[Gameday XII] Zero's #1-04: Bandits of Immenwood (Inactive)

Game Master Super Zero

RPG Chronicles
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Low Tier - 17 CP


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Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|

Orion drives the cart again as he seems to have taken a liking to it. After an hour, he will try to heal Falendral again.

Treat Wounds: 1d20 + 7 ⇒ (12) + 7 = 19Heal: 2d8 ⇒ (3, 8) = 11

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Falendral will be in front of thew agon, not to its side.

Falendral grunts after the first bandages don't take and seems content to continue onwards. Should the hour pass uneventfully and they take another ten minute break to give it another attempt, he will gruffly thank Orion.


Pathfinder Provisions ◆◇↺

A bolt of lightning announces the resumption of the storm, and soon the
road is again slick with mud. As the road narrows, the branches of the Immenwood’s tall oaks almost enclose the road like a tunnel, providing some shelter from wind and rain but lowering the light level. The rain deadens the sounds of enraged animals slightly, although the Pathfinders still spot the occasional manic squirrel or enraged rabbit along the roadside.

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

Gorliche will look around at their party, "Ifn any ' ya need light. 'Got'sa torch o' two ta lend." Otherwise he carefully keeps a low profile, hiding in the luggage, keeping a look out the back.

Horizon Hunters

[R] Male Hold-Scarred Orc Giant Instinct Barbarian 2 | Laborer | HP 42/42 (+4 temp HP fr Rage), AC 19, Fortitude** +9, Reflex* +5, Will** +7, Perception** +7 (darkvision), Stealth* +5 | Speed 25 ft. | Exploration Activity Search | Active Conditions Cold Res 1 & Electricity Res 1 (fr slotted boon) | Tracker | ◆◇↺

Duncan just grunts. He also takes out his torch and lights it up.

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Falendrel will simply turn on his wayfinder just in case the light goes completely out.


Pathfinder Provisions ◆◇↺

When it rains it pours. I took my laptop to work hoping I'd be able to find a minute to make up for my lack of posting... and left it there. But you're at least two days overdue for a GM post. I'll do it from my phone if I must!

The tree cover certainly helps. The wind and rain seem sufficient to put out any fire, but the torches are well enough protected to stay lit.

The wayfinder does seem easier, though.

Gorliche, Jong, and Falendral all catch sight of someone hiding among the trees along the path. He sweeps his hand in some kind of signal, although they don't see another person.

What they do see--all of the Pathfinders do--are two groups of squirrels. Reminiscent of the frogs, they're piled up in an unnatural way, screeching and scrambling over each other. They notice the approaching wagon and snarl, beginning to write towards the horses with clear violent intent.

But poor Initiative rolls. Falendral, Jong, Gorliche, Folmyr, and Duncan's turns.

Initiative:
Falendral (28/28)
Jong (22/22)
Gorliche (33/33)
Folmyr (34/34)
Duncan (21/21)
Blue Squirrel Swarm
Red Squirrel Swarm
Orion (17/17)

Initiative:
Duncan: 1d20 + 6 ⇒ (7) + 6 = 13
Folmyr: 1d20 + 7 ⇒ (9) + 7 = 16
Gorliche: 1d20 + 9 ⇒ (9) + 9 = 18
Jong: 1d20 + 5 ⇒ (15) + 5 = 20
Falendral: 1d20 + 8 ⇒ (13) + 8 = 21
Orion: 1d20 + 7 ⇒ (1) + 7 = 8
Red: 1d20 + 6 ⇒ (2) + 6 = 8
Blue: 1d20 + 6 ⇒ (5) + 6 = 11

Horizon Hunters

[R] Male Hold-Scarred Orc Giant Instinct Barbarian 2 | Laborer | HP 42/42 (+4 temp HP fr Rage), AC 19, Fortitude** +9, Reflex* +5, Will** +7, Perception** +7 (darkvision), Stealth* +5 | Speed 25 ft. | Exploration Activity Search | Active Conditions Cold Res 1 & Electricity Res 1 (fr slotted boon) | Tracker | ◆◇↺

"What is wrong with the animals in this place?!" Duncan is angrier than ever. He rages and then suddenly charges at Blue!
Fist Attack vs Blue: 1d20 + 7 ⇒ (16) + 7 = 23
Damage w Rage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9 bludgeoning damage

◆ Rage (-1 to AC, +2 temp to HP)
◆◆ Sudden Charge


Pathfinder Provisions ◆◇↺

Duncan's fist hits the ground in the middle of the swarm, missing all the squirrels entirely!

