1-14 Lions of Katapesh

Game Master J.G

CP: 24
Subtier: 3-4

Hero point tracker:
Lendaru 2
Talu 1
Norbwald 2
Zaighar 2
Champion Ra 2
Clarence The Hunter 1


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RPG chronicles Slides

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RPG chronicles Slides

Lions of Katapesh

Your adventure begins in a meeting room in Katapesh. More precisely you received a mission to join a goblin caravan on its way to the construction site for a bridge. Now you face the goblin merchant Yigrig Moneymaker.

He slumps in a large chair. His face, normally so proud and assured, looks troubled. It’s good to see you, Pathfinders! I have a lot of respect for the Society. You’ve been good to me in the past, and my family has aided you in return. But today I come before you, my hat in my hands, in need of help. My family and I have almost brokered a trade agreement between the cities of Solku and Oenopion. It’s a beneficial deal, one where Solku gains the materials it needs to defend itself, Oenopion gains a new trading partner, and everyone stands to make a heap of coin. There’s only one issue standing in the way of the negotiation being finalized: a bridge must be constructed over the Elemion River to facilitate safe travel between the two cities. My family is responsible for building and maintaining this bridge. It should have been a simple job… easy to pull off.
It has been anything but easy.
The old goblin leans forward. Every morning at the work camp, it is discovered that more of my children have been pulled from their beds in the night, presumed dead. Every shipment of aid I send gets attacked. The last one I sent did not even arrive.
There is a lot of money riding on this deal, but I admit this isn’t about money anymore. This is personal. Someone is harming my family and I can’t sit by and let that happen.
I have contracted the Pathfinder Society to protect the bridge and surrounding work camp while construction is completed. I have a caravan ready to leave, filled with new workers and supplies for the bridge site. I want you on it. When you see it safely to the bridge site, I need you to stop the attacks on the camp by any means necessary until the job is complete. When you get to the work camp, you will meet my son Zig, the overseer of the project. Sweet kid… takes after his old man. He’ll be your liaison with the workers and see to your needs.
Nothing is more important than family. Nothing. And so, I’m asking you to take care of mine. Our future is in your hands...

He looks at you with teary eyes.

Slide 3

Please introduce your character at this point.

Do you have any questions ?

You also may roll a Nature check to recall knowledge

Verdant Wheel

M "Gnome" Former Orphanage Director 3 HP 38/38| AC 20 | F +9 R +8 W +8 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 32/32 AC 18 | F +7 R +7 W +6 | Low-Light + Scent Perception +6 Hoof +8 1d6+3 B - Agile | Support Lesser Cover | Light Barding Acrobatics +7, Athletics +8, Stealth +7 | Sp: 40ft

Norbwald looks to be an armored purple haired gnome. They look a bit disheveled and down on their luck, somewhat slumped in their walking chair frequently drinking from a container wrapped in a old burlap sack.

"Call me Norbwald, I used to run an orphanage for human children in Absalom, but ever since the new weight restrictions on the flickmace, business just hasn't been the same. The change literally killed me." jokes Norbwald nervously.

He'll then take another swig of his beverage and offers it to Yigrig,

Esoteric Lore: 1d20 + 10 ⇒ (5) + 10 = 15
Can recall knowledge on anything thanks to Diverse Lore, -2 if not about a haunt, curse or creature. Also Dubious knowledge.

Horizon Hunters

Male Hobgoblin Fighter 3 | HP 47/47 | AC 21 (23) | F +10 R +7/10 W +7 (bravery) | Perc +7 | Stealth +5 | 20 ft | Hero 1/3 | ◆ | Active Conditions: fire resist 1, mental resist 2, bravery

Zaighar growls from within his menacing hood. "I will do my duty to the Pathfinder Society as commanded," the hobgoblin says with more than a hint of reluctance. "Society should be secured wherever it is planted."

He stands at attention in what must be an oven of a suit of hellknight plate while he waits for the directions to the caravan.

