'23-'24 Round Robin w/ S01-06 Lost on the Spirit Road (Inactive)

Game Master Frozen Frost

Round Robin Calendar:

□) #1-01 "The Absalom Initiation" w/ GM rainzax @ June/July/Aug '23
□) #4-01 "Year of Boundless Wonder" w/ GM Kwinten Aug/Sept/Oct '23
□) #3-01 "Year of Shattered Sanctuaries" w/ GM Frost @ Oct/Nov/Dec '23
□) #1-10 "Tarnbreaker's Trail" w/ TechnoDM @ Nov/Dec/Jan '23/'24
□) #1-14 "Lions of Katapesh" w/ GM J.G @ Jan/Feb/Mar '24
□) #1-06 "Lost on Spirit Road" w/ GM Aeshuura @ Mar/Apr/May '24


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Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Heh, Haohji doesn't use a sword, but he will produce his wayfinder and you can cast it on that!

Many thanks, 'Mona! Let's find us these ruffians... Haohji says as he raises his glowing wayfinder to light the way.

Haohji will light the way...


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

From their current position on the Map, the inside of the building looks empty of persons, but...

Initiatives:
Merellin Darcassan's Initiative using Avoid Notice: 1d20 + 7 ⇒ (16) + 7 = 23
Ramona's Initiative using Detect Magic: 1d20 + 4 ⇒ (13) + 4 = 17
Horul's Initiative using Avoid Notice: 1d20 + 5 ⇒ (20) + 5 = 25
Haohji's Initiative using Search: 1d20 + 6 ⇒ (20) + 6 = 26
Wormcaller's Initiative using Search: 1d20 + 5 ⇒ (7) + 5 = 12
?????, Stealth: 1d20 + 7 ⇒ (2) + 7 = 9
????????, Stealth: 1d20 + 6 ⇒ (11) + 6 = 17

some of the Pathfinders hear movements inside!

❖❖❖❖❖❖ <REDACTED> HIDEOUT! Round 1 ❖❖❖❖❖❖

Terrain Features: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north.

ENCOUNTER MAP
Other Notes: ☘️ - Hero Points

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
➤ Haoji (☘️ 2/3) (AC 18, +1 w Shield) (31/36 HP)
➤ Horul (☘️ 1/3) (w darkvision) (AC 19) (26/26 HP)
➤ Merellin (☘️ 2/3) (w low-light vision) (AC 18) (14/14 HP) | Drained 1
➤ Ramona (☘️ 1/3) (AC 17, +2 w Wooden Shield) (15/16 HP) | Drained 1
Black Enforcer (- HP) | Undetected
Blue Enforcer (- HP) | Undetected
Wormcaller (☘️ 1/3) (w low-light vision) (AC 19) (32/36 HP) | Negative Healing
⠀⠀Worm Ouroboros (w darkvision fr Evolution Surge) (AC 18, 19 w Protect Companion) (32/36 HP) | Positive Healing, Fire Resistance 1
Red Scout (- HP) | Hidden to Wormcaller, Undetected to others

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Hidden :
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is flat-footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.


Drained :
When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.

Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points.

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

Ramona will begin puppeteering Banjo. Inspire Courage

Then, she will move up and raise her shield.

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Haohji moves into the the room, runs his fingers along the Thassilonian runes tattoed to his arms summoning his arcane shield, and scans the room, looking for the threat...

◆ Stride, ◆ cast shield, ◆ Seek

Horizon Hunters

Male CN Ancient Elf | Gunslinger 1 | HP 15/15 |AC 18 | F +6 | R +9 | W +3 | Speed 35 ft | Perception +5 | Hero Points 2/3 | Active condition: Drained 1 | Exploration activity: Avoid Notice | Free stuff: minor healing potion x2

Merellin grabs his hand cannon and shortsword and moves forward. He stands in the door opening and yells, "Hello? Are you the ones who stole our stuff and blew up the ship? We'd like to talk with you."

He readies an action to shoot whenever he sees someone acting hostile within low-light vision range.

Readied attack:
Hand cannon, Inspire Courage: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Envoy's Alliance

Alchemist Toxicologist 5 / HP 63/63, Perc +7, AC 23(24), Fort +11 Ref +10 Will +7 / Active conditions: Darkvision, resist fire/poison half lvl, Pearly white spindle // Bottled sunlight moderate 1/1, Spider venom 3/3, Alchemist's fire lesser 3/3, Numbing tonic lesser 1/1 // Versatile moderate vials 6/6

Weapon in hands the hobgoblin enters the room shouting: Surrender now ! You are surrounded. Or you will perish.

Then he readies an attack on the first foe in range (10 ft).

Readied attack:

+1 Breaching pike: 1d20 + 8 ⇒ (9) + 8 = 17

Damage, piercing, fire: 1d6 + 3 + 1d4 ⇒ (2) + 3 + (4) = 9

Then poison: Black Adder Venom : DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d6 poison damage (1 round)


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Ramona inspires them, moves and raises shield. Haoji gets inside, raises shield and looks around.

GM Screen:
Haohji's Perception (E): 1d20 + 6 ⇒ (9) + 6 = 15

He does not find anyone. Merellin draws weapon and gets ready to act against hostility to them. Horul enters too while calling out whoever is inside the building other than them, ready to attack if something bad happens to them.