That seems... unlikely. It looked like it was going to be a hit. Curious Misfortune.
That hits their AC, but is somehow a failure.
(I think I may have skipped the bad luck last encounter. I'll spell out the clues you should have: There's an unusual amount of minor incidents that would be plausibly normal if less frequent, like tripping and dropping things. Every time you've been in a fight, someone has had one check downgraded one degree--but not just the Pathfinders, it also affected the birds.

Falendral, Jong, Gorliche, and Folmyr's turns.

Initiative:
Falendral (28/28)
Jong (22/22)
Gorliche (33/33)
Folmyr (34/34)

Duncan (21/21)
Blue Squirrel Swarm
Red Squirrel Swarm
Orion (17/17)

Envoy's Alliance

”Jong Sasaki” | Female human witch 3 | HP 29/29 | AC 18/19/20 | F +6 R +7 W +8 Resistances cold 1, electricity 1 | Perc +6 | Default Exploration ( Searching) | Speed 30ft | Focus points 2/2 | Hero Points 1/1 | | Active Conditions: None

since the squirrels are out of the range of her spells, Jong will try some other actions.

◆ Cast Shield for +1 AC

◆ Try to spot the figure they noticed earlier, Perception +5

◆ Think about the gesture they saw the figure make. Could it have been part of casting a spell? Occultism or Arcana are both +8

Envoy's Alliance

Sprite Barbarian 6 | AC 23 | ♥️ 96 | Spd 30 | F 13, R 10, W 12 | Perc 12 | Athletics 15 | Acrobatics, Intimidation, Thievery 11 | Guild Lore, Society, Stealth, Survival 10 | ◆ | ☘️☘️

Folmyr moves twenty feet closer, and then Sudden Charges the Blue squirrel Swarm: 1d20 + 8 ⇒ (10) + 8 = 18for: 1d12 + 3 ⇒ (12) + 3 = 15 slashing damage.

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

Gorliche uses his Way to draw his gun and sticks the barrel out of the end of the wagon, then Shoots at Red.

Ranged shot vs flat-footed because am hidden: 1d20 + 12 ⇒ (4) + 12 = 16 acid damage: 1d10 + 1 ⇒ (9) + 1 = 10 once again assuming swarms is immune to precision damage, so not rolling.

◆Taking a Risk, he quickly reloads and fires again at Red as one action, Ranged shot, MAP: 1d20 + 12 - 5 ⇒ (15) + 12 - 5 = 22 acid damage: 1d10 + 1 ⇒ (4) + 1 = 5

◆He then ducks back out of view and takes a Covered Reload Stealth to Hide: 1d20 + 9 ⇒ (20) + 9 = 29


Pathfinder Provisions ◆◇↺

The person is short, probably a halfling. Yes, Jong identifies him as a male halfling in rustic hunting leathers. He seems skilled at moving through the forest, and is quietly moving away from the wagon. He's not attacking, but he's not exactly helping either.
The gesture looked more like a signal than a spell, but she doesn't see anyone he could have been signaling... unless it was the squirrels?

Folmyr slices through several squirrels. It's somewhat effective at reducing their numbers, but he can only hit so many of them at once.

Gorliche's shots are little more effective, as the acid burns through a group of them.
All attacks hit. They're resistant to physical damage and immune to precision, but acid works fine. Red is bloodied.

Falendral's turn.

Initiative:
Falendral (28/28)
Jong (22/22)
Gorliche (33/33)
Folmyr (34/34)
Duncan (21/21)
Blue Squirrel Swarm (-9)
Red Squirrel Swarm (-15, bloodied)
Orion (17/17)

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Falendral curses slightly, knowing his spear will do little good against the swarms. He mutters I'll catch whatever that is! before he takes off running at the skulking figure at a sprint.

