GM Frost's S04-02 Return to the Grave [PbP Gameday XII] (Inactive)

Game Master Frozen Frost

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Challenge Points: 21 (High Tier, Level 3-4)
Start Date: 4 September 2023
End Date: 20 November 2023


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Expert Hireling, Skills: Diplomacy, Speech Impediments NPC of Hancock the Angry

Almost like magic, now that the battle is done, Bruce pops up and translates.

"Hancock is worried that the dead will just rise again and whether we should do any ceremony or something to make sure they stay dead."

Horizon Hunters

female human (versatile) kineticist 1 | HP 20/20 | AC 17 | F +9 R +8 W +4 | Perc +4 | Stealth +6 | Speed 25 | Hero 1/3 | ◆◇↺ | Active Conditions: none

"Oh, shoot. We killed Featherfall. And we totally spaced on asking who Featherfall was and what they looked like. ... That sucks." Nhorri collects the items that Featherfall was carrying, brow creased with regret.

Is there any sign that Featherfall was undead? Medicine +5 or Religion +2

Vigilant Seal

Female Gnoll Magus 3 HP 40/40 Hero Points 1/1 AC 20 (21 Shield) Saves F+9 R+6 W+6 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

"I've never heard of mindless undead being able to rise again after being vanquished, as long as we've truly defeated them," Stork-That-Towers says, "I'm mean, not for nothing, but several of these creatures were cut completely apart, through the bone."


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GM Screen:
Religion: 1d20 ⇒ 17

Examining them, you find these creatures, both the owlbear Featherfall and the zombies, are undead. They are dead now, thanks for battling them. Based on Claudiette's statement on you, her owlbear already died during her return but something or someone might have turned it into undead, that's why.

You have enough time to Treat Wounds of Nhorri to heal her to full.

With only a few hours past since they left the safety of Ustalav from the bridge they crossed, the Pathfinders continued on. From here, the path turns away from the river, leading further south.

Each of you can attempt a DC 18 Survival check to Track the path leading through the woods, a DC 18 Nature or DC 18 Perception check to observe where the forest’s animals follow safer trails, or a DC 18 Society check to Decipher Writing and interpret the vague notes and hastily sketched maps you find among the wreckage. I am looking for a certain number of Successes or one Critically Successful skill check.

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

Luz attempts to to decipher the writings.

Society: 1d20 + 10 ⇒ (6) + 10 = 16

Luz seems to struggle to make sense of it.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

survival tracking: 1d20 + 7 ⇒ (12) + 7 = 19

Hancock points out signs of passage through the woods when and where he can, avoiding the brambles and major blockages.


Expert Hireling, Skills: Diplomacy, Speech Impediments NPC of Hancock the Angry

Bruce finds some sour but tasty berries that turn his lips and tongue black, though he has no idea.

Vigilant Seal

Female Gnoll Magus 3 HP 40/40 Hero Points 1/1 AC 20 (21 Shield) Saves F+9 R+6 W+6 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

"Oy, yeah, pass me the maps as you're done, Luz."

Society: 1d20 + 7 ⇒ (11) + 7 = 18

Envoy's Alliance

M Halfelf Cloistered Cleric 2 | Blessed One|Field Medic |◆◆◆◇↺| HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | 25" | Hero 1/3 | spells 3/3 | Heal 4/4 | Focus 2/2 | Battle Medicine +8 | Lay on Hands
Hancock the Angry wrote:
Addressing Tarkis, the holy man of the group, he asks, "Whshdo wtem?"

Tarkis performs a simple ceremony, to bid the dead goodbye.

Survival: 1d20 + 8 ⇒ (13) + 8 = 21

Grand Archive

NG Human Kineticist 1 | HP 20/20| AC 17| F +9 R +7 W +5 | Perc +5 | Stealth +2 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ ◈ | ↺ |

Nature: 1d20 + 5 ⇒ (18) + 5 = 23

Mao tries to point out a safer route for them to travel.

Horizon Hunters

female human (versatile) kineticist 1 | HP 20/20 | AC 17 | F +9 R +8 W +4 | Perc +4 | Stealth +6 | Speed 25 | Hero 1/3 | ◆◇↺ | Active Conditions: none

Nhorri tries to avoid daydreaming and stay focused this time, looking around for signs of where to go (and what to avoid).

