| TechnoDM |
The Veiled Lady protects Seelah.
As Haohji strides up to the beast, the beast takes a mighty swing with its claws. Claw: 1d20 + 12 ⇒ (15) + 12 = 27for: 1d12 + 4 ⇒ (3) + 4 = 7 slashing damage.
Haohji counterstrikes the beast and sets it off balance.
Focusing on Haohji, the beast strikes at Haohji: 1d20 + 12 ⇒ (12) + 12 = 24for: 1d12 + 4 ⇒ (8) + 4 = 12 slashing damage and grabs Haohji.
Seelah makes a retributive strike (gives Haohji Resistance 3 to damage) against the Beast: 1d20 + 6 ⇒ (19) + 6 = 25for: 1d8 + 3 ⇒ (4) + 3 = 7 slashing damage.
The Beast then throws Haohi 20 feet ripping Haohji for: 1d12 + 4 ⇒ (6) + 4 = 10 slashing damage.
Seelah will make two attacks and raise her shield.
Attacks: 1d20 + 6 ⇒ (19) + 6 = 251d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25, Damage: 1d8 + 3 ⇒ (1) + 3 = 41d8 + 3 ⇒ (8) + 3 = 11
❖❖❖❖❖❖❖❖❖❖
The Beast Attacks Round 3
──────────
Character in ➤ BOLD can act!
──────────
➤ Veiled Lady (26/28 HP)
➤ Benkhost (34/34 HP)
➤ Haohji (10/36 HP)
Beast (-54 HP) │ Prone
Seelah (AC 17/19) (20/20 HP)
Veiled Lady's Shield (-2 HP)
Haohji PFS
|
Well, at least we know it has Reactive Strike, holey moley... Hey boss, was that second hit of Seelah's a crit? Or did the 20 just turn it into a hit? I will also be thankful when the new Bestiary comes out, as I believe that the grab ability will no longer be automatic, but rather they will have to make the check to grapple.
Haohji stands up, staggering a bit and stimulates his chakra with three quick circles up his torso... Battle Medicine: 1d20 + 4 ⇒ (11) + 4 = 15 2d8 ⇒ (6, 2) = 8
❖ Stand, ❖ Battle Medicine, ❖ Step/Move to location on the map
| TechnoDM |
Yeah, 4 damage on the regular hit, and 22 on the crit. I didn't intend the pregen to steal the show here.
The new Grab mechanic says "If used after a Strike, the monster attempts to Grapple..." So, it could easily be interpreted to require the attempt rather than make it automatic. I suppose I should be using the new rules right now, but I don't have the remaster books yet. My opinion is that unless a Grab attempt includes some kind of bonus to the attempt, they have nerfed the Grab mechanic more than the mechanic was overpowered. For instance, this Beast only is +12 to Athletics, so it would have gone from autograbbing to needing a flat 7 to grab Haohji.
Krinolyn ”Veiled Lady” Styncorn
|
"Yes, you keep doing that!" she shouts after seeing the paladin make a nice attack on the beast. She then gives Haoji the necessary healing to keep him alive.
2-action Heal w Healing Hands: 1d10 + 8 ⇒ (1) + 8 = 9 HP for Haoji
She then keeps herself close to him, but out of the beast's reach.
◆◆ Heal for Haoji
◆ Step
Benkost
|
The dwarf unleashes another blast towards the creature before to pull out his shield.
Elemental blast: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
| TechnoDM |
Haohji stands up, does some first aid, and moves just out of range of the Beast.
The Veiled Lady heals Haohji.
Benkost sends another fiery blast into the environment.
The Beast will attack Seelah: 1d20 + 12 ⇒ (6) + 12 = 18. Its claws scrape along her armor.
It will attack Seelah again: 1d20 + 12 - 4 ⇒ (3) + 12 - 4 = 11
Howling in frustration, it will begin moving away.
Not wanting to go out onto the ice, Seelah will drop her sword, and get her shortbow out. She will shoot twice: 1d20 + 4 ⇒ (12) + 4 = 161d20 + 4 - 5 ⇒ (6) + 4 - 5 = 5
❖❖❖❖❖❖❖❖❖❖
The Beast Attacks Round 4
──────────
Character in ➤ BOLD can act!