Envoy's Alliance

Male Hyacinth Macaw, Awakened Flying Animal Fighter 1 Acrobat Archetype: Speed:20, Fly:15, AC:16, HP:21/21, Fort:6, Ref:9, Will:5, Perception:7

The giant blue bird walks in, an awakened animal of large size Hello. A Hyacinth Macaw is actually blue with a tinge of yellow, but no such avatar existed for this site.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [X] [ ] | Exploration: Scout| Active Conditions: None

Rather small even compared to the goblin, a little sprite perches on the desk. "Oh no, that's awful! Do you know what's attacking them? Do you have any enemies, or anyone opposing the deal?" She wears flowers in her hair and a pink skirt with a floral pattern under her chain shirt. While she has no physical wings, when she hopped on the desk she did so supported by a pair of wings made of light that briefly appeared.

She nods around at the other Pathfinders. "I'm Natalu, or Talu for short. I work with restless spirits, giving them a.. last chance at a good deed so they can pass on more peacefully. If these goblins are being murdered, they'll probably be ready to lash out at their attackers and protect their family, but spirits have no way to do those things unless they get 'stuck' and rise as ghosts. That's not exactly good for them, either. I can help."

Nature: 1d20 + 6 ⇒ (16) + 6 = 22

Grand Archive

Human Inventor 4 / HP 48/48, Perc +6, AC 21, Fort +9 Ref +7 Will +8 / Active conditions:

He is a man who, according to his appearance, is soon in his thirties. He wears a Breastplate. He has only a sling as an apparent weapon. He has a tattoo on his left hand. Hello my name is Lendaru and come from Varisia. Nice to meet you !

Nature:1d20 + 0 ⇒ (10) + 0 = 10

Horizon Hunters

CN Male Half-Orc | Martial Disciple | Fighter 3 | Hero Points: 1/3 | Minor Healing Potion x2 | HP 44/44 | AC 20 | F/R/W/P 9/10/8/8 (DV) | 25 feet | Class DC 18 | Resist - Void 1 | Athletics(E): +10, Acrobatics/Stealth: +8, Survival: +6, Lore (PFS, Warfare)/Intimidation: +5, Thievery(U): +3, Medicine(U)/Nature(U)/Religion(U): +1 | Exploration Activity: Search | ◆◇↺ |

A big man sits in the corner of the briefing room. He does not speak but his body language shows that he's getting angrier by the minute as Yigrig describes the happenings of the camp. Finally, the big man stands.

"Clarence of the Pathfinders. Fear not, we shall get to the bottom of this. Whomever attacks your camp will feel our wrath."

Nature: 1d20 + 1 ⇒ (14) + 1 = 15

He probably knows that rain is wet :)


RPG chronicles Slides

Knowledge:

Norbwald:
You realize that the area they are visiting is home of very dangerous snakes with a frightful poison. At the same time there are also great beasts such as lions, panthers, dire wolves, and more. Such creatures (snakes or lions) might be responsible for the attacks on the camp.

Talu:
You realize that the area they are visiting is home to great beasts such as lions, panthers, dire wolves, and more. Such creatures might be responsible for the attacks on the camp.

Lendaru:
You know nothing of note about the area.

Clarence:
You realize that the area they are visiting is home to great beasts such as lions, panthers, dire wolves, and more. Such creatures might be responsible for the attacks on the camp. Yes, the DC was really low even in high tier.

As it seems you don't have any question, I continue.

After the PCs finish talking to Yigrig, he leads them to a goblin caravan. The goblin caravan consists of 4 Huge wagons and 20 nervous goblin workers. It also contains a trove supplies including wooden beams and food. The leader of the caravan is a goblin named Muckmuck who laughs to himself.

You longshanks think you can protect us? You can’t save Muckmuck. You’re weak. Face facts. We’re all going to die.
You sit there in the back and talk to the workers. We’re all scared. Doesn’t matter what we do. We’re all going to die.
Tell you truth, I don’t want to go. Yigrig reads too many books. He’s lost his mind. We all think about leaving before he gets us killed. Not help that the minstrel lost hand in teethbrushing accident. Much blood. Can’t play lute anymore.
Tell you what. You want to help? You be the minstrel. Make fancy music. Make goblins feel less likely to run away. Convince them we’re not all going to die.