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


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Luz - Failure
Hancock - Success
Stork - Success
Tarkis - Success
Mao - Success
Nhorri - Success
TOTAL - 5 Successes

The group works together as they continue on to their next destination. Despite Luz having a hard time with the sparse pieces of the map he has, the others are able to track the way they need to go according to Claudiette's directions. The group follows the ravine to a giant oak that has fallen in the middle of the only navigable path. The oak is as thick as an inn’s taproom and smells like decay and death.

Each of you can attempt a DC 18 Athletics check to haul stones out of the way to make another path, a DC 18 Crafting check to build a makeshift walkway of branches over the oak, or a DC 18 Survival or DC 16 Scouting Lore check to find another path. Like the previous one, I am looking for a certain number of Successes or one Critically Successful skill check.

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

Luz, more athletic than he looks, attempts to remove the the stones.

Atheltics: 1d20 + 8 ⇒ (8) + 8 = 16

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

athletics: 1d20 + 10 ⇒ (4) + 10 = 14

Hancock is also finding those rocks hard to move. Maybe because he is spending so much time glaring at Bruce who is taking a lunch break while he is working.

Grand Archive

NG Human Kineticist 1 | HP 20/20| AC 17| F +9 R +7 W +5 | Perc +5 | Stealth +2 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ ◈ | ↺ |

Survival: 1d20 + 6 ⇒ (4) + 6 = 10

Mao tries to survey the area and finds another path the group could take.

Envoy's Alliance

M Halfelf Cloistered Cleric 2 | Blessed One|Field Medic |◆◆◆◇↺| HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | 25" | Hero 1/3 | spells 3/3 | Heal 4/4 | Focus 2/2 | Battle Medicine +8 | Lay on Hands

Tarkis takes a look at the rocks and figures he's no good at that. He checks for an alternative path which he thinks he'll be able to manage.

Survival: 1d20 + 8 ⇒ (11) + 8 = 19

Vigilant Seal

Female Gnoll Magus 3 HP 40/40 Hero Points 1/1 AC 20 (21 Shield) Saves F+9 R+6 W+6 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

Stork-That-Towers decides to help Luz and Hancock

Athletics: 1d20 + 8 ⇒ (20) + 8 = 28 +1 if this counts as a Shove


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Despite the failed efforts of some of them, Stork manages to push the fallen giant oak away from the path and the group makes their way past it and enters another area.

A half-acre circle of unnaturally large willow trees protects a quiet space hidden in the folds of the wild and dying forest outside. From what was once a sacred grove and shrine to the god Erastil, only the canopy of trees and > crumbling stone statue of the Stag God < remain. The sounds of the outside forest cease at the long, curtained limbs of the willows, and the mist caressing the ground of the grove glows with a pale green light.

What will you do? Who gets to enter the circle of trees and what will you do?

Horizon Hunters

female human (versatile) kineticist 1 | HP 20/20 | AC 17 | F +9 R +8 W +4 | Perc +4 | Stealth +6 | Speed 25 | Hero 1/3 | ◆◇↺ | Active Conditions: none

"Uh, is that mist green like life or green like undeath?" Nhorri gives the willow trees a look-over to see if they show signs of undeath. Since that oak across the path earlier smelled like death, she's wondering if even plants can be undead.

Nature +5

Envoy's Alliance

M Halfelf Cloistered Cleric 2 | Blessed One|Field Medic |◆◆◆◇↺| HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | 25" | Hero 1/3 | spells 3/3 | Heal 4/4 | Focus 2/2 | Battle Medicine +8 | Lay on Hands

Tarkis enteres the grove. He says aloud to the statue "I am not one of your children, but my respect to you Great Erastil." He genuflects out of respect. He then tends to the statue, and cleans it.

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

Luz sets the stag statute and the circle as separate investigations.

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

Luz then casts detect magic.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

Hancock adopts a wait and see approach, figuring the less he has to do with gods the better.


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GM Screen:
Nature: 1d20 + 5 ⇒ (16) + 5 = 21[/dice]

Nhorri knows the pale green light emanating from the area is not natural, perhaps something necromantic in nature because she feels the area dying. But where could be the source of this necromantic energy?