──────────
➤ Veiled Lady (23/28 HP)
➤ Benkhost (34/34 HP)
➤ Haohji (27/36 HP)
Beast (-54 HP) │
Seelah (AC 17/19) (20/20 HP)
Haohji PFS
|
Haohji skips forward, reloading his sling and whips a shot at the beast!
❖ Stride, ❖ Reload, ❖ Strike
Sling: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Benkost
|
The dwarf continues to unleash blasts towards the creature.
Elemental blast: 1d20 + 8 ⇒ (7) + 8 = 15
Elemental blast, hero point: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Then he moves back in the snow.
Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27
| TechnoDM |
Haohji strikes the Beast with a sling bullet, and, upon a heroic effort, Benkost burns the Beast to death.
Combat Over
After slaying the Beast (later identified as a Lesser Giant Short-Faced Bear), you carefully cross the ice to its lair. You find two race officials. You are able to one of them, and you carry the other back to the finish line.
Two tall, wooden linnorm statues mark the finish line to the harrowing Balgirdtrek. Crossing the line, the gathered crowd of spectators and participants cheers and applauds. Racers are met with blankets, soup, and medical supplies almost as soon as they are within the village of Frostgarten, where spectators are gathered to celebrate the competition and those who completed it.
The remaining race officials give their thanks to you for defeating the deadly threat to competitors in the Balgirdtrek. In gratitude they reward you with a scroll of Snowball. Additionally, they invite you to return again next year.
As one last formality, your team is tasked with helping to prepare the feast and medical supplies for the remaining racers. Once the last of the teams cross the finish line, the festivities begin.
A massive feast is prepared, and your team is given a place of honor at the banquet table.
| GM J |
Lions of Katapesh
Your adventure begins in a meeting room in Katapesh. More precisely you received a mission to join a goblin caravan on its way to the construction site for a bridge. Now you face the goblin merchant Yigrig Moneymaker.
He slumps in a large chair. His face, normally so proud and assured, looks troubled. It’s good to see you, Pathfinders! I have a lot of respect for the Society. You’ve been good to me in the past, and my family has aided you in return. But today I come before you, my hat in my hands, in need of help. My family and I have almost brokered a trade agreement between the cities of Solku and Oenopion. It’s a beneficial deal, one where Solku gains the materials it needs to defend itself, Oenopion gains a new trading partner, and everyone stands to make a heap of coin. There’s only one issue standing in the way of the negotiation being finalized: a bridge must be constructed over the Elemion River to facilitate safe travel between the two cities. My family is responsible for building and maintaining this bridge. It should have been a simple job… easy to pull off.
It has been anything but easy.
The old goblin leans forward. Every morning at the work camp, it is discovered that more of my children have been pulled from their beds in the night, presumed dead. Every shipment of aid I send gets attacked. The last one I sent did not even arrive.
There is a lot of money riding on this deal, but I admit this isn’t about money anymore. This is personal. Someone is harming my family and I can’t sit by and let that happen.
I have contracted the Pathfinder Society to protect the bridge and surrounding work camp while construction is completed. I have a caravan ready to leave, filled with new workers and supplies for the bridge site. I want you on it. When you see it safely to the bridge site, I need you to stop the attacks on the camp by any means necessary until the job is complete. When you get to the work camp, you will meet my son Zig, the overseer of the project. Sweet kid… takes after his old man. He’ll be your liaison with the workers and see to your needs.
Nothing is more important than family. Nothing. And so, I’m asking you to take care of mine. Our future is in your hands...
He looks at you with teary eyes.
Do you have any questions ?
You also may roll a Nature check to recall knowledge
Krinolyn ”Veiled Lady” Styncorn
|
"Greetings! I am Krinolyn, at your service. I am sorry for what is happening to your family." Veiled Lady introduces herself, extending her lumpy arm slowly out of her net-like veil that is part of herself.
Nature to Recall Knowledge: 1d20 + 8 ⇒ (15) + 8 = 23
"Whatever is harming you, it must be... eliminated."
Haohji PFS
|
Haohji nods in agreement, We will get to the bottom of this... I am Haohji, by the way.
| GM J |
Thank you for your support. I knew that the Pathfinder Society wouldn't let me down. I will lead you to the caravan if you don't have any question.
Yigrig dries a tear.