Envoy's Alliance

Male Hyacinth Macaw, Awakened Flying Animal Fighter 1 Acrobat Archetype: Speed:20, Fly:15, AC:16, HP:21/21, Fort:6, Ref:9, Will:5, Perception:7

You ain't going to die, I'm an expert marksman. I can take care of anything.
Name a very small target far away and I'll hit it.
sling attack with a rock loaded: 1d20 + 9 ⇒ (2) + 9 = 11 to hit, and he used a rock instead of sling ammo because damage doesn't mater, assuming I'm aiming at a specific leaf on a tree or whatever the target is.


RPG chronicles Slides

The rock strikes the tree as the tree couldn't move to avoid it. But the goblins are not fool and see that to strike wasn't good at all.

What has Yigrig done? Is he fool? He hired apprentices to protect us ! Muckmuck loses his temper.

The other goblins look worried indeed.

Horizon Hunters

Male Hobgoblin Fighter 3 | HP 47/47 | AC 21 (23) | F +10 R +7/10 W +7 (bravery) | Perc +7 | Stealth +5 | 20 ft | Hero 1/3 | ◆ | Active Conditions: fire resist 1, mental resist 2, bravery

Zaighar looms over the goblin driver. "You think I can't protect you, runt?" He growls and then sniffs in disdain. "I'll show all you runts. You'll be so well protected that you wish I'd let you die."

Envoy's Alliance

Male Hyacinth Macaw, Awakened Flying Animal Fighter 1 Acrobat Archetype: Speed:20, Fly:15, AC:16, HP:21/21, Fort:6, Ref:9, Will:5, Perception:7
Zaighar wrote:
Zaighar looms over the goblin driver. "You think I can't protect you, runt?" He growls and then sniffs in disdain. "I'll show all you runts. You'll be so well protected that you wish I'd let you die."

What are you rolling with that, diplomacy, intimidate? The DM forgot to write it in the plot, but we are suppose to roll a series of skill checks here. We can flex our muscles, encourage them, etc.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [X] [ ] | Exploration: Scout| Active Conditions: None

"You're taller than--right, not important. I know there are dangerous beasts in the area, and I suspect that's what's been attacking your family. I understand that what's already happened is very upsetting by itself, but it is something we can deal with. Nobody else is getting hurt. Except probably us but I can fix that."

Singing? Really? Well, if that's what he wants, he just might get it.

Grand Archive

Human Inventor 4 / HP 48/48, Perc +6, AC 21, Fort +9 Ref +7 Will +8 / Active conditions:

The human tells the goblins : I create my own weapons and I am a specialist in making weapons. My weapons have cut many bodies. So you have nothing to fear. We will protect you.

Verdant Wheel

M "Gnome" Former Orphanage Director 3 HP 38/38| AC 20 | F +9 R +8 W +8 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 32/32 AC 18 | F +7 R +7 W +6 | Low-Light + Scent Perception +6 Hoof +8 1d6+3 B - Agile | Support Lesser Cover | Light Barding Acrobatics +7, Athletics +8, Stealth +7 | Sp: 40ft

Norbwald slumps in their chair, taking another swig from their drink and offers the bag to Muckmuck. "Drink?"


RPG chronicles Slides

The words you say seem to slightly calm down the goblins. Mucmuck stays convinced of their death.

The caravan takes two days to reach the camp with one overnight stay on the side of the path. You have the chance to speak with the goblin workers during the travel. Just as Muckmuck says, they are terrified to travel to the camp. However, the caravan is filled with goblins, and despite their fear, their wandering attention span quickly turns to revelry in its many forms. The night is filled with fights
and cackling laughter as the goblins try to impress you and each other with feats of physical prowess. If you so choose, you can partake in this revelry, lifting the spirits of the goblins and gaining their trust through their impressive displays.

You might attempt to impress the goblins and raise their spirits with checks of Acrobatics, Athletics, Deception, Performance. Each PC can attempt a total of two checks, and no check listed below can be attempted more than three times.

Horizon Hunters

Male Hobgoblin Fighter 3 | HP 47/47 | AC 21 (23) | F +10 R +7/10 W +7 (bravery) | Perc +7 | Stealth +5 | 20 ft | Hero 1/3 | ◆ | Active Conditions: fire resist 1, mental resist 2, bravery

In order to demonstrate to the goblins that they are safe in his hands, one night, Zaighar catches a few of them in his hands and tries to deadlift them over his head. "You dare doubt these arms can protect you runts?" he challenges any spectating goblins.