I don't see a token on the google sheets for the figure and am not sure how far he is. Falendral will take 35 feet strides. If he gets there in 2 actions, he will release a hand from his spear as a free action, using it to grab at the figure (+8 athletics, GM roll please). If somehow he gets there in only one stride, he'll first try an demoralize, growling out. "Stop and you won't have to bleed!" (+3 intimidate) before the grapple


Pathfinder Provisions ◆◇↺

Token Added.
Green: 1d20 + 8 ⇒ (7) + 8 = 15
Falendral Athletics: 1d20 + 8 ⇒ (3) + 8 = 11

The halfling twists away from Falendral's grip. He snarls like an animal.
This time when his hands move he's definitely casting a spell. He throws a handful of nothing at Falendra's face, and he feels unknown magic wash over him. Terrifying! He then swings his club, which is less subtle.
** Cast fear. DC 17 Will save.
* Strike Club: 1d20 + 4 ⇒ (14) + 4 = 18. That could theoretically hit if you fail the Will save, but you can just Nimble Dodge it anyway.

The squirrels surrounding Folmyr focus their attention on gnawing a vine rather than the sprite. The vine snaps, and there's a loud creaking sound. A large, dead tree that was somehow held up by the fine comes crashing down directly in front of the wagon. The horses, already slowing to a stop as the Pathfinders investigate the attackers, stop entirely and push back slightly, jostling those still in the wagon. Their way is blocked. At least Falendral moved from his spot in front of the wagon!
That job done, the squirrels suddenly turn their attention to Folmyr as squirrel after squirrel leaps at him with bared teeth!
* Interact with the vine, which triggers the trap!
** Swarming Teeth and Claws. Folmyr can make a DC 18 basic Reflex save against piercing damage: 1d4 + 1 ⇒ (4) + 1 = 5. On a failure he's also Clumsy 2, and falls prone on a critical failure. If affected, he can spend two actions on his turn to attempt the save to end the Clumsy condition.

The other swarm leaps at Duncan and does much the same.
* Step
** Swarming Teeth and Claws. Duncan can make a DC 18 basic Reflex save against piercing damage: 1d4 + 1 ⇒ (3) + 1 = 4. On a failure he's also Clumsy 2, and falls prone on a critical failure. If affected, he can spend two actions on his turn to attempt the save to end the Clumsy condition.

All PCs' turns.

Initiative:
Falendral (28/28, DC 17 Will vs fear)
Jong (22/22)
Gorliche (33/33)
Folmyr (34/34, DC 18 basic Ref vs 5)
Duncan (21/21, DC 18 basic Ref vs 4)
Green Halfling Druid
Blue Squirrel Swarm (-9)
Red Squirrel Swarm (-15, bloodied)
Orion (17/17)

Horizon Hunters

[R] Male Hold-Scarred Orc Giant Instinct Barbarian 2 | Laborer | HP 42/42 (+4 temp HP fr Rage), AC 19, Fortitude** +9, Reflex* +5, Will** +7, Perception** +7 (darkvision), Stealth* +5 | Speed 25 ft. | Exploration Activity Search | Active Conditions Cold Res 1 & Electricity Res 1 (fr slotted boon) | Tracker | ◆◇↺

DC 18 basic Reflex save: 1d20 + 6 ⇒ (4) + 6 = 10 (Failure, takes 4 - 2 temp HP = 2 total damage0

Duncan keeps punching the Red Swarm. "Argh!" he says and runs away.
Fist Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9 bludgeoning damage

Fist Attack, MAP, Agile: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
Damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9 bludgeoning damage

◆ Strike
◆ Strike
◆ Stride

Envoy's Alliance

”Jong Sasaki” | Female human witch 3 | HP 29/29 | AC 18/19/20 | F +6 R +7 W +8 Resistances cold 1, electricity 1 | Perc +6 | Default Exploration ( Searching) | Speed 30ft | Focus points 2/2 | Hero Points 1/1 | | Active Conditions: None

He's over there. Help Felandrel. Jong yells as she moves off the wagon and cats a spell into the woods. As she does, a fallen sapling stands up and moves to attack the halfling.

