GM Frost's Q15 In the Footsteps of Horror (Inactive)

Game Master Frozen Frost

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Challenge Points: 18 (Low Tier, Level 1-2)


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Fjorn drinks something then gives Alystair a nice swing of his axe! Crit, 4*2 S damage

Milo, finding the right spot to hit, flies an arrow at the same enemy! 6 P damage Ghardak raises shield and calls the enemy out to get back to where he came from to no effect. His warhammer though effective smacks Alystair on the face with his hammer! Crit, 6*2 B damage

Still standing, Alystair is now angry! He cries out and Swipes (see below) his greatsword to the two of them (Fjorn an Ghardak)!
Greatsword Attack: 1d20 + 12 ⇒ (7) + 12 = 19

None is hit still. Frustrated, he swipes again at Ghardak.
Greatsword Attack: 1d20 + 12 - 10 ⇒ (11) + 12 - 10 = 13

❖❖❖❖❖❖ THE RISE OF THE DEAD! Round 2 ❖❖❖❖❖❖

Terrain Features: Whole Map is in Dim Light w/o a light source.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points.

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Alystair Caskwater (Red) (-26 HP)
➤ Navo (☘️ 2/3) (w darkvision) (AC 18) (19/20 HP, 1 temp HP)
➤ Ignatius (☘️ 1/3) (AC 20) (35/35 HP, 1 temp HP) | Moderate Curse
➤ Vanizadi (☘️ 1/3) (w low-light vision) (AC 17) (20/20 HP, 1 temp HP)
Guard (White) (- HP)
Guard (Blue) (- HP)
Fjorn (☘️ 1/3) (AC 20) (41/41 HP, 10 temp HP) | w Moderate Juggernaut Mutagen
Milo (☘️ 1/3) (AC 16) (16/16 HP, 1 temp HP)
Ghardak (☘️ 1/3) (w darkvision) (AC 21, 23 w Steel Shield (HP 30/30, BT 15, Hardness 7)) (49/49 HP, 1 temp HP)

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

Moderate Curse :
The strain of conflict wears upon your body, even though you gain vitality from it. Making a Strike reduces the penalty from your minor curse to –1 rather than suspending it entirely. You gain a +2 status bonus to weapon and unarmed damage rolls. You also gain fast healing equal to half your level while in a non-trivial combat encounter.

◆◆ Swipe :
Alystair Caskwater makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for Alystair’s multiple attack penalty.

Horizon Hunters

M Cavern Elf Ranger 1 (Flurry) | Darkvision | HP 17/17 | AC 18 | F +6 R +8 W +3 | Perc +5 | ◆◆◆◇↺| 35" | Hero 1/3 | Nimble | Natural Medicine | Avoid Notice +6 |

Navo moves to flank Alystair with Fjorn, strikes at him with both weapons, then makes a tactical step away from him.

◆stride to flank (opposite of Fjorn)
◆twin takedown
strike: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 (flanking included) Piercing: 1d6 + 4 ⇒ (4) + 4 = 8
strikeMAP: 1d20 + 7 - 2 + 2 ⇒ (15) + 7 - 2 + 2 = 22 (flanking included) Piercing: 1d6 + 4 ⇒ (4) + 4 = 8
◆step (away from Alystair)

Vigilant Seal

LN male human oracle 3 | ◆◇↺ | ♥️ 35/35 | AC 20 | F +8 R +5 W +9 | Perc +7 | Spd 25ft. |

Ignatius moves around and beings to swing his polearm.

Target preference: Alystair, blue, white

◆ Stride

◆ Strike Attack: 1d20 + 9 ⇒ (20) + 9 = 29Slashing: 2d10 + 3 + 2 ⇒ (3, 3) + 3 + 2 = 11
◆ Strike Attack: 1d20 + 9 - 5 ⇒ (13) + 9 - 5 = 17Slashing: 2d10 + 3 + 2 ⇒ (4, 8) + 3 + 2 = 17

Verdant Wheel

Male Conrasu Kineticist 2 | HP 34/34 | AC 18/20 | F+10 R+7 W+6 | Perc +6 | Speed 25 ft | Hero Points 1 | ◆◆◆◇↺ | Exploration: Defend| Active Conditions: None

"There are times when the dead return to life. You have not done so."