Athletics (E): 1d20 + 11 ⇒ (20) + 11 = 31

Grand Archive

Human Inventor 4 / HP 48/48, Perc +6, AC 21, Fort +9 Ref +7 Will +8 / Active conditions:

The human tries to impress the goblins and raise their spirits.

Athletics:1d20 + 9 ⇒ (8) + 9 = 17

Verdant Wheel

M "Gnome" Former Orphanage Director 3 HP 38/38| AC 20 | F +9 R +8 W +8 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 32/32 AC 18 | F +7 R +7 W +6 | Low-Light + Scent Perception +6 Hoof +8 1d6+3 B - Agile | Support Lesser Cover | Light Barding Acrobatics +7, Athletics +8, Stealth +7 | Sp: 40ft

Norbwald bring out a few prized crayon drawings from his days running the orphanage and tells a tearful story of the kids he helped raise who drew him the pictures.

Deception: 1d20 + 8 ⇒ (15) + 8 = 23


RPG chronicles Slides

Zaighar really impresses the goblins climbing as high as he can. Unfortunately Lendaru can't do as best and the goblins stay doubtful with him.

On the other hand Norbwald captivates his auditory and the goblins forget their anxiety for a while.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [X] [ ] | Exploration: Scout| Active Conditions: None

Talu can't fly for long, but even short bursts allow for some interesting (and hopefully entertaining) aerobatics.

Acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17
Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13
I'll reroll that second one. Hero Point Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20

Envoy's Alliance

Male Hyacinth Macaw, Awakened Flying Animal Fighter 1 Acrobat Archetype: Speed:20, Fly:15, AC:16, HP:21/21, Fort:6, Ref:9, Will:5, Perception:7

Champion Ra will try the salesman bs approach deception: 1d20 + 3 ⇒ (10) + 3 = 13

Verdant Wheel

M "Gnome" Former Orphanage Director 3 HP 38/38| AC 20 | F +9 R +8 W +8 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 32/32 AC 18 | F +7 R +7 W +6 | Low-Light + Scent Perception +6 Hoof +8 1d6+3 B - Agile | Support Lesser Cover | Light Barding Acrobatics +7, Athletics +8, Stealth +7 | Sp: 40ft

Norbwald continues to relate Orphanage stories to the kids.

Deception: 1d20 + 8 ⇒ (3) + 8 = 11

Horizon Hunters

CN Male Half-Orc | Martial Disciple | Fighter 3 | Hero Points: 1/3 | Minor Healing Potion x2 | HP 44/44 | AC 20 | F/R/W/P 9/10/8/8 (DV) | 25 feet | Class DC 18 | Resist - Void 1 | Athletics(E): +10, Acrobatics/Stealth: +8, Survival: +6, Lore (PFS, Warfare)/Intimidation: +5, Thievery(U): +3, Medicine(U)/Nature(U)/Religion(U): +1 | Exploration Activity: Search | ◆◇↺ |

Clarence demonstrates that even large people can move nimbly and performs some acts of tumbling.

Acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23

Horizon Hunters

Male Hobgoblin Fighter 3 | HP 47/47 | AC 21 (23) | F +10 R +7/10 W +7 (bravery) | Perc +7 | Stealth +5 | 20 ft | Hero 1/3 | ◆ | Active Conditions: fire resist 1, mental resist 2, bravery

Zaighar next collects several head-sized rocks and tries to impress the goblins with how far he can throw them. "You keep whining about how we're going to die, and I'll toss you to safety," he grumbles.

Athletics (E): 1d20 + 11 ⇒ (8) + 11 = 19


RPG chronicles Slides

On her first attempt Talu failed to impress the goblin but then, heroically she made it to tumble through the crowd while trying to display agility and grace.

Fortunately Champion Ra doesn't need to sell anything else than strikes to live. Otherwise he would perhaps have some issue.

The goblins have listened to the Norbwald's first story. Perhaps he mixed then up. The goblins are not interested anymore.

Fortunately the nimble Clarence and the strong Zaighar continue to impress the goblins with agility and strengh.