Tarkis enters the grove, while Luz detects that there is some illusion at play here. Luz feels the grove, broken and tormented due to the necromantic energy infecting the area it protected, manifests an illusion to warn others of the region’s plight and plead for help.

GM Screen:
Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Tarkis notices nothing unusual aside from the mist glowing in pale green light and the black skies above them.

Vigilant Seal

Female Gnoll Magus 3 HP 40/40 Hero Points 1/1 AC 20 (21 Shield) Saves F+9 R+6 W+6 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

Stork feels slightly ashamed. She was not particularly religious. She had liked what she heard of Smiad, a minor Empyreal Lord, but she never went to any services. It felt wrong, to see a religious icon like this degraded.

"We should go. This is wrong."

Envoy's Alliance

M Halfelf Cloistered Cleric 2 | Blessed One|Field Medic |◆◆◆◇↺| HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | 25" | Hero 1/3 | spells 3/3 | Heal 4/4 | Focus 2/2 | Battle Medicine +8 | Lay on Hands

"Perhaps you are right. Let us go."

Horizon Hunters

female human (versatile) kineticist 1 | HP 20/20 | AC 17 | F +9 R +8 W +4 | Perc +4 | Stealth +6 | Speed 25 | Hero 1/3 | ◆◇↺ | Active Conditions: none

"Gosh, I wish there was something we could do. Can we take like 10 minutes to see if we can find a source of the necromancy here? If we do, we could destroy it, right?" She begins casting her eyes around, looking for something that doesn't belong.

Perception +5

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

Hancock is all for booking out of there and nods when the others say we should go.

Little does he know that it will probably result in a fight. But right now he is just thinking this is a religion/god thing and nothing good ever comes from sticking your head into religious matters.

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

Luz holds up his hand in the negative. "No, we should do something. The forest is asking us for help. " Luz tries to determine what counters necrotic energy to help the grove.

No idea what Skill to roll, +10 Medicine, +8 Religion/Nature and then adding +1 from Pursue a Lead.


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

GM Screen:
Nhorri Ephema's Initiative using Search: 1d20 + 4 ⇒ (17) + 4 = 21
Hancock the Angry's Initiative using Search: 1d20 + 8 ⇒ (20) + 8 = 28
Stork-That-Towers's Initiative using Investigate: 1d20 + 7 ⇒ (5) + 7 = 12
Tarkis Kirath's Initiative using Search: 1d20 + 7 ⇒ (15) + 7 = 22
Luz's Initiative using Investigate: 1d20 + 10 ⇒ (18) + 10 = 28
Mao Si-Dai's Initiative using Search: 1d20 + 5 ⇒ (10) + 5 = 15

Hancock and Luz find the source of such illusion. It looks like they need DC 22 Occultism (trained) or Religion (trained) to convince the spirit of the wood the message of warning others of the region’s plight and plead for help has been understood. Good thing Luz has stopped his comrades for living this site before they can do something that might affect their *ahemmm* treasure bundles.

Just need to disable this one.

Envoy's Alliance

M Halfelf Cloistered Cleric 2 | Blessed One|Field Medic |◆◆◆◇↺| HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | 25" | Hero 1/3 | spells 3/3 | Heal 4/4 | Focus 2/2 | Battle Medicine +8 | Lay on Hands

Religion: 1d20 + 8 ⇒ (11) + 8 = 19

Tarkis takes a look at the statue again, and cannot seem to make heads or tails of it.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

Hancock can only make matters worse. He is still of the opinion they should leave well enough alone.

A 22 DC means that for Hancock a crit fail is more likely than a success.

Horizon Hunters

female human (versatile) kineticist 1 | HP 20/20 | AC 17 | F +9 R +8 W +4 | Perc +4 | Stealth +6 | Speed 25 | Hero 1/3 | ◆◇↺ | Active Conditions: none

Nhorri wrings her hands, wishing she knew enough to help.

+1 and +2 respectively, and untrained in both.

Vigilant Seal

Female Gnoll Magus 3 HP 40/40 Hero Points 1/1 AC 20 (21 Shield) Saves F+9 R+6 W+6 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

Having listened to Luz and Hancock-through-Bruce's explanation, Stork attempts a cleansing ritual

Occultism: 1d20 + 7 ⇒ (18) + 7 = 25

Grand Archive

NG Human Kineticist 1 | HP 20/20| AC 17| F +9 R +7 W +5 | Perc +5 | Stealth +2 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ ◈ | ↺ |

Mao attempts to commune with the spirits.

