| Supreme Being |
Telurion steps forward with vicious intent. I moved Telurion so that he would be flanking with Adayil.The creature has already used its reaction on Adayil so you're safe to stride instead of stepping.
And in his eagerness to strike the creature he swings too hard and misses, the air whooshing with the force of the blow. Don't forget your maxed out on Hero Points right now.
I'm assuming you're attacking the rider not the horse?
Lil is up... Skeletons on deck.
Alorea
Skeletal on horse (-5 HP)
Skeletal horse
Caks
Adayil (-6 HP)
Telurion (Enfeebled 1)
Lil (-2 HP)
Skeletons
| Lillanith |
Lil continues to focus on helping the townsfolk. She is confident that the group can handle the horse and rider, and so she races around it toward the post that that the other skeletons are around.
Actions 1 and 2 Stride.
When she gets there, she smashes water towards one of the bony creatures.
Action 3: One action Water Elemental Blast.
Smashing: 1d20 + 7 ⇒ (14) + 7 = 21 for 1d8 + 1 ⇒ (1) + 1 = 2 Bludgeoining damage.
| Supreme Being |
You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.
*Spend 1 Hero Point to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).
* Spend all your Hero Points (minimum 1) to avoid death. You can do this when your dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value.
you can only spend a hero point on a check… not a damage roll… sorry.
| Supreme Being |
Lillanith steps hustles forward to attempt to help the village boy, and blasts Skeleton 1 with a refreshing shower of water. It cleans off much of the clay clinging to its bones, but also sends shards of bone flying off. She notices a frayed rope around its crooked neck.
Skeleton 1 grimaces... or at least you think that's its emotion. It turns towards the new threat and swings its boney fingers.
1d20 + 6 ⇒ (3) + 6 = 9 Claw 1
1d4 + 2 ⇒ (4) + 2 = 6 Slashing bones
1d20 + 2 ⇒ (1) + 2 = 3 Claw 2
1d4 + 2 ⇒ (1) + 2 = 3 Slashing bones
1d20 - 2 ⇒ (9) - 2 = 7 Claw 3
1d4 + 2 ⇒ (2) + 2 = 4 Slashing bones
And the grimace turns somehow into a glare of disappointment.
Skeleton 2 a look of disgust at Skeleton 1's ineptitude approaches to show him how it's done.
1d20 + 6 ⇒ (3) + 6 = 9 Claw 1 (Skeleton 2)
1d4 + 2 ⇒ (4) + 2 = 6 Slashing bones
1d20 + 2 ⇒ (15) + 2 = 17 Claw 2 (Skeleton 2)
1d4 + 2 ⇒ (1) + 2 = 3 Slashing bones
And finally gets through her defense with his second desperate lunge.
End of Round 1
| Supreme Being |
Round 2
Alorea
Skeletal Champion on horse (-5 HP)
Skeletal horse
Caks
Adayil (-6 HP)
Telurion (Enfeebled 1)
Lil (-5 HP)
Skeleton 1 (-2 HP)
Skeleton 2
Alorea is up... Skeletal Champion on deck.
| Alorea |
Alorea calls forth healing magic to help Adayil and damage the skeleton and its mount.
◆◆◆ Cast heal (basic Fortitude DC 17)
Heal: 1d8 ⇒ 5
| Supreme Being |
SB Screen
1d20 + 7 ⇒ (1) + 7 = 8 Champ Fort Save
1d20 + 6 ⇒ (2) + 6 = 8 Horse Save
The champion rears back and shields his eyes from the spiritual green power of Mick O'Delving and seems to be significantly weakened. His mount is likewise affected but seems to be less susceptible.
Eager to extract his revenge he first stabs his lance at the individual for causing such pain. (Alorea)
1d20 + 10 ⇒ (9) + 10 = 19 Lance
1d8 + 4 ⇒ (7) + 4 = 11 Piercing
And scores a deep wound in the Priestess who brought him such pain.
The then whirls around and tries to pierce the other one who hurt him. (Adayil)
1d20 + 5 ⇒ (12) + 5 = 17 Lance
1d8 + 4 ⇒ (1) + 4 = 5 Point
And continues to aim true though it's a superficial wound.