Lendaru, Clarence and Champion Ra still have one chance to impress the goblins.

They can only use Performance (3 times).

Grand Archive

Human Inventor 4 / HP 48/48, Perc +6, AC 21, Fort +9 Ref +7 Will +8 / Active conditions:

The human tries again to impress the goblins and raise their spirits.

Performance:1d20 + 0 ⇒ (16) + 0 = 16

Horizon Hunters

CN Male Half-Orc | Martial Disciple | Fighter 3 | Hero Points: 1/3 | Minor Healing Potion x2 | HP 44/44 | AC 20 | F/R/W/P 9/10/8/8 (DV) | 25 feet | Class DC 18 | Resist - Void 1 | Athletics(E): +10, Acrobatics/Stealth: +8, Survival: +6, Lore (PFS, Warfare)/Intimidation: +5, Thievery(U): +3, Medicine(U)/Nature(U)/Religion(U): +1 | Exploration Activity: Search | ◆◇↺ |

Clarence tries his hand at acting...

Performance: 1d20 ⇒ 5

... and is really terrible at it...

Envoy's Alliance

Male Hyacinth Macaw, Awakened Flying Animal Fighter 1 Acrobat Archetype: Speed:20, Fly:15, AC:16, HP:21/21, Fort:6, Ref:9, Will:5, Perception:7

He will put on a good show, nah, he'll probably crit fail.


RPG chronicles Slides

Clarence, it is a crit fail. Do you want to reroll it?

Horizon Hunters

CN Male Half-Orc | Martial Disciple | Fighter 3 | Hero Points: 1/3 | Minor Healing Potion x2 | HP 44/44 | AC 20 | F/R/W/P 9/10/8/8 (DV) | 25 feet | Class DC 18 | Resist - Void 1 | Athletics(E): +10, Acrobatics/Stealth: +8, Survival: +6, Lore (PFS, Warfare)/Intimidation: +5, Thievery(U): +3, Medicine(U)/Nature(U)/Religion(U): +1 | Exploration Activity: Search | ◆◇↺ |

Performance, HP, Vestments: 1d20 + 1 ⇒ (16) + 1 = 17

Hope that's enough! :)


RPG chronicles Slides

Lendaru and Clarence try their best but can't impress the goblins anymore.

Not a crit fail anymore. You barely miss the success.

***********

We reach the first tactical situation. Please place yourselves in the wagons area on the slide 4. The wagons are the white squares (W1, W2, W3 and W4)

Envoy's Alliance

Male Hyacinth Macaw, Awakened Flying Animal Fighter 1 Acrobat Archetype: Speed:20, Fly:15, AC:16, HP:21/21, Fort:6, Ref:9, Will:5, Perception:7

Champion is inside a wagon.


RPG chronicles Slides

The next day, just as you approach the bridge site, you are ambushed. The goblins scatter and hide.

[BANDITS ]

Initiative:

Lendaru : 1d20 + 9 ⇒ (3) + 9 = 12
Talu : 1d20 + 6 ⇒ (13) + 6 = 19
Norbwald : 1d20 + 8 ⇒ (6) + 8 = 14
Zaighar : 1d20 + 7 ⇒ (16) + 7 = 23
Champion Ra : 1d20 + 8 ⇒ (13) + 8 = 21
Clarence The Hunter : 1d20 + 8 ⇒ (8) + 8 = 16
Bandit black : 1d20 + 8 ⇒ (10) + 8 = 18
Bandit red : 1d20 + 7 ⇒ (17) + 7 = 24
Bandit green : 1d20 + 7 ⇒ (14) + 7 = 21
Bandit blue : 1d20 + 7 ⇒ (2) + 7 = 9
Bandit yellow : 1d20 + 7 ⇒ (2) + 7 = 9
Bandit teal : 1d20 + 7 ⇒ (7) + 7 = 14

★★★
Ambush! Round 1

Some bandits appear from near a kind of structure and one of them rushes forward to throw a vial towards the first wagon.