"You shall fail! And to this place, you shall d*e!" one in the shadows frightens Haoji.
Intimidation to Demoralize (w Shadow Ambush, see below) vs DC 14 Will of Haoji: 1d20 + 6 ⇒ (13) + 6 = 19 Success, Haoji becomes Frightened 1, FF w Dread Striker (see below)

It then double moves and attacks Haoji!
Hatchet Attack vs Haoji, Frightened 1, FF, AC 19-1-2: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 5 ⇒ (4) + 5 = 9 slashing damage

Another seems to move but the wooden floor creaks beneath it that somewhat reveals its location. Becomes Hidden from everyone except Worm because of line of sight of wall.
Stealth to Sneak: 1d20 + 6 ⇒ (7) + 6 = 13

It also attempts to frighten Horul.
Intimidation to Demoralize (w Shadow Ambush, see below) vs DC 14 Will of Horul: 1d20 + 6 ⇒ (12) + 6 = 18 Success, Horul becomes Frightened 1, FF w Dread Striker (see below)

It continues to move and Hide close to a table.
Stealth to Hide: 1d20 + 6 ⇒ (19) + 6 = 25 Remains condition but with Standard Cover

❖❖❖❖❖❖ <REDACTED> HIDEOUT! Round 1 ❖❖❖❖❖❖

Party Conditions: INSPIRE COURAGE for 1 rd
Terrain Features: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north.

ENCOUNTER MAP
Other Notes: ☘️ - Hero Points

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Haoji (☘️ 2/3) (AC 18, 19 w Shield) (22/36 HP) | Frightened 1, FF w Dread Striker (see below)
Horul (☘️ 1/3) (w darkvision) (AC 19) (26/26 HP) | Frightened 1, FF w Dread Striker (see below)
Merellin (☘️ 2/3) (w low-light vision) (AC 18) (14/14 HP) | Drained 1
Ramona (☘️ 1/3) (AC 17, 19 w Wooden Shield) (15/16 HP) | Drained 1
Black Enforcer (- HP)
Blue Enforcer (- HP) | Hidden to everyone, Undetected to Worm; w Standard Cover (+2 to AC, Reflex, Stealth)
➤ Wormcaller (☘️ 1/3) (w low-light vision) (AC 19) (32/36 HP) | Negative Healing
⠀⠀➤ Worm Ouroboros (w darkvision fr Evolution Surge) (AC 18, 19 w Protect Companion) (32/36 HP) | Positive Healing, Fire Resistance 1
Red Scout (- HP) | Hidden to Wormcaller, Undetected to others; DC 7 vs Concealed in Dim Light w Shadow Blending (see below)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Hidden :
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is flat-footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.


Drained :
When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.

Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points.


Shadow Ambush :
When the <redacted> rolls initiative using Deception or Stealth, they can attempt to Demoralize one creature as a free action.

Dread Striker :
Frightened creatures are flat-footed to the <redacted>.

Shadow Blending :
When the <redacted> is concealed as a result of dim light, the flat check to target them has a DC of 7, not 5.


Brutal Beast "Fire Worm" Eidolon to Wormcaller 3 | ◆◇↺ | ⛨ 19 or 20 protected | ♥️ Linked | Saves @ 10**/7*/8** | Perception @ 8** w/ lowlight | Speed 25 | ◆◇↺

◆) Act Together to Stride
◆) Strike

Cinder Maw Orifice (agile, fire) w/ Inspire Courage (+1/+1) vs Black w/ Flat check (DC 7): 1d20 ⇒ 61d20 + 9 + 1 ⇒ (11) + 9 + 1 = 211d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Slithering inside, Worm Ouroboros' eyes glow, seeing the creatures hiding in the dark, and swallowing the closest of them with it's molten maw!

Vigilant Seal

Sturdy Skeleton Sandswept Survivor Beast Summoner / Sentinel 3 | ◆◇↺
Stats:
AC 21 | Saves @ (10**/5*/8*) w/ bulwark +3 | Perception (6*) | Speed 15
♥️ 49 | ☀️ □ | ☘️ ☑□ | ✋✋ Longspear | ⚕ none | Slots (1□□/2□) @ Primal DC 19 | Explore: Search (Caller) and Scout (Ouroboros)

"Beware the lurker in the back!"

◆) Act Together to Stride
◆) Point Out @ Red Scout

Holding his longspear with menace, Wormcaller points it at the distant Red figure deeper in the dark!


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

I forgot Merellin's readied ranged attack when Black becomes Observed.
Retconning...

When Black reveals itself, Merellin shoots! 5 damage to Black.

End retcon

No need for flat vs Black and Blue. Only Red has Shadow Blending.

Worm burns Black with their bite, but as the beast does so there appears to be another creature beside the one they try to attack!
1 of 2 Chance to Hit: 1d2 ⇒ 2

Worm hits an image instead that shatters! Wormcaller points out Red to reveal its presence.

Red hisses after being pointed out and makes its move but is poked by Horul! Another similar image of Red appears when Horul attacks!
1 of 2 Chance to Hit: 1d2 ⇒ 2

Another miss to the real person but the image shatters.

Red then slices Haoji with dagger!
Dagger Attack vs Haoji w Shield, Frightened 1, FF AC 18+1-1-2: 1d20 + 9 ⇒ (17) + 9 = 26 Crit
Damage: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (6) = 11 piercing and precision damage x2

Haoji, would you like to Shield Block the 22 total damage?

❖❖❖❖❖❖ <REDACTED> HIDEOUT! Round 2 ❖❖❖❖❖❖

Party Conditions: INSPIRE COURAGE for 1 rd
Terrain Features: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north.

ENCOUNTER MAP
Other Notes: ☘️ - Hero Points

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
➤ Haoji (☘️ 2/3) (AC 18, 19 w Shield) (22/36 HP) | Frightened 1, FF w Dread Striker (see below); pending 22 total damage to Shield Block?
➤ Horul (☘️ 1/3) (w darkvision) (AC 19) (26/26 HP) | Frightened 1, FF w Dread Striker (see below)
Merellin (☘️ 2/3) (w low-light vision) (AC 18) (14/14 HP) | Drained 1
Ramona (☘️ 1/3) (AC 17, 19 w Wooden Shield) (15/16 HP) | Drained 1
Black Enforcer (-7 HP)
Blue Enforcer (- HP) | Hidden to everyone, Undetected to Worm; w Standard Cover (+2 to AC, Reflex, Stealth)
Wormcaller (☘️ 1/3) (w low-light vision) (AC 19) (32/36 HP) | Negative Healing
⠀⠀Worm Ouroboros (w darkvision fr Evolution Surge) (AC 18, 19 w Protect Companion) (32/36 HP) | Positive Healing, Fire Resistance 1
Red Scout (- HP) | DC 7 vs Concealed in Dim Light w Shadow Blending (see below)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Hidden :
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is flat-footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.