He then turns to the largest individual with the foolish thought that he could be defeated. (Telurion)
1d20 ⇒ 7 Lance
1d8 + 4 ⇒ (2) + 4 = 6 Point
But finds himself getting dizzy at the constant whirling and misses with his last attack.
Round 2
Alorea (-11 HP)
Skeletal Champion on horse (-15 HP)
Skeletal horse (-5 HP)
Caks
Adayil (-6 HP)
Telurion (Enfeebled 1)
Lil (-5 HP)
Skeleton 1 (-2 HP)
Skeleton 2
Caks is up... Adayil is on deck
| Lillanith |
I'm down 11, not 5. I was down two when this fight started and have taken 9 in it, just for clarity's sake. I'm also tracking it in my profile line.
| Supreme Being |
Caks whirls here sling above her head intent on taking down the skeletal horse, but her sling bullet flies wide as the beast rears, and spins in combat. She then drops another bullet into the pouch.
Reload is a single action, so you still have an action. You shot, reloaded and can either shoot again, or do something else.
Adayil is up... Followed by Tellurion.
| Âdayil |
Adayil shifts focus, moving to stand shoulder to shoulder with Telurion, unfortunately negating some of the tactical advantage she was providing.
Then, trusting to Krutk, the orc calls upon Hagness once again and with a dark ululating warcry a gout of black and green flame shoots from her mouth toward the skeletal beings.
◆ Stride ◆◆ Breathe Fire
Fwoooosht!!!: 2d6 ⇒ (5, 2) = 7 [Basic Reflex Save, DC 17]
[Definitely feels underwhelming for a two Action spell. Pretty sure most opponents will make the save.]
| Supreme Being |
Alorea decides that a gout of flame might be effective against the skeletal creatures so moves up beside Tellurion.
The Skeletal Knight chatters his teeth in joy, and quickly reacts sending his Lance towards her as she moves.
Reactive Strike
1d20 + 10 ⇒ (7) + 10 = 17 Lance
1d8 + 4 ⇒ (5) + 4 = 9 Point
Scouring a deep wound in her side.
She then inhales through the pain and breathes fire on the Skeleton and his mount.
1d20 + 10 ⇒ (17) + 10 = 27 Champion REF Save
1d20 + 9 ⇒ (18) + 9 = 27 Skeletal Horse REF Save
But unfortunately, they are able to sidestep any damage from the gout of flame. Wow! Critical saves on both.
Telurion is up... Lil on deck.
Adayil is now at -15 HP
| Âdayil |
Yep, was wondering if it had a Reactive Stirke/AoO. And, as I surmised, low level caster DC’s are crap. They needed a 7 and an 8 respectively to save….
| Supreme Being |
Yep, was wondering if it had a Reactive Stirke/AoO. And, as I surmised, low level caster DC’s are crap. They needed a 7 and an 8 respectively to save….
Yeah. He also used it last round. .. and his description tomAlorea mentioned that he had retained much of his soldiers training. :-)
| Âdayil |
Âdayil wrote:Yep, was wondering if it had a Reactive Stirke/AoO. And, as I surmised, low level caster DC’s are crap. They needed a 7 and an 8 respectively to save….Yeah. He also used it last round. .. and his description tomAlorea mentioned that he had retained much of his soldiers training. :-)
Ah. Yes, I see now - not last round but the first round - it was the first time Adayil moved within his reach - that post also outlines him keeping his training...
| Supreme Being |
Supreme Being wrote:Ah. Yes, I see now - not last round but the first round - it was the first time Adayil moved within his reach - that post also outlines him keeping his training...Âdayil wrote:Yep, was wondering if it had a Reactive Stirke/AoO. And, as I surmised, low level caster DC’s are crap. They needed a 7 and an 8 respectively to save….Yeah. He also used it last round. .. and his description tomAlorea mentioned that he had retained much of his soldiers training. :-)
yeah. I’m realizing PF2e is a little tough for PbP due to its more strategic nature and reliance on teamwork. We’ll get there..
| Telurion |
I have requested to access OBR, so I cannot see the map for now.
