates echo Grimmylow's confession, cheering their commander to get up and fight some more - but the orc commander has enough self-respect remaining to know when he has been bested, even if accidentally.

The orc subordinates refuse to concede. They demand a recount. They start moving forward threateningly - if their commander is too weak to represent the orcs, they are allowed, nay, obliged to challenge his leadership.

In a flash, Beggar So has moved forward, engaging all four orcs. Their rasslin' is no match for the human's, and one is tripped, another is shoved on top of the first, a third is picked up and piled on top of the first two, and then the last is grappled and used to pin all four of the orcs, simultaneously.

The orc sandwich flails about helplessly as the orc commander sighs and refuses Grimmylow's act of generosity. He concedes, as honor demands, and he relays all the tales of the Scar's location, including some information about some "nightmare terrain" to the north that is haunted. You'll skip this hazard as a result of Grimmylow's Hero Point.

With the information that the orcs provide, the heroes can pinpoint exactly where the Scar should be.

The orc commander will concede a tribute worth 44.2 gp. I'll allow the group to choose the form of this treasure - it can be any combination of items worth 44.2 gp, as if you had received it in cash and could buy anything from the store.

In addition, at any point for the rest of the adventure, you may "call on" the orc warband as NPCs to help you in battle.

Horizon Hunters

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

"Great job Beggar So." Buzz watches from overhead as he swoops up and down. "Let's go find this Scar then.

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: ◆◇↺

"Brothers" Kzem turns towards the harried and defeated Orcs. "Perhaps you should find your own goblin and old man to adventure with. I promise you it is better than whatever band you have currently" his voice attempting to project genuine wisdom and advice.

I have no specific needs- though Kzem is eventually interested in picking up a couple of situationally useful scrolls


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(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

The heroes find themselves standing at the bottom of a 40-foot tall ridge that stretches several hundred feet in either direction. With the open hinterlands at their back, the heroes seem to have no way to move forward at first. However, consulting Thida’s notes, the heroes realize that the champion was convinced that the Lamashtan cult laired somewhere underground in this vicinity.

GM Screen:

So Perception: 1d20 + 6 ⇒ (2) + 6 = 8 Buzz Perception: 1d20 + 6 ⇒ (13) + 6 = 19 Grimmylow Perception: 1d20 + 8 ⇒ (19) + 8 = 27 Kzem Perception: 1d20 + 7 ⇒ (9) + 7 = 16 Thorn Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Buzz, Grimmylow, and Thorn all spot an artificial curtain of moss that obscures the faint outline of a large door. The stone door has no obvious handle or other method of opening it. However, there’s a panel composed of a five-by-five grid of raised squares set into the wall beside the door. A number of colored ridges delineate odd-shaped regions of the squares within the grid.

A bit of script carved into the stone above the grid reads, “Arrange the Five Beasts.”

See Slide 2.

The heroes recall the “Laws of the Five Beasts” in Thida’s research:
• Only one Beast shall be placed in each Pen.
• No Beast wishes to see another Beast by looking directly North or directly East.
• Two Beasts shall not be next to one another, lest they come to blows.

This is a puzzle challenge, so Thorn should probably recuse himself (unless his player has poor memory).

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
GM Watery Soup wrote:

This is a puzzle challenge, so Thorn should probably recuse himself (unless his player has poor memory).

Player unfortunatelly has decent memory, so Thorn will only goof around

"I think the laws of five beasts say that you need to be chewing few types of meat while entering. Grimmy do you have somewhere rat and a rabbit?"

Thorn begins to set a fire to cook some meat quickly


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 has a look at the puzzle and enters a pattern.

Smaller version of the "8 queens" problem in chess (i.e. place 8 queens on the board without having them capture each other)


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

"It was nice meeting you! Think about Sarenrae," Grimmylow says vaguely to the orcs as the two groups separate.

"Hey, a door!" he declares when he spots the cleverly hidden portal.

"Of course I have some rat!" he replies to Thorn, pulling out a shapeless piece of meat with some fur still on it.

He rummages around in his bag. "Rabbit...rabbit...no rabbit but I do have some hossenpfeffer."

With a snack underway, he gets to work on the riddle.

But Beggar So has already arranged the beasts.

Oh, nice job!"


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

When the heroes push in the correct squares, the stone door slowly grinds open. The corridor inside is 10 feet wide, and the ceilings are 20 feet high. Sporadic torches placed in sconces on the walls provide dim light for the inhabitants.

DC 15 Perception:
The torches would need to be changed periodically, so this area is likely actively occupied.

I'll assume that the group is "combat ready", e.g., weapons out, throughout the dungeon.

DC 18 Nature or Society, or DC 16 Architecture or Kobold Lore:
There are traces of soot along the stone walls, as if larger fires were set here.

We're on Slide 2; when you enter a room, I'll put a closeup on Slide 1. Please let me know how your character is going to deal with the dim light, and also adjust your Exploration Mode if you'd like. As you enter each area, I will make a Perception check for everyone Searching, regardless of whether there is anything to find or not. This will cover looking for traps and hidden doors.


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 |

Perc: 1d20 + 7 ⇒ (13) + 7 = 20

Nature: 1d20 + 7 ⇒ (16) + 7 = 23

"Look, these torches need to be replaced every so often. So this place is occupied... The soot on the walls. Looks like someone set large fires here"

Beggar So pulls the staff off his back and pulls a shuriken from his robe.

First hostile we meet gets a shuriken thrown at him! :)

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 makes sure that his gun is loaded and he urges other to move forwards


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 no trouble with the lack of light due to his superior goblin eyes.

[b]"And we missed it?!" he cries out when So points out that large fires have been burned here recently.

He mopes a bit as he searches around the place, ready with a spell at a moment's notice.

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