Drained :
When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.

Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points.


Shadow Ambush :
When the <redacted> rolls initiative using Deception or Stealth, they can attempt to Demoralize one creature as a free action.

Dread Striker :
Frightened creatures are flat-footed to the <redacted>.

Shadow Blending :
When the <redacted> is concealed as a result of dim light, the flat check to target them has a DC of 7, not 5.

Envoy's Alliance

Alchemist Toxicologist 5 / HP 63/63, Perc +7, AC 23(24), Fort +11 Ref +10 Will +7 / Active conditions: Darkvision, resist fire/poison half lvl, Pearly white spindle // Bottled sunlight moderate 1/1, Spider venom 3/3, Alchemist's fire lesser 3/3, Numbing tonic lesser 1/1 // Versatile moderate vials 6/6

The hobgoblin casts a spell towards black and red.

Electric arc: 1d4 + 4 ⇒ (1) + 4 = 5

Reflex DC 18

And then he strikes the red one.

+1 Breaching pike: 1d20 + 8 ⇒ (7) + 8 = 15

Damage, piercing, fire, poison: 1d6 + 3 + 1d4 ⇒ (5) + 3 + (2) = 10

Poison: Black Adder Venom : DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d6 poison damage (1 round)


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Black: DC 18 basic Reflex save: 1d20 + 8 ⇒ (20) + 8 = 28 Crit Success, no damage
Red: DC 18 basic Reflex save: 1d20 + 9 ⇒ (6) + 9 = 15 Failure, 5 E damage

Black is unharmed but Red is electrocuted. Horul pokes Red but misses.

❖❖❖❖❖❖ <REDACTED> HIDEOUT! Round 2 ❖❖❖❖❖❖

Party Conditions: INSPIRE COURAGE for 1 rd
Terrain Features: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north.

ENCOUNTER MAP
Other Notes: ☘️ - Hero Points

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
➤ Haoji (☘️ 2/3) (AC 18, 19 w Shield) (22/36 HP) | Frightened 1, FF w Dread Striker (see below); pending 22 total damage to Shield Block?
Horul (☘️ 1/3) (w darkvision) (AC 19) (26/26 HP)
➤ Merellin (☘️ 2/3) (w low-light vision) (AC 18) (14/14 HP) | Drained 1
➤ Ramona (☘️ 1/3) (AC 17, 19 w Wooden Shield) (15/16 HP) | Drained 1
Black Enforcer (-7 HP)
Blue Enforcer (- HP) | Hidden to everyone, Undetected to Worm; w Standard Cover (+2 to AC, Reflex, Stealth)
Wormcaller (☘️ 1/3) (w low-light vision) (AC 19) (32/36 HP) | Negative Healing
⠀⠀Worm Ouroboros (w darkvision fr Evolution Surge) (AC 18, 19 w Protect Companion) (32/36 HP) | Positive Healing, Fire Resistance 1
Red Scout (-5 HP) | DC 7 vs Concealed in Dim Light w Shadow Blending (see below)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Hidden :
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is flat-footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.


Drained :
When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.

Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points.


Shadow Ambush :
When the <redacted> rolls initiative using Deception or Stealth, they can attempt to Demoralize one creature as a free action.

Dread Striker :
Frightened creatures are flat-footed to the <redacted>.

Shadow Blending :
When the <redacted> is concealed as a result of dim light, the flat check to target them has a DC of 7, not 5.

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

Ramona will continue puppeteering (Inspire Courage)
She will move.
She will raise shield.

Horizon Hunters

Male CN Ancient Elf | Gunslinger 1 | HP 15/15 |AC 18 | F +6 | R +9 | W +3 | Speed 35 ft | Perception +5 | Hero Points 2/3 | Active condition: Drained 1 | Exploration activity: Avoid Notice | Free stuff: minor healing potion x2

Merellin dives in to flank Red with Haohji. He does his reloading-stabby attack again, then shoots Red (or Black if Red goes down after his melee attack).

Flat check, DC 7: 1d20 ⇒ 12
Shortsword attack, Inspire Courage vs flat-footed: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Piercing damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Flat check, DC 7: 1d20 ⇒ 18
Hand cannon, Inspire Courage: 1d20 + 9 + 1 - 5 ⇒ (9) + 9 + 1 - 5 = 14
I'd rather have those numbers reversed, but oh well. :P
Piercing damage?: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Ramona continues to inspire her allies. Shen then moves and raises shield.
Merellin, on the other hand, pokes Red after flanking.

My bad, I should have removed the flat check since Red is not in dim light, and therefore not Concealed.

Delaying Haoji.

Red turns to Merellin and attacks him instead.
Dagger Attack vs Merellin: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d4 + 1 ⇒ (1) + 1 = 2 piercing damage

Dagger Attack, Agile, MAP vs Merellin: 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9

It then attempts to Steal (triggers AoO) Haoji's wayfinder that is shedding light on them.
Thievery check vs Haoji's Perception: 1d20 + 7 ⇒ (19) + 7 = 26 Success

❖❖❖❖❖❖ <REDACTED> HIDEOUT! Round 2 ❖❖❖❖❖❖

Party Conditions: INSPIRE COURAGE for 1 rd
Terrain Features: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north.