Alchemist's fire: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8

But the vial explodes only near the wagon burning it marginally.
──────────
Conditions:

Wagon 1: 1 damage
──────────
BOLD IS UP!:
──────────
➤ Bandit red (-0 HP)
Zaighar (47/47 HP)
➤ Champion Ra (31/31 HP)

➤ Bandit green (-0 HP)
➤ Talu (36/36 HP)
➤ Bandit black (-0 HP)
➤ Clarence (44/44 HP)
➤ Norbwald (38/38 HP)
➤ Bandit teal (-0 HP)
➤ Lendaru (48/48 HP)
➤ Bandit blue (-0 HP)
➤ Bandit yellow (-0 HP)

Horizon Hunters

Male Hobgoblin Fighter 3 | HP 47/47 | AC 21 (23) | F +10 R +7/10 W +7 (bravery) | Perc +7 | Stealth +5 | 20 ft | Hero 1/3 | ◆ | Active Conditions: fire resist 1, mental resist 2, bravery

Zaighar raises his shield and advances upon the approaching foes. He thrusts his light pike toward the leading bandit.

◆ Raise a Shield
◆ Stride
◆ Strike @ Red: Breaching Pike (E): 1d20 + 11 ⇒ (9) + 11 = 20
Piercing, Razing: 1d6 + 4 ⇒ (6) + 4 = 10

↺ Reactive Strike (10 ft reach):

Reactive Strike: Breaching Pike (E): 1d20 + 11 ⇒ (20) + 11 = 31
Piercing, Razing: 1d6 + 4 ⇒ (1) + 4 = 5

Envoy's Alliance

Male Hyacinth Macaw, Awakened Flying Animal Fighter 1 Acrobat Archetype: Speed:20, Fly:15, AC:16, HP:21/21, Fort:6, Ref:9, Will:5, Perception:7

Move, 1st action
Draw Gakgung Bow, 2nd action
Shoot at Dark blue, 3rd action hit: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 dmg: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8 piercing


RPG chronicles Slides

Ambush! Round 1

Zaighar moves to strike the poor red one who is briefly considering becoming non-violent. But he's still standing.

For his part, Champion Ra rushes forward to make a range strike on the blue one who is not very pleased.

The green man moves forward and draws a bow to fire an arrow towards Zaighar.

Shortbow: 1d20 + 5 ⇒ (9) + 5 = 14

Damage:1d6 ⇒ 4

But he misses.
──────────
Conditions:

Wagon 1: 1 damage
──────────
BOLD IS UP!:
──────────
➤ Bandit red (-10 HP)
➤ Zaighar (47/47 HP)
➤ Champion Ra (31/31 HP)
➤ Bandit green (-0 HP)
Talu (36/36 HP)
➤ Bandit black (-0 HP)
➤ Clarence (44/44 HP)
➤ Norbwald (38/38 HP)
➤ Bandit teal (-0 HP)
➤ Lendaru (48/48 HP)
➤ Bandit blue (-8 HP)
➤ Bandit yellow (-0 HP)

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [X] [ ] | Exploration: Scout| Active Conditions: None

Talu hops out of the wagon and hurries forward. "Spirits, let us help each other. I can give you form, however fleeting, so you can help me protect these people."

There's something there... probably not one of the goblins at this point, but a previous victim of the bandits perhaps? "Your chance for one last good deed, spirit," she offers as she gives it shape.

Ghost-like, but more solid, it rises behind the closest bandit and swipes at him.

◆ Stride
◆ Stride
◆ Cast create thrall, attacking Red Attack: 1d20 + 9 ⇒ (2) + 9 = 11 for void damage: 2d6 ⇒ (6, 5) = 11 (in the unlikely event that Red is undead or otherwise has Void Healing, it takes vitality damage instead due to Talu's Mastery of Life and Death feature)
The thrall is automatically hit by attacks, automatically fails saves, and is destroyed if it takes any damage.

↺ Inevitable Return if an enemy within 60 feet (currently Red or Green) dies:
Talu whispers "Surely you don't want this to be the last thing weighing on your soul?" Another spirit rises.

Create a Thrall in the enemy's space.


RPG chronicles Slides

Ambush! Round 1

Talu rushes forward to see what to expect before to make an hideous undead rise behind the red man. But its vicious attack failed to connect.

The black man at his turn hurries up to a flank position to pick his shortsword in the undead's throat, crumbling down.

I got one. Follow my way!