Seeing Adayil badly wounded. Telurion doubles his efforts, club swinging in a wide arc at the skeletal rider.
◆◆ Vicious Swing
◆ Raise Shield
Vicious Swing (Club): 1d20 + 9 + 1 - 1 ⇒ (18) + 9 + 1 - 1 = 27
Damage if it hits: 3d6 + 4 ⇒ (3, 6, 2) + 4 = 15
| Lillanith |
Since I was on deck, I'll do my post,
While the others work on the rider and horse, Lil stays focused on the other two skeletons. She brings a blast of water towards the first one.
Action 1: Elemental Blast.
Blast 1: 1d20 + 7 ⇒ (20) + 7 = 27 for Bludgeoning: 1d8 + 1 ⇒ (8) + 1 = 9
She then swings the water towards the second one as well.
Action 2: Elemental Blast at the other skeleton.
Blast 2: 1d20 + 2 ⇒ (18) + 2 = 20 for Bludgeoining: 1d8 + 2 ⇒ (1) + 2 = 3
Then she drops back, calling out "Stay where you are, we'll have you safely home soon! to the boy (iirc) atop the post.
Action 3: Stride. If the second one wants to chase me, that's action burning for him, and if he is dead, I can be in better position to help the party next round.
| Supreme Being |
Telurion noticing the scent of blood in the air takes his newly magical club, and swings for the fences vs. the skeletal warrior. He scores a massive hit and knocks the creatures head clean off its body and about 20' away. The skeletal mare with nobody to control it starts to gallop away, but the unlife force of its rider seems to have been holding it together and as it runs its bones begin to fall away leaving nothing but a long trail of horse bones.
Lil on her personal mission to thoroughly cleanse every skeleton rising in the town finally scores a direct hit on skeleton 1, and its bones go flying in every direction like it exploded. The boy on the notice post has to quickly duck as its head zings past. Her second power cleaner attack also hits the other skeleton, but it is able to barely hold itself together.
Eager to let its assailant not escape the remaining skeleton dashes after her and swings a now clean claw at her.
1d20 + 6 ⇒ (12) + 6 = 18 Hand
1d4 + 2 ⇒ (2) + 2 = 4 Fingernails
Raking her solidly across the back and bringing out four identical welts.
End of Round 2
Round 3
Alorea (-11 HP)
Skeletal Champion on horse (DEAD)
Skeletal horse (DEAD)
Caks
Adayil (-15 HP)
Telurion (Enfeebled 1)
Lil (-16 HP)
Skeleton 1 (DEAD)
Skeleton 2 (-3 HP)
Alorea is up... Caks on deck.
Only 1 skeleton remains in melee with Lil.
| Alorea |
Alorea cried out in pain when the skeleton impaled her with its lance. She doubled over, but fortunately Telurion was able to annihilate it and its mount. Everybody is badly wounded, but there's still a foe to finish off. Alorea moves closer and fires a beam of holy energy at the undead.
◆ Stride
◆◆ Cast divine lance
Divine Lance: 1d20 + 7 ⇒ (8) + 7 = 15
Spirit Damage: 2d4 ⇒ (3, 4) = 7
| Supreme Being |
Alorea moves forward with a wince of pain and calls upon the divine power of Mick O'Delivng once again blasting the skeleton in combat with Lil with a divine lance of power and causing it to collapse into a smoking pile of bones.
Alorea. Can you describe what your divine Lance looks like thematically?
Combat is over... for now.
Total of 180 XP
You recognize the message post boy as Felix the sister of Sadie whose parents run the Moist Clam.
"Oh thank you! I thought I was dead. Is it safe to come down? I'll run to the Clam if so. Please find me when this is over. First you saved my sister and now me. You must be rewarded... if we survive".
As the group takes a moment to gather back together, they notice that one of the skeletons attacking the boy had on a simple silver Ring (5-SP), and the leader had a crusty Lance which is obviously still usable, and a longsword. He was wearing a suit of chain mail, and carried a steel shield which could possibly be cleaned up and made useful again.
Note the party now has about 5-minutes of time to gather their thoughts before the next encounter begins. After that it will be a total of about 30 minutes since encountering Grammy and Gramps. The lively fiddle music continues as a soundtrack to the morning's events.