Krinolyn ”Veiled Lady” Styncorn
|
"As far as I know, the area we will go to is home to great beasts such as lions, panthers, dire wolves, and more. Such creatures might be responsible for the attacks on the camp. We could look into that angle." Veiled Lady shares to the group what she knows.
"Lead us the way, please." she adds.
Veiled Lady will take 1st-rank scroll of heal as her Pathfinder Provision.
Haohji PFS
|
Are they usually man-eaters, or Goblin-eaters, in this case? Haohji rubs his neck before continuing, That bear we ran into in the North hurt like hells...
EDIT: As I am 3rd level, I will take a lesser healing potion...
| Seelah, Paladin of Iomedae |
"You have my sword!" Seelah says randomly after unsheathing the same to show that she will help the goblin as well of their crisis.
Ramona Stonesplitter
|
Hearing Seelah, Ramona holds up her puppet with a smirk, and says, "And, you have the holy spirit of the god, Banjo!"
| GM J |
Good!
After this talking Yigrig leads you to a goblin caravan. The goblin caravan consists of 4 Huge wagons and 20 nervous goblin workers. It also contains a trove supplies including wooden beams and food.
Yigrig introduces you to the leader of the caravan.
Muckmuck, let me present you your escort for the journey.
But the goblin laughs to himself.
You longshanks think you can protect us? You can’t save Muckmuck. You’re weak. Face facts. We’re all going to die.
You sit there in the back and talk to the workers. We’re all scared. Doesn’t matter what we do. We’re all going to die.
Tell you truth, I don’t want to go. Yigrig reads too many books. He’s lost his mind. We all think about leaving before he gets us killed. Not help that the minstrel lost hand in teethbrushing accident. Much blood. Can’t play lute anymore.
Then he makes a mine of the face.
Tell you what. You want to help? You be the minstrel. Make fancy music. Make goblins feel less likely to run away. Convince them we’re not all going to die.
Pause to interact if you want
Haohji PFS
|
Haohji shrugs, We will do what we can... I hope we can do a good job! Maybe Banjo can entertain you! What do you think, 'mona?
Ramona Stonesplitter
|
"Of course!"
With Banjo (the puppet) on her hand, Ramona will begin performing a rousing puppetry act for the workers.
Performance: 1d20 + 8 ⇒ (20) + 8 = 28
Haohji PFS
|
Nice! Crit at the start!
Krinolyn ”Veiled Lady” Styncorn
|
The Veiled Lady responds to Muck Muck's statement with a shake of her head, a hint of amusement in her expression. "I understand your apprehension, or perhaps I don't. Nevertheless, we're here to assist regardless. Only time will unveil the true effectiveness of our aid," she reassures Muck Muck with a smile.
The moment Ramona plays her music, she finds herself dancing with it. "I hope goblins love music to at least distract them from their worries."
| GM J |
Muckmuck isn't very confident but as he sees that the other goblins begin to sing and dance with the Veiled Lady he cools down a bit.
The next day the caravan begins his journey. It is supposed to take two days to reach the camp with one overnight stay on the side of the path.
During the travel you have the chance to speak with the goblin workers. Just as Muckmuck says, they are terrified to travel to the camp. However, the caravan is filled with goblins, and despite their fear, their wandering attention span quickly turns to revelry in its many forms.
Particularly, the night is filled with fights and cackling laughter as the goblins try to impress you and each other with feats of physical prowess around the campfire.
If you so choose, you can partake in this revelry, lifting the spirits of the goblins and gaining their trust through their impressive displays.
You might attempt to impress the goblins and raise their spirits with checks of Acrobatics, Athletics, Deception, Performance. Each PC can attempt a total of two checks (The Veiled Lady has already scored a crit success), and no check can be attempted more than three times for the party.
Haohji PFS
|
Athletics: 1d20 + 8 ⇒ (13) + 8 = 21
Haohji holds a jumping challenge. Starting with a stool, he invites the goblins to stack things atop it and he jumps up again and again until he barely makes a precarious jump before the whole stack topples and the brawler tumbles to the ground laughing!
| GM J |
Yeah, again! That's funny.
The goblins are beginning to think about something else than to the danger which lurks around you.
Ramona Stonesplitter
|
Performance: 1d20 + 8 ⇒ (13) + 8 = 21
Ramona will tell the story of the god Banjo and how he came to Golarian.