Stepping back to make more room for his allies, the bark covering Vanizadi moves to better protect him. Another wooden spike lances towards Alystair, again bursting into vital energy rather than trying to pierce him directly.

* Raise Shield
* Step
[free] Weapon Infusion. My next melee Elemental Blast gains reach.
* Elemental Blast Attack (flanking): 1d20 + 7 ⇒ (10) + 7 = 17 for vitality damage: 1d8 + 3 ⇒ (8) + 3 = 11


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Navo, I don't know what is the math behind, but flanking reduces target's AC by 2, not add +2 to attack rolls.

Navo flanks, he misses the first but not the second strike before he steps away. 8 P damage

Ignatius opens a gash on Alystairs body, effectively bursting the enemy's innards out! 22 S damage, Alystair is eliminated. Blue is almost hit, almost, by the second strike.

Redirecting vanizadi's attack to White...
Vanizadi raises shield and steps back. He then channels wood spikes at White but they go sideways.

White drops its bow and draws out its scimitar. It approaches Ignatius and slices him.
Scimitar Attack vs Ignatius: 1d20 + 8 ⇒ (7) + 8 = 15

Blue does the same but attacks Vanizadi instead.
Scimitar Attack vs Vanizadi: 1d20 + 8 ⇒ (2) + 8 = 10

GM Screen:
Yellow: 1d20 + 2 ⇒ (17) + 2 = 19

Another guard enters the scene, it might have woken up from its chamber too late.

❖❖❖❖❖❖ THE RISE OF THE DEAD! Round 2 and 3 ❖❖❖❖❖❖

Terrain Features: Whole Map is in Dim Light w/o a light source.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points.

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Round 3
Alystair Caskwater (Red) (-56 HP) |
➤ Navo (☘️ 2/3) (w darkvision) (AC 18) (19/20 HP, 1 temp HP)
➤ Ignatius (☘️ 1/3) (AC 20) (35/35 HP, 1 temp HP) | Moderate Curse
➤ Vanizadi (☘️ 1/3) (w low-light vision) (AC 17) (20/20 HP, 1 temp HP)
Guard (White) (- HP)
Guard (Blue) (- HP)
Guard (Yellow) (- HP)

Round 2
➤ Fjorn (☘️ 1/3) (AC 20) (41/41 HP, 10 temp HP) | w Moderate Juggernaut Mutagen
➤ Milo (☘️ 1/3) (AC 16) (16/16 HP, 1 temp HP)
➤ Ghardak (☘️ 1/3) (w darkvision) (AC 21, 23 w Steel Shield (HP 30/30, BT 15, Hardness 7)) (49/49 HP, 1 temp HP)

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

Moderate Curse :
The strain of conflict wears upon your body, even though you gain vitality from it. Making a Strike reduces the penalty from your minor curse to –1 rather than suspending it entirely. You gain a +2 status bonus to weapon and unarmed damage rolls. You also gain fast healing equal to half your level while in a non-trivial combat encounter.

◆◆ Swipe :
Alystair Caskwater makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for Alystair’s multiple attack penalty.

Vigilant Seal

M Dwarf Redeemer Champion 4 | AC22/24 HP 62/62 Shield 30/30 | F+11 R+7 W+9 Per+7 (T) | Speed: 20' (Unburdened Iron, Rock Runner) | Focus: 1/1 Hero: 1/3 | DC: 20 | Marshal Aura 10' | Ath (E)+12 Craft +6 Intim (E) +8 Mine Lore +6 Relg/Surv +7 | WH Atk +11

"Now for your underlings," Ghardak says. He stomps over to the others and whacks at them.