Telurion recalls a tale often spoken of in the village when people asked for adventure stories and shares it with the group.
The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. His lair however was never found. For some reason, they have dug forth from their clay resting places. They came upon the posting boy unawares and have been making sport of him at Kurchega’s orders.
As the story is shared and everyone catches their breath, they look at the covered bridge a few yards away and see where something had definitely burst forth from the ground.
| Supreme Being |
As the PC's try to determine their next move they are distracted by one of the Acolytes, Rufio approaching at a run, as he gets close, he waves and screams at the characters. As he draws closer one of his sandals breaks a thong, and he looks back for a moment before continuing his approach. As he gets closer you notice he has a cut on his forehead and looks a bit disheveled, but otherwise seems no worse for the wear. He is running North towards the temple but sags to his haunches out of breath in relief when he sees the PC's.
"Thank Thyr. You're alive". In between gasps for breath, he explains that Father Grimble and most of the acolytes went to the cemetery early this morning before the ghostly music started in order to prepare for a funeral. They have not returned. Just a short while ago a group of walking dead overran the temple and killed the other acolyte there while he fled out the back. He says he has to get to the cemetery to alert Father Grimble and bring him back. He says that on his way here he passed Councilor Murik’s home and saw that they were having some sort of trouble. He kept going but promised he would send help as soon as he found Father Grimble. He now begs the PCs to head to Murik’s house and help him while he goes to fetch the good father.
"Oh my"! You've been wounded. Let me help! Everyone gather around".
Rufio spends the next three rounds in fevered haste praying and casting the three-round version of heal to bring everyone back some semblance of health.
3d8 ⇒ (8, 5, 3) = 16 Healing to all
Telurion asks if he can do anything for his Enfeebled condition, but he explains that only Father Gimbal would have the power to do so... but that it would most likely wear off in time.
| Supreme Being |
Telurion will agree to help the councilor. If two others agree then I'll advance to that.
| Lillanith |
"Thank you for the healing. Of course, we'll help the councilor." Lil says to Rufio. "But, be careful when you go to the graveyard. There might be more undead there as well."
Lil keeps her gate open this entire time, just in case more undead walk over.
I'm back to full and have our XP total in my profile line updated.
| Âdayil |
While having a little trouble understanding the standing of the councillor, and his standing in relation to the good Father, Adayil will eventually get it. She would likely find it odd that the group might choose to help the councillor and let a lone acolyte run off to certain danger, but probably chalk it up to the vagaries of “civilised folk”. So, vote one for supporting Lil’s decision. Let’s go!
| Supreme Being |
"Thank you so much... meet me at the cemetery after you help the councilor, and perhaps with the fathers help we can strategize how to best defeat this invasion".
He then pulls seven scrolls of heal (Level 1) from his shoulder bag and hands them to the party.
"Here. These will be useful".
He then dashes off to the north slowed by his one sandal running style.
The party rushes south across town, dodging scenes of undead zombies, and skeletons trying to work their way into various establishments, and a couple crouched over, eating at something that vaguely resembles Marsha Veet the town vegetable washer. Finally, they arrive near the Murik Mansion.
The stately home of Councilor Murik stands among the trees beside the road. Several of the lower windows are broken and the occasional scream issues from within followed by the sound of shattering glass and breaking furniture. Soon the aged councilor himself hobbles out onto the front porch, slams the door behind him, and huddles behind a large flower urn to hide. Following him a slimy apparition that appears to be wearing the finery of a wealthy man—a wealthy man with a striking resemblance to the councilor himself—steps through the door as if it wasn’t there and leaves a spot of viscous ooze upon the hardwood. As the dripping creature lurches towards the cowering councilor, you see that the ghostly image of a hatchet protrudes from the back of the apparition’s head.
When the councilor catches sight of you he shouts in a raspy, fear-choked voice, “Help me! I didn’t do it! He thinks I’m my father!”
At the frenzied call for help the creature turns and spots it's intended target.