◆ Stride

◆◆ Cast Spirit Object to Animate a fallen sapling
Spell Attack for Spirit object: 1d20 + 8 ⇒ (18) + 8 = 26
Bludgeoning damage: 1d4 + 4 ⇒ (3) + 4 = 7

Envoy's Alliance

Sprite Barbarian 6 | AC 23 | ♥️ 96 | Spd 30 | F 13, R 10, W 12 | Perc 12 | Athletics 15 | Acrobatics, Intimidation, Thievery 11 | Guild Lore, Society, Stealth, Survival 10 | ◆ | ☘️☘️

Reflex DC18: 1d20 + 6 ⇒ (18) + 6 = 24

◆ Folmyr rages.

Attack blue swarm: 1d20 + 8 ⇒ (9) + 8 = 17for: 1d12 + 3 + 6 ⇒ (12) + 3 + 6 = 21

If Blue is done, then
Five foot step into Red
Else
Attack blue swarm: 1d20 + 8 - 5 ⇒ (20) + 8 - 5 = 23for: 1d12 + 3 + 6 ⇒ (6) + 3 + 6 = 15

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Falendral lets out another low curse in Elven as the halfling evades his grasp. Take him alive! We need to know what he knows! he shouts, even as the spellcaster tries to impact his will to fight....

Will save DC 17: 1d20 + 8 ⇒ (1) + 8 = 9 hero point
Will save dc 17: 1d20 + 8 ⇒ (15) + 8 = 23

He'll then reach out to grab at the bugger once more.
◆ Grapple Athletics: 1d20 + 8 ⇒ (17) + 8 = 25

Establishing a firm grip, he does something almost unthinkable...he drops his spear! Still, needs must as his free hand moves to his belt, pulling out a sap, with which he tries to knock out the now off-guarded halfling.

Free action: Release spear
◆ Interact to draw sap.
◆ Strike with sap Sap strike vs flat footed/off guard AC: 1d20 + 8 ⇒ (12) + 8 = 20 Bludgeoning, nonlethal damage: 1d6 + 4 ⇒ (2) + 4 = 6 + precision nonlethal damage: 1d6 ⇒ 6

He grunts out as he hits the caster. Surrender before that tree guts you!

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

If a swarm remains standing:
Gorliche takes a shot at whatever remains standing. Starting with red swarm, then blue swarm, in order.
shooting to hit, no cover added, but vs flat-footed as hidden again: 1d20 + 12 ⇒ (10) + 12 = 22 acid damage: 1d10 + 1 ⇒ (5) + 1 = 6

◆ Riskily reloads and fires again if a swarm is still standing, otherwise move to the "if only halfling left up" spoiler, the action is triggered it's a 'risky reload' action instead, in order to load and then fire as one action. to hit, MAP: 1d20 + 12 - 5 ⇒ (10) + 12 - 5 = 17 acid damage: 1d10 + 1 ⇒ (9) + 1 = 10

◆ Reloads

If only Halfling is left up:

"I be suggestin' ya hol' still 'n answer ' questions. Yer only warnin'."
◆Ready action to fire should the Halfling attempt to flee or fight back further.

Firing upon the halfling if one of the above readied actions is triggered.:

He'll grunt softly, "So be it." Then fires.
To hit, no cover or MAP included.: 1d20 + 12 ⇒ (20) + 12 = 32 acid damage: 1d10 + 1 ⇒ (10) + 1 = 11

Oh my... well, that's a crit unless this halfling is way out our level, for max damage, and 1d4+1 persistent damage. I did warn him.


Pathfinder Provisions ◆◇↺

Duncan pounds on the squirrels. The tiny creatures don't take it very well, but there are just so many of them... Still, he's reducing their numbers, unless one counts squashed former-squirrels.
Folmyr slices through the animals with alarming efficiency. A few of them scurry away from him, all that are left of their swarm.
Jong commands a tree to wallop the halfling, and Falendral restrains him before given him a solid wack with his sap.

Gorliche's shot scatters the remaining squirrels. All is silent, other than the Pathfinders themselves and the struggling halfling.
Duncan hits twice, but doesn't quite take it out.
Folmyr's first attack hits, but that crit would have taken it out in one hit anyway.
Jong's attack hits.
Falendral's grapple is a critical success. Attack hits and bloodies him.
Gorliche finishes the remaining swarm and readies an attack.
Eventful...