──────────
Conditions:

Wagon 1 : 1 damage
──────────
BOLD IS UP!:
──────────
➤ Bandit red (-10 HP)
➤ Zaighar (47/47 HP)
➤ Champion Ra (31/31 HP)
➤ Bandit green (-0 HP)
➤ Talu (36/36 HP)
➤ Bandit black (-0 HP)
Clarence (44/44 HP)
Norbwald (38/38 HP)
➤ Bandit teal (-0 HP)
➤ Lendaru (48/48 HP)
➤ Bandit blue (-8 HP)
➤ Bandit yellow (-0 HP)

Horizon Hunters

CN Male Half-Orc | Martial Disciple | Fighter 3 | Hero Points: 1/3 | Minor Healing Potion x2 | HP 44/44 | AC 20 | F/R/W/P 9/10/8/8 (DV) | 25 feet | Class DC 18 | Resist - Void 1 | Athletics(E): +10, Acrobatics/Stealth: +8, Survival: +6, Lore (PFS, Warfare)/Intimidation: +5, Thievery(U): +3, Medicine(U)/Nature(U)/Religion(U): +1 | Exploration Activity: Search | ◆◇↺ |

Clarence pulls out his sword and rushes the Bandit with a red cloak.

+1 Longsword: 1d20 + 11 ⇒ (19) + 11 = 30 for Slashing Damage: 1d8 + 3 ⇒ (3) + 3 = 6 Critical Hit: Double Damage

◆ Interact to Draw
◆◆ Sudden Charge vs Red


RPG chronicles Slides

Ambush! Round 1

The poor red man who should probably have earn his life in honestly attacking travelers on the roads couldn't expect to die like this. Cut in two separates parts.

The black man yells: They are trying to impress you, but you know that Zekri wasn't very tough indeed.

──────────
Conditions:

Wagon 1 : 1 damage
──────────
BOLD IS UP!:
──────────
➤ Zaighar (47/47 HP)
➤ Champion Ra (31/31 HP)
➤ Bandit green (-0 HP)
➤ Talu (36/36 HP)
➤ Bandit black (-0 HP)
➤ Clarence (44/44 HP)
Norbwald (38/38 HP)
➤ Bandit teal (-0 HP)
➤ Lendaru (48/48 HP)
➤ Bandit blue (-8 HP)
➤ Bandit yellow (-0 HP)

Verdant Wheel

M "Gnome" Former Orphanage Director 3 HP 38/38| AC 20 | F +9 R +8 W +8 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 32/32 AC 18 | F +7 R +7 W +6 | Low-Light + Scent Perception +6 Hoof +8 1d6+3 B - Agile | Support Lesser Cover | Light Barding Acrobatics +7, Athletics +8, Stealth +7 | Sp: 40ft

Norbwald points and his chair carries him forward. Taking some cover from a bit of stone Norbwald draws their flickmace and takes a swing at the bandit in black.

Flickmace w/Reach vs Black: 1d20 + 9 ⇒ (13) + 9 = 22
B Damage: 1d6 + 5 ⇒ (5) + 5 = 10

(Command{2x Stride}, Draw Weapon, Strike)


RPG chronicles Slides

Ambush! Round 1

The black man isn't very happy. You're the next! does he says pointing Norbwald.

The teal man rushes forward then and throw a bomb towards Norbwald.

Alchemist's fire: 1d20 + 5 ⇒ (20) + 5 = 25

Damage: 1d8 ⇒ 1 A crit for 2 damage...

And 1 persistent. Plus 1 splash damage on Clarence

──────────
Conditions:

Wagon 1 : 1 damage
──────────
BOLD IS UP!:
──────────
➤ Bandit red DEAD
➤ Zaighar (47/47 HP)
➤ Champion Ra (31/31 HP)
➤ Bandit green (-0 HP)
➤ Talu (36/36 HP)
➤ Bandit black (-10 HP)
➤ Clarence (43/44 HP)
➤ Norbwald (36/38 HP) (1 persistent fire)
➤ Bandit teal (-0 HP)
Lendaru (48/48 HP)
➤ Bandit blue (-8 HP)
➤ Bandit yellow (-0 HP)

Grand Archive

Human Inventor 4 / HP 48/48, Perc +6, AC 21, Fort +9 Ref +7 Will +8 / Active conditions:

The human draws his weapon and enlarges it. Then he moves.