Krinolyn ”Veiled Lady” Styncorn
|
Each PC can attempt a total of two checks (The Veiled Lady has already scored a crit success)...
It was Ramona's.
The Veiled Lady joins them by performing some acrobatic tricks she knows, despite being slow.
Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
| GM J |
GM J wrote:
Each PC can attempt a total of two checks (The Veiled Lady has already scored a crit success)...
It was Ramona's.
You're right, sorry.
After good performances of Haohji and Ramona the Veiled Lady failed to entertain more the goblins. But after short interruption one of them says: Let's continue the party! Tell stories, make acrobatic tricks and so on, please.
Haohji and Veiled Lady still have one attempt to give moral to the goblins. Seelah has still 2 attempts left. Ramona used both.
Haohji PFS
|
Haohji, continuing from the fall, attempts to roll back up into a handstand and walk back and forth on his hands...
Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15 Hopefully... ^_^
Krinolyn ”Veiled Lady” Styncorn
|
The Veiled Lady plays Hide and Seek with the goblins who want to join her.
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
She tries her best to hide between small spaces despite her lumpy figure.
| Seelah, Paladin of Iomedae |
Seelah shows off her muscles, lifting the goblins with her arms to flex.
Athletics: 1d20 + 6 ⇒ (12) + 6 = 18
| Seelah, Paladin of Iomedae |
She also impresses them with some stories about her life as the paladin of her goddess.
Diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9
| GM J |
Haohji and Seelah come to entertain the goblins a bit more before the night.
The next day the caravan continues his travel.
I've put your tokens of the map (slide 4). I let you rearrange them before something happens.
Ramona Stonesplitter
|
Assuming that the encounter is from the North, Ramona will be cowering behind the others.
Haohji PFS
|
Haohji would be out in front of wagon 2, in case the attack comes from the South... token moved
| GM J |
The next day, just as you approach the bridge site, you are ambushed by some bandits. The goblins scatter and hide as the bandits attack the caravan.
[BANDITS]
Ramona : 1d20 + 6 ⇒ (19) + 6 = 25
Haohji : 1d20 + 7 ⇒ (12) + 7 = 19
Veiled Lady : 1d20 + 8 ⇒ (12) + 8 = 20
Seelah : 1d20 + 3 ⇒ (3) + 3 = 6
Bandit red : 1d20 + 6 ⇒ (18) + 6 = 24
Bandit green : 1d20 + 6 ⇒ (14) + 6 = 20
Bandit blue : 1d20 + 6 ⇒ (20) + 6 = 26
Bandit yellow : 1d20 + 6 ⇒ (11) + 6 = 17
Bandit teal : 1d20 + 6 ⇒ (1) + 6 = 7
★★★
Ambush! Round 1
──────────
Conditions in effect:
──────────
BOLD IS UP!:
──────────
➤ Bandit blue (-0 HP)
➤ Ramona (26/26 HP)
➤ Bandit red (-0 HP)
➤ Veiled Lady (28/28 HP)
➤ Bandit green (-0 HP)
➤ Haohji (50/50 HP)
➤ Bandit yellow (-0 HP)
➤ Bandit teal (-0 HP)
➤ Seelah (20/20 HP)
| GM J |
The first bandit rushes towards the caravan throwing a flask towards the first wagon.
Alchemist's fire, range: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7
But he misses and only a few of the flammable liquid reaches the wagon.
★★★
Ambush! Round 1
──────────
Conditions in effect:
──────────
BOLD IS UP!:
──────────
➤ Bandit blue (-0 HP)
➤ Ramona (26/26 HP)
➤ Bandit red (-0 HP)
➤ Veiled Lady (28/28 HP)
➤ Bandit green (-0 HP)
➤ Haohji (50/50 HP)
➤ Bandit yellow (-0 HP)
➤ Bandit teal (-0 HP)
➤ Seelah (20/20 HP)
➤ wagon 1 (1 damage)
Ramona Stonesplitter
|
Ramona will begin providing courage to her allies while puppeteering Banjo.
◆ Courageous Anthem (was Inspire Courage pre-remaster): +1 to attack and damage and saves vs fear.
◆◆ Cast Runic Weapon on Seelah's weapon (making it +1 Striking).
| GM J |
Right after Ramona's spell another bandit rushes towards the caravan throwing also a flask towards the first wagon.
Alchemist's fire, range: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
And he strikes true.