Orion's turn.

Initiative:
Falendral (28/28)
Jong (22/22)
Gorliche (33/33)
Folmyr (32/34, Raging)
Duncan (19/21, Raging, Clumsy 2)
Green Halfling Druid (-19, bloodied, restrained)
Orion (17/17)

Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|

Orion opens his backpack and takes out his rope. He quickly walks over to the green halfling druid.
◆ interact to get backpack
◆ interact to get rope
◆ stride 25"


Pathfinder Provisions ◆◇↺

"No! Let go!"
The halfling struggles and squirms. He even tries biting. "Get off of me! Get away from me with that! Why are you people attacking me? You'll never escape Thorn!"
* Escape: 1d20 + 6 ⇒ (1) + 6 = 7 Welp. Can't move, can't attack, can't manipulate, and can't try to Escape again. Not a lot left he can do.
* Demoralize Falendral Intimidation: 1d20 ⇒ 16
* Demoralize Orion Intimidation: 1d20 ⇒ 18 Huh. Close!

All PCs' turns.

Initiative:
Falendral (28/28)
Jong (22/22)
Gorliche (33/33)
Folmyr (32/34, Raging)
Duncan (19/21, Raging, Clumsy 2)
Green Halfling Druid (-19, bloodied, restrained)
Orion (17/17)

Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|
GM Super Zero wrote:
* Demoralize Orion Huh. Close!

too close! hehehe

Orion makes a few knots and hogties the halfing. "Try demoralizing that!"

Survival: 1d20 + 7 ⇒ (13) + 7 = 20

Envoy's Alliance

”Jong Sasaki” | Female human witch 3 | HP 29/29 | AC 18/19/20 | F +6 R +7 W +8 Resistances cold 1, electricity 1 | Perc +6 | Default Exploration ( Searching) | Speed 30ft | Focus points 2/2 | Hero Points 1/1 | | Active Conditions: None

You seemed to be directing those animals who attacked us. Who is Thorn, and what are they after?

First time I have used the Spirit Object spell. I had assumed it would be sustainable, but it doesn't appear to be. The sapling reverts to being inanimate.

◆ Stride

◆ Intimidate to Demoralize
Intimidation to Demoralize: 1d20 + 5 ⇒ (17) + 5 = 22

◆ Ask the questions above?

Envoy's Alliance

Sprite Barbarian 6 | AC 23 | ♥️ 96 | Spd 30 | F 13, R 10, W 12 | Perc 12 | Athletics 15 | Acrobatics, Intimidation, Thievery 11 | Guild Lore, Society, Stealth, Survival 10 | ◆ | ☘️☘️

Folmyr moves over to the log, and attempts to move it.

Athletics: 1d20 + 7 ⇒ (7) + 7 = 14

Horizon Hunters

[R] Male Hold-Scarred Orc Giant Instinct Barbarian 2 | Laborer | HP 42/42 (+4 temp HP fr Rage), AC 19, Fortitude** +9, Reflex* +5, Will** +7, Perception** +7 (darkvision), Stealth* +5 | Speed 25 ft. | Exploration Activity Search | Active Conditions Cold Res 1 & Electricity Res 1 (fr slotted boon) | Tracker | ◆◇↺

Duncan helps Folmyr in moving the log out of their horse-drawn cart's way.
Athletics: 1d20 + 7 ⇒ (8) + 7 = 15


Pathfinder Provisions ◆◇↺

"Thorn? Who's Thorn? I didn't say anything about... Okay, maybe I did. Vengeant Thorn! He's a centaur and a master of primal magic. He's--he's beautiful. And terrifying. And he knows what you're transporting. He wants it, and you should let him have it!"

The log is heavy, and thoroughly embedded in a rut that seems like it was dug for just that purpose.

Still, it's not really a question of whether the Pathfinders can move it out of the way but of how long it will take.

Clearing the log will take about an hour, unless you have some particularly clever and/or magical means to speed it up.