ENCOUNTER MAP
Other Notes: ☘️ - Hero Points

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
➤ Haoji (☘️ 2/3) (AC 18, 19 w Shield) (22/36 HP) | Delaying; Frightened 1, FF w Dread Striker (see below); pending 22 total damage to Shield Block?
Horul (☘️ 1/3) (w darkvision) (AC 19) (26/26 HP)
Merellin (☘️ 2/3) (w low-light vision) (AC 18) (14/14 HP) | Drained 1
Ramona (☘️ 1/3) (AC 17, 19 w Wooden Shield) (15/16 HP) | Drained 1
Black Enforcer (-7 HP) | Concealed (DC 5)
Blue Enforcer (- HP) | Hidden to everyone, Undetected to Worm; w Standard Cover (+2 to AC, Reflex, Stealth)
➤ Wormcaller (☘️ 1/3) (w low-light vision) (AC 19) (32/36 HP) | Negative Healing
⠀⠀➤ Worm Ouroboros (w darkvision fr Evolution Surge) (AC 18, 19 w Protect Companion) (32/36 HP) | Positive Healing, Fire Resistance 1
Red Scout (-13 HP) | Concealed (DC 7 vs Concealed in Dim Light w Shadow Blending (see below))

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Hidden :
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is flat-footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.


Drained :
When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.

Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points.


Shadow Ambush :
When the <redacted> rolls initiative using Deception or Stealth, they can attempt to Demoralize one creature as a free action.

Dread Striker :
Frightened creatures are flat-footed to the <redacted>.

Shadow Blending :
When the <redacted> is concealed as a result of dim light, the flat check to target them has a DC of 7, not 5.

Vigilant Seal

Sturdy Skeleton Sandswept Survivor Beast Summoner / Sentinel 3 | ◆◇↺
Stats:
AC 21 | Saves @ (10**/5*/8*) w/ bulwark +3 | Perception (6*) | Speed 15
♥️ 49 | ☀️ □ | ☘️ ☑□ | ✋✋ Longspear | ⚕ none | Slots (1□□/2□) @ Primal DC 19 | Explore: Search (Caller) and Scout (Ouroboros)

◆) Act Together to Stow Longspear

Wormcaller stows his longspear and begins retrieving another implement...


Brutal Beast "Fire Worm" Eidolon to Wormcaller 3 | ◆◇↺ | ⛨ 19 or 20 protected | ♥️ Linked | Saves @ 10**/7*/8** | Perception @ 8** w/ lowlight | Speed 25 | ◆◇↺

Cinder Maw Orifice (agile, fire) w/ Inspire (+1/+1) vs Red Marauder: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 171d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Cinder Maw Orifice (agile, fire) w/ MAP (-4) w/ Inspire (+1/+1) vs Red Marauder: 1d20 + 9 - 4 + 1 ⇒ (12) + 9 - 4 + 1 = 181d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

◆) Step
◆) Strike w/in Bright Light
◆) Strike w/in Bright Light

Ouroboros chases the thief - attempts to swallow both him and his prize!


Hai-Er Hua

Haohji reacts to save his life - expending the shield spell in a crackle.

He retaliates deperately against the thief of light!

◆◆◆) Snagging Strike x3 (if hit, FF 1 round)

Unarmed Snagging Strike (agile, blunt) w/ Inspire (+1/+1) vs Red Marauder: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 291d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Unarmed Snagging Strike (agile, blunt) w/ Inspire (+1/+1) w/ MAP (-4) vs Red Marauder: 1d20 + 9 + 1 - 4 ⇒ (19) + 9 + 1 - 4 = 251d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Unarmed Snagging Strike (agile, blunt) w/ Inspire (+1/+1) w/ MAP (-8) vs Red Marauder: 1d20 + 9 + 1 - 8 ⇒ (19) + 9 + 1 - 8 = 211d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Re-reading the Steal action, the result should be an automatic fail because its description says "you automatically fail if the creature who has the object is in combat or on guard". Haoji still has the wayfinder.

Wormcaller draws out his implement while his Worm burns Red with his attack! 7 total damage. Red is eliminated. You can have you last action back to position for another enemy.

Thank you for botting Haoji. Redirecting his attacks to Black. I will also assume he Shield Blocks the attack from previous round.

Haoji's attacks all land on the chest and face of Black bringing the enemy down as well! 7*2 B + 9 B + 5 B = 28 total damage. Black is eliminated.

❖❖❖❖❖❖ <REDACTED> HIDEOUT! Round 3 ❖❖❖❖❖❖

Party Conditions: INSPIRE COURAGE for 1 rd
Terrain Features: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north.

ENCOUNTER MAP
Other Notes: ☘️ - Hero Points

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
➤ Haoji (☘️ 2/3) (AC 18, 19 w Shield) (5/36 HP)
➤ Horul (☘️ 1/3) (w darkvision) (AC 19) (26/26 HP)
➤ Merellin (☘️ 2/3) (w low-light vision) (AC 18) (14/14 HP) | Drained 1
➤ Ramona (☘️ 1/3) (AC 17, 19 w Wooden Shield) (15/16 HP) | Drained 1
Black Enforcer (-35 HP) |
Blue Enforcer (- HP) | Hidden to everyone, Undetected to Worm; w Standard Cover (+2 to AC, Reflex, Stealth)
Wormcaller (☘️ 1/3) (w low-light vision) (AC 19) (32/36 HP) | Negative Healing
⠀⠀Worm Ouroboros (w darkvision fr Evolution Surge) (AC 18, 19 w Protect Companion) (32/36 HP) | Positive Healing, Fire Resistance 1
Red Scout (-20 HP) |

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Hidden :
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is flat-footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.


Drained :
When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.

Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points.


Shadow Ambush :
When the <redacted> rolls initiative using Deception or Stealth, they can attempt to Demoralize one creature as a free action.

Dread Striker :
Frightened creatures are flat-footed to the <redacted>.

Shadow Blending :
When the <redacted> is concealed as a result of dim light, the flat check to target them has a DC of 7, not 5.


Hai-Er Hua

Haohji moves quickly into position to final strike, harrying his hidden foe to hold him still so the party can batter him!