◆ Stride
◆ Raise Shield
◆ Attack with warhammer on white Hammer: 1d20 + 10 ⇒ (2) + 10 = 12Bldg damage: 1d8 + 4 ⇒ (7) + 4 = 11

Her0 point: 1d20 + 10 ⇒ (18) + 10 = 28

Vigilant Seal

M Human | Investigator 2 | ◆◇↺ | HP 24/24| AC 18 | F +4 R +8 W +7 | Perception +7 | Hero 1/3

Milo laments the fall of Alystair. "It's a shame. He hunted monsters in life only to become one in death."

devise a stratagem vs blue: 1d20 ⇒ 9

Unable to get a clear shot, Milo reloads and chooses a different target.

hand crossbow vs yellow: 1d20 + 4 ⇒ (19) + 4 = 23
damage-piercing: 1d6 ⇒ 6

◆ devise a stratagem, ◆ reload, ◆ strike


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Ghardak slams White into pieces of broken bones after raising shield! White is eliminated.

Milo manages to put a chink into Yellow's bony arm. [ooc]6 P - 5 P resistance = 1 total damage

❖❖❖❖❖❖ THE RISE OF THE DEAD! Round 2 and 3 ❖❖❖❖❖❖

Terrain Features: Whole Map is in Dim Light w/o a light source.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points.

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Round 3
Alystair Caskwater (Red) (-56 HP) |
➤ Navo (☘️ 2/3) (w darkvision) (AC 18) (19/20 HP, 1 temp HP)
➤ Ignatius (☘️ 1/3) (AC 20) (35/35 HP, 1 temp HP) | Moderate Curse
➤ Vanizadi (☘️ 1/3) (w low-light vision) (AC 17) (20/20 HP, 1 temp HP)
Guard (White) (-22 HP) |
Guard (Blue) (- HP)
Guard (Yellow) (-1 HP)

Round 2
➤ Fjorn (☘️ 1/3) (AC 20) (41/41 HP, 10 temp HP) | w Moderate Juggernaut Mutagen
Milo (☘️ 1/3) (AC 16) (16/16 HP, 1 temp HP)
Ghardak (☘️ 0/3) (w darkvision) (AC 21, 23 w Steel Shield (HP 30/30, BT 15, Hardness 7)) (49/49 HP, 1 temp HP)

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

Moderate Curse :
The strain of conflict wears upon your body, even though you gain vitality from it. Making a Strike reduces the penalty from your minor curse to –1 rather than suspending it entirely. You gain a +2 status bonus to weapon and unarmed damage rolls. You also gain fast healing equal to half your level while in a non-trivial combat encounter.

◆◆ Swipe :
Alystair Caskwater makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for Alystair’s multiple attack penalty.

Verdant Wheel

Male Conrasu Kineticist 2 | HP 34/34 | AC 18/20 | F+10 R+7 W+6 | Perc +6 | Speed 25 ft | Hero Points 1 | ◆◆◆◇↺ | Exploration: Defend| Active Conditions: None

Vanizadi had been positioning himself to unleash a storm of thorns on the guards, but seeing how ineffective piercing is against the skeletal undead he opts to continue doing what he was doing. It wasn't working any better, but that was because he wasn't doing it right. There was no evidence it won't work if he could actually hit anything!

Stepping a little closer to he can use his full strength, he unleashes another burst of vital energy from his growing branches.

* Step
* Raise Shield
[free] Weapon Infusion. Next melee Elemental Blast gains reach
* Elemental Blast (Blue) Attack: 1d20 + 7 ⇒ (12) + 7 = 19 for vitality damage: 1d8 + 3 ⇒ (7) + 3 = 10
Will Shield Block if hit.

Horizon Hunters

M Cavern Elf Ranger 1 (Flurry) | Darkvision | HP 17/17 | AC 18 | F +6 R +8 W +3 | Perc +5 | ◆◆◆◇↺| 35" | Hero 1/3 | Nimble | Natural Medicine | Avoid Notice +6 |

Navo declares blue skeleton to be his new prey. He strides towards it, and then strikes using his twin takedown technique.