Envoy's Alliance

”Jong Sasaki” | Female human witch 3 | HP 29/29 | AC 18/19/20 | F +6 R +7 W +8 Resistances cold 1, electricity 1 | Perc +6 | Default Exploration ( Searching) | Speed 30ft | Focus points 2/2 | Hero Points 1/1 | | Active Conditions: None

To let him have it, we'd have to know what he wants. What object does he desire so greatly?

Jong will try to use her crafting to put together levers and pulleys to move the log more quickly. The alternative is that since she has Spirit Object as a Focus Spell, if the long can be cut into 1 bulk segments, every 10 minutes she can have a segment move itself out of the way. Since I don't know how many bulk the tree is, that may not be faster.

Crafting check: 1d20 + 8 ⇒ (6) + 8 = 14

Using a Hero Point

Crafting check: 1d20 + 8 ⇒ (9) + 8 = 17

Just a little better.

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |
Jong Sasaki wrote:

First time I have used the Spirit Object spell. I had assumed it would be sustainable, but it doesn't appear to be. The sapling reverts to being inanimate.

It's a fun spell. It's not sustainable, but IS a cantrip, so re-castable without resting. Also, single action version allows you to move an object a-la Mage hand, but of even higher weight. So it's, essentially, Mage Hand (Improved Edition), "Now with attack actions!"

Gorliche will calmly reload his gun, and keep a look-out for anything else of threat while those with more social skills do the talking/interrogating. Perception roll: 1d20 + 9 ⇒ (5) + 9 = 14

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Falendral will keep the halfling carefully restrained until he is well tied, only then does he put his sap away and retrieve his spear. He then silently lets the end of the shaft of his spear rest on the bound halfling's shoulder from behind, letting him see the metal head of of the spear just past his cheek...a silent presence to help reinforce the threat the captive is in.

if it's relevant to rolls, I would ask if it would be possible here to use an attack roll as an aid to someone's intimidate, since that's the circumstance he's trying to create :).


Pathfinder Provisions ◆◇↺

"The.. the thing! He wants the thing you're transporting! I don't know what it is! Don't you?"

He seems almost embarrassed by his lack of information.

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Falendral seems content to leave both the talking and the decision making up to someone else as he continues to do the strong, silent, and intimidating routine.

Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|

Orion binds the wounds of the bound halfing.

Treat Wounds: 1d20 + 7 ⇒ (8) + 7 = 15 Heal: 2d8 ⇒ (7, 7) = 14

He doesn't speak a word to him, while he does it, nor when he is done.


Pathfinder Provisions ◆◇↺

With the squirrels defeated, a captured prisoner [in tow/left behind?], and the fallen log cleared, the Pathfinders are able to resume their journey with a little work.

The rain never lets up, though, making the journey uncomfortable as the horses shiver with cold and squelch in the mud.

An unfortunate and unlikely, if insignificant, incident happens to Falendral/Jong/Gorliche/Folmyr/Duncan/Orion: 1d6 ⇒ 6 Orion, who is very nearly struck by a heavy branch that falls from another nearby tree as the team finishes clearing the deadfall. Probably just the wind.

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Falendral will just keep his cloak tightly pulled around himself even as his gloved hands work on the grip of his spear, keeping his grumblings about the horrible situation mostly to himself.

Horizon Hunters

[R] Male Hold-Scarred Orc Giant Instinct Barbarian 2 | Laborer | HP 42/42 (+4 temp HP fr Rage), AC 19, Fortitude** +9, Reflex* +5, Will** +7, Perception** +7 (darkvision), Stealth* +5 | Speed 25 ft. | Exploration Activity Search | Active Conditions Cold Res 1 & Electricity Res 1 (fr slotted boon) | Tracker | ◆◇↺

"Whatever unluck is befalling unto us, I believe we should deal with it before we press on." Duncan suggests. "We don't know how long this will go and what will happen worse to us." It looks like the recent events are driving him crazy if not madder.