◇) Delay to after Ramona
◆) Stride
◆◆) Snagging Strike x3 (if hit, FF 1 round)

Unarmed Snagging Strike (agile, blunt) w/ w/ Inspire (+1/+1) vs Hidden (Flat DC 11) Blue Marauder: 1d20 ⇒ 201d20 + 9 + 1 ⇒ (10) + 9 + 1 = 201d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Unarmed Snagging Strike (agile, blunt) w/ Inspire (+1/+1) w/ MAP (-4) vs Hidden (Flat DC 11) Blue Marauder: 1d20 ⇒ 111d20 + 9 + 1 - 4 ⇒ (7) + 9 + 1 - 4 = 131d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6


Brutal Beast "Fire Worm" Eidolon to Wormcaller 3 | ◆◇↺ | ⛨ 19 or 20 protected | ♥️ Linked | Saves @ 10**/7*/8** | Perception @ 8** w/ lowlight | Speed 25 | ◆◇↺

Ouroboros slithers towards Blue Enforcer.

◆) Stride

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

Ramona continues puppeteering (Inspire Courage)

Then she casts Telekinetic Projectile: 1d20 + 7 ⇒ (1) + 7 = 8

Envoy's Alliance

Alchemist Toxicologist 5 / HP 63/63, Perc +7, AC 23(24), Fort +11 Ref +10 Will +7 / Active conditions: Darkvision, resist fire/poison half lvl, Pearly white spindle // Bottled sunlight moderate 1/1, Spider venom 3/3, Alchemist's fire lesser 3/3, Numbing tonic lesser 1/1 // Versatile moderate vials 6/6

Moves to come nearer the last foe and strikes them.

+1 Breaching pike, inspire courage: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22

Hidden DC 11:1d20 ⇒ 16

Damage: 1d6 + 3 + 1d4 + 1 ⇒ (3) + 3 + (2) + 1 = 9

Plus Poison: Black Adder Venom : DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d6 poison damage (1 round)

Surrender or my company will kill you!

Horizon Hunters

Male CN Ancient Elf | Gunslinger 1 | HP 15/15 |AC 18 | F +6 | R +9 | W +3 | Speed 35 ft | Perception +5 | Hero Points 2/3 | Active condition: Drained 1 | Exploration activity: Avoid Notice | Free stuff: minor healing potion x2

Merellin drops his trusty shortsword and instead draws a whip, then does a reload-strike again from his position with reach.

DC 11 flat check: 1d20 ⇒ 6

His whip cracks through the air but misses. Merellin finishes reloading and tries to hit him with his gun instead.

DC 11 flat check: 1d20 ⇒ 4

Sadly, the bullet goes wide as well.

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Thank you for botting me! I should be able to post at least once a day again!


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Apologies for missing in action during the weekend.

Ramona continues to inspire but her blunt shot is a miss even with inspiration. Haoji moves and successfully snags the hidden enemy but fails to do so the second time. 7 B damage

Worm joins the fighter to flank. Horul comes closer to shoot Blue, poisoning the same. 9 P damage
DC 18 Fortitude save: 1d20 + 9 ⇒ (5) + 9 = 14 Failure, for 1d8 ⇒ 1 poison damage

Merellin whips while reloading and his shot is also amiss.

Blue has no choice but to reveal himself and attack Worm!
Hatchet Attack vs Worm AC 18: 1d20 + 9 ⇒ (13) + 9 = 22
Hatchet Damage: 1d6 + 5 ⇒ (6) + 5 = 11 Slashing damage

Hatchet Attack, MAP, Agile vs Worm AC 18: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
Hatchet Attack, MAP2, Agile vs Worm AC 18: 1d20 + 9 - 8 ⇒ (14) + 9 - 8 = 15

❖❖❖❖❖❖ <REDACTED> HIDEOUT! Round 3 and 4 ❖❖❖❖❖❖

Party Conditions: INSPIRE COURAGE for 1 rd
Terrain Features: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north.

ENCOUNTER MAP
Other Notes: ☘️ - Hero Points

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Round 4
➤ Haoji (☘️ 2/3) (AC 18, 19 w Shield) (5/36 HP)
➤ Horul (☘️ 1/3) (w darkvision) (AC 19) (26/26 HP)
➤ Merellin (☘️ 2/3) (w low-light vision) (AC 18) (14/14 HP) | Drained 1
➤ Ramona (☘️ 1/3) (AC 17, 19 w Wooden Shield) (15/16 HP) | Drained 1
Black Enforcer (-35 HP) |
Blue Enforcer (-17 HP) | Black Adder Venom Stage 1

Round 3
➤ Wormcaller (☘️ 1/3) (w low-light vision) (AC 19) (21/36 HP) | Negative Healing
⠀⠀➤ Worm Ouroboros (w darkvision fr Evolution Surge) (AC 18, 19 w Protect Companion) (21/36 HP) | Positive Healing, Fire Resistance 1
Red Scout (-20 HP) |

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Hidden :
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is flat-footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.


Drained :
When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.

Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points.


Shadow Ambush :
When the <redacted> rolls initiative using Deception or Stealth, they can attempt to Demoralize one creature as a free action.

Dread Striker :
Frightened creatures are flat-footed to the <redacted>.

Shadow Blending :
When the <redacted> is concealed as a result of dim light, the flat check to target them has a DC of 7, not 5.

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Haohji unloads on the remaining assailant!

Snagging Strike x3

Unarmed Strike 1: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Unarmed Strike 1: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Unarmed Strike 1: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17
Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Envoy's Alliance

Alchemist Toxicologist 5 / HP 63/63, Perc +7, AC 23(24), Fort +11 Ref +10 Will +7 / Active conditions: Darkvision, resist fire/poison half lvl, Pearly white spindle // Bottled sunlight moderate 1/1, Spider venom 3/3, Alchemist's fire lesser 3/3, Numbing tonic lesser 1/1 // Versatile moderate vials 6/6

The hobgoblin continues to strike the foe.

+1 Breaching pike, inspire courage: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13

Damage: 1d6 + 3 + 1d4 + 1 ⇒ (6) + 3 + (1) + 1 = 11

Poison already activ: Black Adder Venom : DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d6 poison damage (1 round)

Then he casts a spell upon the opponent.