◆Hunt Prey (blue)
◆stride
strike: 1d20 + 7 ⇒ (8) + 7 = 15 Piercing: 1d6 + 4 ⇒ (3) + 4 = 7
strikeMAP: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 Slashing: 1d6 + 4 ⇒ (2) + 4 = 6

Verdant Wheel

TN Human (Ulfen) Alchemist (Mutagenist) / Exemplar 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21/22/23/25 @ base / buckler / tower / taking cover | ♥️ 48 plus temp, shield 64 | Saves @ 10**/9**/10**`` | Perception @ 8*`` | Speed: 25 or 20 tower
☘️ ☑□ | ✋✋ Axe and Sapling Shield (Tower) | ⚕: Juggernaut (+2 Fort, +10 tHPs; -2 Will, Perc) | ✝️ Versatile Vials ☑□□□, Komboucha Familiar □

◆) Interact to Transform Sapling (Buckler > Tower)
◆) Stride
◆) Strike
↺) Reactive Shield (Raise Sapling Tower to AC 22 if attacked)

Fjörn taps his shield and speaks the command word "Geggjað Laufblað!" and the buckler sprouts new saproling branches as it expands to cover his entire arm, nearly disappearing the alchemist behind it. He cleaves with his ax, centering himself right in the action!

Battle Axe (slash, sweep) of Potency vs Guardian: 1d20 + 9 ⇒ (11) + 9 = 201d8 + 3 ⇒ (2) + 3 = 5

Translation (Skaldi):

Geggjað Laufblað = Crazy Leaf

Vigilant Seal

LN male human oracle 3 | ◆◇↺ | ♥️ 35/35 | AC 20 | F +8 R +5 W +9 | Perc +7 | Spd 25ft. |

Ignatius swings his weapon and then brings up a magic shield to defend himself.

Target preference order: blue, yellow

◆ Strike Attack: 1d20 + 9 ⇒ (20) + 9 = 29Slashing: 2d10 + 3 + 2 ⇒ (6, 5) + 3 + 2 = 16
◆ Strike Attack: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11Slashing: 2d10 + 3 + 2 ⇒ (1, 2) + 3 + 2 = 8
◆ Cast a Spell (Shield)

I'll need to step before attacking yellow, so I won't cast shield if blue goes down.


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Apologies for being gone during the weekend.

Vanizadi steps and raises shield. He then blasts vitality at Blue that effectively damages it! 10 vitality damage

Navo assigns Blue as his prey. His first attack does not connect but the second one hits, incurring minimal damage though. 6 S - 5 S resistance = 1 total damage

Fjorn transforms his shield, closes in and hits Yellow! The axe though just goes between its ribs! 5 S - 5 S resistance = 0 total damage

Ignatius brings the final blow at Blue, turning it into dust! Blue is eliminated. he then gets close to Yellow and attacks it but misses widely.

Yellow retaliates at Fjorn!
Scimitar Attack vs Fjorn: 1d20 + 6 ⇒ (5) + 6 = 11
Scimitar Attack vs Fjorn: 1d20 + 6 - 5 ⇒ (13) + 6 - 5 = 14
Scimitar Attack vs Fjorn: 1d20 + 6 - 10 ⇒ (13) + 6 - 10 = 9

The skeleton have been more useful staying from where it came from.

❖❖❖❖❖❖ THE RISE OF THE DEAD! Round 3 and 4 ❖❖❖❖❖❖

Terrain Features: Whole Map is in Dim Light w/o a light source.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points.

❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Alystair Caskwater (Red) [ooc](-56 HP) |
➤ Navo (☘️ 2/3) (w darkvision) (AC 18) (19/20 HP, 1 temp HP)
Ignatius (☘️ 1/3) (AC 20) (35/35 HP, 1 temp HP) | Moderate Curse
➤ Vanizadi (☘️ 1/3) (w low-light vision) (AC 17, w Shield raised) (20/20 HP, 1 temp HP)
Guard (White) (-22 HP) |
Guard (Blue) (-27 HP) |
Guard (Yellow) (-1 HP)
➤ Fjorn (☘️ 1/3) (AC 20) (41/41 HP, 10 temp HP) | w Moderate Juggernaut Mutagen
➤ Milo (☘️ 1/3) (AC 16) (16/16 HP, 1 temp HP)
➤ Ghardak (☘️ 0/3) (w darkvision) (AC 21, 23 w Steel Shield (HP 30/30, BT 15, Hardness 7)) (49/49 HP, 1 temp HP)

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

Moderate Curse :
The strain of conflict wears upon your body, even though you gain vitality from it. Making a Strike reduces the penalty from your minor curse to –1 rather than suspending it entirely. You gain a +2 status bonus to weapon and unarmed damage rolls. You also gain fast healing equal to half your level while in a non-trivial combat encounter.

◆◆ Swipe :
Alystair Caskwater makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for Alystair’s multiple attack penalty.

Vigilant Seal

M Dwarf Redeemer Champion 4 | AC22/24 HP 62/62 Shield 30/30 | F+11 R+7 W+9 Per+7 (T) | Speed: 20' (Unburdened Iron, Rock Runner) | Focus: 1/1 Hero: 1/3 | DC: 20 | Marshal Aura 10' | Ath (E)+12 Craft +6 Intim (E) +8 Mine Lore +6 Relg/Surv +7 | WH Atk +11

Ghardak steps forward and strikes at the skeleton.

◆ Stride
◆ Attack Attack: 1d20 + 10 ⇒ (14) + 10 = 24Bldg Dmg: 1d8 + 4 ⇒ (8) + 4 = 12
◆ Attack Attack: 1d20 + 5 ⇒ (8) + 5 = 13Bldg Dmg: 1d8 + 4 ⇒ (3) + 4 = 7

Horizon Hunters

M Cavern Elf Ranger 1 (Flurry) | Darkvision | HP 17/17 | AC 18 | F +6 R +8 W +3 | Perc +5 | ◆◆◆◇↺| 35" | Hero 1/3 | Nimble | Natural Medicine | Avoid Notice +6 |

Navo marks yellow guard as his new prey. He engages and does his twin takedown maneuver.

◆Hunt Prey
◆Step to engage
◆twin takedown
strike: 1d20 + 7 ⇒ (5) + 7 = 12 Slashing/Axe: 1d6 + 4 ⇒ (3) + 4 = 7
strikeMAP: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 Piercing/Shortsword: 1d6 + 4 ⇒ (6) + 4 = 10

Verdant Wheel

TN Human (Ulfen) Alchemist (Mutagenist) / Exemplar 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21/22/23/25 @ base / buckler / tower / taking cover | ♥️ 48 plus temp, shield 64 | Saves @ 10**/9**/10**`` | Perception @ 8*`` | Speed: 25 or 20 tower
☘️ ☑□ | ✋✋ Axe and Sapling Shield (Tower) | ⚕: Juggernaut (+2 Fort, +10 tHPs; -2 Will, Perc) | ✝️ Versatile Vials ☑□□□, Komboucha Familiar □

"We're gunna finish yew off!"

◆◆◆) Strike x3
↺) Reactive Shield (Raise Sapling Tower to AC 22 if attacked)

Battle Axe (slash, sweep) of Potency vs Guardian: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 3 ⇒ (5) + 3 = 8
Battle Axe (slash, sweep) w/ MAP (-5) of Potency vs Guardian: 1d20 + 9 - 5 ⇒ (11) + 9 - 5 = 151d8 + 3 ⇒ (5) + 3 = 8
Battle Axe (slash, sweep) w/ MAP (-10) of Potency vs Guardian: 1d20 + 9 - 10 ⇒ (12) + 9 - 10 = 111d8 + 3 ⇒ (1) + 3 = 4

Verdant Wheel

Male Conrasu Kineticist 2 | HP 34/34 | AC 18/20 | F+10 R+7 W+6 | Perc +6 | Speed 25 ft | Hero Points 1 | ◆◆◆◇↺ | Exploration: Defend| Active Conditions: None

Expecting that it's probably moot with the deluge of attacks now targeting it, Vanizadi steps up to help finish off the final skeleton. A knob of wood extends from his grasp into a heavy cudgel, that he swings to try to smash its ribcage.