Verdant Wheel

Gorliche Turnlocke, LN (Male) 'Goblin' Gunslinger| HP 33/33| AC 20 (21 when parry)| F+8 R+11 W+9| Perc(E) +9 low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:None| Undead, Negative Healing |

As Gorliche has no way of identifying what may be the cause, he will simply shrug and maintain watch

Envoy's Alliance

”Jong Sasaki” | Female human witch 3 | HP 29/29 | AC 18/19/20 | F +6 R +7 W +8 Resistances cold 1, electricity 1 | Perc +6 | Default Exploration ( Searching) | Speed 30ft | Focus points 2/2 | Hero Points 1/1 | | Active Conditions: None

I would love to deal with the unluck, but we are pretty sure it is one of the objects we are transporting, and we haven't been able to figure out which one. Any thoughts on how to narrow that down would be appreciated. Jong replies, a little frustrated and short with Duncan.

Envoy's Alliance

M Ancient Elf Magus/Alchemist 2 | Twisting Tree | Alloysmith | HP 26/26 | AC 18 | F +8 R +5 W +6 | Perc +4 | Stealth +5 |◆◆◆◇↺| 35' | Hero 1/3 | Reagents 2/2 | Focus 2/2 |

"To begin with, what does this centaur want with it? Does he want to destroy it? Is that a bad idea?"

Orion is stumped. He looks at the list, and realizes that there's something he didn't pay attention to before. There's script on the sheet. "I didn't notice this before. But the other Pathfinders tested these relics and marked five which they found magic over."


LIST
Wooden Chest - pottery shards and shell fragments - transmutation
Carved Ebony Box with Wax Seal - transmutation
Carved Stone Statues - multiple abjuration
Bronze Medallion of the Sun, on beaded necklace - evocation
27 scroll cases - evocation

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Falendrel scowls. Short of having someone carry each of the things separately for a bit, I don't see a way of figuring that out, and that would be very dangerous for the person doing the carrying. And even if we did discover the item, what then? We need to bring them all back, regardless.


Pathfinder Provisions ◆◇↺

I added those notes after Jong identified which items had a magic aura.

Things have settled down again, as the wagon travels, animals seem to grow upset. Squirrels chatter angrily, and birds continually dive angrily toward the wagon before swerving at the last moment, as if trying to scare a predator off. The road gets rougher ahead, and the animal sounds begin to quiet down.

Falendral suddenly spots danger ahead and must halt the wagon--it looks like someone has dug dozens of small pits in the road and covered them with dirt and leaves to disguise them. Even assuming there's nothing nasty in the pits, they're a dangerous tripping hazard for the horses.

Spotting the troublemakers at that point isn't difficult. Though they hide among the foliage at the side of the road, their efforts to keep wolves larger than they are hidden are in vain--two more halflings, with slingstaffs at the ready.

One of the wolves howls. "Ugh, fine! Sic'em, Luna!"

[url=https://docs.google.com/presentation/d/1k6eODG75eysHFrVAcM-ft00PvbwBLhfGszFJIruSuHY/edit#slide=id.g27e4513fdd9_0_0]Hazardous area marked on the map. Anyone entering must either step very carefully (one-quarter speed) or make an Acrobatics check (DC 14; on a failure, take 1d4 bludgeoning damage and a -5-foot penalty to speed for one hour; on a critical failure, double damage and speed is instead halved). Trees are difficult terrain and can provide cover.
Falendral, Folmyr, Jong, and Orion's turns.

Initiative:
Falendral (28/28)
Folmyr (34/34)
Jong (22/22)
Orion (17/17)
Yellow Halfling Druid
>- Yellow Wolf
Gorliche (33/33)
Red Halfling Druid
>- Red Wolf
Duncan

Initiative:
Falendral Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Duncan: 1d20 + 6 ⇒ (3) + 6 = 9
Folmyr: 1d20 + 7 ⇒ (18) + 7 = 25
Gorliche: 1d20 + 9 ⇒ (4) + 9 = 13
Jong: 1d20 + 5 ⇒ (19) + 5 = 24
Falendral: 1d20 + 8 ⇒ (20) + 8 = 28
Orion: 1d20 + 7 ⇒ (16) + 7 = 23
Red: 1d20 + 7 ⇒ (4) + 7 = 11
Yellow: 1d20 + 7 ⇒ (6) + 7 = 13

Envoy's Alliance

M Ancient Elf Magus/Alchemist 2 | Twisting Tree | Alloysmith | HP 26/26 | AC 18 | F +8 R +5 W +6 | Perc +4 | Stealth +5 |◆◆◆◇↺| 35' | Hero 1/3 | Reagents 2/2 | Focus 2/2 |

"That is actually a good idea Falendral. Each of us could carry one each, and see who is very unlucky. While we may be unable to do much since our mission requires bringing these things back, knowing which one may be very important."