Electric arc: 1d4 + 4 ⇒ (1) + 4 = 5

Reflex DC 18


Brutal Beast "Fire Worm" Eidolon to Wormcaller 3 | ◆◇↺ | ⛨ 19 or 20 protected | ♥️ Linked | Saves @ 10**/7*/8** | Perception @ 8** w/ lowlight | Speed 25 | ◆◇↺

Cinder Maw Orifice (agile, fire) w/ Inspire (+1/+1) vs Final Marauder (OG): 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 171d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Cinder Maw Orifice (agile, fire) w/ MAP (-4) w/ Inspire (+1/+1) vs Final Marauder (OG): 1d20 + 9 - 4 + 1 ⇒ (2) + 9 - 4 + 1 = 81d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

◆) Act Together to Strike
◆) Strike

Ouroboros swallows the Final Marauder whole!

Vigilant Seal

Sturdy Skeleton Sandswept Survivor Beast Summoner / Sentinel 3 | ◆◇↺
Stats:
AC 21 | Saves @ (10**/5*/8*) w/ bulwark +3 | Perception (6*) | Speed 15
♥️ 49 | ☀️ □ | ☘️ ☑□ | ✋✋ Longspear | ⚕ none | Slots (1□□/2□) @ Primal DC 19 | Explore: Search (Caller) and Scout (Ouroboros)

Heal (Rank One) vs Worm Ouroboros: 1d8 + 8 ⇒ (7) + 8 = 15

◆◆) Act Together to Cast Heal

Primal energy washes over the gigantic fire wyrm - it's molten flame smolders hot, restoring it's volcanic vitality!

Horizon Hunters

Male CN Ancient Elf | Gunslinger 1 | HP 15/15 |AC 18 | F +6 | R +9 | W +3 | Speed 35 ft | Perception +5 | Hero Points 2/3 | Active condition: Drained 1 | Exploration activity: Avoid Notice | Free stuff: minor healing potion x2

In case Haohji and Worm's onslaught isn't enough...

With the last attacker no longer cloaked, Merellin whips, reloads, and shoots again.

Reloading Strike with whip vs Blue: 1d20 + 7 ⇒ (4) + 7 = 11

Hand cannon vs Blue: 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 7

I'll go sit in the corner and cry...

One action left, might as well do the Reloading Strike again.

Reloading Strike with whip vs Blue: 1d20 + 7 - 10 ⇒ (7) + 7 - 10 = 4

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

Ramona will continue to puppeteer (Inspire Courage).

Then she will throw more junk at Blue.

Telekinetic Projectile, Inspire Courage: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23for: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 bludgeoning damage.


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Haoji snags the remaining enemy that makes his punches enough to bring down the enemy.

ENCOUNTER OVER! WELL DONE!

With threats eliminated, they have the chance to investigate the place.

Numerous valuable objects and assorted documents lie in heaps on top of two large tables in the elevated room at the corner of the building.

The items include assorted art objects such as statuettes, ceremonial weapons, and jewelry, as well as a few precious stones.

GM Screen:
Horul's Crafting (T): 1d20 + 8 ⇒ (5) + 8 = 13
Horul's Arcana (T): 1d20 + 8 ⇒ (16) + 8 = 24

Horul discovers that a few of the items possess some sort of latent curse, though it is unclear what the curse might do or why it is not currently active. The assorted documents include detailed tactical information on the Pathfinder Society’s lodges in Andoran, Cheliax, Osirion, Qadira, and Taldor, as well as the Grand Lodge itself, such as guard rotation schedules, pass phrases, entrances and exits, room dimensions, unusual features, dossiers on the lodges’ leaders, and timelines of recent events in those locales.

With these items and information in hand, they report back to the Blakros Museum and Grand Lodge on what they found.

At the Blakros Museum, Seshuun is glad they uncovered what they did, but is upset the Onyx Alliance were able to get the drop on the Sixwing Drake’s crew of Pathfinders in the first place. She expresses concern for the apparently missing crew, and hopes the Society is able to learn what happened to them—and discover how the Onyx Alliance managed to pull of their heist. She offers to help them with any information she acquires in the future, but states that she’ll be quite busy setting up a different exhibit for the foreseeable future. In the meantime, she also intends to speak with her superiors at the museum about the Onyx Alliance, as she knows that group has a complex history with the Blakros family.

At the Grand Lodge, Ambrus Valsin listens to their report. He believes that the Onyx Alliance learned of the shipment, stole it with the help of powerful enchantment magic to manipulate the crew and dockworkers, and then prepared to replace the goods with their cursed items in hopes of setting off some kind of disaster at the Blakros Museum. He ponders why the Onyx Alliance is suddenly lashing out at the Blakros Museum and the Society.

"Whatever the cause, I suspect their attack ties in with the similar disruptive events occurring at lodges across the Inner Sea, and the presence of detailed information on the lodges is only further proof that the Onyx Alliance is coordinating these attacks." Valsin asks them to steel themselves for the missions ahead, as he hopes to send them to the lodges under threat in short order!

-END OF SCENARIO-


Please add your information to the Slides and the Macros.

When we have everyone, we'll start.

Radiant Oath

NG Dhampir (Elf Straveika) Outskift Dweller Redeemer Champion of Ketephys 4 | ◆◇↺ | Explore: Defend (inside) or Search (outside)
Stats:
AC 22 or 24 shield (hard 9 or 11 everstand) | ♥️50, ⛨90 | Saves @ (8**/7*/9**) | Perception (+8 or +9 vs Lies or to Sense Motive) w/ Darkvision | Speed 30
☘️ □ | ✋ Meteor Shield (inside) or Longbow (oustide) | ⚕ none | Reactions (↺) ➤ Glimpse of Redemption [6] or Shield Block [9/11]

Clanging in heavy armor, if it isn't the sound of heavy metal that first penetrates one of your six senses, then perhaps it is the rank and unmistakable smell of rot, even tamed somewhat by the frigid cold of the north.