Damage, splash: 1d8 + 1 ⇒ (1) + 1 = 2
Ramona on the wagon is also hurt by some drops. (1 damage)
★★★
Ambush! Round 1
──────────
Conditions in effect:
Courageous Anthem
──────────
BOLD IS UP!:
──────────
➤ Bandit blue (-0 HP)
➤ Ramona (25/26 HP)
➤ Bandit red (-0 HP)
➤ Veiled Lady (28/28 HP)
➤ Bandit green (-0 HP)
➤ Haohji (50/50 HP)
➤ Bandit yellow (-0 HP)
➤ Bandit teal (-0 HP)
➤ Seelah (20/20 HP)
➤ wagon 1 (3 damage) (1 persistent)
Krinolyn ”Veiled Lady” Styncorn
|
"They are trying to burn down the wagons!" Veiled Lady exclaims to them. "They must be stopped!" she adds
Being next to the wagon that is burning, she takes the opportunity to put out the flames with the sand on the ground! She keeps doing so until the wagon is no more burning. Not sure if there is a skill check I need to roll for this.
◆ Interact to put out the flames of wagon 1
◆ Interact to put out the flames of wagon 1
◆ Interact to put out the flames of wagon 1
| GM J |
Yes please. It’s a reflex check to extinguish the fire on a wagon. DC 14. So you can do something else if the first attempt is successful. I allow Acrobatics checks as well.
Krinolyn ”Veiled Lady” Styncorn
|
DC 14 Reflex save: 1d20 + 7 ⇒ (12) + 7 = 19
Since that is a Success, I will change what I will do for the two actions left.
Having successfully quenched the fire, Veiled Lady focuses on sending mental jolt at Blue!
◆◆ Daze, DC 18 basic Will save of Blue vs 4 mental damage (and Stunned 1 on Crit Fail)
| GM J |
Daze remastered: You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
1d6 ⇒ 4
Will: 1d20 + 5 ⇒ (11) + 5 = 16
The blue bandit takes his head in his hands.
After Lady's veil spell still another bandit rushes towards the caravan throwing also a flask towards the first wagon.
Alchemist's fire, range: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
And he strikes true. The wagon is on fire again.
Damage, splash: 1d8 + 1 ⇒ (5) + 1 = 6
Some drops reach Ramona in the wagon.
★★★
Ambush! Round 1
──────────
Conditions in effect:
Courageous Anthem
──────────
BOLD IS UP!:
──────────
➤ Bandit blue (-5 HP)
➤ Ramona (24/26 HP)
➤ Bandit red (-0 HP)
➤ Veiled Lady (28/28 HP)
➤ Bandit green (-0 HP)
➤ Haohji (50/50 HP)
➤ Bandit yellow (-0 HP)
➤ Bandit teal (-0 HP)
➤ Seelah (20/20 HP)
➤ wagon 1 (9 damage) (on fire)
Haohji PFS
|
Haohji charges forward and superman punches Blue and spins into a back elbow on Green! Take care of the fires! Seelah, I could use some help! He calls back to his friends.
◆ Stride, ◆ Snagging Strike on Blue, ◆ Snagging Strike on Green
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
Unarmed 1: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Unarmed 2: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13
Damage: 1d6 + 3 ⇒ (4) + 3 = 7 If I am close enough for Courageous Anthem, add 1 to those.
| GM J |
Haohji's strike kills the blue bandit with his first strike. But Haohji finds it perhaps too easy and misses the green bandit with his second attack.
Seeing his companion lying on the sand, the yellow bandit draws his shortbow, moves for y good spot and fires towards Haohji.
Shortbow: 1d20 + 5 ⇒ (3) + 5 = 8
But he misses.
The teal bandit rushes towards the wagons.
★★★
Ambush! Round 1/2
──────────
Conditions in effect:
Courageous Anthem
──────────
BOLD IS UP!:
──────────
➤ Bandit blue (-14 HP) DEAD
➤ Ramona (24/26 HP)
➤ Bandit red (-0 HP)
➤ Veiled Lady (28/28 HP)
➤ Bandit green (-0 HP)
➤ Haohji (50/50 HP)
➤ Bandit yellow (-0 HP)
➤ Bandit teal (-0 HP)
➤ Seelah (20/20 HP)
➤ wagon 1 (9 damage) (on fire)