Round 1
1d20 + 6 ⇒ (14) + 6 = 20 Perception(Telurion)
1d20 + 5 ⇒ (5) + 5 = 10 Perception(Caks)
1d20 + 7 ⇒ (16) + 7 = 23 Perception (Alorea)
1d20 + 5 ⇒ (3) + 5 = 8 Perception(Lillanith)
1d20 + 3 ⇒ (17) + 3 = 20 Perception(Adayil)
1d20 + 7 ⇒ (17) + 7 = 24 Perception (Creature)
So...
Creature
Alorea
Adayil
Telurion
Caks
Lil
The creature emerges through the door... yes that right the door not the doorway, and floats above the ground over towards the panicking Counciler. He swings one meaty paw at the man making an impact and nearly driving the man to his knees. He screams in even more horror as some of the slime seems to stick to the man's flesh. The slime monster then turns and looks in the direction of the party.
SB Screen
1d20 + 9 ⇒ (7) + 9 = 16 Flailing Fist
1d4 + 4 ⇒ (3) + 4 = 7 Flesh on flesh
Alorea is up... Adayil on deck.
| Alorea |
Alorea. Can you describe what your divine Lance looks like thematically?
A beam of shimmering green energy that gives off a warm, comforting feeling if you aren't evil. :)
***
"Hold on! We're coming!" Alorea calls out. As she rushes to help, she tries to remember if she's read about such slimy creatures before. If she has, she'll inform her companions.
◆ Stride
◆ Stride
◆ Recall Knowledge (Religion +7, ask about any resistances)
| Supreme Being |
SB Screen
1d20 + 7 ⇒ (14) + 7 = 21 RK: Religion
Alorea I'm assuming that others can read this. Let me know if that is ever not the case.
You know that this is a unique mindless undead. Though it seems solid enough it obviously has the ability to phase through solid objects, and float above the ground. It also seems to leave a residue of Ectoplasm wherever it touches. (The door, the councilor). It is resistant to Precision damage and has a weakness to slashing.
This is a unique creature, but you rolled high enough for you to ask a question.
Alorea moves closer to get a better look, and though she is very familiar with undead creatures this one seems to possess properties she finds difficult to categorize.
Adayil is up... Telurion on deck
NOTE I have successfully recruited two new players who have agreed to take over Caks and Telurion. If they're not onboard to complete this combat, I'll just DMPC to move things along.
| Âdayil |
Adayil rushes toward the house, drawing her falchion. Krutk hangs on for dear life.
◆ Stride ◆ Stride ◆ Interact (Draw falchion)
| Caks Cragwatcher |
Stride 3 times
60 feet NE then 15 feet East.
| Supreme Being |
** spoiler omitted **
Are you unable to move your character token in Owl Bear Rodeo? I see you in the map list.
| Caks Cragwatcher |
It isn't my turn yet. I was waiting for Telurion's turn to finish.
| Supreme Being |
Adayil rushes forward Krutk bouncing around holding onto her cloak for dear life, pulling her Falchion as she goes.
Telurion also recognizes the danger and rushes forward Bastard Sword in hand.
◆ Stride
◆ Stride
◆ Stride
NOTE: My one house rule is that using the DEFEND Exploration Activity (Which Telurion usually does), allows you to either have a shield raised, or a weapon readied.
Caks is up... Lil on deck.
| Supreme Being |
It isn't my turn yet. I was waiting for Telurion's turn to finish.
My bad. Thought you wanted me to move the token for you. Also, note we are using the old every other diagonal is 10'.
| Supreme Being |
Caks overcome with a bout of unaccustomed bravery dashes towards the creature in Telurion's footsteps. He is not quite as fast as the warrior, but makes a valient effort.
Lil is up... followed by Slime boy.
| Lillanith |
Lil races up in the direction of the house. As she does so, winds wrap around her and some of her allies to help them move faster.
Action 1: Stride.
Action 2 and 3: Lil uses Four Winds targeting herself, Adayil, Alorea, and Caks. We all get a free action stride of half of our ground speed since none of us have fly speeds. This takes place as part of Lil's turn, so can be made immediately. I've made Lils after make the movement for her Stride. Telurion was out of range, or I would have included him and not targeted Lil.
| Supreme Being |
Great! Everyone can take their half move, then end of round 1
Round 2
Round 1
So...