With an uneven and unstable gait, the creature approaches, and to your utter horror, raises the visor of it's helmet to reveal sunken eyes which meet yours, tiny specks like a nearly-starless night over a too-bright city, signifying some semblance of life within this poor wretched creature, ugly, silent, still; still not unlike death, the miniature unconscious movements of healthy endothermic vitality noticeably absent. His face - you presume the creature to have once had a male sex - wrinkled like an onion, layer upon layer upon layer, dotted with what seems to once have been age spots, now faded and spread, a disease of spoiled flesh encroaching the curves around his jaw, his cheeks, his brow, the holes that might have once been a nose and ears, his neck.

And the rasp! "I am Ghul. You must be the others" The remnants of his thin lips curl into an unnerving smile as he looks at each in turn. To the untrained, this might seem an intentionally malicious gesture, but a closer examination yields an honest expression unfortunately cast upon a face incapable of preventing the skew of any warm sentiment, purposeful or otherwise. "I will keep you alive" the tiny emphasis on the word is somewhat disturbing - the exclusion of self in it's subject nefariously curious.

Shutting his visor once more, our wretched hero looks ready to depart. Or rather. To make his own trek down the Tarnbreaker's Trail!

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 5 / HP 75/75, Perc +10, AC 23(25), Fort +13 Ref +12 Will +12 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

The dwarf wearing a studded leather armor was already waiting, a steel shield behind his back. Born under the Five Kings Mountains in a place where forge, fire and lava were omnipresent, the cold hasn't been his first sensation.

I don't know what Angradd would say about this cold.

Stroking his brown red beard he seems wondering.

To the new arriving he replies: I hope you won't have to.


You arrive at the lodge in Iceferry where you are met by Venture Captain Bjersig Torrsen, his friendly dog Mahki, and the gnomish Pathfinder Lirall.

Bjersig Torrsen greets you, offering you a place by the fire as he removes his thick gloves. Lirall sits beside Bjersig as Mahki turns happily through the group before settling in front of the hearth, ears still perked and tail wagging across the rug.

Bjersig is a self-assured half-orc, dressed in a thick wool tunic, hide pants and furred boots. See his picture on slide 4. He speaks occasionally but primarily signs, punctuating some words with particular expression in his face and emphasis with his hands. Lirall, the gnome, steps in to interpret the signs for you.

Venture-Captain Bjersig Torrsen sits upright in his chair, waiting until he is certain he has the attention of everyone in attendance. “Thank you all for coming.” he signs, his words interpreted as necessary through Lirall, the gnome sitting beside him. “I expect your travel to Iceferry was safe, if a bit cold. I am very excited to have you all here for the upcoming event. I expect that you will find it an excellent test of your capabilities, and not one many Pathfinders will be able to boast of.”

Bjersig draws a small bundle of scrolls and a journal from his bag and lays them on the table, allowing the contents to unfurl and spread across the tabletop. “This handful of documents is all the information the Society has collected on the Balgirdtrek up to this point. I doubt it’s something you’ve heard of unless you’re from the area. It is an overland race some 200 miles long, from Frostgarten in Icemark to Kalsgard, just over the river. It is performed each year, honoring the deeds of Balgird Bluetongue when he slew a tarn linnorm centuries ago, but this year’s race promises to be quite unique.”

“As you may know, the Varki have been the source of quite the commotion among the Ulfen lately, largely in positive ways. Their ranger, Nankou, slew a linnorm some time ago and has been officially recognized as a linnorm king. A new linnorm king is always newsworthy, but a Varki linnorm king is unprecedented. In recognition of Nankou and his diplomatic efforts between the Ulfen and Varki peoples, the officials have decided that the Balgirdtrek will be held in reverse this year. The Varki have always bristled a bit at some of the ideas inherent in the Balgirdtrek. Ulfen have often discussed it as a race from the 'savage wilderness' back into the arms of civilization, not something that has promoted constructive relationships between the two. It’s good that the officials seem to have broadened their horizons.”

“What’s more, there are two new teams joining the race this year. First, Nankou has hand-picked a group of Varki to compete. This is the first time Varki have competed in the race and from what I’ve heard, the Ulfen participants are excited to see what they bring to the competition. If you haven’t guessed by now, you all are the second new team. I’ve managed to secure your entry with the approval of the race officials. You can thank me later.” Bjersig smiles broadly.

He stands and places a sealed envelope and a small purse on the table. “There you’ll find your entry letter accompanied by my letter of introduction for you. The purse contains a few coins to help you purchase some gear. Once the race is over, you’ll also be compensated by the Society for your efforts. Expect a hefty bonus if you actually manage to win! There is a sleigh carrying the other teams to the starting area. It will stop here in Iceferry to pick you up in an hour, don’t be late. To be allowed to compete is a great honor, so please remember that you represent the best qualities of the Pathfinder Society at all times. Take notes, learn whatever you can from the other teams. The Balgirdtrek is supposed to be a friendly competition after all. If you have any questions, make them quick, otherwise good luck to you all. I don’t expect you to win, but I hope you’ll at least make a good show of it.”

At this point you may ask questions. Additionally, you may make a Recall Knowledge check (Society or Ulfen)

Also, Haoji. Please fill out the RPG Chronicles.

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 5 / HP 75/75, Perc +10, AC 23(25), Fort +13 Ref +12 Will +12 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

As you asked for a dwarf I suppose you want to win the competition. But what if we loose?

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

Haohji shivers under his heavy cloak (paid 4 sp to purchase before leaving Absalom), nodding at the prospect of participation in this race.

Assuming this is Secret check:
Society: 1d20 + 1 ⇒ (6) + 1 = 7

Haohji is in the Chronicles!

What kind of race is this, again? Foot race?