Wisdom: 1d20 + 6 ⇒ (10) + 6 = 16


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Stork manages to listen to the pleas of the spirits of the woods and assures them that their message will be taken care of. At least for now, the environment is somewhat less sinister. Aside from the pale green light coming from the mist, the purple energy still lingers though and it looks like originates from a certain structure that can be seen afar off from their vantage point. Success.

After cleansing the grove, they find a spellbook. Scanning it, one will notice that it was long emptied of its spell content by the residual magical areas of the grove, holds a small, ripped piece of parchment, with notes about the haunt taken in the margins around her other magical writing.

GM Screen:
Stork-That-Towers's Arcana (T): 1d20 + 7 ⇒ (8) + 7 = 15
Mao Si-Dai's Religion (T): 1d20 + 5 ⇒ (17) + 5 = 22

Stork realizes that this parchment can be used to help fulfill the Horizon Hunters mission. On the other hand, the trees around the grove part to show a hidden path to a certain hidden campsite.

Hancock the Angry wrote:
If there is time Hancock has a feat that gives him auto success with expert treat wounds.

I will allow this to make Nhorri's HP be full as everyone else.

So far, you are doing well, but it looks like Tarkis has 4/8 heal resources. Do you wish to proceed or will you take a rest for tomorrow (in which you must spend 1 Supply, representing the resources the refugees use up as you take additional time on the way to Steadfast. As previously mentioned, the path is unlikely to take more than a day’s travel to traverse on its own, but the dangers along the way may inspire you to rest to replenish their resources)?

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

I see no reason not to move forward. 4/8 is pretty good. On to the campsite.

Grand Archive

NG Human Kineticist 1 | HP 20/20| AC 17| F +9 R +7 W +5 | Perc +5 | Stealth +2 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ ◈ | ↺ |

My vote's on proceeding

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

There are two people in the party who can do a lot of noncombat healing. I think we are good as long as Tarkis doesn't waste his spells on healing when he doesn't have to.


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Alright then, let's proceed.

Close to one of the many tributaries feeding the Path River is a clearing containing a long-forgotten campsite, set up next to a circle of stones and a stone table. Though aged with exposure to the elements, the PCs recognize the camp gear as being standard issue from the Pathfinder Society’s stores.

GM Screen:
Nhorri Ephema's Initiative using Search: 1d20 + 4 ⇒ (9) + 4 = 13
Hancock the Angry's Initiative using Search: 1d20 + 8 ⇒ (1) + 8 = 9
Stork-That-Towers's Initiative using Investigate: 1d20 + 7 ⇒ (5) + 7 = 12
Tarkis Kirath's Initiative using Search: 1d20 + 7 ⇒ (8) + 7 = 15
Luz's Initiative using Investigate: 1d20 + 10 ⇒ (16) + 10 = 26
Mao Si-Dai's Initiative using Search: 1d20 + 5 ⇒ (16) + 5 = 21
D1, D2, Perception: 1d20 + 5 ⇒ (17) + 5 = 22
K1, K2, Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Luz is quick to spot the patrollers first!

❖❖❖❖❖❖ HIDDEN CAMPSITE Round 1 ❖❖❖❖❖❖

Party Conditions: ---
Terrain Features: !!! The wooded areas have light undergrowth and are Difficult Terrain that allow a character to Take Cover w Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
!!! The river is Difficult Terrain for Medium or smaller creatures, but not so deep that creatures need to swim.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points. !!! The whole map is still bathed in dim light because of the fog. Creatures and objects in dim light have the Concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
➤ Luz (☘️ 1/3) (AC 18) (48/48 HP)
D1 (- HP)
D2 (- HP)
Mao (☘️ 2/3) (AC 17) (20/20 HP)
K1 (- HP)
K2 (- HP)
Tarkis (☘️ 1/3) (w low-light vision) (AC 15, 16 w Glass Shield) (27/27 HP)
Nhorri (☘️ 2/3) (AC 18) (30/30 HP)
Stork-That-Towers (☘️ 2/3) (w low-light vision) (AC 19, 20 w Shield) (30/30 HP)
Hancock (☘️ 1/3) (w darkvision) (AC 21, 20 when Raging) (70/70 HP)

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

Don't know if we have weapons out..but actions are the same, regardless..
Luz readies his whip and his light hammer and takes cover.