Creature
Alorea
Adayil
Telurion
Caks
Lil
The slimy creature seems unaware of the party's imminent approach and continues to wail away at the councilor. But sensing the approach of the others he badly misses almost tangling his hand in the bush. Then... hissing in rage it swings at the councilor again, this time almost sending the politician to the ground with a vicious swipe. Finally, it realizes others are entering the fray, and turns to see what approaches.
SB Screen
◆ 1d20 + 9 ⇒ (1) + 9 = 10 Claw
1d4 + 4 ⇒ (3) + 4 = 7 slimy hand
◆ 1d20 + 5 ⇒ (16) + 5 = 21 Claw 2
1d4 + 4 ⇒ (3) + 4 = 7 Slimy Hand 2
◆ Seek 1d20 + 7 ⇒ (18) + 7 = 25 Perception
The creature points a finger at the party, slime dripping onto the ground as it floats in place turning to face the party.
No! You will not stand in the way of my revenge. You will all die".
Alorea is up... Followed by Adayil
| Alorea |
Alorea moves closer to help the councilor. She casts a spell, blasting the slimy monster with green holy energy.
◆ Stride
◆◆ Cast divine lance
Divine Lance: 1d20 + 7 ⇒ (14) + 7 = 21
Spirit Damage: 2d4 ⇒ (3, 3) = 6
| Supreme Being |
Alorea moves forward a bit and casts Enlarge on herself...
Alorea moves forward to one of the patches of bushes and sends another divine lance towards the creature striking it firmly in the chest as it turns to face the party. It recoils from the damage but seems to be motivated to continue.
Creature (-6 HP)
Adayil is up... Telurion on deck.
| Âdayil |
Half stride taken
Adayil grits her teeth and rushes the slimy thing, swinging her fell falchion mightily.
◆ Stride ◆ Stride ◆ Strike
Ftangg!!!: 1d20 + 5 ⇒ (17) + 5 = 22 [vs. Off-guard if councillor counts]
Splshttbp!!!: 1d10 + 2 ⇒ (2) + 2 = 4
| Supreme Being |
Adayil closes to attack the creature before it finishes off the councilman and strikes true... but her blow lands with little force.
Telurion steps forward to add his melee ability to the foe.
◆ Stride
◆◆ Vicious Swing
1d20 + 9 ⇒ (19) + 9 = 28 Sword
2d8 + 4 ⇒ (1, 2) + 4 = 7 Edge
And despite his grip on the sword slipping a bit due to his sweating palms, his blow is well aimed enough to end the threat.
As the corpse of the creature falls you notice a hatchet buried in his back. It is rusty, and poor quality... but is obviously what killed this creature the first time.
If the ectoplasmic creature is defeated and Councilor Murik survives, the old politician emerges from hiding and thanks the PCs profusely for
their aid. He sheepishly admits that the creature was undoubtedly his grandfather, Pecrit Murik, a vile and abusive drunk. According to family lore, the councilor’s own father Alberit—himself dead now for over 40
years—waylaid his grandfather in the woods with a hatchet when he was drunk and buried him in a hidden grave somewhere on the property. The councilor has never known where the grave was or even if the legend was true, but based on the apparition that appeared seeking vengeance, it would seem that the old tale was true.
Here the councilor clears his throat awkwardly and states that it would be quite an embarrassment to his family and the town if it was revealed that one of their councilors was the son of a murderer. He assures the PCs that he will do all he can to make their stay in Raven as welcoming as possible if they would, how shall we say, use the utmost discretion in any matters pertaining to what they have learned here. Regardless of their response, he then encourages them to hurry and help the acolyte who was heading to the cemetery to find Father Grimble and end this plague of undead.
End of Combat... (30 XP each).
| Lillanith |
"I knew people like you back home. More concerned with reputation than reality. In case you haven't noticed, your entire town is being attacked by the undead. Maybe think more about that than what people will think of you." Lil says with a look of something like contempt at Murik.
With that, she turns to head south. After all, there are more people to save. She does keep her gate active, to be ready to react if they run into things along the way.