Radiant Oath

NG Dhampir (Elf Straveika) Outskift Dweller Redeemer Champion of Ketephys 4 | ◆◇↺ | Explore: Defend (inside) or Search (outside)
Stats:
AC 22 or 24 shield (hard 9 or 11 everstand) | ♥️50, ⛨90 | Saves @ (8**/7*/9**) | Perception (+8 or +9 vs Lies or to Sense Motive) w/ Darkvision | Speed 30
☘️ □ | ✋ Meteor Shield (inside) or Longbow (oustide) | ⚕ none | Reactions (↺) ➤ Glimpse of Redemption [6] or Shield Block [9/11]

Politics.

A warmongering Lich rises in the east, and the Society sends him to play games with the Northerners.

Ghul remains silent - the frigid chill of the weather leaving icicles in the joints of his rusted heavy armors - his thin desiccated skin unable to provide insulation to his cold dead heart...

Verdant Wheel

[R] Female Fungus Leshy Warpriest Cleric of Gozreh 3 | Sodden Scavenger | HP 41/41 w Toughness, AC 19 w Wooden Breastplate (21 w Low-Grade Cold Iron Shield raised), Fortitude** +9, Reflex* +6, Will** +11 [+1 to save vs spell or magical effect w Leshy Superstition], Perception* +9 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

"Balgirdtrek," a plump and rather elderly fungus leshy muses, emerging from the dark corner of the room. Her skin appears somewhat leathery, and her face is partially concealed by a veil that seems like a natural part of her body. "I am Krinolyn 'Veiled Lady' Styncorn, or you can simply call me Veiled Lady," she introduces herself.

She looks around and takes her seat before continuing, "What is the purpose of this competition for the Pathfinder Society? Why do we need to participate?" she inquires of the venture-captain.


“The winner gains the honor of having competed and bested their opponents, a place at the head of the post-trek feast table, and a token from the officials. The token is particularly special. Most winners redeem their token with their king in place of land taxes for the year, but it entitles the winner to a number of things such as preferential rooms at inns across the Saga Lands and preferential treatment at Ulfen trading posts. It would be a nice thing for a Pathfinder agent to have, but our real goal here is to observe and document the Balgirdtrek.”


“The trials vary from year to year, but there are some favorites that return frequently. You’ll have to cross the Whitegold River about halfway through the race. That task in and of itself has long been used as one of the trials. In general, the trials will test your strength, wits or will in some way related to the journey of Balgird.

The only advice I can offer from what I know is that the officials are open to creative solutions so long as they do not put anyone in undue danger.”


You are free at this point to prepare for the race however you see fit.

If you haven't already done so, you can slot boons.

You each have one Hero Point.

Does anyone have the boon "Legacy of the Gorget from Quest #3: Grehunde's Gorget?

Please let me know when you are ready to start.

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 5 / HP 75/75, Perc +10, AC 23(25), Fort +13 Ref +12 Will +12 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

I've the boon but naturally not with this character. I've also one glyph.

Benkost will simply look for cold weather clothes in case he hasn't some yet.

Envoy's Alliance

Male human (vers) ftr 3 | hp 50/50 | AC 19 (20 w shield | Saves F (E) +10, R (E) +9, W (E) +7 | Per +6 | Ftr DC (T) 18 | Hero Pts 1/3 | Spd 25 ft | Hero 1/3 | ◆ | ◇ | ↺ Chronicles

I cannot find anything for snow shoes or crampons. Anything for that?

Verdant Wheel

[R] Female Fungus Leshy Warpriest Cleric of Gozreh 3 | Sodden Scavenger | HP 41/41 w Toughness, AC 19 w Wooden Breastplate (21 w Low-Grade Cold Iron Shield raised), Fortitude** +9, Reflex* +6, Will** +11 [+1 to save vs spell or magical effect w Leshy Superstition], Perception* +9 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

I also have the boon but not with this character. I have a glyph to share

Veiled Lady buys winter clothing for 4 sp and wears it in preparation fot the competition.


NG Eidolon to Ghul 3 | ◆◇↺
Stats:
AC 19 | Fortitude (+10), Reflex (+7), Will (+8) | Perception (+6) | Speed 25
♥️ Linked to Ghul | ⚕ none

Unifax - radiant steed! - trots forward, his mane shining as the light from the sun reflects off the snow and luminates his healthy hair.

Up to his master Ghul he makes his way, arriving at his side, neighing happily.

No Boon, 3 GM Glyphs (Benkost, Haohji, Veiled Lady), Ready!

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 5 / HP 75/75, Perc +10, AC 23(25), Fort +13 Ref +12 Will +12 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

So we begin each with 2 hero points


Once you have asked Bjersig any questions you have you can head to the sleighs and meet up with the other competitors. There are five other teams competing in the Balgirdtrek. These teams are split between two sleighs with room for the PCs to fit in the trailing sleigh.

Most teams competing in the Balgirdtrek choose a name for their team that bears some mention of either Balgird or the Linnorm king they serve. Each team is unique and competes in ways that make the most of their talents. The competing teams are detailed below:

Bluetongue’s Brawlers: This team is made up of four
burly Ulfen

Fangs of the Remorhaz: The Varki team chosen by
Nankou to compete. The team consists of four hunters

Two Houses: This team is made up of two Ulfen couples

Without Trace or Fail: This group of three Ulfen
rangers and their cleric companion

Wyrding Wayfinders: The aging but well-known
champion, Faergim Axebinder, has arrived at the
Balgirdtrek with her two squires and a bard

GM Rolls:

1d4: 1d4 ⇒ 4

Two bright, open-topped sleighs wait along the side of the street, adorned with ribbons and cedar boughs. The driver of the second sleigh hops down, waving the group over. He instructs the team to move to the rear of the cart and assists with boarding. Inside, two groups sit, anxious for the sleighs to get moving. At the far end of the cart, several Ulfen rangers and a cleric glower, sighing before mumbling to one another. Nearer is Faergim Axebinder, who won the Balgirdtrek in the previous year.

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