"We have company."


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Yes, everyone has their weapons out.

Luz, you should be on the square that has undergrowth to be able to Take Cover. Please redo your actions.

D1 and D2 turn their attention in their direction. D1 with longbow loaded rains arrows at 1 Mao, 2 Stork, 3 Hancock, 4 Nhorri, 5 Tarkis, 6 Luz: 3d6 ⇒ (4, 2, 4) = 10 (Nhorri, Stork, Nhorri)!
Longbow Attack vs Nhorri AC 18: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 ⇒ 7 piercing damage

Longbow Attack, MAP1 vs Stork AC 19: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19
Damage: 1d8 ⇒ 7 piercing damage

Longbow Attack, MAP2 vs Nhorri AC 18: 1d20 + 9 - 10 ⇒ (14) + 9 - 10 = 13 Miss

D2 does the same against 1 Mao, 2 Stork, 3 Hancock, 4 Nhorri, 5 Tarkis, 6 Luz: 3d6 ⇒ (1, 3, 1) = 5 (Mao, Hancock, Mao)!
Longbow Attack vs Mao AC 17: 1d20 + 9 ⇒ (6) + 9 = 15 Miss

Longbow Attack, MAP1 vs Hancock AC 21: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5 Miss

Longbow Attack, MAP2 vs Mao AC 17: 1d20 + 9 - 10 ⇒ (20) + 9 - 10 = 19 Success --> Crit
Damage: 1d8 ⇒ 3 piercing damage x2

❖❖❖❖❖❖ HIDDEN CAMPSITE Round 1 ❖❖❖❖❖❖

Party Conditions: ---
Terrain Features: !!! The wooded areas have light undergrowth and are Difficult Terrain that allow a character to Take Cover w Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
!!! The river is Difficult Terrain for Medium or smaller creatures, but not so deep that creatures need to swim.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points. !!! The whole map is still bathed in dim light because of the fog. Creatures and objects in dim light have the Concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
➤ Luz (☘️ 1/3) (AC 18) (48/48 HP)
D1 (- HP)
D2 (- HP)
➤ Mao (☘️ 2/3) (AC 17) (14/20 HP)
K1 (- HP)
K2 (- HP)
Tarkis (☘️ 1/3) (w low-light vision) (AC 15, 16 w Glass Shield) (27/27 HP)
Nhorri (☘️ 2/3) (AC 18) (23/30 HP)
Stork-That-Towers (☘️ 2/3) (w low-light vision) (AC 19, 20 w Shield) (23/30 HP)
Hancock (☘️ 1/3) (w darkvision) (AC 21, 20 when Raging) (70/70 HP)

Envoy's Alliance

M Halfelf Cloistered Cleric 2 | Blessed One|Field Medic |◆◆◆◇↺| HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | 25" | Hero 1/3 | spells 3/3 | Heal 4/4 | Focus 2/2 | Battle Medicine +8 | Lay on Hands
Luz Lumino wrote:
There are two people in the party who can do a lot of noncombat healing. I think we are good as long as Tarkis doesn't waste his spells on healing when he doesn't have to.

WHAT?! Here too? Luz, a veteran player does NOT tell another player what to do. I've been playing clerics for 40+ years and I do not appreciate unsolicited advice. Understand that they're MY spells to burn. It should have been enough to inform me that you and Hancock could do off-combat healing at the Discussion Thread, and that's it.

Grand Archive

NG Human Kineticist 1 | HP 20/20| AC 17| F +9 R +7 W +5 | Perc +5 | Stealth +2 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ ◈ | ↺ |

Mao activates his gate and hurls 2 blasts of cold energy at D2.

Elemental Blast: 1d20 + 8 ⇒ (12) + 8 = 20
Concealment: 1d20 ⇒ 1
Cold Damage: 1d8 ⇒ 1

Elemental Blast: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
Concealment: 1d20 ⇒ 14
Cold Damage: 1d8 + 4 ⇒ (6) + 4 = 10

◈Channel Elements (◇Elemental Blast), ◈◈Elemental Blast

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +7 2d6B; Whip +8* 2d4S
Lead:
1) Faisel 2) Salamander

Okay, I moved Luz into the trees to take cover.