* Step
[free] Weapon Infusion to grant Reach
** Elemental Blast Attack: 1d20 + 7 ⇒ (7) + 7 = 14 for bludgeoning damage: 1d8 + 7 ⇒ (5) + 7 = 12


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Ghardak easily breaks the last enemy's bones into pieces and the thing disperses into nothingness before the others get the chance to hit it.

ENCOUNTER OVER! WELL DONE!

The field of negative energy emanating from the cursed chamber bursts with an audible pop. The horde pounding at the wards falls to the ground, silent again, and the unnatural pressure in the air dissipates. The final pages of Alystair’s journal sit within the sarcophagus. They are frenzied writings mentioning a double cross, that it was all to complete her soul cage. That she was drowning them one by one in a pool of blood and offal. It goes on to state the soon-to-be lich had already turned several of his allies into her undead servants once the pool drained them entirely of vitality. Alystair laments that, in the end, he was the one trapped. There is no more following that entry. The completed journal seems to tell of a futile pursuit of the mage who would become the lich Hekoz.

Pressing on, they find themselves in a room that bears the signs of a burial chamber, the family crest of a dagger across a lush and growing field adorning each of the 6 plots. The caskets have been pulled from their slots in the walls and tossed haphazardly to the ground.

Finally, they arrive at a chamber whose north wall has entirely collapsed. Covered in dust, the room looks to have seen little use, unlike the rest of the citadel, however, the way back from the Netherworld is gleaming like a bright tear in space, which they need only touch the tear in space to be deposited at the top step of the walk down into the ruins of the original citadel they were to explore, their mounts patiently grazing nearby.

As the Pathfinders return to the Pathfinder Society with the rubbings and the tales of their encounter with Alystair Caskwater, Ambrus Valsin takes their report and looks upon them with pride. Seeing all the fragments they collected, Ambrus is almost beside himself with joy, impressed by their ingenuity in the face of unexpected peril.

-End of Quest-

Vigilant Seal

M Dwarf Redeemer Champion 4 | AC22/24 HP 62/62 Shield 30/30 | F+11 R+7 W+9 Per+7 (T) | Speed: 20' (Unburdened Iron, Rock Runner) | Focus: 1/1 Hero: 1/3 | DC: 20 | Marshal Aura 10' | Ath (E)+12 Craft +6 Intim (E) +8 Mine Lore +6 Relg/Surv +7 | WH Atk +11

"Well that was quite an experience. Now a good wash to get rid of that smell..."

Thanks for running!


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Waiting for Fjorn and Milo to fill up the sign up sheet so that I can send the chronicles. Sign-Up Sheet.

Vigilant Seal

M Human | Investigator 2 | ◆◇↺ | HP 24/24| AC 18 | F +4 R +8 W +7 | Perception +7 | Hero 1/3

Sorry. Not sure how I missed that. Thanks for running this for us.

Verdant Wheel

TN Human (Ulfen) Alchemist (Mutagenist) / Exemplar 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21/22/23/25 @ base / buckler / tower / taking cover | ♥️ 48 plus temp, shield 64 | Saves @ 10**/9**/10**`` | Perception @ 8*`` | Speed: 25 or 20 tower
☘️ ☑□ | ✋✋ Axe and Sapling Shield (Tower) | ⚕: Juggernaut (+2 Fort, +10 tHPs; -2 Will, Perc) | ✝️ Versatile Vials ☑□□□, Komboucha Familiar □

Fjorn piles a few pirates into a ship, commandeers it, and sails yonder!

Earn Income (Sailing Lore) vs Task One (DC 15) @ 3 silver / 2 silver / 2 copper per day for 4 days: 1d20 + 6 ⇒ (4) + 6 = 10 @ 0.08gp earned

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