RPG chronicles Slides

Ambush! Round 2

Leandaru tries to arrive in the front before the fight is finished.

The blue man moves forward to throw another bomb at Norbwald.

Alchemist's fire: 1d20 + 5 ⇒ (6) + 5 = 11

The yellow man also moves to fire an arrow towards Norbwald.

Shortbow: 1d20 + 5 ⇒ (12) + 5 = 17

But both miss.

──────────
Conditions:

Wagon 1 : 1 damage
──────────
BOLD IS UP!:
──────────
➤ Bandit red DEAD
Zaighar (47/47 HP)
Champion Ra (31/31 HP)
➤ Bandit green (-0 HP)
➤ Talu (36/36 HP)
➤ Bandit black (-10 HP)
➤ Clarence (43/44 HP)
➤ Norbwald (36/38 HP) (1 persistent fire)
➤ Bandit teal (-0 HP)
➤ Lendaru (48/48 HP)
➤ Bandit blue (-8 HP)
➤ Bandit yellow (-0 HP)

Horizon Hunters

Male Hobgoblin Fighter 3 | HP 47/47 | AC 21 (23) | F +10 R +7/10 W +7 (bravery) | Perc +7 | Stealth +5 | 20 ft | Hero 1/3 | ◆ | Active Conditions: fire resist 1, mental resist 2, bravery

(FYI: Talu's spoilered reaction animated Red as a new thrall. I put it on the map.)

The hellknight advances toward the man encouraging the others. "Are you the boss?" he shouts as he thrusts his spear toward the (black) bandit. He raises his shield.

◆ Stride

◆ Strike: Breaching Pike (E): 1d20 + 11 ⇒ (1) + 11 = 12
Piercing, Razing: 1d6 + 4 ⇒ (2) + 4 = 6

Hero Point: ◆ Strike: Breaching Pike (E), Vestments: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Piercing, Razing: 1d6 + 4 ⇒ (5) + 4 = 9

◆ Raise a Shield

AC 23

↺ Reactive Strike:

Reactive Strike: Breaching Pike (E): 1d20 + 11 ⇒ (9) + 11 = 20
Piercing, Razing: 1d6 + 4 ⇒ (1) + 4 = 5


RPG chronicles Slides

Sorry. You’re right. I was aware when I read it but forgot it when red was killed.

Envoy's Alliance

Male Hyacinth Macaw, Awakened Flying Animal Fighter 1 Acrobat Archetype: Speed:20, Fly:15, AC:16, HP:21/21, Fort:6, Ref:9, Will:5, Perception:7

Shoot 3 times at blue with Gakgun, goes to green if blue dies
hit: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 dmg: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 piercing, 1st shot
hit: 1d20 + 9 + 1 - 5 ⇒ (7) + 9 + 1 - 5 = 12 dmg: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 piercing, 2nd shot
hit: 1d20 + 9 + 1 - 10 ⇒ (13) + 9 + 1 - 10 = 13 dmg: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 piercing, 3rd shot


RPG chronicles Slides

Ambush! Round 1

Zaighar failed to connect with his strike on the black man but Champion Ra drops the blue man.

I redirected the last two attacks on the green one. But they misses unfortunately.

The green bandit pulls another bomb and throw it at Clarence.

Alchemist's fire: 1d20 + 5 ⇒ (13) + 5 = 18

He misses Splash damage remains, gaining some good words of the black man.

Then he draws a shortsword.

──────────
Conditions:

Wagon 1 : 1 damage
──────────
BOLD IS UP!:
──────────
➤ Bandit red DEAD
➤ Zaighar (47/47 HP)
➤ Champion Ra (31/31 HP)
➤ Bandit green (-0 HP)
Talu (36/36 HP)
➤ Bandit black (-10 HP)
➤ Clarence (42/44 HP)
➤ Norbwald (36/38 HP) (1 persistent fire)
➤ Bandit teal (-0 HP)
➤ Lendaru (48/48 HP)
➤ Bandit blue DEAD
➤ Bandit yellow (-0 HP)

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