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Mao channels elements but his first attack miss by a mile. His second one connects but with some resistance. 10 cold - 5 (cold resistance) = 5 total damage.

K1 advances and raises its shield. So does K2.

❖❖❖❖❖❖ HIDDEN CAMPSITE Round 1 ❖❖❖❖❖❖

Party Conditions: ---
Terrain Features: !!! The wooded areas have light undergrowth and are Difficult Terrain that allow a character to Take Cover w Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
!!! The river is Difficult Terrain for Medium or smaller creatures, but not so deep that creatures need to swim.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points. !!! The whole map is still bathed in dim light because of the fog. Creatures and objects in dim light have the Concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Luz (☘️ 1/3) (AC 18) (48/48 HP)
D1 (- HP)
D2 (-5 HP)
Mao (☘️ 2/3) (AC 17) (14/20 HP)
K1 (- HP)
K2 (- HP)
➤ Tarkis (☘️ 1/3) (w low-light vision) (AC 15, 16 w Glass Shield) (27/27 HP)
➤ Nhorri (☘️ 2/3) (AC 18) (23/30 HP)
➤ Stork-That-Towers (☘️ 2/3) (w low-light vision) (AC 19, 20 w Shield) (23/30 HP)
➤ Hancock (☘️ 1/3) (w darkvision) (AC 21, 20 when Raging) (70/70 HP)

Envoy's Alliance

M Halfelf Cloistered Cleric 2 | Blessed One|Field Medic |◆◆◆◇↺| HP 26/26 | AC 15 | F +5 R +5 W +10 | Perc +8 | 25" | Hero 1/3 | spells 3/3 | Heal 4/4 | Focus 2/2 | Battle Medicine +8 | Lay on Hands

Tarkis binds up the wounds of his companions using Battle Medicine. He begins with Mao, then Nhorri, and finally Stork-that-Towers.

Battle Medicine: 1d20 + 8 ⇒ (17) + 8 = 25
Healing: 4d8 ⇒ (3, 2, 4, 6) = 15
Battle Medicine: 1d20 + 8 ⇒ (19) + 8 = 27
Healing: 4d8 ⇒ (4, 8, 6, 2) = 20
Battle Medicine: 1d20 + 8 ⇒ (17) + 8 = 25
Healing: 4d8 ⇒ (8, 5, 1, 5) = 19

Grand Archive

NG Human Kineticist 1 | HP 20/20| AC 17| F +9 R +7 W +5 | Perc +5 | Stealth +2 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ ◈ | ↺ |

Since the 2-action elemental blast hit, D2 will move 5 feet down.

Mao is impressed by the quickness of Tarkis as he patches up his companions.

"Thank you, Tarkis."

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

Hancock rages and goes on a frenzied assault, making his way through the trees and to the other side of the lead warrior.
-
to hit Maul: 1d20 + 11 ⇒ (4) + 11 = 15
damage Maul: 2d12 + 4 ⇒ (7, 1) + 4 = 12 bludgeoning damage
4 additional damage with electrical, arcane, and evocation traits on a hit

* rage
** sudden charge: barbarian feat to move twice and attack for 2 actions

Remember that he has 7 temp HP.

Horizon Hunters

female human (versatile) kineticist 1 | HP 20/20 | AC 17 | F +9 R +8 W +4 | Perc +4 | Stealth +6 | Speed 25 | Hero 1/3 | ◆◇↺ | Active Conditions: none

Nhorri pushes through the undergrowth, then Channels Elements. Wind whips around her as she thrusts out her hand, sending a blade of air whipping toward K1.

Elemental Blast: 1d20 + 7 ⇒ (9) + 7 = 16
Concealment DC 5: 1d20 ⇒ 1
Slashing damage: 1d6 + 1 ⇒ (2) + 1 = 3

Oh shoot! They're lined up so nicely, but... not enough actions this round for the Aerial Boomerang.

◆ Stride, ◆ Stride, ◆ Channel Elements, ◇ Elemental Blast

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