Envoy's Alliance

”Jong Sasaki” | Female human witch 3 | HP 29/29 | AC 18/19/20 | F +6 R +7 W +8 Resistances cold 1, electricity 1 | Perc +6 | Default Exploration ( Searching) | Speed 30ft | Focus points 2/2 | Hero Points 1/1 | | Active Conditions: None

Since Duncan is out front, Jong will cast Blood Ward on Duncan to protect him from Beasts (based on one of the Wolves talking.)

◆ Recall Knowledge on the "Wolves" assuming they are Beasts

Recall Knowledge on Beasts:

Arcana to Recall knowledge on Beasts: 1d1 + 8 ⇒ (1) + 8 = 9

◆◆ Cast Blood Ward
Duncan gets +1 status bonus to AC from attacks from Beasts, assuming I don't determine they aren't beasts

Envoy's Alliance

M Ancient Elf Magus/Alchemist 2 | Twisting Tree | Alloysmith | HP 26/26 | AC 18 | F +8 R +5 W +6 | Perc +4 | Stealth +5 |◆◆◆◇↺| 35' | Hero 1/3 | Reagents 2/2 | Focus 2/2 |

diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26
"No blood has been shed yet, and your trap has failed! Why don't you make your demands first? Maybe we will agree?"
◆Shield cantrip
◆take out Hand Crossbow
↺Shield Block

Grand Archive

N (male) Ancient Elf Rogue (Ruffian)/barbarian (fury) 2 |HP 28/28 (+5 temp when raging) | AC 19 (18 when raging, +2 nimble dodge vs first attack each round) F +7 R +7 W +8| Perc +8 low light| Speed 35 ft| Stealth +5| Exploration Default: Search Hero points 1 | Active conditions none

Falendral will delay until after the yellow pair, both to give them a chance to respond to Hasvi's words and to let a target get closer in case he needs to engage.


Pathfinder Provisions ◆◇↺

Removed Hasvi as a PC from the campaign. That should stop that profile from popping up for you.
The wolf didn't talk. The wolf howled, and the halfling ordered it to attack.

The wolves seem well-trained, but they are just animals. And vulnerable to being commanded.
They are animal companions and minions of the halflings. Their worst defense is Will.

The halflings look a little hesitant, but look at each other and nod. "Liar!" one calls.

Folmyr's turn.

Initiative:
Folmyr (34/34)
Jong (22/22)
Orion (17/17, shield)
Yellow Halfling Druid
>- Yellow Wolf (Minion)
Falendral (28/28)
Gorliche (33/33)
Red Halfling Druid
>- Red Wolf (Minion)
Duncan (21/21, blood ward vs animals)

Envoy's Alliance

”Jong Sasaki” | Female human witch 3 | HP 29/29 | AC 18/19/20 | F +6 R +7 W +8 Resistances cold 1, electricity 1 | Perc +6 | Default Exploration ( Searching) | Speed 30ft | Focus points 2/2 | Hero Points 1/1 | | Active Conditions: None

Apologies. I misread the initial text. I see now the wolves are animals, so the Blood Ward on Duncan would be for attacks from Animals, not Beasts.

Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|

@GM Super Zero, sorry about that. For some reason it still pops out at as the default even if I've already set Orion

Envoy's Alliance

Sprite Barbarian 6 | AC 23 | ♥️ 96 | Spd 30 | F 13, R 10, W 12 | Perc 12 | Athletics 15 | Acrobatics, Intimidation, Thievery 11 | Guild Lore, Society, Stealth, Survival 10 | ◆ | ☘️☘️

Folmyr strides once, then makes a Sudden Charge into Red Hafling Druid's space.

Strike: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d12 + 3 ⇒ (1) + 3 = 4

Well, that was underwhelming.

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